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dusk/.claude/style.md
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2026-06-18 14:59:21 -05:00

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# Coding Style
All source is C11. Everything below is derived from the existing codebase — match it exactly.
---
## File structure
### Headers (`.h`)
```c
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "direct/dependency.h"
```
- `#pragma once` always, never `#ifndef` guards.
- No blank line between the license block and `#pragma once`.
- One blank line between `#pragma once` and the first `#include`.
### Sources (`.c`)
```c
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "thisfile.h"
#include "assert/assert.h"
#include "util/memory.h"
```
- First include is always the matching `.h` for this `.c` file.
- Remaining includes follow with no separator unless logically grouped (then one blank line between groups — see [Include order](#include-order)).
---
## Include order
In `.c` files, include in this order with a blank line between each group:
1. The matching header (e.g. `#include "entity.h"`)
2. Core utilities (`assert/assert.h`, `util/memory.h`, `util/math.h`, etc.)
3. Engine subsystems (`display/...`, `input/...`, etc.)
4. Domain subsystems (`rpg/...`, `scene/...`, etc.)
In `.h` files, only include what the header directly requires. Never include more than necessary to make the type definitions in that header compile.
All include paths are relative to `src/dusk/` (the root include directory). Use the full path:
```c
#include "rpg/overworld/map.h" // correct
#include "map.h" // wrong
```
---
## Line length
80-character limit. Break before it, not after.
Multi-parameter function signatures break one param per line, with 2-space indent, closing `)` on its own line before `{`:
```c
errorret_t textureInit(
texture_t *texture,
const int32_t width,
const int32_t height,
const textureformat_t format,
const texturedata_t data
) {
```
Same rule for calls that don't fit on one line:
```c
assertTrue(
data.paletted.palette->count ==
mathNextPowTwo(data.paletted.palette->count),
"Palette color count must be a power of 2"
);
```
---
## Indentation and spacing
- **2 spaces** per indent level. No tabs.
- No space between a control keyword and its `(`:
```c
if(x) { // correct
if (x) { // wrong
```
- No space between a function name and its `(` in either declarations or calls.
- Opening brace on the same line:
```c
void entityUpdate(entity_t *entity) {
if(x) {
for(int i = 0; i < n; i++) {
```
- Closing brace always on its own line, except `} else {` and `} while(...)`.
- One blank line between function definitions in `.c` files.
- No trailing whitespace.
---
## Naming
| Kind | Convention | Example |
|---|---|---|
| Types (struct/union/typedef) | `snake_case_t` | `entity_t`, `worldpos_t` |
| Struct tags | `struct name_s` | `struct entity_s` |
| Union tags | `union name_u` | `union texturedata_u` |
| Enum tags (when typedef'd separately) | `name_enum_t` | `entitytype_enum_t` |
| Functions | `subsystemVerb` (camelCase, noun-first) | `entityInit`, `mapGetTile` |
| Macro constants | `UPPER_SNAKE_CASE` | `CHUNK_WIDTH`, `FIXED_ONE` |
| Function-like macros | `camelCase` (same as functions) | `errorThrow`, `assertNotNull` |
| Global subsystem instances | `UPPER_SNAKE_CASE` | `ENGINE`, `MAP`, `ENTITIES` |
| Local variables | `camelCase` | `tileNew`, `spriteCount` |
| Parameters | `camelCase` | `texture`, `worldPos` |
Subsystem prefix always comes first in function names: `textureInit`, `shaderBind`, `spriteBatchFlush`. The verb describes the action: `Init`, `Update`, `Dispose`, `Get`, `Set`, `Is`, etc.
---
## Typedefs
### Structs
```c
typedef struct {
uint8_t id;
entitytype_t type;
} entity_t;
```
Use a named tag (`struct entity_s`) only when forward declaration is required:
```c
typedef struct entity_s {
// ...
} entity_t;
```
### Unions
```c
typedef union texturedata_u {
struct {
uint8_t *indices;
palette_t *palette;
} paletted;
color_t *rgbaColors;
} texturedata_t;
```
### Enums
When the enum values need to be a compact integer (common for arrays and flags), declare the enum separately and typedef an integer type:
```c
typedef enum {
ENTITY_TYPE_NULL,
ENTITY_TYPE_PLAYER,
ENTITY_TYPE_NPC,
ENTITY_TYPE_COUNT
} entitytype_enum_t;
typedef uint8_t entitytype_t; // actual type used everywhere
```
Always include `_NULL` as the first value (zero) and `_COUNT` as the last value.
