Update style guidelines

This commit is contained in:
Jeff Teunissen 2000-12-05 16:59:49 +00:00
parent 29970187d7
commit ab4f4f7d2b
2 changed files with 116 additions and 71 deletions

116
CodingStyle Normal file
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QuakeForge Coding Style
~~~~~~~~~~~~~~~~~~~~~~~
You /WILL/ indent with hard tabs, or you will be harmed. :) You can
format for whatever tab spacing you like, but if you indent with spaces
you will be hurt and you will have deserved it. :)
For best results, use 4-space tabs, because that's what id used and what
most of us use.
Each file should have a standard comment, formatted as in the example
below. Please, when you create a new file, make sure you put an ID at
the bottom of the opening comment. This is something special that CVS
translates into a string that shows information on what version the file
is, when it was last edited, and so on. This is done by embedding
[dollar sign]Id[dollar sign].
All source files MUST #include "config.h" if the symbol HAVE_CONFIG_H
is defined. Likewise, no source file may be compiled multiple times to
produce different object files -- one source, one object.
Atop each function you write, attach a /* */ comment heading, containing
the name and a short, DESCRIPTIVE summary of the function's purpose.
Indent both of these with one or more tabs. The function is to
immediately follow the heading, with no space between.
The return type should be located on the line previous to the function's
name. This is to facilitate easy searches for a function using the
simple regular expression "^FuncName".
Functions that do not take a value should be explicitly declared to
accept void, not simply ().
Please use the SECTION_ prefix for new functions.
Cross-target prefixes:
IN_ Input
JOY_ Joystick (called by IN_* functions)
R_ Rendering
S_ Sound
VID_ Low-level video
Target-specific prefixes:
CL_ Client
GL_ OpenGL rendering
QFGL_ OpenGL portability aids
SNDDMA_ DMA Sound (called from S_*)
SV_ Server
SW_ Software rendering
x11_ X11R6-specific window handling
An example:
/*
filename.c
Description of this file
Copyright (C) 2002 Your Name <your@email.addr>
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public
License along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
/*
SECTION_FunctionName
Description
*/
returntype
SECTION_FunctionName (args)
{
type var;
for (var = 0; var; var++) { // do something silly
:
:
}
}
For switch statements:
switch (expr) {
case X: // foo
:
:
break;
case Y: // bar
:
:
break;
default: // fallthrough
whatever;
}

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@ -1,71 +0,0 @@
QuakeForge Coding Style
~~~~~~~~~~~~~~~~~~~~~~~
You /WILL/ indent with hard tabs, or you will be harmed. :) You can format for
whatever tab spacing you like, but if you indent with spaces you will be hurt
and you will have deserved it. :)
For best results, use 4-space tabs, because that's what id used and what most
of us use.
Atop each function you write, attach a /* */ comment heading, containing the
name and a short, DESCRIPTIVE summary of the function's purpose. Indent both of
these with one or more tabs. The function is to immediately follow the heading,
with no space between.
The return type should be located on the line previous to the function's name.
This is to facilitate easy searches for a function using the simple regular
expression "^FuncName".
Functions that do not take a value should be explicitly declared to accept void,
not simply ().
Please use the SECTION_ prefix for new functions.
Cross-target prefixes:
IN_ Input
JOY_ Joystick (called by IN_* functions)
R_ Rendering
S_ Sound
VID_ Low-level video
Target-specific prefixes:
CL_ Client
GL_ OpenGL rendering
QFGL_ OpenGL portability aids
SNDDMA_ DMA Sound (called from S_*)
SV_ Server
SW_ Software rendering
x11_ X11R6-specific window handling
/*
SECTION_FunctionName
Description
*/
returntype
SECTION_FunctionName (args)
{
type var;
for (var = 0; var; var++) { // do something silly
:
:
}
}
For switch statements:
switch (expr) {
case X: // foo
:
:
break;
case Y: // bar
:
:
break;
default: // fallthrough
whatever;
}