Update developer handbook
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@ -20,30 +20,42 @@ All components have a platform indicator next to them:
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(-G) - GBA
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(P-) - PC
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* Nostalgia
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* core - platform abstraction and user I/O (PG)
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* gba - GBA implementation (-G)
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* GlUtils - OpenGL helpers (P-)
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* Keel - asset management system (PG)
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* Turbine - platform abstraction and user I/O (PG)
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* gba - GBA implementation (PG)
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* glfw - GLFW implementation (P-)
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* userland - common things needed by all non-bare-metal implementations (P-)
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* Studio - where most of the studio code lives as library (P-)
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* applib - used for per project studio executables
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* modlib - used for studio modules to interact with studio
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* Nostalgia
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* modules
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* core - graphics system for Nostalgia (PG)
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* gba - GBA implementation (PG)
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* opengl - OpenGL implementation (P-)
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* studio - studio plugin for core (P-)
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* geo - geometry types (PG)
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* glutils - OpenGL helpers (P-)
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* keel - keel plugin for core (PG)
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* scene - defines & processes map data (PG)
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* studio - studio plugin for scene (P-)
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* keel - keel plugin for scene (PG)
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* player - plays the games (PG)
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* studio - makes the games (P-)
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* tools - command line tools (P-)
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* pack - packs a studio project directory into an OxFS file (P-)
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* world - defines processes map data (PG)
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* studio - studio plugin for world (P-)
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* deps - project dependencies
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* Ox - Library of things useful for portable bare metal and userland code. Not really that external...
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* clargs - Command Line Args processing (PG)
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* claw - Reads and writes Metal or Organic Claw with header to indicate which
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* event - Qt-like signal system
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* fs - file system (PG)
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* logconn - connects logging to Bullock (P-)
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* mc - Metal Claw serialization, builds on model (PG)
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* oc - Organic Claw serialization (wrapper around JsonCpp), builds on model (P-)
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* model - Data structure modelling (PG)
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* preloader - library for handling preloading of data (PG)
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* std - Standard-ish Library with a lot missing and some things added (PG)
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* GbaStartup - GBA assembly startup code, mostly pulled from devkitPro under MPL 2.0 (-G)
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* teagba - GBA assembly startup code (mostly pulled from devkitPro under MPL
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2.0), and custom GBA hardware interop code (-G)
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## Code Base Conventions
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@ -526,7 +538,7 @@ ox::Result<ox::Buffer> writeSpritePalette1(NostalgiaPalette *pal) noexcept {
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std::size_t sz = 0;
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oxReturnError(ox::writeMC(buffer.data(), buffer.size(), pal, &sz));
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buffer.resize(sz);
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return std::move(buffer);
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return buffer;
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}
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ox::Result<ox::Buffer> writeSpritePalette2(NostalgiaPalette *pal) noexcept {
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@ -564,7 +576,7 @@ ox::Result<NostalgiaPalette> loadPalette3(const Buffer &buff) noexcept {
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ox::Result<ox::Buffer> writeSpritePalette1(NostalgiaPalette *pal) noexcept {
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ox::Buffer buffer(ox::units::MB);
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oxReturnError(ox::writeOC(buffer.data(), buffer.size(), pal));
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return std::move(buffer);
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return buffer;
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}
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ox::Result<ox::Buffer> writeSpritePalette2(NostalgiaPalette *pal) noexcept {
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