mirror of
https://github.com/shadps4-emu/shadPS4.git
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0ed4614464
"intitialize" -> "initialize"
129 lines
3.7 KiB
Markdown
129 lines
3.7 KiB
Markdown
<!--
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SPDX-FileCopyrightText: 2024 shadPS4 Emulator Project
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SPDX-License-Identifier: GPL-2.0-or-later
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-->
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# Style guidelines
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## General Rules
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* Line width is typically 100 characters. Please do not use 80-characters.
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* Don't ever introduce new external dependencies into Core
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* Don't use any platform specific code in Core
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* Use namespaces often
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* Avoid the use of C-style casts and instead prefer C++-style static_cast and reinterpret_cast. Try to avoid using dynamic_cast. Never use const_cast except for when dealing with external const-incorrect APIs.
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## Naming Rules
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* Functions: `PascalCase`
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* Variables: `lower_case_underscored. Prefix with g_ if global.`
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* Classes: `PascalCase`
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* Files and Directories: `lower_case_underscored`
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* Namespaces: `PascalCase`, `_` may also be used for clarity (e.g. `ARM_InitCore`)
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# Indentation/Whitespace Style
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Follow the indentation/whitespace style shown below. Do not use tabs, use 4-spaces instead.
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# Comments
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* For regular comments, use C++ style (//) comments, even for multi-line ones.
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* For doc-comments (Doxygen comments), use /// if it's a single line, else use the /** */ style featured in the example. Start the text on the second line, not the first containing /**.
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* For items that are both defined and declared in two separate files, put the doc-comment only next to the associated declaration. (In a header file, usually.) Otherwise, put it next to the implementation. Never duplicate doc-comments in both places.
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```c++
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// Includes should be sorted lexicographically
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// STD includes first
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#include <array>
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#include <map>
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#include <memory>
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// then, library includes
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#include <nihstro/shared_binary.h>
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// finally, shadps4 includes
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#include "common/math_util.h"
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#include "common/vector_math.h"
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// each major module is separated
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#include "video_core/pica.h"
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#include "video_core/video_core.h"
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namespace Example {
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// Namespace contents are not indented
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// Declare globals at the top (better yet, don't use globals at all!)
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int g_foo{}; // {} can be used to initialize types as 0, false, or nullptr
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char* g_some_pointer{}; // Pointer * and reference & stick to the type name, and make sure to initialize as nullptr!
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/// A colorful enum.
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enum class SomeEnum {
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Red, ///< The color of fire.
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Green, ///< The color of grass.
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Blue, ///< Not actually the color of water.
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};
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/**
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* Very important struct that does a lot of stuff.
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* Note that the asterisks are indented by one space to align to the first line.
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*/
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struct Position {
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// Always initialize member variables!
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int x{};
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int y{};
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};
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// Use "typename" rather than "class" here
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template <typename T>
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void FooBar() {
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const std::string some_string{"prefer uniform initialization"};
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const std::array<int, 4> some_array{
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5,
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25,
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7,
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42,
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};
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if (note == the_space_after_the_if) {
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CallAFunction();
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} else {
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// Use a space after the // when commenting
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}
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// Place a single space after the for loop semicolons, prefer pre-increment
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for (int i = 0; i != 25; ++i) {
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// This is how we write loops
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}
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DoStuff(this, function, call, takes, up, multiple,
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lines, like, this);
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if (this || condition_takes_up_multiple &&
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lines && like && this || everything ||
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alright || then) {
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// Leave a blank space before the if block body if the condition was continued across
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// several lines.
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}
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// No indentation for case labels
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switch (var) {
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case 1: {
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const int case_var{var + 3};
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DoSomething(case_var);
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break;
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}
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case 3:
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DoSomething(var);
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return;
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default:
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// Yes, even break for the last case
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break;
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}
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}
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} // namespace Example
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```
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