---
## `#define` constants
All-caps, underscores. Wrap multi-token expressions in parentheses:
```c
#define CHUNK_WIDTH 16
#define CHUNK_HEIGHT CHUNK_WIDTH
#define CHUNK_TILE_COUNT (CHUNK_WIDTH * CHUNK_HEIGHT * CHUNK_DEPTH)
```
Multi-line macros: backslash continuation, body indented 2 spaces, closing line has no backslash:
```c
#define errorThrow(message, ...) \
return errorThrowImpl(\
&ERROR_STATE, ERROR_NOT_OK, __FILE__, __func__, __LINE__, (message), \
##__VA_ARGS__ \
)
```
---
## `const` usage
Mark every pointer and value parameter `const` unless the function modifies it:
```c
void entityTurn(entity_t *entity, const entitydir_t direction);
errorret_t textureInit(texture_t *texture, const int32_t width, ...);
```
`entity_t *entity` is non-const because the function writes to it; `direction` is const because it is read-only.
---
## `void` in no-argument functions
Use `(void)` in definitions and declarations of zero-parameter functions:
```c
errorret_t engineUpdate(void);
errorret_t spriteBatchFlush(void);
```
---
## Global subsystem state
Each subsystem exposes a single global instance declared `extern` in the header and defined (once) in the `.c` file:
```c
// entity.h
extern entity_t ENTITIES[ENTITY_COUNT];
// entity.c
entity_t ENTITIES[ENTITY_COUNT];
```
Never define a subsystem global as `static` in a header.
---
## Assertions
Place assertions at the very top of a function, before any logic:
```c
void entityInit(entity_t *entity, const entitytype_t type) {
assertNotNull(entity, "Entity pointer cannot be NULL");
assertTrue(type < ENTITY_TYPE_COUNT, "Invalid entity type");
// ... actual logic
}
```
Available assertion macros (from `assert/assert.h`):
- `assertNotNull(ptr, msg)`
- `assertNull(ptr, msg)`
- `assertTrue(expr, msg)`
- `assertFalse(expr, msg)`
- `assertUnreachable(msg)`
- `assertStringEqual(a, b, msg)`
- `assertIsMainThread(msg)` / `assertNotMainThread(msg)`
---
## Error handling style
Functions that can fail return `errorret_t`. Three patterns:
```c
// Propagate a child call's failure and return from this function:
errorChain(someCall());
// Return success:
errorOk();
// Return failure:
errorThrow("Descriptive message %s", variable);
```
`errorChain` is used inline — do not capture the result first:
```c
errorChain(textureInitPlatform(texture, width, height, format, data)); // correct
errorret_t r = textureInitPlatform(...); errorChain(r); // wrong
```
---
## Struct initialization
Use C99 designated initializers for any struct literal with more than one field:
```c
static const entitycallback_t ENTITY_CALLBACKS[ENTITY_TYPE_COUNT] = {
[ENTITY_TYPE_NULL] = { NULL },
[ENTITY_TYPE_PLAYER] = {
.init = playerInit,
.movement = playerInput
},
};
```
```c
shadermaterial_t material = {
.unlit = {
.color = COLOR_WHITE,
.texture = NULL
}
};
```
---
## Fixed-size array iteration
Prefer pointer arithmetic with `do/while` over index loops for iterating through fixed global arrays:
```c
entity_t *ent = ENTITIES;
do {
if(ent->type == ENTITY_TYPE_NULL) continue;
// ...
} while(++ent, ent < &ENTITIES[ENTITY_COUNT]);
```
Use `for` loops when an index variable is actually needed.
---
## Comments
Comments explain *why*, not *what*. One short inline comment is fine; multi-line block comments for non-obvious invariants only.
```c
// Walking up a ramp — only the direction the ramp faces is valid.
if(tileIsRamp(tileCurrent) && ...) {
```
Section labels inside long functions are acceptable:
```c
// Chunks
{
...
}
// Entities
{
...
}
```
Doc comments on public functions use Javadoc style with `@param` / `@return`:
```c
/**
* Gets the tile at the given world position.
*
* @param position The world position.
* @return The tile at that position, or TILE_NULL if the chunk is unloaded.
*/
tile_t mapGetTile(const worldpos_t position);
```
---
## Platform-conditional code
Use the `DUSK_*` compile-definition macros set by `cmake/targets/<target>.cmake`:
```c
#ifdef DUSK_THREAD_PTHREAD
#include "thread/thread.h"
extern pthread_t ASSERT_MAIN_THREAD_ID;
#endif
```
Never use `#ifdef __linux__`, `#ifdef _WIN32`, etc. directly — go through the engine macros.