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@ -44,8 +44,17 @@ All components have a platform indicator next to them:
* gba - GBA implementation (PG)
* glfw - GLFW implementation (P-)
* deps - project dependencies
* Ox - Library of things useful for portable bare metal and userland code.
Not really that external... (PG)
* Ox - Library of things useful for portable bare metal and userland code. Not really that external...
* clargs - Command Line Args processing (PG)
* claw - Reads and writes Metal or Organic Claw with header to indicate which
* event - Qt-like signal system (PG)
* fs - file system (PG)
* logconn - connects logging to Bullock (P-)
* mc - Metal Claw serialization, builds on model (PG)
* oc - Organic Claw serialization (wrapper around JsonCpp), builds on model (P-)
* model - Data structure modelling (PG)
* preloader - library for handling preloading of data (PG)
* std - Standard-ish Library with a lot missing and some things added (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)
@ -168,9 +177,6 @@ Instead of throwing exceptions, all engine code should return
For the sake of consistency, try to stick to ```ox::Error``` in non-engine code
as well, but non-engine code is free to use exceptions when they make sense.
Exceptions should generally just use ```OxException```, which is bascially an
exception form of ```ox::Error```.
### File I/O
All engine file I/O should go through Keel, which should go through