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namespace Magnum {
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/** @page coding-style Coding style
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@brief Coding style and best practices to preserve maintainability and
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consistent style across whole project.
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@tableofcontents
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Please note that if you have a good excuse to either break the rules or modify
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them, feel free to do it (and update this guide accordingly, if appropriate).
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Nothing is worse than rule that hurts productivity instead of improving it.
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This guide builds upon Corrade's coding style guide and extends it where
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needed. You are encouraged to read it first:
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- @ref corrade-coding-style
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@section cpp C++ code
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@subsection cpp-headers Headers
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Headers shouldn't have `using` declarations inside them (unless there is good
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excuse, see Magnum.h).
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Headers have `*.h` extension, @ref compilation-speedup-hpp "template implementation headers"
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have `*.hpp` extension (hinting that they are something between `*.h` and
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`*.cpp` files).
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@subsection cpp-format Code format
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@subsubsection cpp-types Builtin types
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Use %Magnum's own type aliases for public API (e.g. @ref UnsignedInt, see
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@ref types for more information), but use specific types when interacting with
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third party libraries and OpenGL (e.g. `GLuint`) and rely only on implicit
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conversions when converting between them. This helps avoiding sign, truncation
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and other issues, e.g. `%Math::%Vector2<GLsizei>` will implicitly convert to
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@ref Vector2i if and only if @ref Int is the same type as `GLsizei`.
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@subsubsection cpp-naming Naming
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When writing wrappers for OpenGL functions and defines, try to match the
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original name as closely as possible, although expanding abbrevations (and
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removing redundant prefixes) is encouraged.
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@subsubsection cpp-forward-declarations Forward declarations and forward declaration headers
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When a namespace has classes which are commonly forward-declared, consider
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making a forward declaration header - it should have the same name as the
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namespace itself and contain foward declarations for all classes, enums and
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copies of all meaningful typedefs. See @ref compilation-forward-declarations
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for more information.
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@section documentation Doxygen documentation
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@subsection documentation-commands Special documentation commands
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Additionally to @c \@todoc, @c \@debugoperator @c \@configurationvalue and
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@c \@configurationvalueref (same as in Corrade), these are defined:
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@subsubsection documentation-commands-collisionoperator Physics collision operators
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Out-of-class operators for collision in Physics namespace should be marked with
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@c \@collisionoperator, e.g.:
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@code
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// @collisionoperator{Point,Sphere}
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inline bool operator%(const Point& a, const Sphere& b) { return b % a; }
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@endcode
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They will appear as related functions within documentation of class for which
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the operator is implemented (not of class in which the operator is
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implemented), thus efficiently connecting the two classes together in the
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documentation.
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@subsubsection documentation-commands-extension Links to OpenGL extensions
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If an OpenGL extension is referenced in the documentation, it should be done
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with @c \@extension command:
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@code
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@extension{ARB,timer_query}
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@endcode
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It produces link to the specification of the extension in OpenGL registry,
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e.g. @extension{ARB,timer_query}. Similarly for OpenGL ES extensions there is
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@c \@es_extension command. Some extensions have slightly different URL,
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with command @c \@es_extension2 you can specify extension filename, if the
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previous command gives 404 error. The following produces link to
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@es_extension2{NV,read_buffer_front,GL_NV_read_buffer} extension:
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@code
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@es_extension2{NV,read_buffer_front,GL_NV_read_buffer}
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@endcode
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@subsubsection documentation-commands-ref_gl Links to related OpenGL functions and definitions
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If an function touches OpenGL, related OpenGL functions should be documented
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in @c \@see block with @c \@fn_gl command. If only specific definition is used
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in the function, document it with @c \@def_gl command. Example usage:
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@code
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// @see @fn_gl{Enable}/@fn_gl{Disable} with @def_gl{TEXTURE_CUBE_MAP_SEAMLESS}
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inline static void setSeamless(bool enabled) {
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enabled ? glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS) : glDisable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
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}
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@endcode
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It produces link to the online manual, in this case @fn_gl{Enable}/@fn_gl{Disable}
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with @def_gl{TEXTURE_CUBE_MAP_SEAMLESS}.
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For functions which are not part of OpenGL core specification, but only as
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extensions, use @c \@fn_gl_extension command, e.g.
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@code
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@fn_gl_extension{NamedCopyBufferSubData,EXT,direct_state_access}
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@endcode
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First parameter is function name without the suffix, the second two parameters
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are the same as in @c \@extension command. It produced link to extension
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specification, with function name as link text, in this case
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@fn_gl_extension{NamedCopyBufferSubData,EXT,direct_state_access}.
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@subsubsection documentation-commands-requires Classes and functions requiring specific OpenGL version or extensions
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If any class or function requires specific OpenGL version above 2.1, it should
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be marked with appropriate command @c \@requires_glXX, where `XX` is version
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number (e.g. `42` for OpenGL 4.2) or @c \@requires_extension for specific
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extension which is not in any core OpenGL version. It should be used in
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conjunction with @c \@extension command, if there is an extension providing
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the same functionality. For example:
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@code
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@requires_GL33 Extension @extension{ARB,timer_query}
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@endcode
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If class is marked with the command, member and related functions shouldn't be
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marked. On the other hand, if the version/extension is needed only by one
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function, only the function should be marked. If the extension is needed only
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for some functionality (not related to any member function), it should be
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noted in the description.
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Similarly for OpenGL ES there is command @c \@requires_gl for functionality
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not available in OpenGL ES at all, @c \@requires_gles30 for functionality
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requiring OpenGL ES 3.0 (i.e. not part of OpenGL 2.0) and
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@c \@requires_es_extension for specific extensions not part of OpenGL ES
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specification. When there is both required desktop OpenGL version/extension
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and OpenGL ES version/extension, first come desktop requirements, then ES
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requirements.
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All classes and functions using those commands are cross-referenced in page
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@ref required-extensions.
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*/
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}
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