shadPS4/CONTRIBUTING.md

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file formats and qt (#88) * added psf file format * clang format fix * crypto functions for pkg decryption * pkg decryption * initial add of qt gui , not yet usable * renamed ini for qt gui settings into shadps4qt.ini * file detection and loader support * option to build QT qui * clang format fix * fixed reuse * Update src/core/file_format/pkg.cpp Co-authored-by: GPUCode <47210458+GPUCode@users.noreply.github.com> * Update src/core/file_format/pkg.cpp Co-authored-by: GPUCode <47210458+GPUCode@users.noreply.github.com> * Update src/core/file_format/pkg.cpp Co-authored-by: GPUCode <47210458+GPUCode@users.noreply.github.com> * Update src/core/file_format/pkg.cpp Co-authored-by: GPUCode <47210458+GPUCode@users.noreply.github.com> * Update src/core/loader.h Co-authored-by: GPUCode <47210458+GPUCode@users.noreply.github.com> * Update src/core/loader.cpp Co-authored-by: GPUCode <47210458+GPUCode@users.noreply.github.com> * uppercase fix * clang format fix * small fixes * let's try windows qt build ci * some more fixes for ci * Update src/core/file_format/pkg.cpp Co-authored-by: GPUCode <47210458+GPUCode@users.noreply.github.com> * Update src/core/file_format/pkg.cpp Co-authored-by: GPUCode <47210458+GPUCode@users.noreply.github.com> * Update src/core/file_format/pkg.cpp Co-authored-by: GPUCode <47210458+GPUCode@users.noreply.github.com> * Update src/core/file_format/pkg.cpp Co-authored-by: GPUCode <47210458+GPUCode@users.noreply.github.com> * Update .github/workflows/windows-qt.yml Co-authored-by: GPUCode <47210458+GPUCode@users.noreply.github.com> * Update src/core/loader.cpp Co-authored-by: GPUCode <47210458+GPUCode@users.noreply.github.com> * Update src/core/file_format/psf.cpp Co-authored-by: GPUCode <47210458+GPUCode@users.noreply.github.com> * loader namespace * Update src/core/loader.cpp Co-authored-by: GPUCode <47210458+GPUCode@users.noreply.github.com> * constexpr magic * linux qt ci by qurious * fix for linux qt * Make script executable * ci fix? --------- Co-authored-by: raziel1000 <ckraziel@gmail.com> Co-authored-by: GPUCode <47210458+GPUCode@users.noreply.github.com> Co-authored-by: GPUCode <geoster3d@gmail.com>
2024-02-29 23:00:35 +01:00
<!--
SPDX-FileCopyrightText: 2024 shadPS4 Emulator Project
SPDX-License-Identifier: GPL-2.0-or-later
-->
# Style guidelines
## General Rules
* Line width is typically 100 characters. Please do not use 80-characters.
* Don't ever introduce new external dependencies into Core
* Don't use any platform specific code in Core
* Use namespaces often
* Avoid the use of C-style casts and instead prefer C++-style static_cast and reinterpret_cast. Try to avoid using dynamic_cast. Never use const_cast except for when dealing with external const-incorrect APIs.
## Naming Rules
* Functions: `PascalCase`
* Variables: `lower_case_underscored. Prefix with g_ if global.`
* Classes: `PascalCase`
* Files and Directories: `lower_case_underscored`
* Namespaces: `PascalCase`, `_` may also be used for clarity (e.g. `ARM_InitCore`)
# Indentation/Whitespace Style
Follow the indentation/whitespace style shown below. Do not use tabs, use 4-spaces instead.
# Comments
* For regular comments, use C++ style (//) comments, even for multi-line ones.
* For doc-comments (Doxygen comments), use /// if it's a single line, else use the /** */ style featured in the example. Start the text on the second line, not the first containing /**.
* For items that are both defined and declared in two separate files, put the doc-comment only next to the associated declaration. (In a header file, usually.) Otherwise, put it next to the implementation. Never duplicate doc-comments in both places.
```
// Includes should be sorted lexicographically
// STD includes first
#include <array>
#include <map>
#include <memory>
// then, library includes
#include <nihstro/shared_binary.h>
// finally, shadps4 includes
#include "common/math_util.h"
#include "common/vector_math.h"
// each major module is separated
#include "video_core/pica.h"
#include "video_core/video_core.h"
namespace Example {
// Namespace contents are not indented
// Declare globals at the top (better yet, don't use globals at all!)
int g_foo{}; // {} can be used to initialize types as 0, false, or nullptr
char* g_some_pointer{}; // Pointer * and reference & stick to the type name, and make sure to initialize as nullptr!
/// A colorful enum.
enum class SomeEnum {
Red, ///< The color of fire.
Green, ///< The color of grass.
Blue, ///< Not actually the color of water.
};
/**
* Very important struct that does a lot of stuff.
* Note that the asterisks are indented by one space to align to the first line.
*/
struct Position {
// Always intitialize member variables!
int x{};
int y{};
};
// Use "typename" rather than "class" here
template <typename T>
void FooBar() {
const std::string some_string{"prefer uniform initialization"};
const std::array<int, 4> some_array{
5,
25,
7,
42,
};
if (note == the_space_after_the_if) {
CallAFunction();
} else {
// Use a space after the // when commenting
}
// Place a single space after the for loop semicolons, prefer pre-increment
for (int i = 0; i != 25; ++i) {
// This is how we write loops
}
DoStuff(this, function, call, takes, up, multiple,
lines, like, this);
if (this || condition_takes_up_multiple &&
lines && like && this || everything ||
alright || then) {
// Leave a blank space before the if block body if the condition was continued across
// several lines.
}
// No indentation for case labels
switch (var) {
case 1: {
const int case_var{var + 3};
DoSomething(case_var);
break;
}
case 3:
DoSomething(var);
return;
default:
// Yes, even break for the last case
break;
}
}
} // namespace Example
```