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CONTRIBUTING
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CONTRIBUTING
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Contribution "instructions"
===========================
All kinds of contributions are welcome: bug fixes, graphics, new tracks, translations..
E-mail: [email protected]
Getting the up-to-date source
-----------------------------
git clone https://github.com/juzzlin/DustRacing2D.git
- master branch has the currently released stuff and is stable.
Game / Editor
-------------
Make your changes against the master branch.
If you have fixed a bug or modified the game in some other acceptable way,
I most likely want to receive the changes as a GitHub pull request
OR
as a Git patch (make a commit of your changes in your working branch,
and then make a patch "git diff master > your_change.patch").
Please follow the existing coding style. Some examples and conventions below.
Adding/updating translations
----------------------------
Qt's translation source files for the game are at:
src/game/translations/
Editor:
src/editor/translations/
You can just copy these files as a new locale and edit, but the recommended way is
to generate/update the file from source code to make sure that the source strings
are up-to-date:
$ lupdate src/game/*.cpp src/game/menu/*.cpp -ts src/game/translations/dustrac-game_fr.ts
$ lupdate src/editor/*.cpp -ts src/editor/translations/dustrac-editor_fr.ts
..as an example for French.
The .ts-files can then be opened in Qt's translation GUI, linguist.
For Qt5, the Ubuntu package for these tools is qttools5-dev-tools.
A fallback character mapping is in src/game/graphicsfactory, as the texture font used in the
game doesn't support all accented characters, e.g. "á" is mapped to "a". This map can also
be extended, if needed.
In the case of a new locale, src/game/CMakeLists.txt and src/editor/CMakeLists.txt
need to be modified so that the .ts files are compiled into corresponding .qm files.
The .qm files are binary files that are actually used by the application:
# Translation files in src/game/translations (without .ts)
set(TS dustrac-game_fi dustrac-game_it dustrac-game_cs)
Add your file to the list for both the game and the editor.
Remember to TEST the translations. The editor and the game can be forced to given lang:
$ ./dustrac-game --lang fr
$ ./dustrac-editor --lang fr
Coding style examples
---------------------
Some conventions:
* Avoid useless comments and temp variables
* C++11 standard
* camelCase naming convention for members
* Indentation with 4 spaces
* No copy-paste code
* No public/protected member variables allowed, only private variables with getters/setters
* PascalCase naming convention for class names, namespaces, and enums
* Prefer references and smart pointers
* Typedef STL containers and smart pointers
* Use const always when possible
Class header example:
#ifndef MYFOOCLASS_HPP
#define MYFOOCLASS_HPP
class MyFooClass : public MyBase
{
public:
enum class MyEnum
{
This,
That
};
MyFooClass();
virtual ~MyFooClass();
bool someMember() const;
void setSomeMember(bool someMember);
protected:
void myMethod1();
private:
void myMethod2();
bool m_someMember;
int * m_somePointer;
};
typedef std::shared_ptr<MyFooClass> MyFooClassPtr;
#endif // MYFOOCLASS_HPP
Class source example:
#include "myfooclass.hpp"
namespace {
static const int MAX_CARS = 10;
}
MyFooClass::MyFooClass()
: m_someMember(false)
, m_somePointer(nullptr)
{
if (something())
{
for (int i = 0; i < MAX_CARS; i++)
{
doSomething(i);
}
}
}
bool MyFooClass::someMember() const
{
return m_someMember;
}
void setSomeMember(bool someMember)
{
m_someMember = someMember;
}
MyFooClass::~MyFooClass()
{
}
-- Jussi Lind <[email protected]>