Exploring raycasters and possibly make a little "doom like" game based on it.
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raycaster/scratchpad/corostate.cpp

97 lines
1.8 KiB

#include <coroutine>
#include <cstdint>
#include <exception>
#include <fmt/core.h>
template<typename T>
struct Generator {
struct promise_type;
using handle_type = std::coroutine_handle<promise_type>;
struct promise_type {
T value_;
std::exception_ptr exception_;
Generator get_return_object() {
return Generator(handle_type::from_promise(*this));
}
std::suspend_always initial_suspend() { return {}; }
std::suspend_always final_suspend() noexcept { return {}; }
void unhandled_exception() { exception_ = std::current_exception(); }
template<std::convertible_to<T> From>
std::suspend_always yield_value(From&& from) {
value_ = std::forward<From>(from);
return {};
}
void return_void() {}
};
handle_type h_;
Generator(handle_type h) : h_(h) {}
~Generator() { h_.destroy(); }
explicit operator bool() {
fill();
return !h_.done();
}
T operator()() {
fill();
full_ = false;
return std::move(h_.promise().value_);
}
private:
bool full_ = false;
void fill() {
if(!full_) {
h_();
if(h_.promise().exception_) {
std::rethrow_exception(h_.promise().exception_);
}
full_ = true;
}
}
};
Generator<std::uint64_t>
fib(unsigned n) {
if(n == 0) co_return;
if(n > 94) {
throw std::runtime_error("Too big");
}
if(n == 1) co_return;
co_yield 1;
if(n == 2) co_return;
std::uint64_t a = 0;
std::uint64_t b = 1;
for(unsigned i = 2; i < n; ++i) {
std::uint64_t s = a + b;
co_yield s;
a = b;
b = s;
}
}
int main() {
try {
auto gen = fib(50);
for(int j = 0; gen; ++j) {
fmt::println("fib({})={}", j, gen());
}
} catch(const std::exception& ex) {
fmt::println("Exception: {}", ex.what());
} catch(...) {
fmt::println("Unknown exception");
}
return 0;
}