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Killbots is a simple game of evading killer robots
KDE/killbots
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========================== Killbots C++ Style Guide ========================== ******************************************************************************* Indentation ******************************************************************************* Structural indentation is done with tabs. Formatting is done with spaces. All code having the same nested depth has the same number of tabs. This separates meaning from presentation. Tabwidth is a matter of personal preference. If the above is followed source is tabwidth independent. Ensure your editor doesn't do automatic conversion from spaces to tabs, as this will break things. Labels (public, private, goto, case, etc.) do not get indented. Empty lines do not get indentation. In fact, no lines should have trailing whitespace. If a pair of parentheses span multiple lines, the closing parenthesis should be indented (with spaces) to appear in the same column as the opening parenthesis. Examples: ------------------------------------------------------------------------------- bool Killbots::Engine::cellIsValid( const QPoint & cell ) const { ____return ( 0 <= cell.x() ____.........&& cell.x() < m_rules->columns() ____.........&& 0 <= cell.y() ____.........&& cell.y() < m_rules->rows() ____.......); } ------------------------------------------------------------------------------- namespace Killbots { ____class RenderPrivate ____{ ____public: ________RenderPrivate() ________..:.m_svgRenderer(), ________....m_pixmapCache("killbots-cache"), ________....m_cursors(), ________....m_hasBeenLoaded( false ) ________{}; ------------------------------------------------------------------------------- ____if ( m_rulesetChanged ) ____{ ________if ( ! m_engine->gameHasStarted() || ________.....KMessageBox::questionYesNo( this, ________.................................i18n("A new ruleset has been selected, but there is already a game in progress."), ________.................................i18n("Rule Set Changed"), ________.................................KGuiItem( i18n("Continue Current Game") ), ________.................................KGuiItem( i18n("Start a New Game") ) ________...............................) == KMessageBox::No ________...) ________{ ------------------------------------------------------------------------------- ******************************************************************************* Braces ******************************************************************************* Opening and closing braces are always on a new line. For loop or conditional statements, braces can be omitted if the block is a single-line statement and the conditional fits on a single line. If braces are used in one block of an if-elseif-else statement, they should be used in the other blocks even if those blocks are a single line. Blocks never appear on the same line as the loop/conditional, even if braces aren't used. Empty blocks are represented on a single line as '{}' Examples: ------------------------------------------------------------------------------- void Killbots::Engine::refreshSpriteMap() { m_spriteMap.clear(); for (Sprite * bot : std::as_const(m_bots)) m_spriteMap.insert( bot->gridPos(), bot ); for (Sprite * junkheap : std::as_const(m_junkheaps)) m_spriteMap.insert( junkheap->gridPos(), junkheap ); } ------------------------------------------------------------------------------- if ( m_rules->pushableJunkheaps() != Ruleset::None && cellIsValid( nextCell ) ) { if ( spriteTypeAt( nextCell ) == NoSprite ) return true; else if ( spriteTypeAt( nextCell ) == Junkheap ) return m_rules->pushableJunkheaps() == Ruleset::Many && canPushJunkheap( m_spriteMap.value( nextCell ), direction ); else return m_rules->squaskKillsEnabled(); } else { return false; } ------------------------------------------------------------------------------- while ( m_rulesetMap.contains( name ) ) name += '_'; ------------------------------------------------------------------------------- ******************************************************************************* Whitespace ******************************************************************************* Lines should generally be kept to less than 100 characters, but don't make code uglier just to avoid width. Two empty lines should be used to separate function definitions. Within a block, empty lines may be used to break up unrelated lines, but never more than one. No space appears between the function name and the opening bracket. A single space appears between the loop/conditional statement name and the opening bracket. Padding spaces appear inside of all parentheses, unless the parentheses are empty or contain only a string literal. Binary operators are separated from their operands with a single space. Unary operators are not. Pointer and reference symbols have a space on either side. No padding spaces appear inside angle brackets when using template functions or classes. No space appears between a label and the following colon. No whitespace should appear inside Qt's SIGNAL and SLOT macros. ******************************************************************************* Indentifiers ******************************************************************************* All identifiers should use camel case. Classnames and namespaces begin with uppercase letters. All other identifiers begin with lowercase letters. Class data members are prefixed with 'm_', unless they are public KConfigXT widgets, in which case, they are prefixed with 'kfcg_'. Indentifiers should favour descriptiveness over brevity. Single letter variables are acceptable only for iterators or coordinates. All indentifiers should use American English spelling. (Comments can be in your choice of English.) Examples: ------------------------------------------------------------------------------- namespace Killbots { class Ruleset; class RulesetSelector : public QWidget { Q_OBJECT public: // functions explicit RulesetSelector( QWidget * parent = 0 ); virtual ~RulesetSelector(); public: // data members KLineEdit * kcfg_Ruleset; private: // functions void findRulesets(); private Q_SLOTS: void selectionChanged( QString rulesetName ); private: // data members QListWidget * m_listWidget; QLabel * m_author; QLabel * m_authorContact; QLabel * m_description; QMap< QString, Ruleset * > m_rulesetMap; }; } ------------------------------------------------------------------------------- ******************************************************************************* Comments ******************************************************************************* Feel free to comment as much as possible. Comments should describe the purpose of logic or give background details not obvious from the code. Comments should not describe what the code is doing, unless the code is extremely dense (in which case the code should probably be rewritten/refactored anyway). Comments appear on the line before the code it is commenting on. Use '/**/' for comments longer than 3 lines. ******************************************************************************* Class Definitions ******************************************************************************* Classes should be given simple names and placed inside the Killbots namespace instead of adding a prefix. (i.e. Killbots::MainWindow instead of KillbotsMainWindow) No inline function definitions in the header, even if they are a single statement. Same goes for constructors. Define destructors even if they're empty. Class definitions should be layed out in the following order. public: // types public: // functions public Q_SLOTS: public: // data members Q_SIGNALS: protected: // types protected: // functions protected Q_SLOTS: protected: // data members private: // types private: // functions private Q_SLOTS: private: // data members ******************************************************************************* Includes ******************************************************************************* Include guards are of the form NAMESPACE_CLASSNAME_H. Group includes in the following order with blank lines in between: File's own header Killbots headers KDE headers Qt headers Inside of groups, sort includes alphabetically. Use the "new" style includes with directory names where appropriate Forward declare whenever possible in headers. moc includes appear at the bottom of the source file. Examples: ------------------------------------------------------------------------------- #ifndef KILLBOTS_RULESETSELECTOR_H #define KILLBOTS_RULESETSELECTOR_H class KLineEdit; #include <QtCore/QMap> class QLabel; class QListWidget; #include <QWidget> namespace Killbots { class Ruleset; ------------------------------------------------------------------------------- #include "rulesetselector.h" #include "ruleset.h" #include "settings.h" #include <KDE/KDebug> #include <KDE/KDialog> #include <KDE/KLineEdit> #include <KDE/KLocalizedString> #include <KDE/KStandardDirs> #include <QLabel> #include <QListWidget> ------------------------------------------------------------------------------- ******************************************************************************* Miscellaneous ******************************************************************************* It is generally preferred that functions have a single return statement, but multiple returns statements are exceptable if a single return would make the code more complicated. Use the "Q_UNUSED" macro on unused function parameters. Use "static_cast<>" instead of the C or C++ style type casts when casting pointers. When converting one type to another use C++ or constructor style casts. For example, use "int()" to convert floating types to integers. Make sure code passes all the English Breakfast Network checks.
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