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Author SHA1 Message Date
689da4a019 [ox] Update docs
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2026-01-21 21:04:17 -06:00
bdf7755ee2 [nostalgia/developer-handbook] Update developer handbook 2026-01-21 21:03:47 -06:00
2 changed files with 10 additions and 8 deletions

7
deps/ox/ox-docs.md vendored
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@@ -323,9 +323,10 @@ struct Type {
void f() {
ox::String s{"asdf"};
Type t1{"asdf"}; // valid
Type t2{s}; // valid
Type t3{std::move(s)}; // valid
Type t1{"asdf"}; // valid
Type t2{s}; // valid
Type t3{std::move(s)}; // valid
Type t4{ox::String{"asdf"}}; // valid
}
```

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@@ -27,9 +27,9 @@ All components have a platform indicator next to them:
* opengl - OpenGL implementation (P-)
* studio - studio plugin for core (P-)
* keel - keel plugin for core (PG)
* scene - defines & processes map data (PG)
* studio - studio plugin for scene (P-)
* keel - keel plugin for scene (PG)
* sound - sound system for Nostalgia (PG)
* studio - studio plugin for sound (P-)
* keel - keel plugin for sound (PG)
* player - plays the games (PG)
* studio - makes the games (P-)
* tools - command line tools (P-)
@@ -48,7 +48,7 @@ All components have a platform indicator next to them:
Not really that external... (PG)
* GlUtils - OpenGL helpers (P-)
* teagba - GBA assembly startup code (mostly pulled from devkitPro under MPL
2.0), and custom GBA hardware interop code (-G)
2.0), and custom GBA hardware interop code (-G)
Most GBA code is built on PC because it is small and helps to work on both
projects with the same CMake build dir, but GBA code is never linked with any
@@ -89,7 +89,8 @@ The GBA has two major resources for learning about its hardware:
On the surface, it seems like C++ changes the way we do things from C for no
reason, but there are reasons for many of these duplications of functionality.
The C++ language designers aren't stupid. Question them, but don't ignore them.
The C++ language designers aren't stupid.
Question them, but don't ignore them.
#### Casting