# Nostalgia Developer Handbook ## About The purpose of the Developer Handbook is similar to that of the README. The README should be viewed as a prerequisite to the Developer Handbook. The README should provide information needed to build the project, which might be used by an advanced user or a person trying to build and package the project. The Developer Handbook should focus on information needed by a developer working on the project. ## Project Structure ### Overview All components have a platform indicator next to them: (PG) - PC, GBA (-G) - GBA (P-) - PC * Nostalgia * modules * core - graphics system for Nostalgia (PG) * gba - GBA implementation (PG) * 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) * player - plays the games (PG) * studio - makes the games (P-) * tools - command line tools (P-) * pack - packs a studio project directory into an OxFS file (P-) * Olympic * Applib - Library for creating apps as libraries that injects Keel and Studio modules * Keel - asset management system (PG) * Studio - where most of the studio code lives as library (P-) * applib - used for per project studio executables * modlib - used for studio modules to interact with studio * Turbine - platform abstraction and user I/O (PG) * 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... * clargs - Command Line Args processing (PG) * claw - Reads and writes Metal or Organic Claw with header to indicate which * event - Qt-like signal system * 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) ## Platform Notes ### GBA The GBA has two major resources for learning about its hardware: * [Tonc](https://www.coranac.com/tonc/text/toc.htm) - This is basically a short book on the GBA and low level development. * [GBATEK](https://rust-console.github.io/gbatek-gbaonly/) - This is a more concise resource that mostly tells about memory ranges and registers. #### Graphics * Background Palette: 256 colors * Sprite Palette: 256 colors ## Code Base Conventions ### Formatting * Indentation is done with tabs. * Alignment is done with spaces. * Opening brackets go on the same line as the thing they are opening for (if, while, for, try, catch, function, etc.) * No space between function parentheses and arguments. * Spaces between arithmetic/bitwise/logical/assignment operands and operators. * Pointer and reference designators should be bound to the identifier name and not the type, unless there is not identifier name, in which case it should be bound to the type. ### Write C++, Not C 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. #### Casting Do not use C-style casts. C++ casts are more readable, and more explicit about the type of cast being used. Do not use ```dynamic_cast``` in code building for the GBA, as RTTI is disabled in GBA builds. #### Library Usage C++ libraries should generally be preferred to C libraries. C libraries are allowed, but pay extra attention. This example from nostalgia::core demonstrates the type of problems that can arise from idiomatically mixed code. ```cpp uint8_t *loadRom(const char *path) { auto file = fopen(path, "r"); if (file) { fseek(file, 0, SEEK_END); const auto size = ftell(file); rewind(file); // new can technically throw, though this project considers out-of-memory // to be unrecoverable auto buff = new uint8_t[size]; fread(buff, size, 1, file); fclose(file); return buff; } else { return nullptr; } } ``` In practice, that particular example is not something we really care about here, but it does demonstrate that problems can arise when mixing what might be perceived as cool old-school C-style code with lame seemingly over-complicated C++-style code. Here is another more concrete example observed in another project: ```cpp int main() { // using malloc does not call the constructor std::vector *list = (std::vector*) malloc(sizeof(std::vector)); doStuff(list); // free does not call the destructor, which causes memory leak for array // inside list free(list); return 0; } ``` The code base where this was observed actually got away with this for the most part, as the std::vector implementation used evidently waited until the internal array was needed before initializing and the memory was zeroed out because the allocation occurred early in the program's execution. While the std::vector implementation in question worked with this code and the