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Update CONTRIBUTING.md
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# Reporting Issues
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# Reporting Issues
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**The issue tracker is not a support forum.** Unless you can provide precise *technical information* regarding an issue, you *should not post in it*. If you need support, first read the [FAQ](https://github.com/citra-emu/citra/wiki/FAQ) and then either visit our IRC channel or ask in a general emulation forum such as [/r/emulation](https://www.reddit.com/r/emulation/). If you post support questions, generic messages to the developers or vague reports without technical details, they will be closed and locked.
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**The issue tracker is not a support forum.** Unless you can provide precise *technical information* regarding an issue, you *should not post in it*. If you need support, first read the [FAQ](https://github.com/citra-emu/citra/wiki/FAQ) and then either visit our IRC channel, [our forum](https://discuss.citra-emu.org/) or ask in a general emulation forum such as [/r/emulation](https://www.reddit.com/r/emulation/). If you post support questions, generic messages to the developers or vague reports without technical details, they will be closed and locked.
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If you believe you have a valid issue report, please post text or a screenshot from the log (the console window that opens alongside Citra) and build version (hex string visible in the titlebar and zip filename), as well as your hardware and software information if applicable.
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If you believe you have a valid issue report, please post text or a screenshot from the log (the console window that opens alongside Citra) and build version (hex string visible in the titlebar and zip filename), as well as your hardware and software information if applicable.
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While issues about specific games not booting are valid bugs, we are currently not interested in them unless you have several games which fail with the same or similar messages. (In which case please file only a single issue about it.) There are too many non-working games right now to file individual issues for every one of them.
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# Contributing
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# Contributing
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Citra is a brand new project, so we have a great opportunity to keep things clean and well organized early on. As such, coding style is very important when making commits. They aren't very strict rules since we want to be flexible and we understand that under certain circumstances some of them can be counterproductive. Just try to follow as many of them as possible:
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Citra is a brand new project, so we have a great opportunity to keep things clean and well organized early on. As such, coding style is very important when making commits. We run clang-format on our CI to check the code. Please use it to format your code when contributing. However, it doesn't cover all the rules below. Some of them aren't very strict rules since we want to be flexible and we understand that under certain circumstances some of them can be counterproductive. Just try to follow as many of them as possible:
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### General Rules
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### General Rules
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* A lot of code was taken from other projects (e.g. Dolphin, PPSSPP, Gekko, SkyEye). In general, when editing other people's code, follow the style of the module you're in (or better yet, fix the style if it drastically differs from our guide).
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* A lot of code was taken from other projects (e.g. Dolphin, PPSSPP, Gekko, SkyEye). In general, when editing other people's code, follow the style of the module you're in (or better yet, fix the style if it drastically differs from our guide).
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* Line width is typically 100 characters, but this isn't strictly enforced. Please do not use 80-characters.
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* Line width is typically 100 characters. Please do not use 80-characters.
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* Don't ever introduce new external dependencies into Core
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* Don't ever introduce new external dependencies into Core
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* Don't use any platform specific code in Core
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* Don't use any platform specific code in Core
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* Use namespaces often
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* Use namespaces often
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* Avoid the use of C-style casts and instead prefer C++-style `static_cast` and `reinterpret_cast`. Never use `const_cast` or `dynamic_cast` (we build with RTTI disabled). The only exception to this rule is for casting between two numeric types, where C-style casts are encouraged for brevity and readability.
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* 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`. The only exception to this rule is for casting between two numeric types, where C-style casts are encouraged for brevity and readability.
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### Naming Rules
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### Naming Rules
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* Functions: `PascalCase`
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* Functions: `PascalCase`
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@ -59,9 +57,9 @@ char* g_some_pointer; // Pointer * and reference & stick to the type name
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/// A colorful enum.
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/// A colorful enum.
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enum SomeEnum {
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enum SomeEnum {
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COLOR_RED, ///< The color of fire.
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ColorRed, ///< The color of fire.
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COLOR_GREEN, ///< The color of grass.
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ColorGreen, ///< The color of grass.
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COLOR_BLUE, ///< Not actually the color of water.
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ColorBlue, ///< Not actually the color of water.
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};
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};
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/**
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/**
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@ -79,7 +77,7 @@ void FooBar() {
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5,
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5,
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25,
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25,
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7,
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7,
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42
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42,
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};
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};
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if (note == the_space_after_the_if) {
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if (note == the_space_after_the_if) {
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@ -88,9 +86,6 @@ void FooBar() {
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// Use a space after the // when commenting
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// Use a space after the // when commenting
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}
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}
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// Comment directly above code when possible
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if (some_condition) single_statement();
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// Place a single space after the for loop semicolons, prefer pre-increment
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// Place a single space after the for loop semicolons, prefer pre-increment
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for (int i = 0; i != 25; ++i) {
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for (int i = 0; i != 25; ++i) {
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// This is how we write loops
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// This is how we write loops
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