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Code style

Based on https://www.kernel.org/doc/Documentation/process/coding-style.rst

Indentation

Indent using tabs. Tabs are 2 spaces. Never have more than 4 indentations, if you need more your code is wrong and should be refactored!

case in switch statements should not be indented.

inline const char* toString(ShaderType shader) {
	switch (shader) {
	case ShaderType::vertex:
		return "Vertex";
	case ShaderType::fragment:
		return "Fragment";
	case ShaderType::geometry:
		return "Geometry";
	}
}

public, protected and private should not be indented.

struct DataStructure {
public:
	int a;

protected:
	int b;

private:
	int c;

};

Don’t put multiple statements on a single line.

// Do:
if (condition)
	do_something;

// Don't:
if (condition) do_something;

Empty braces should be placed on the same line.

World::World() {}

Empty lines should not be indented.

Placing Braces

Braces should always be on the same line! Braces should only be used if needed!

int funcA() {
	int value;

	if (x) {
		stuffA();
		stuffB();
	} else 
		stuffC();

	switch (y) {
	case 0:
	case 1:
		value = 0;
	case 2:
		value = 1;
	default:
		value = -1;
	}

	while (z != 0x1234)
		modifyZ(&z);

	for (int a = 0; a < 10; a++) {
		 // ...
	}
}

Spaces

Use spaces after these keywords:

  • if
  • switch
  • case
  • for
  • do
  • while

But not for these:

  • sizeof
  • typeof
  • alignof
  • typeid

Don’t add spaces inside parentheses:

// Do:
int a = func((b << c) & FLAG_BITMAP);
int size = sizeof(WorldClass);

// Don't:
int a = func( ( b << c ) & FLAG_BITMAP );
int size = sizeof( WorldClass );

Pointer * and reference & type declarations should be on the on the type.

// Do:
void* varA;
int** varB;

// Don't:
void *varA;
int ** varB;

There should be spaces before and after all binary and ternary operators. These include: = + - < > * / % | & ^ <= >= == != ? :

But not for unary operators, . or ->

Example

int a = (a + b) + (c & ~(1 << 4));

objA.run();
objB->run();

int* addrA = &a;
int valA = *addrA;

bool isAValueNotZero = !!valA;

a++;
--a;

Never have tailing whitespaces at the end of lines.

Naming conventions

Types always start with a big letter and the following words also uses a bit letter.

  • World
  • GeometryRenderPass
  • LifeSystem

Public functions and variables starts with a small letter and the following words starts with a big letter.

  • void addLife(int amount)
  • void update(float delta)
  • int maxHP;

Private functions and variables starts with a underscore and then a small letter and the following words starts with a big letter.

  • _updateMotion()
  • int _currentHP;

Never encoding the type of a function/variable into the name!

Names like i and tmp are okey to use if you easily can see out of context what they are used for, and what they store.

Typedefs

Never typedef unless really needed, this hides what type it is and makes it just makes it more difficult to find out what it is.

Functions

Functions should be short and sweet, and do just one thing. It is good to use helper functions with descriptive names. This helps to self document the code.

Early exit is good! Don’t wrap the code in big if statements, it is much easier to read if you just early exit.

goto is a powerful tool, and thous should be handled with care, but not be discarded. Use it for help with readability and to exit out of loops that are inside of loops.

Comments

Comments are only needed to tell the reader what the code should do, if it is unclear from the context. But never explain how it does it, only what it does.

Hierarchy

All classes need a virtual destructor!

Functions that can be extended should be tagged with virtual, and if needed made pure virtual. Functions that extend base functions should use override if that function also can be extended, or final if that is the last time that function can be extended.

struct Component {
	virtual void registerImGui();

	virtual int derp();
};

struct LifeComponent : public Component {
	// ...
	void registerImGui() final;

	int derp() override;
};