Difference between revisions of "Code Formatting Conventions"
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void thisIsMyFancyMethod(); | void thisIsMyFancyMethod(); | ||
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== 7. Special comments == | |||
The following goes slightly beyond code formatting: We use certain keywords (together with an explanatory text) to mark certains sections of our code. In particular: | |||
* FIXME marks code that contains hacks or bad temporary workarounds, things that really should be revised at a later point. | |||
* TODO marks incomplete code, or things that could be done better but are left for the future. | |||
* WORKAROUND marks code that works around bugs in the original game, like script bugs. Sometimes these bugs worked in the original due to bugs in the original engine, sometimes the bug was visible in the original, too. It's important that you explain here what exactly you work around, and if applicable, refer to relevant tracker items! |
Revision as of 09:50, 5 March 2006
1. Use common sense
These are conventions which we try to follow when writing code for ScummVM. They are this way mainly for reasons of taste, however, sticking to a common set of formatting rules also makes it slightly easier to read through our sources. If you want to submit patches, please try to follow these rules.
As such we don't follow these rules slavishly, in certain cases it is OK (and in fact favorable) to stray from them.
In the following examples tabs are replaced by spaces for visual consistency with the Code Formatting Conventions.
2. Hugging braces
Braces in your code should look like the following example:
if (int i = 0; i < t; i++) { [...] } else { [...] } class Dummy() { [...] }
Did you see the {}'s on that?
3. Tab indents, with tabstop at four spaces
Says it all, really.
4. Whitespaces
Conventional operators surrounded by a space character
a = (b + c) * d;
C++ reserved words separated from opening parentheses by a white space
while (true) {
Commas followed by a white space
someFunction(a, b, c); int d, e;
Semicolons followed by a space character, if there is more on line
for (int a = 0; b++; c < d) doSomething(e); doSomething(f); // This is probably bad style anyway
When declaring class inheritance and in a ? construct, colons should be surrounded by white space
class BusWheel : public RubberInflatable { (isNight) ? colorMeDark() : colorMeBright();
Indentation level is not increased after namespace clause
namespace Scumm { byte Actor::kInvalidBox = 0; void Actor::initActorClass(ScummEngine *scumm) { _vm = scumm; } } // End of namespace Scumm
5. Switch / Case constructs
switch (cmd) { case kSaveCmd: save(); break; case kLoadCmd: case kPlayCmd: close(); break; default: Dialog::handleCommand(sender, cmd, data); }
6. Naming
Constants
Basically, you have two choices:
kSomeKludgyConstantName // notice k prefix
or
SOME_KLUDGY_CONSTANT_NAME
Classes
Mixed case starting with upper case
class MeClass() {
Class members
_ prefixed and in mixed case (Yo! no underscore separators), starting with lowercase.
char *_someVariableName;
Class methods
mixed case, starting with lowercase.
void thisIsMyFancyMethod();
7. Special comments
The following goes slightly beyond code formatting: We use certain keywords (together with an explanatory text) to mark certains sections of our code. In particular:
- FIXME marks code that contains hacks or bad temporary workarounds, things that really should be revised at a later point.
- TODO marks incomplete code, or things that could be done better but are left for the future.
- WORKAROUND marks code that works around bugs in the original game, like script bugs. Sometimes these bugs worked in the original due to bugs in the original engine, sometimes the bug was visible in the original, too. It's important that you explain here what exactly you work around, and if applicable, refer to relevant tracker items!