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+.. _doc_c_sharp_styleguide:
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+
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+Style Guide
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+===========
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+
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+Having well-defined and consistent coding conventions is important for every project, and Godot
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+is no exception to this rule.
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+
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+This page contains a coding style guide which is followed by developers and contributors of Godot
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+itself. As such, it is mainly intended for those who want to contribute to the project, but since
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+the conventions and guidelines mentioned in this article are those most widely adopted by the users
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+of the language, we encourage you to do the same, especially if you do not have such a guide yet.
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+
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+.. note:: This article is by no means an exhaustive guide on how to follow the standard coding
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+ conventions or best practices. If you feel unsure of an aspect which is not covered here,
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+ please refer to more comprehensive documentation, such as
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+ `C# Coding Conventions <https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/inside-a-program/coding-conventions>`_ or
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+ `Framework Design Guidelines <https://docs.microsoft.com/en-us/dotnet/standard/design-guidelines/naming-guidelines>`_.
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+
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+Language Specification
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+----------------------
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+
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+Currently, Godot uses C# version 6.0 in its engine and example source code. So, before we move to
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+a newer version, care must be taken to avoid mixing language features only available in C# 7.0 or
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+later, such as pattern matching or expression-bodied members inside get/set accessors.
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+
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+For detailed information of C# features in different versions, please see
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+`What's New in C# <https://docs.microsoft.com/en-us/dotnet/csharp/whats-new/>`_.
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+
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+Formatting Conventions
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+----------------------
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+
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+* If you create a new file, make sure that it uses linefeed (*LF*) characters to break lines, not *CRLF* or *CR*.
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+* Use UTF-8 encoding without a byte order mark (BOM <https://en.wikipedia.org/wiki/Byte_order_mark>).
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+* Use 4 spaces instead of tabs for indentation (which is referred to as 'soft tabs').
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+
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+Line Breaks and Blank Lines
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+---------------------------
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+
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+For a general indentation rule, follow `The 'Allman Style' <https://en.wikipedia.org/wiki/Indentation_style#Allman_style>`_
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+which recommends placing the brace associated with a control statement on the next line, indented to
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+the same level:
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+
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+.. code-block:: csharp
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+
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+ // Use this style:
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+ if (x > 0)
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+ {
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+ DoSomething();
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+ }
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+
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+ // NOT this:
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+ if (x > 0) {
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+ DoSomething();
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+ }
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+
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+However, you may choose to omit line breaks inside brackets,
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+
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+* For simple property accessors.
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+* For simple object, array, or collection initializers.
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+* For abstract auto property, indexer, or event declarations.
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+
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+.. code-block:: csharp
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+
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+ // You may put the brackets in a single line in following cases:
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+ public interface MyInterface
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+ {
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+ int MyProperty { get; set; }
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+ }
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+
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+ public class MyClass : ParentClass
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+ {
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+ public int Value
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+ {
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+ get { return 0; }
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+ set
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+ {
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+ ArrayValue = new [] {value};
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+ }
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+ }
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+ }
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+
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+Insert a blank line,
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+
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+* After *using* statement list.
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+* Between method, properties, and inner type declarations.
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+
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+Field and constant declarations can be grouped together according to relevance. In that case, consider
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+inserting a blank line between the groups for easier reading.
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+
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+Avoid inserting a blank line,
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+
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+* After an opening bracket ('{').
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+* Before a closing bracket ('}').
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+* After a comment block, or a single line comment.
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+* Adjacent to another blank line.
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+
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+.. code-block:: csharp
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+
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+ using System;
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+ using Godot;
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+ // Blank line after using list.
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+ public class MyClass
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+ { // No blank line after '{'.
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+ public enum MyEnum
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+ {
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+ Value,
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+ AnotherValue // No blank line before '}'.
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+ }
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+ // Blank line around inner types.
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+ public const int SomeConstant = 1;
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+ public const int AnotherConstant = 2;
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+
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+ private Vector3 _x;
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+ private Vector3 _y; // Related constants or fields can be
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+ // grouped together.
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+ private float _width;
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+ private float _height;
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+
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+ public int MyProperty { get; set; }
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+ // Blank line around properties.
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+ public void MyMethod()
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+ {
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+ // Some comment.
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+ AnotherMethod(); // No blank line after a comment.
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+ }
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+ // Blank line around methods.
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+ public void AnotherMethod()
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+ {
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+ }
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+ }
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+
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+Consider breaking a line when it's longer than 100 characters. And it's also a good practice to
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+insert a line feed (LF) character at the end of a file because some utilities have trouble
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+recognizing the last line without it (i.e. Linux's *cat* command).
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+
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+Using Spaces
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+------------
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+
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+Insert a space,
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+
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+* Around a binary and tertiary operator.
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+* Between an opening parenthesis and *if*, *for*, *foreach*, *catch*, *while*, *lock* or *using* keywords.
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+* Before and within a single line accessor block.
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+* Between accessors in a single line accessor block.
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+* After a comma.