memory leak is not noticeable because the std::vector was meant to exist for the entire life of the process, other classes likely will not get away with it due to more substantial constructors and more frequent instantiations of the classes in question. ## Project Systems ### Error Handling Exceptions are clean and nice in userland code running in environments with expansive system resources, but they are a bit of a pain in small bare metal environments. The GBA build has them disabled. Exceptions cause also the compiler to generate a great deal of extra code that inflates the size of the binary. The binary size bloat is often cited as one of the main reasons why many embedded developers prefer C to C++. Instead of throwing exceptions, all engine code must return Ox error codes. For the sake of consistency, try to stick to Ox error codes in non-engine code as well. Nostalgia and Ox both use ```ox::Error``` to report errors. ```ox::Error``` is a struct that has overloaded operators to behave like an integer error code, plus some extra fields to enhance debuggability. If instantiated through the ```OxError(x)``` macro, it will also include the file and line of the error. The ```OxError(x)``` macro should only be used for the initial instantiation of an ```ox::Error```. In addition to ```ox::Error``` there is also the template ```ox::Result```. ```ox::Result``` simply wraps the type T value in a struct that also includes error information, which allows the returning of a value and an error without resorting to output parameters. If a function returns an ```ox::Error``` or ```ox::Result``` it should be declared as ```noexcept``` and all exceptions should be translated to an ```ox::Error```. ```ox::Result``` can be used as follows: ```cpp ox::Result foo(int i) noexcept { if (i < 10) { return i + 1; // implicitly calls ox::Result::Result(T) } return OxError(1); // implicitly calls ox::Result::Result(ox::Error) } int caller1() { auto v = foo(argc); if (v.error) { return 1; } std::cout << v.value << '\n'; return 0; } int caller2() { // it is also possible to capture the value and error in their own variables auto [val, err] = foo(argc); if (err) { return 1; } std::cout << val << '\n'; return 0; } ``` Lastly, there are a few macros available to help in passing ```ox::Error```s back up the call stack, ```oxReturnError```, ```oxThrowError```, and ```oxRequire```. ```oxReturnError``` is by far the more helpful of the two. ```oxReturnError``` will return an ```ox::Error``` if it is not 0 and ```oxThrowError``` will throw an ```ox::Error``` if it is not 0. Because exceptions are disabled for GBA builds and thus cannot be used in the engine, ```oxThrowError``` is only really useful at the boundary between engine libraries and Nostalgia Studio. Since ```ox::Error``` is always nodiscard, you must do something with them. In rare cases, you may not have anything you can do with them or you may know the code will never fail in that particular instance. This should be used sparingly. ```cpp void studioCode() { auto [val, err] = foo(1); oxThrowError(err); doStuff(val); } ox::Error engineCode() noexcept { auto [val, err] = foo(1); oxReturnError(err); doStuff(val); return OxError(0); } void anyCode() { auto [val, err] = foo(1); std::ignore = err; doStuff(val); } ``` Both macros will also take the ```ox::Result``` directly: ```cpp void studioCode() { auto valerr = foo(1); oxThrowError(valerr); doStuff(valerr.value); } ox::Error engineCode() noexcept { auto valerr = foo(1); oxReturnError(valerr); doStuff(valerr.value); return OxError(0); } ``` Ox also has the ```oxRequire``` macro, which will initialize a value if there is no error, and return if there is. It aims to somewhat emulate the ```?``` operator in Rust and Swift. Rust ```?