mirror of
https://github.com/skyline-emu/skyline.git
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55a9f8e937
This refactors most game-related classes and objects mainly adding spacing, adding comments and making improvements if possible.
182 lines
6.0 KiB
Markdown
182 lines
6.0 KiB
Markdown
# Contributing Guidelines
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## C++
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### Include Order
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* STD includes
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* External library includes
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* Includes in a parent directory with `<>` (where otherwise you would need `../`)
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* Local includes with `""`
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### Naming rules
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* Macro: `SCREAMING_SNAKE_CASE`
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* Namespaces: `camelCase`
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* Enum: `PascalCase`
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* Enumerator: `PascalCase`
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* Union: `PascalCase`
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* Classes: `PascalCase` except for abbreviations such as OS and NCE
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* Local Variable: `camelCase`
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* Member Variables: `camelCase`
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* Global Variables: `PascalCase`
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* Functions: `PascalCase`
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* Parameter: `camelCase`
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* Files and Directories: `snake_case` except for when they correspond to a HOS structure (EG: Services, Kernel Objects)
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### Comments:
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Use doxygen style comments for:
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* Classes/Structs - Use `/**` block comments with a brief
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* Class/Struct Variables - Use `//!<` single-line comments on their utility
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* Class/Struct Functions - Use `/**` block comments on their function with a brief, all arguments and the return value (The brief can be skipped if the function's arguments and return value alone explain what the function does)
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* Enumerations - Use a `/**` block comment with a brief for the enum itself and a `//!<` single-line comment for all the individual items
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Notes:
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* The DeviceState object can be skipped from function argument documentation as well as class members in the constructor
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* Any class members don't need to be redundantly documented in the constructor
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### Control flow statements (if, for and while):
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#### If a child control-flow statement has brackets, the parent statement must as well
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* Correct
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```cpp
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if (a) {
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while (b) {
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printf("A");
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printf("B");
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b = false;
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}
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}
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```
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* Incorrect
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```cpp
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if (a)
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while (b) {
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printf("A");
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printf("B");
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b = false;
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}
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```
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#### If any cases of an if statement have curly brackets all must have curly brackets:
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* Correct
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```cpp
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if (a) {
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printf("a");
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a = false;
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} else {
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printf("none");
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}
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```
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* Incorrect
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```cpp
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if (a) {
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printf("a");
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a = false;
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} else
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printf("none");
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```
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### Spacing
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We generally follow the rule of **"Functional Spacing"**, that being spacing between chunks of code that do something functionally different while functionally similar blocks of code can be closer together.
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Here are a few examples of this to help with intution:
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* If variable declarations are small, they can have no spacing
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```cpp
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auto a = 1;
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auto b = GetSomething();
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DoSomething(a, b);
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return;
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```
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* If variable declarations are large, spacing should follow them. This applies even more if error checking code needs to follow it.
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```cpp
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auto a = GetSomethingA();
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auto b = GetSomethingB();
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auto c = GetSomethingC();
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auto result = DoSomething(a, b, c);
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if (!result)
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throw exception("DoSomething has failed: {}", result);
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```
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* If a function doesn't require multiple variable declarations, the function call should be right after the variable declaration
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```cpp
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auto a = GetClassA();
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a.DoSomething();
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auto b = GetClassB();
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b.DoSomething();
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```
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* If a single variable is used by a control flow statement, there can be no spaces after it's declaration
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```cpp
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auto a = GetClass();
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if (a.something) {
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for(const auto& item : a.items)
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DoSomething(item);
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}
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```
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* **Be consistent** (The above examples assume that `a`/`b`/`c` are correlated)
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* Inconsistent Disaster
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```cpp
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auto a = GetClassA();
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a.DoSomething();
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auto b = GetClassB();
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auto c = GetClassC();
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b.DoSomething();
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c.DoSomething();
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```
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* The Right Way:tm:
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```cpp
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auto a = GetClassA();
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auto b = GetClassB();
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auto c = GetClassC();
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a.DoSomething();
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b.DoSomething();
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c.DoSomething();
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```
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**Readability is key at the end, skirt these rules if you think it increases readability**
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### Lambda Usage
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We generally support the usage of functional programming and lambda, usage of it for assigning conditional variables is recommended especially if it would otherwise be a nested ternary statement:
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* With Lambda (Inlined function)
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```cpp
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auto a = random();
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auto b = [a] {
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if (a > 1000)
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return 0;
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else if (a > 500)
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return 1;
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else if (a > 250)
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return 2;
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else
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return 3;
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}();
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```
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* With Ternary Operator
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```cpp
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auto a = random();
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auto b = (a > 1000) ? 0 : ((a > 500) ? 1 : (a > 250 ? 2 : 3));
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```
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### References
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For passing any parameter which isn't a primitive prefer to use references/const references to pass them into functions or other places as a copy can be avoided that way.
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In addition, always use a const reference rather than a normal reference unless the argument needs to be modified in-place as the compiler knows the intent far better in that case.
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```cpp
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void DoSomething(const Class& class, u32 primitive);
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void ClassConstructor(const Class& class) : class(class) {} // Make a copy directly from a `const reference` for class member initialization
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```
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### Range-based Iterators
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Use C++ range-based iterators for any C++ container iteration unless it can be performed better with functional programming (After C++20 when they are merged with the container). In addition, stick to using references/const references using them
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### Usage of auto
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Use `auto` unless a variable needs to be a specific type that isn't automatically deducible.
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```cpp
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u16 a = 20; // Only if `a` is required to specifically be 16-bit, otherwise integers should be auto
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Handle b = 0x10; // Handle is a specific type that won't be automatically assigned
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```
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### Constants
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If a variable is constant at compile time use `constexpr`, if it's only used in a local function then place it in the function but if it's used throughout a class then in the corresponding header add the variable to the `skyline::constant` namespace. If a constant is used throughout the codebase, add it to `common.h`.
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In addition, try to `constexpr` as much as possible including constructors and functions so that they may be initialized at compile-time and have lesser runtime overhead during usage and certain values can be pre-calculated in advance.
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