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689da4a019
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| 689da4a019 | |||
| bdf7755ee2 |
7
deps/ox/ox-docs.md
vendored
7
deps/ox/ox-docs.md
vendored
@@ -323,9 +323,10 @@ struct Type {
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void f() {
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ox::String s{"asdf"};
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Type t1{"asdf"}; // valid
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Type t2{s}; // valid
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Type t3{std::move(s)}; // valid
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Type t1{"asdf"}; // valid
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Type t2{s}; // valid
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Type t3{std::move(s)}; // valid
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Type t4{ox::String{"asdf"}}; // valid
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}
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```
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@@ -27,9 +27,9 @@ All components have a platform indicator next to them:
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* opengl - OpenGL implementation (P-)
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* studio - studio plugin for core (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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* sound - sound system for Nostalgia (PG)
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* studio - studio plugin for sound (P-)
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* keel - keel plugin for sound (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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@@ -48,7 +48,7 @@ All components have a platform indicator next to them:
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Not really that external... (PG)
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* GlUtils - OpenGL helpers (P-)
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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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2.0), and custom GBA hardware interop code (-G)
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Most GBA code is built on PC because it is small and helps to work on both
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projects with the same CMake build dir, but GBA code is never linked with any
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@@ -89,7 +89,8 @@ The GBA has two major resources for learning about its hardware:
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On the surface, it seems like C++ changes the way we do things from C for no
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reason, but there are reasons for many of these duplications of functionality.
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The C++ language designers aren't stupid. Question them, but don't ignore them.
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The C++ language designers aren't stupid.
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Question them, but don't ignore them.
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#### Casting
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