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|
This document contains
<details><summary>
examples
</summary>
that you can click on to open them.
</details>
# Git
- Please do the following *before* sending a pull request:
- Merge upstream code (if any) back into your own branch
- Run formatters/linters
- Push as often as possible
- Development is done on separate branches, these follow a pattern of
`name/feature` (i.e. `loek/dll-so-poc` or `jaro/class2`)
- The master branch is considered stable, and should always contain a
working/compiling version of the project
- Pull requests for new code include either automated tests for the new code or
an explanation as to why the code can not (reliably) be tested
- Non-bugfix pull requests must be approved by at least 2 reviewers before being
merged
<!--
- TODO: tagging / versions
-->
# Code style
- Formatting nitty-gritty is handled by clang-format/clang-tidy (run `make
format` or `make lint`)
- <details><summary>
ASCII only
</summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td>
```cpp
// crepe startup message
std::string message = "Hello, world!";
```
</td><td>
```cpp
// crêpe startup message
std::string message = "こんにちは世界";
```
</td></tr></table></details>
- <details><summary>
Class names are always singular
</summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td>
```cpp
class Foo {};
```
</td><td>
```cpp
class Cars {};
```
</td></tr></table></details>
- Source files (`.cpp`, `.hpp`) contain the following types of comments:
- What is the code supposed to do (optional)
- Implementation details (if applicable)
- Header files (`.h`) contain the following types of comments:
- [Usage documentation](#documentation) (required)
- Implementation details (if they affect the header)
- Design/data structure decisions (if applicable)
- <details><summary>
Comments are placed *above* the line(s) they are explaining
</summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td>
```cpp
int add(int a, int b) {
// add numbers
int out = a + b;
return out;
}
```
</td><td>
```cpp
int add(int a, int b) {
int out = a + b; // add numbers
return out;
}
```
</td></tr></table></details>
- Header includes (at the top of files) are split into paragraphs separated by
a blank line. The order is:
1. system headers (using `<`brackets`>`)
2. relative headers NOT in the same folder as the current file
3. relative headers in the same folder as the current file
> [!NOTE]
> When using libraries of which the header include order is important, make
> sure to separate the include statements using a blank line (clang-format
> may sort include statements, but does not sort across empty lines).
<details><summary>Example</summary>
<table><tr><th>Good</th><th>Bad</th></tr><tr><td>
```cpp
#include <SDL2/SDL.h>
#include <iostream>
#include "api/Sprite.h"
#include "util/log.h"
#include "SDLContext.h"
```
</td><td>
```cpp
#include <SDL2/SDL.h>
#include "SDLContext.h"
#include "util/log.h"
#include <iostream>
#include "api/Sprite.h"
```
</td></tr></table></details>
- <details><summary>
If there is one, the matching template header (<code>.hpp</code>) is included
at the bottom of the regular header (<code>.h</code>)
</summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td>
Foo.h:
```cpp
#pragma once
template <typename T>
void foo();
#include "Foo.hpp"
```
Foo.hpp:
```cpp
#pragma once
#include "Foo.h"
template <typename T>
void foo() {
// ...
}
```
</td><td>
Foo.h:
```cpp
#pragma once
template <typename T>
void foo();
```
Foo.hpp:
```cpp
#pragma once
#include "Foo.h"
template <typename T>
void foo() {
// ...
}
```
</td></tr></table></details>
- <details><summary>
<code>using namespace</code> may not be used in header files (.h, .hpp), only
in source files (.cpp).
</summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td>
example.h:
```cpp
namespace crepe {
void foo();
}
```
example.cpp:
```cpp
#include "example.h"
using namespace crepe;
void foo() {}
```
</td><td>
example.h:
```cpp
namespace crepe {
template <typename T>
T foo();
}
```
example.hpp:
```cpp
#include "example.h"
using namespace crepe;
template <typename T>
T foo();
```
</td></tr></table></details>
- <details><summary>
Getter and setter functions are appropriately prefixed with <code>get_</code>
and <code>set_</code>.
</summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td>
```cpp
class Foo {
public:
int get_speed() const;
void set_speed(int speed);
private:
int speed;
};
```
</td><td>
```cpp
class Foo {
public:
int speed() const;
void set_speed(int speed);
private:
int speed;
};
```
</td></tr></table></details>
- <details><summary>
A singleton's instance is always accessed using a getter function that
instantiates its own class as a static variable within the getter function
scope, instead of storing the instance as a member variable directly.
</summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td>
```cpp
class Foo {
Foo & get_instance() {
static Foo instance;
return instance;
}
};
```
</td><td>
```cpp
Foo Foo::instance {};
class Foo {
static Foo instance;
Foo & get_instance() { return Foo::instance; }
};
```
</td></tr></table></details>
- <details><summary>
Member variable default values should be directly defined in the class/struct
declaration instead of using the constructor.
</summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td>
```cpp
class Foo {
int speed = 0;
};
```
</td><td>
```cpp
class Foo {
Foo() : speed(0) {}
int speed;
};
```
</td></tr></table></details>
- Use of the `auto` type is *not* allowed, with the following exceptions:
- <details><summary>
When naming the item type in a range-based for loop
</summary>
```cpp
for (auto & item : foo()) {
// ...
}
```
</details>
- <details><summary>
When calling template factory methods that explicitly name the return type
in the function call signature
</summary>
```cpp
auto ptr = make_unique<Foo>();
```
</details>
- <details><summary>
When fetching a singleton instance
</summary>
```cpp
auto & mgr = crepe::api::Config::get_instance();
```
</details>
- <details><summary>
Only use member initializer lists for non-trivial types.
</summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td>
```cpp
class Foo {
public:
Foo() : bar("baz") {}
private:
std::string bar;
};
```
</td><td>
```cpp
class Foo {
public:
Foo() : bar(0) {}
private:
int bar;
};
```
</td></tr></table></details>
- <details><summary>
C++-style structs should define default values for all non-trivial fields.
</summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td>
```cpp
struct Foo {
int bar = 0;
std::string baz;
};
```
</td><td>
```cpp
struct Foo {
int bar;
std::string baz;
};
```
</td></tr></table></details>
- <details><summary>
Declare incomplete classes instead of including the relevant header where
possible (i.e. if you only need a reference or raw pointer).
</summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td>
```cpp
class Bar;
class Foo {
Bar & bar;
};
```
</td><td>
```cpp
#include "Bar.h"
class Foo {
Bar & bar;
};
```
</td></tr></table></details>
- <details><summary>
Template functions are only <i>declared</i> in a <code>.h</code> header, and
<i>defined</i> in a matching <code>.hpp</code> header.
</summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td>
add.h:
```cpp
template <typename T>
T add(T a, T b);
#include "add.hpp"
```
add.hpp:
```cpp
#include "add.h"
template <typename T>
T add(T a, T b) {
return a + b;
}
```
</td><td>
add.h:
```cpp
template <typename T>
T add(T a, T b) {
return a + b;
}
```
</td></tr></table></details>
- <details><summary>
Where possible, end (initializer) lists with a trailing comma (e.g. with
structs, enums)
</summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td>
```cpp
enum Color {
Red,
Green,
Blue,
};
```
</td><td>
```cpp
enum Color {
Red,
Green,
Blue
};
```
</td></tr></table></details>
- <details><summary>
<code>#pragma</code> should be used instead of include guards
</summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td>
```cpp
#pragma once
// ...
```
</td><td>
```cpp
#ifndef __INCLUDED_H
#define __INCLUDED_H
// ...
#endif
```
</td></tr></table></details>
- <details><summary>
Variables that are being moved always use the fully qualified
<code>std::move</code>
</summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td>
```cpp
using namespace std;
string foo = "bar";
ref_fn(std::move(foo));
```
</td><td>
```cpp
using namespace std;
string foo = "bar";
ref_fn(move(foo));
```
</td></tr></table></details>
- <details><summary>
If possible, classes and structs are passed to functions by (const) reference
</summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td>
```cpp
void foo(const Point & p);
```
</td><td>
```cpp
void foo(Point & p);
void bar(Point p);
```
</td></tr></table></details>
- <details><summary>
Follow the rule of five
</summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td>
```cpp
class Foo {
public:
Foo();
~Foo();
Foo(Foo &&) noexcept;
Foo & operator = (const Foo &);
Foo & operator = (Foo &&) noexcept;
};
```
</td><td>
```cpp
class Foo {
public:
Foo();
~Foo();
};
```
</td></tr></table></details>
- <details><summary>
Ensure const-correctness
> [!IMPORTANT]
> C-style APIs that work on (possibly internal) references to structs can be
> called from const member functions in C++. If the compiler allows you to
> mark a function as `const` even though it has side effects, it should
> **not** be marked as `const`.
</summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td>
```cpp
class Foo {
public:
int get_value() const;
void set_value(int new_value);
const std::string & get_name() const;
void set_name(const std::string & new_name);
private:
int value;
std::string name;
};
```
</td><td>
```cpp
class Foo {
public:
int get_value();
void set_value(int new_value);
std::string get_name();
void set_name(std::string new_name);
private:
int value;
std::string name;
};
```
</td></tr></table></details>
- <details><summary>
Files should be named after the class/struct/interface they implement
</summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td>
```cpp
MyClass.h
MyClass.cpp
MyClass.hpp
```
</td><td>
```cpp
my_class.h
myClass.cpp
my-class.hpp
```
</td></tr></table></details>
- <details><summary>
Implementations are not allowed in header files, except if the implementation
- is `= default`
- is `= delete`
- is `{}` (empty)
- only returns a constant literal
</summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td>
```cpp
class Foo {
public:
int get_value() const { return 42; }
};
```
</td><td>
```cpp
class Foo {
public:
int calculate_value() const {
int result = 0;
// complex calculation
return result;
}
};
```
</td></tr></table></details>
- <details><summary>
Use angle brackets (<code><></code>) only for including system headers and
double quotes (<code>""</code>) for including other engine files.
> [!NOTE]
> Only files in the examples folder should include engine headers with angle
> brackets
</summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td>
```cpp
#include <iostream>
#include "facade/Sound.h"
```
</td><td>
```cpp
#include <iostream>
#include <crepe/facade/Sound.h>
```
</td></tr></table></details>
- <details><summary>
Ensure exception safety by using RAII classes
</summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td>
```cpp
auto foo = std::make_unique<Foo>();
```
</td><td>
```cpp
Foo* foo = new Foo();
// ...
delete foo;
```
</td></tr></table></details>
- <details><summary>
Do not use C-style memory management APIs (<code>malloc</code>,
<code>calloc</code>, <code>free</code>)
</summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td>
```cpp
Foo * foo = new Foo();
delete foo;
```
</td><td>
```cpp
Foo * foo = (Foo *) malloc(sizeof(Foo));
free(foo);
```
</td></tr></table></details>
- <details><summary>
Prefix all class members with <code>this-></code>
</summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td>
```cpp
void Foo::set_value(int value) {
this->value = value;
}
```
</td><td>
```cpp
void Foo::set_value(int new_value) {
value = new_value;
}
```
</td></tr></table></details>
- <details><summary>
Assigning booleans should be done with the
<code>true</code>/<code>false</code> literals instead of
<code>0</code>/<code>1</code>
</summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td>
```cpp
bool foo = true;
bool bar = false;
```
</td><td>
```cpp
bool foo = 1;
bool bar = 0;
```
</td></tr></table></details>
- <details><summary>
The reason for <code>friend</code> relations are documented
</summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td>
```cpp
//! ComponentManager calls the private constructor of this class
friend class ComponentManager;
```
</td><td>
```cpp
friend class ComponentManager;
```
</td></tr></table></details>
- <details><summary>
Do not <i>pick</i> fixed-width integer types (unless required)
</summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td>
```cpp
unsigned long long foo();
```
</td><td>
```cpp
uint64_t foo();
```
</td></tr></table></details>
- <details><summary>
Utilize standard exceptions where appropriate (those found in <code><stdexcept></code>)
</summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td>
```cpp
#include <stdexcept>
// ...
if (foo == nullptr) {
throw std::runtime_error("What is wrong");
}
```
</td><td>
```cpp
if (foo == nullptr) {
std::cout << "What is wrong" << std::endl;
exit(1);
}
```
</td></tr></table></details>
- <details><summary>
Mention the name of the class when throwing an exception
</summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td>
```cpp
Foo::bar() {
if (...)
throw std::runtime_error("Foo: big error!");
}
```
</td><td>
```cpp
Foo::bar() {
if (...)
throw std::runtime_error("big error!");
}
```
</td></tr></table></details>
- <details><summary>
Constructors of classes derived from <code>Component</code> should be
protected and <code>ComponentManager</code> should be declared as a friend
class.
</summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td>
```cpp
class MyComponent : public Component {
protected:
MyComponent(...);
//! Only ComponentManager is allowed to create components
friend class ComponentManager;
};
```
</td><td>
```cpp
class MyComponent : public Component {
public:
MyComponent(...);
};
```
</td></tr></table></details>
- <details><summary>
C++ <code>std::format</code> should be used instead of C-style format specifiers
</summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td>
```cpp
std::string message = std::format("Hello, {}", name);
dbg_logf("Here too: {}", 3);
throw std::runtime_error(std::format("Or here: {}", 5));
```
</td><td>
```cpp
char message[50];
sprintf(message, "Hello, %s", name);
```
</td></tr></table></details>
- <details><summary>
Argument names should be added in <code>.h</code> files (not only in
<code>.cpp</code> and <code>.hpp</code> files)
</summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td>
Foo.h:
```cpp
void foo(int bar);
```
Foo.cpp:
```cpp
void foo(int bar) {
// ...
