C++17 is the main langauge used for this project. GCC, Clang and MSVC are supported.
For better backward compatibilty with older compiler, namely gcc5, some C++17 features are restricted:
- generic lambda functions are not allowed, e.g.
[](auto foo){}
- tuple constructors have to be explicit, e.g.
std::tuple<int, int>{5, 6}
, not{5, 6}
Properly separate between generic engine code and game specific code whenever feasible.
Third party libraries are not allowed in src/
, they go to external/
.
Third party libraries that are imported into external/
as git
submodule have to be forked and included into the SuperTux
organisation on Github, not directly included from upstream.
Do not have spaces at the end of lines.
Files should always end with /* EOF */
and a newline or a similar
marker approprimate for the given language. This marker can be left
out for fileformats that have an end tag, e.g. </html>
.
Aim for one file per class, small helper classes in the same file are ok.
The path in #include
directives must not contain ..
.
All paths for includes from SuperTux must be relative to the src/
directory and use #include "..."
.
Use the #include <>
syntax for libraries in external/
, use cmake
to set the include path properly.
The order of includes shall be as follows, each of those subgroups shall be ordered alphabetically:
- include of header file when in a .cpp file
- include of the base class in a header file of a derived class
- system includes
- external includes
- local includes
Conditional includes should be indented.
#ifdef FOOBAR
# include "foobar.hpp"
#endif
Include guards are of the form:
#ifndef HEADER_SUPERTUX_{PATH}_{FILE}_HPP
#define HEADER_SUPERTUX_{PATH}_{FILE}_HPP
tools/fix_include_guards.sh
is a little script that will help to fix
include guards on file renames.
Prefix member variable names with m_
, global variables with g_
, and static
variables with s_
. DynamicScopeRefs are prefixed with d_
.
Mark all classes as final
unless they are specifically designed
with polymorphism in mind.
Mark all functions that override a virtual function in a base class with override
.
Write simple getters/setters inside a header file on a single line.
Properly separate data members and member functions. Do not mix them in the same
public
/protected
/private
section.
List virtual functions before non-virtual functions.
The order of declarations in a class shall be as follows:
class Foo final
{
public:
protected:
private:
// type declarations, needs to come first as later stuff might depend on them
public:
protected:
private:
// static stuff
public:
protected:
private:
// constructors
// destructor
public:
protected:
private:
// virtual member functions
// non-virtual member functions
public:
protected:
private:
// member variables with an m_ prefix
private:
// non-copyable footer
Foo(const Foo&) = delete;
Foo& operator=(const Foo&) = delete;
};
Do not use raw pointers and new
/delete
, use
std::unique_ptr<>
/std::make_unique<>
instead.
Only use std::smart_ptr<>
when sharing of data is required, prefer
std::unique_ptr<>
when possible.
Pass and return values as value, &
or const&
, only use *
when
the value is expected to be nullptr
.
Do not pass values as const std::unique_ptr<T>&
or const std::shared_ptr<T>&
, dereference the pointer and pass as const&
.
To check for nullptr, use an if
statements with initializer when possible:
if (auto* ptr = get_ptr()) {
// code here
}
Don't use auto
for basic types (int
, float
, std::string
, ...)
Only use auto
when the exact type is unnecessary to know (e.g.
iterators) or obvious from the context, (e.g. auto foo = Foo::create()
)
Capture pointers as auto*
, not just auto
.
Use const auto&
for loops to avoid copies.
Namespaces should be written in the form:
namespace my_namespace {
...
} // namespace my_namespace
With no newline before the {
. Do not indent the content inside the
namespace. The namespace itself should be all lowercase.
Compile with a maximum warning level and with -Werror
. This can be accomplished with:
cmake .. -DCMAKE_BUILD_TYPE=Release -DWARNINGS=ON -DWERROR=ON
This requires, among other things:
-
use of
final
andoverride
keywords -
use of
static_cast
andreinterpret_cast
, not old style C casts -
all member variables have to be initialized in the constructor
-
all
int
/float
conversion has to be explicit
Avoid comments unless they explain something important and non-obvious. Document why the code does something, not what it does.
Prefer to use good function and variable names to create self-documenting code.
Use the //
syntax for regular comments, even multiline, don't use /* */
.
For Doxygen (code documentation), use the /** */
syntax, don't use
/**<
and other styles of comments.
For translator information, use the // l10n:
syntax.
Don't do *
prefix decorations in comments, keep things simple and
compact:
/*
* Don't do this
*/
Instead:
// Do this
or:
/** Also ok when it's a Doxygen comment */
Use a space after if
/while
/switch
/for
:
for (int i = 0; i < len; ++i) ...
if (a > b) ...
while (a > b) ...
switch (myenum) ...
But don't use a space after a function name:
myfunc ()
// don't do this
myfunc()
// do this
Write simple getters/setters inside a header file on a single line:
Vector get_pos() const { retun m_pos; }
Don't include more complex functions inside a header file, unless it's necessary (template, performance).
Declare functions like:
ReturnType
ClassName::function_name()
{
...
}
We don't have any hard rules on linebreaks before {
inside
functions, but generally prefer the no-linebreak version when doing
simple one-liners and the other one when doing more complex stuff:
if (foo) {
one_line_function_call()
}
if (foo)
{
long();
complex();
series();
of();
calls();
}
More general info on good practices can be found in Google's C++ Style Guide and in the C++ Core Guidelines, note however that we do not strictly follow either of them and divert from them in some points, so just take them as general guidelines, not hard rules.