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+* After a semi-colon in a *for* statement.
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+* After a colon in a single line *case* statement.
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+* Around a colon in a type declaration.
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+* Around a lambda arrow.
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+* After a single line comment symbol ('//'), and before it if used at the end of a line.
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+
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+Do not use a space,
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+
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+* After a type cast parentheses.
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+* Within single line initializer braces.
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+
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+The following example shows a proper use of spaces, according to some of the the above mentioned conventions:
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+
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+.. code-block:: csharp
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+
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+ public class MyClass<A, B> : Parent<A, B>
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+ {
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+ public float MyProperty { get; set; }
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+
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+ public float AnotherProperty
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+ {
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+ get { return MyProperty; }
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+ }
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+
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+ public void MyMethod()
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+ {
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+ int[] values = {1, 2, 3, 4}; // No space within initializer brackets.
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+ int sum = 0;
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+
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+ // Single line comment.
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+ for (int i = 0; i < values.Length; i++)
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+ {
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+ switch (i)
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+ {
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+ case 3: return;
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+ default:
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+ sum += i > 2 ? 0 : 1;
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+ break;
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+ }
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+ }
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+
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+ i += (int)MyProperty; // No space after a type cast.
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+ }
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+ }
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+
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+Naming Conventions
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+------------------
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+
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+Use *PascalCase* for all namespaces, type names and member level identifiers (i.e. methods, properties,
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+constants, events), except for private fields:
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+
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+.. code-block:: csharp
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+
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+ namespace ExampleProject
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+ {
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+ public class PlayerCharacter
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+ {
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+ public const float DefaultSpeed = 10f;
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+
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+ public float CurrentSpeed { get; set; }
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+
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+ protected int HitPoints;
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+
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+ private void CalculateWeaponDamage()
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+ {
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+ }
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+ }
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+ }
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+
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+Use *camelCase* for all other identifiers (i.e. local variables, method arguments), and use
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+underscore('_') as a prefix for private fields (but not for methods or properties, as explained above):
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+
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+.. code-block:: csharp
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+
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+ private Vector3 _aimingAt; // Use '_' prefix for private fields.
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+
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+ private void Attack(float attackStrength)
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+ {
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+ Enemy targetFound = FindTarget(_aimingAt);
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+
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+ targetFound?.Hit(attackStrength);
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+ }
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+
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+There's an exception with acronyms which consist of two letters like *'UI'* which should be written in
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+upper case letters when used where Pascal case would be expected, and in lower case letters otherwise.
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+
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+Note that *'id'* is **not** an acronym, so it should be treated as a normal identifier:
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+
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+.. code-block:: csharp
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+
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+ public string Id { get; }
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+
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+ public UIManager UI
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+ {
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+ get { return uiManager; }
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+ }
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+
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+It is generally discouraged to use a type name as a prefix of an identifier like *'string strText'*
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+or *'float fPower'*, for example. However, there's an exception about interfaces, in which case they
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+**should** be named using an upper case *'I'* as a prefix, like *'IInventoryHolder'* or *'IDamageable'*.
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+
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+Lastly, consider choosing descriptive names and do not try to shorten them too much if it affects
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+readability.
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+
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+For instance, if you want to write a code to find a nearby enemy and hit with an weapon, prefer
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+
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+.. code-block:: csharp
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+
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+ FindNearbyEnemy()?.Damage(weaponDamage);
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+
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+Rather than,
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+
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+.. code-block:: csharp
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+
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+ FindNode()?.Change(wpnDmg);
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+
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+Implicitly Typed Local Variables
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+--------------------------------
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+
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+Consider using implicitly typing (*'var'*) for declaration of a local variable, but do so
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+**only when the type is evident** from the right side of the assignment:
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+
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+.. code-block:: csharp
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+
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+ // You can use `var` for these cases:
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+
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+ var direction = new Vector2(1, 0);
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+
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+ var value = (int)speed;
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+
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+ var text = "Some value";
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+
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+ for (var i = 0; i < 10; i++)
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+ {
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+ }
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+
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+ // But not for these:
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+
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+ var value = GetValue();
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+
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+ var velocity = direction * 1.5;
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+
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+ // It's generally a better idea to use explicit typing for numeric values, especially with
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+ // the existence of 'real_t' alias in Godot, which can either be double or float depending
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+ // on the build configuration.
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+
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+ var value = 1.5;
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+
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+Other Considerations
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+--------------------
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+
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+ * Use explicit access modifiers.
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+ * Use properties instead of non-private fields.
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+ * Use modifiers in this order: *'public/protected/private/internal virtual/override/abstract/new static readonly'*.
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+ * Avoid using fully qualified names or *'this.'* prefix for members when it's not necessary.
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+ * Remove unused *'using'* statements and unnecessary parentheses.
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+ * Consider omitting default initial value for a type.
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+ * Consider using null-conditional operators or type initializers to make the code more compact.
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+ * Use safe cast when there is a possibility of the value being a different type, and use direct cast otherwise.
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