328 lines
11 KiB
Markdown
328 lines
11 KiB
Markdown
# Developer Handbook
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## About
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The purpose of the Developer Handbook is similar to that of the README. The
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README should be viewed as a prerequisite to the Developer Handbook. The README
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should provide information needed to build the project, which might be used by
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an advanced user or a person trying to build and package the project. The
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Developer Handbook should focus on information needed by a developer working on
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the project.
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## Project Structure
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### Overview
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All components have a platform indicator next to them:
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(PG) - PC, GBA
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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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* sdl - SDL2 implementation (P-)
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* qt - Qt implementation, mostly for studio support (P-)
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* userland - common things needed by all non-bare-metal implementations (P-)
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* studio - studio plugin for core (P-)
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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 (P-)
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* claw - Reads and writes Metal or Organic Claw with header to indicate which
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* fs - file system (PG)
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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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* 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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## Code Base Conventions
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### Formatting
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* Indentation is done with tabs.
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* Alignment is done with spaces.
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* Opening brackets go on the same line as the thing they are opening for (if,
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while, for, try, catch, function, etc.)
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* No space between function parentheses and arguments.
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* Spaces between arithmetic/bitwise/logical/assignment operands and operators.
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* Pointer and reference designators should be bound to the identifier name and
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not the type, unless there is not identifier name, in which case it should be
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bound to the type.
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### Write C++, Not C
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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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#### Casting
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Do not use C-style casts. C++ casts are more readable, and more explicit about
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the type of cast being used. Do not use ```dynamic_cast``` in code building for the
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GBA, as RTTI is disabled in GBA builds.
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#### Library Usage
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C++ libraries should generally be preferred to C libraries. C libraries are
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allowed, but pay extra attention.
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This example from nostalgia::core demonstrates the type of problems that can
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arise from idiomatically mixed code.
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```cpp
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uint8_t *loadRom(const char *path) {
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auto file = fopen(path, "r");
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if (file) {
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fseek(file, 0, SEEK_END);
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const auto size = ftell(file);
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rewind(file);
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// new can technically throw, though this project considers out-of-memory to be unrecoverable
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auto buff = new uint8_t[size];
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fread(buff, size, 1, file);
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fclose(file);
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return buff;
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} else {
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return nullptr;
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}
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}
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```
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In practice, that particular example is not something we really care about
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here, but it does demonstrate that problems can arise when mixing what might be
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perceived as cool old-school C-style code with lame seemingly over-complicated
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C++-style code.
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Here is another more concrete example observed in another project:
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```cpp
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int main() {
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// using malloc does not call the constructor
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std::vector<int> *list = (std::vector<int>*) malloc(sizeof(std::vector<int>));
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doStuff(list);
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// free does not call the destructor, which causes memory leak for array inside list
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free(list);
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return 0;
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}
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```
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The code base where this was observed actually got away with this for the most
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part, as the std::vector implementation used evidently waited until the
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internal array was needed before initializing and the memory was zeroed out
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because the allocation occurred early in the program's execution. While the
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std::vector implementation in question worked with this code and the memory leak
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is not noticeable because the std::vector was meant to exist for the entire life
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of the process, other classes likely will not get away with it due to more
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substantial constructors and more frequent instantiations of the classes in
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question.
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### Pointers vs References
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Pointers are generally preferred to references. References should be used for
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optimizing the passing in of parameters and for returning from accessor
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operators (e.g. ```T &Vector::operator[](size_t)```). As parameters, references
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should always be const. A non-const reference is generally used because the parameter
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value is changed in the function, but it will look like it was passed in by value
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where it is called, making that code less readable.
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### Error Handling
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Exceptions are clean and nice and gleefully encouraged in userland code running
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in environments with expansive system resources, but absolutely unacceptable in
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code running in restrictive bare metal environments. The GBA build has them
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disabled. Exceptions cause the compiler to generate a great deal of extra code
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that inflates the size of the binary. The binary size bloat is often cited as
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one of the main reasons why many embedded developers prefer C to C++.
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Instead throwing exceptions, all engine code must return error codes. Nostalgia
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and Ox both use ```ox::Error``` to report errors. ```ox::Error``` is a struct
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that has overloaded operators to behave like an integer error code, plus some
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extra fields to enhance debuggability. If instantiated through the ```OxError(x)```
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macro, it will also include the file and line of the error. The ```OxError(x)```
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macro should only be used for the initial instantiation of an ```ox::Error```.
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In addition to ```ox::Error``` there is also the template ```ox::Result<T>```.
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```ox::Result``` simply wraps the type T value in a struct that also includes
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error information, which allows the returning of a value and an error without
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resorting to output parameters.
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```ox::Result``` can be used as follows:
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```cpp
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ox::Result<int> foo(int i) {
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if (i < 10) {
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return i + 1; // implicitly calls ox::Result<T>::Result(T)
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}
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return OxError(1); // implicitly calls ox::Result<T>::Result(ox::Error)
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}
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int caller1() {
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auto v = foo(argc);
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if (v.error) {
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return 1;
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}
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std::cout << v.value << '\n';
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return 0;
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}
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int caller2() {
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// it is also possible to capture the value and error in their own variables
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auto [val, err] = foo(argc);
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if (err) {
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return 1;
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}
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std::cout << val << '\n';
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return 0;
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}
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```
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Lastly, there are a few macros available to help in passing ```ox::Error```s
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back up the call stack, ```oxReturnError```, ```oxThrowError```,
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```oxIgnoreError```, and ```oxRequire```.
