- wrapped std::function into utils::optional_function
- cleaned the code accordingly in windows_emulator
- using the 'emulator'/'windows_emulator' dependency implies the
emulator_common as well.
- wrapped std::function into utils::optional_function
-- cleaned the code accordingly in windows_emulator
- using the 'emulator'/'windows_emulator' dependency implies the emulator_common as well.
The idea is to allow as much internal information into inner components.
to not burden all builds, the reflection level can be controlled via the
MOMO_REFLECTION_LEVEL (where 0 means no reflection code is included).
more reflection variables will be introduced as needed.
For now, the memory manager's layout state version is used to track
whether the memory layout is changed or not (at the lowest level). the
win_emu API consumer can use this reflection to decide to whether to
refresh or not expensive computations
the idea is to allow as much internal information into inner components.
to not burden all builds, the reflection level can be controlled
via the MOMO_REFLECTION_LEVEL (where 0 means no reflection code is
included).
more reflection variables will be introduced as needed.
for now, the memory manager's layout version is used to track whether
the memory layout is changed or not (at the lowest level).
the API consumer can use this to decide to refresh or not expensive
computations