``` operator: ```rust fn f() -> Result { // do stuff } fn f2() -> Result { let i = f()?; Ok(i + 4) } ``` ```oxRequire```: ```cpp ox::Result f() noexcept { // do stuff } ox::Result f2() noexcept { oxRequire(i, f()); // const auto [out, oxConcat(oxRequire_err_, __LINE__)] = x; oxReturnError(oxConcat(oxRequire_err_, __LINE__)) return i + 4; } ``` ```oxRequire``` is not quite as versatile, but it should still cleanup a lot of otherwise less ideal code. ```oxRequire``` also has variants for throwing the error and for making to value non-const: * ```oxRequireM``` - oxRequire Mutable * ```oxRequireT``` - oxRequire Throw * ```oxRequireMT``` - oxRequire Mutable Throw ### Logging and Output Ox provides for logging and debug prints via the ```oxTrace```, ```oxDebug```, and ```oxError``` macros. Each of these also provides a format variation. Ox also provide ```oxOut``` and ```oxErr``` for printing to stdout and stderr. These are intended for permanent messages and always go to stdout and stderr. Tracing functions do not go to stdout unless the OXTRACE environment variable is set. They also print with the channel that they are on, along with file and line. Debug statements go to stdout and go to the logger on the "debug" channel. Where trace statements are intended to be written with thoughtfulness, debug statements are intended to be quick and temporary insertions. Debug statements trigger compilation failures if OX_NODEBUG is enabled when CMake is run, as it is on Jenkins builds, so ```oxDebug``` statements should never be checked in. This makes ```oxDebug``` preferable to other forms of logging, as temporary prints should never be checked in. ```oxError``` always prints. It includes file and line, and is prefixed with a red "ERROR:". It should generally be used conservatively. It shuld be used only when there is an error that is not technically fatal, but the user almost certainly wants to know about it. ```oxTrace``` and ```oxTracef```: ```cpp void f(int x, int y) { // x = 9, y = 4 oxTrace("nostalgia::core::sdl::gfx") << "f:" << x << y; // Output: "f: 9 4" oxTracef("nostalgia::core::sdl::gfx", "f: {}, {}", x, y); // Output: "f: 9, 4" } ``` ```oxDebug``` and ```oxDebugf```: ```cpp void f(int x, int y) { // x = 9, y = 4 oxDebug() << "f:" << x << y; // Output: "f: 9 4" oxDebugf("f: {}, {}", x, y); // Output: "f: 9, 4" } ``` ```oxError``` and ```oxErrorf```: ```cpp void f(int x, int y) { // x = 9, y = 4 oxError() << "f:" << x << y; // Output: "ERROR: (:): f: 9 4" oxErrorf("f: {}, {}", x, y); // Output: "ERROR: (:): f: 9, 4" } ``` ### File I/O All engine file I/O should go through nostalgia::core::Context, which should go through ox::FileSystem. Similarly, all studio file I/O should go thorough nostalgia::studio::Project, which should go through ox::FileSystem. ox::FileSystem abstracts away differences between conventional storage devices and ROM. ### Model System Ox has a model system that provides a sort of manual reflection mechanism. Models require a model function for the type that you want to model. It is also good to provide a type name and type version number, though that is not required. The model function takes an instance of the type it is modelling and a template parameter type. The template parameter type must implement the API used in the models, but it can do anything with the data provided to it. Here is an example from the Nostalgia/Core package: ```cpp struct NostalgiaPalette { static constexpr auto TypeName = "net.drinkingtea.nostalgia.core.NostalgiaPalette"; static constexpr auto TypeVersion = 1; ox::Vector colors; }; struct NostalgiaGraphic { static constexpr auto TypeName = "net.drinkingtea.nostalgia.core.NostalgiaGraphic"; static constexpr auto TypeVersion = 1; int8_t bpp = 0; // rows and columns are really only used by TileSheetEditor int rows = 1; int columns = 1; ox::FileAddress defaultPalette; NostalgiaPalette pal; ox::Vector pixels; }; template constexpr ox::Error model(T *h, ox::CommonPtrWith auto *pal) noexcept { h->template setTypeInfo(); // it is also possible to provide the type name and type version as function arguments //h->setTypeInfo("net.drinkingtea.nostalgia.core.NostalgiaPalette", 1); oxReturnError(h->field("colors", &pal->colors)); return OxError(0); } template constexpr ox::Error model(T *h, ox::CommonPtrWith auto *ng) noexcept { h->template setTypeInfo(); oxReturnError(h->field("bpp", &ng->bpp)); oxReturnError(h->field("rows", &ng->rows)); oxReturnError(h->field("columns", &ng->columns)); oxReturnError(h->field("defaultPalette", &ng->defaultPalette)); oxReturnError(h->field("pal", &ng->pal)); oxReturnError(h->field("pixels", &ng->pixels)); return OxError(0); } ``` The model system also provides for unions: ```cpp #include class FileAddress { template friend constexpr Error model(T*, ox::CommonPtrWith auto*) noexcept; public: static constexpr auto TypeName = "net.drinkingtea.ox.FileAddress"; union