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```oxReturnError``` is by far the more helpful of the two. ```oxReturnError```
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will return an ```ox::Error``` if it is not 0 and ```oxThrowError``` will throw
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an ```ox::Error``` if it is not 0. Because exceptions are disabled for GBA
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builds and thus cannot be used in the engine, ```oxThrowError``` is only really
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useful at the boundary between engine libraries and Nostalgia Studio.
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```oxIgnoreError``` does what it says, it ignores the error. Since
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```ox::Error```s always nodiscard, you must do something with them.
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In extremely rare cases, you may not have anything you can do with them or you
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may know the code will never fail in that particular instance.
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This should be used very sparingly. At the time of this writing, it has only
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been used 4 times in 20,000 lines of code.
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```cpp
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void studioCode() {
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auto [val, err] = foo(1);
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oxThrowError(err);
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doStuff(val);
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}
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ox::Error engineCode() {
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auto [val, err] = foo(1);
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oxReturnError(err);
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doStuff(val);
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return OxError(0);
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}
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void anyCode() {
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auto [val, err] = foo(1);
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oxIgnoreError(err);
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doStuff(val);
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}
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```
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Both macros will also take the ```ox::Result``` directly:
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```cpp
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void studioCode() {
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auto valerr = foo(1);
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oxThrowError(valerr);
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doStuff(valerr.value);
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}
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ox::Error engineCode() {
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auto valerr = foo(1);
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oxReturnError(valerr);
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doStuff(valerr.value);
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return OxError(0);
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}
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```
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Ox also has the ```oxRequire``` macro, which will initialize a value if there is no error, and return if there is.
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It aims to somewhat emulate the ```?``` operator in Rust and Swift.
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Rust ```?``` operator:
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```rust
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fn f() -> Result<i32, i32> {
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// do stuff
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}
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fn f2() -> Result<i32, i32> {
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let i = f()?;
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Ok(i + 4)
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}
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```
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```oxRequire```:
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```cpp
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ox::Result<int> f() {
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// do stuff
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}
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ox::Result<int> f2() {
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oxRequire(i, f()); // const auto [out, oxConcat(oxRequire_err_, __LINE__)] = x; oxReturnError(oxConcat(oxRequire_err_, __LINE__))
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return i + 4;
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}
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```
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```oxRequire``` is not quite as versatile, but it should still cleanup a lot of otherwise less ideal code.
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```oxRequire``` also has variants for throwing the error and for making to value non-const:
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* ```oxRequireM``` - oxRequire Mutable
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* ```oxRequireT``` - oxRequire Throw
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* ```oxRequireMT``` - oxRequire Mutable Throw
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### Logging
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Ox provides for logging and debug prints via the ```oxTrace```, ```oxDebug```, and ```oxError``` macros.
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Each of these also provides a format variation.
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Tracing functions do not go to stdout unless the OXTRACE environment variable is set.
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They also print with the channel that they are on, along with file and line.
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Debug statements go to stdout and go to the logger on the "debug" channel.
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Where trace statements are intended to be written with thoughtfulness,
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debug statements are intended to be quick and temporary insertions.
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Debug statements trigger compilation failures if OX_NODEBUG is enabled when CMake is run,
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as it is on Jenkins builds, so ```oxDebug``` statements should never be checked in.
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This makes oxDebug preferable to other from of logging, as temporary prints should
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never be checked in anyway.
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```oxError``` always prints.
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It includes file and line, and is prefixed with a red "ERROR:".
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It should generally be used conservatively.
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It shuld be used only when there is an error that is not technically fatal, but
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the user almost certainly wants to know about it.
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```oxTrace``` and ```oxTracef```:
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```cpp
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void f(int x, int y) { // x = 9, y = 4
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oxTrace("nostalgia::core::sdl::gfx") << "f:" << x << y; // Output: "f: 9 4"
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oxTracef("nostalgia::core::sdl::gfx", "f: {}, {}", x, y); // Output: "f: 9, 4"
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}
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```
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```oxDebug``` and ```oxDebugf```:
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```cpp
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void f(int x, int y) { // x = 9, y = 4
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oxDebug() << "f:" << x << y; // Output: "f: 9 4"
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oxDebugf("f: {}, {}", x, y); // Output: "f: 9, 4"
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}
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```
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```oxError``` and ```oxErrorf```:
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```cpp
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void f(int x, int y) { // x = 9, y = 4
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oxError() << "f:" << x << y; // Output: "ERROR: (<file>:<line>): f: 9 4"
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oxErrorf("f: {}, {}", x, y); // Output: "ERROR: (<file>:<line>): f: 9, 4"
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}
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```
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### File I/O
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All engine file I/O should go through nostalgia::core::Context, which should go
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through ox::FileSystem. Similarly, all studio file I/O should go thorough
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nostalgia::studio::Project, which should go through ox::FileSystem.
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ox::FileSystem abstracts away differences between conventional storage devices
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and ROM.
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