}
```
</td><td>
Foo.h:
```cpp
void foo(int);
```
Foo.cpp:
```cpp
void foo(int bar) {
// ...
}
```
</td></tr></table></details>
- Do not implement new classes as singletons
- <details><summary>
Retrieving the first or last indices for iterators with a known or expected
size should be done using <code>.front()</code> or <code>.back()</code>
instead of by index
</summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td>
```cpp
vector<int> foo = { 1, 2, 3 };
int bar = foo.first();
```
</td><td>
```cpp
vector<int> foo = { 1, 2, 3 };
int bar = foo[0];
```
</td></tr></table></details>
## CMakeLists-specific
- Make sure list arguments (e.g. sources, libraries) given to commands (e.g.
`target_sources`, `target_link_libraries`) are on separate lines. This makes
resolving merge conflicts when multiple sources were added by different
people to the same CMakeLists.txt easier.
## GoogleTest-specific
- Unit tests are not *required* to follow all code standards
- <details><summary>
Private/protected members may be accessed using preprocessor tricks
</summary>
```cpp
// include unrelated headers before
#define private public
#define protected public
// headers included after *will* be affected
```
</details>
- Each test source file defines tests within a single test suite (first
parameter of `TEST()` / `TEST_F()` macro)
- Test source files match their suite name (or test fixture name in the case of
tests that use a fixture)
# Structure
- Files are placed in the appropriate directory:
|Path|Purpose|
|-|-|
|`crepe/`|Auxiliary, managers|
|`crepe/api/`|User-facing APIs|
|`crepe/util/`|Standalone utilities and helper functions|
|`crepe/system/`|(ECS) system classes|
|`crepe/facade/`|Library façades|
- Do not (indirectly) include private *dependency* headers in API header files,
as these are no longer accessible when the engine is installed
- All code is implemented under the `crepe` namespace.
- Header files declare either a single class or symbols within a single
namespace.
# Documentation
- All documentation is written in U.S. English
- <details><summary>
Doxygen commands are used with a backslash instead of an at-sign.
</summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td>
```cpp
/**
* \brief do something
*
* \param bar Magic number
*/
void foo(int bar);
```
</td><td>
```cpp
/**
* @brief do something
*
* @param bar Magic number
*/
void foo();
```
</td></tr></table></details>
- <details><summary>
The default constructor and destructor aren't required to have a
<code>\brief</code> description
</summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td>
```cpp
Foo();
virtual ~Foo();
```
</td><td>
```cpp
//! Create instance of Foo
Foo();
//! Destroy instance of Foo
virtual ~Foo();
```
</td></tr></table></details>
- <details><summary>
Parameter direction shouldn't be specified using Doxygen
</summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td>
```cpp
/**
* \param bar Reference to Bar
*/
void foo(const Bar & bar);
```
</td><td>
```cpp
/**
* \param[in] bar Reference to Bar
*/
void foo(const Bar & bar);
```
</td></tr></table></details>
- <details><summary>
Deleted functions shouldn't have Doxygen comments
</summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td>
```cpp
// singleton
Foo(const Foo &) = delete;
Foo(Foo &&) = delete;
Foo & operator=(const Foo &) = delete;
Foo & operator=(Foo &&) = delete;
```
</td><td>
```cpp
//! Deleted copy constructor
Foo(const Foo &) = delete;
//! Deleted move constructor
Foo(Foo &&) = delete;
//! Deleted copy assignment operator
Foo & operator=(const Foo &) = delete;
//! Deleted move assignment operator
Foo & operator=(Foo &&) = delete;
```
</td></tr></table></details>
- Features are described in the Doxygen Feature Tab (in this order):
- A feature description should explain the purpose and function of the feature,
focusing on what it enables or achieves for the gamedeveloper.
- Include additional information about when to implement the feature,
such as specific use cases or scenarios.
- Provide an example to demonstrate how gamedevelopers can enable or use the feature.
<!-- add example -->
- If the current feature depends on or reuses a previous feature,
include a link to that feature from the current feature (backward link, if applicable).
<!-- add example -->
- If the current feature depends on or reuses a previous feature,
include a link from the previous feature to the current feature (forward link, if applicable).
<!-- add example -->
> [!NOTE]
> A feature is almost never a component, system or large part of the engine.
> If a component or system has a single,
> distinct feature it should be named after that feature, not the component or system itself.
# Libraries
- External libraries should be included as Git submodules under the `lib/`
subdirectory
- When adding new submodules, please set the `shallow` option to `true` in the
[.gitmodules](./.gitmodules) file
|