Data { static constexpr auto TypeName = "net.drinkingtea.ox.FileAddress.Data"; char *path; const char *constPath; uint64_t inode; }; protected: FileAddressType m_type = FileAddressType::None; Data m_data; }; template constexpr Error model(T *h, ox::CommonPtrWith auto *obj) noexcept { h->template setTypeInfo(); oxReturnError(h->fieldCString("path", &obj->path)); oxReturnError(h->fieldCString("constPath", &obj->path)); oxReturnError(h->field("inode", &obj->inode)); return OxError(0); } template constexpr Error model(T *io, ox::CommonPtrWith auto *fa) noexcept { io->template setTypeInfo(); // cannot read from object in Reflect operation if constexpr(ox_strcmp(T::opType(), OpType::Reflect) == 0) { int8_t type = 0; oxReturnError(io->field("type", &type)); oxReturnError(io->field("data", UnionView(&fa->m_data, 0))); } else { auto type = static_cast(fa->m_type); oxReturnError(io->field("type", &type)); fa->m_type = static_cast(type); oxReturnError(io->field("data", UnionView(&fa->m_data, static_cast(fa->m_type)))); } return OxError(0); } ``` There are also macros in `````` for simplifying the declaration of models: ```cpp oxModelBegin(NostalgiaGraphic) oxModelField(bpp) oxModelField(rows) oxModelField(columns) oxModelField(defaultPalette) oxModelField(pal) oxModelField(pixels) oxModelEnd() ``` ### Serialization Using the model system, Ox provides for serialization. Ox has MetalClaw and OrganicClaw as its serialization format options. MetalClaw is a custom binary format designed for minimal size. OrganicClaw is a wrapper around JsonCpp, chosen because it technically implements a superset of JSON. OrganicClaw requires support for 64 bit integers, whereas normal JSON technically does not. These formats do not currently support floats. There is also a wrapper format called Claw that provides a header at the beginning of the file and can dynamically switch between the two depending on what the header says is present. The Claw header also includes information about the type and type version of the data. Claw header: ```M1;net.drinkingtea.nostalgia.core.NostalgiaPalette;1;``` That reads: * Format is Metal Claw, version 1 * Type ID is net.drinkingtea.nostalgia.core.NostalgiaPalette * Type version is 1 Except when the data is exported for loading on the GBA, Claw is always used as a wrapper around the bare formats. #### Metal Claw Example ##### Read ```cpp #include ox::Result loadPalette1(const Buffer &buff) noexcept { return ox::readMC(buff); } ox::Result loadPalette2(const Buffer &buff) noexcept { return ox::readMC(buff.data(), buff.size()); } ox::Result loadPalette3(const Buffer &buff) noexcept { NostalgiaPalette pal; std::size_t sz = 0; oxReturnError(ox::readMC(buff.data(), buff.size(), &pal, &sz)); buffer.resize(sz); return pal; } ``` ##### Write ```cpp #include ox::Result writeSpritePalette1(NostalgiaPalette *pal) noexcept { ox::Buffer buffer(ox::units::MB); std::size_t sz = 0; oxReturnError(ox::writeMC(buffer.data(), buffer.size(), pal, &sz)); buffer.resize(sz); return buffer; } ox::Result writeSpritePalette2(NostalgiaPalette *pal) noexcept { return ox::writeMC(pal); } ``` #### Organic Claw Example ##### Read ```cpp #include ox::Result loadPalette1(const Buffer &buff) noexcept { return ox::readOC(buff); } ox::Result loadPalette2(const Buffer &buff) noexcept { return ox::readOC(buff.data(), buff.size()); } ox::Result loadPalette3(const Buffer &buff) noexcept { NostalgiaPalette pal; oxReturnError(ox::readOC(buff.data(), buff.size(), &pal)); return pal; } ``` ##### Write ```cpp #include ox::Result writeSpritePalette1(NostalgiaPalette *pal) noexcept { ox::Buffer buffer(ox::units::MB); oxReturnError(ox::writeOC(buffer.data(), buffer.size(), pal)); return buffer; } ox::Result writeSpritePalette2(NostalgiaPalette *pal) noexcept { return ox::writeOC(pal); } ``` #### Claw Example ##### Read ```cpp #include ox::Result loadPalette1(const Buffer &buff) noexcept { return ox::readClaw(buff); } ox::Result loadPalette2(const Buffer &buff) noexcept { return ox::readClaw(buff.data(), buff.size()); } ox::Result loadPalette3(const Buffer &buff) noexcept { NostalgiaPalette pal; oxReturnError(ox::readClaw(buff.data(), buff.size(), &pal)); return pal; } ``` ##### Write ```cpp #include ox::Result writeSpritePalette(NostalgiaPalette *pal) noexcept { return ox::writeClaw(&pal); } ```