Lauri Mäkinen edited this page Oct 7, 2013 · 19 revisions

Compiling

Current main compiler is clang on Linux, vs2012 on Windows. Others may or may not work.

First you need to compile the termbox and install it. You can look at the .travis.yml file for commands.

Makefile building is managed with premake4. (Ubuntu repositories have the old version that doesn't work)

premake4 gmake
make
./test
./ice

On windows the premake4 is also used. Prefered toolset on Windows is Visual studio.

premake4 vs2010
//open vs and compile

On windows you also need to have SFML and Boost libraries.

TODO: tell me more about sfml and boost

Code style

The rules and regulations have not been defined yet, however that's no excuse to not try to maintain a clean, consistent, and maintainable codebase. As the project develops bigger true standards will be fixed and put into place.

Use tabs! Do not use spaces!

Naming Conventions

// Class names always begin with a capital letter// Words that follow have their first letter capitalized classClassExampleName {};
// Variables and functions begin with a lower case letter// Words that follow have their first letter capitalized int variableExampleName = 0;
voidfunctionExampleName() {}

Class definition

//Header guards follow the folder path (/engine/actor/player/PlayerActor.h)
#ifndef ENGINE_ACTOR_PLAYER_PLAYERACTOR_H
#defineENGINE_ACTOR_PLAYER_PLAYERACTOR_H
#include"engine/actor/ActorBase.h"
#include"engine/input/InputMapping.h"//Namespaces always on the same linenamespacegame {
namespaceactor {
namespaceplayer {
/** * inline documentation goes on top of the class/function*/classPlayerActor : publicengine::actor::ActorBase {
private:int someVariable = 3;
public:voidsomeFunction();
};
}
} /* namespaces */
}

Begin curly brackets next to the statement

// functionName() is responsible for doingStuff (literally)voidClassName::functionName() {
// do stuff!doStuff();
}

Always use curly brackets by conditions

if(something) {
doSomething();
}
//Also remember to add nice spacing to for loopsfor(int i=0; i<10; i++) {
doSomething(i);
}
while(true) {
doSomething();
}

Line up contextually similar variables when possible

int var1Something = 213;
int var2SomeVal = 123 + var1Something;
int anotherVar = 123;

Use clear variable names over short variable names.

// Don't do this// The small compressed name makes it difficult to read and can// give the impression that it's more complex than it really is. double wpnDmgMltplr; // Do this// It's clear to the other developer that this variable is meant to be// used to multiply the damage of something.double weaponDamageMulti;

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Skip to content
Lauri Mäkinen edited this page Oct 7, 2013 · 19 revisions

Compiling

Current main compiler is clang on Linux, vs2012 on Windows. Others may or may not work.

First you need to compile the termbox and install it. You can look at the .travis.yml file for commands.

Makefile building is managed with premake4. (Ubuntu repositories have the old version that doesn't work)

premake4 gmake
make
./test
./ice

On windows the premake4 is also used. Prefered toolset on Windows is Visual studio.

premake4 vs2010
//open vs and compile

On windows you also need to have SFML and Boost libraries.

TODO: tell me more about sfml and boost

Code style

The rules and regulations have not been defined yet, however that's no excuse to not try to maintain a clean, consistent, and maintainable codebase. As the project develops bigger true standards will be fixed and put into place.

Use tabs! Do not use spaces!

Naming Conventions

// Class names always begin with a capital letter// Words that follow have their first letter capitalized classClassExampleName {};
// Variables and functions begin with a lower case letter// Words that follow have their first letter capitalized int variableExampleName = 0;
voidfunctionExampleName() {}

Class definition

//Header guards follow the folder path (/engine/actor/player/PlayerActor.h)
#ifndef ENGINE_ACTOR_PLAYER_PLAYERACTOR_H
#defineENGINE_ACTOR_PLAYER_PLAYERACTOR_H
#include"engine/actor/ActorBase.h"
#include"engine/input/InputMapping.h"//Namespaces always on the same linenamespacegame {
namespaceactor {
namespaceplayer {
/** * inline documentation goes on top of the class/function*/classPlayerActor : publicengine::actor::ActorBase {
private:int someVariable = 3;
public:voidsomeFunction();
};
}
} /* namespaces */
}

Begin curly brackets next to the statement

// functionName() is responsible for doingStuff (literally)voidClassName::functionName() {
// do stuff!doStuff();
}

Always use curly brackets by conditions

if(something) {
doSomething();
}
//Also remember to add nice spacing to for loopsfor(int i=0; i<10; i++) {
doSomething(i);
}
while(true) {
doSomething();
}

Line up contextually similar variables when possible

int var1Something = 213;
int var2SomeVal = 123 + var1Something;
int anotherVar = 123;

Use clear variable names over short variable names.

// Don't do this// The small compressed name makes it difficult to read and can// give the impression that it's more complex than it really is. double wpnDmgMltplr; // Do this// It's clear to the other developer that this variable is meant to be// used to multiply the damage of something.double weaponDamageMulti;

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content
Lauri Mäkinen edited this page Oct 7, 2013 · 19 revisions

Compiling

Current main compiler is clang on Linux, vs2012 on Windows. Others may or may not work.

First you need to compile the termbox and install it. You can look at the .travis.yml file for commands.

Makefile building is managed with premake4. (Ubuntu repositories have the old version that doesn't work)

premake4 gmake
make
./test
./ice

On windows the premake4 is also used. Prefered toolset on Windows is Visual studio.

premake4 vs2010
//open vs and compile

On windows you also need to have SFML and Boost libraries.

TODO: tell me more about sfml and boost

Code style

The rules and regulations have not been defined yet, however that's no excuse to not try to maintain a clean, consistent, and maintainable codebase. As the project develops bigger true standards will be fixed and put into place.

Use tabs! Do not use spaces!

Naming Conventions

// Class names always begin with a capital letter// Words that follow have their first letter capitalized classClassExampleName {};
// Variables and functions begin with a lower case letter// Words that follow have their first letter capitalized int variableExampleName = 0;
voidfunctionExampleName() {}

Class definition

//Header guards follow the folder path (/engine/actor/player/PlayerActor.h)
#ifndef ENGINE_ACTOR_PLAYER_PLAYERACTOR_H
#defineENGINE_ACTOR_PLAYER_PLAYERACTOR_H
#include"engine/actor/ActorBase.h"
#include"engine/input/InputMapping.h"//Namespaces always on the same linenamespacegame {
namespaceactor {
namespaceplayer {
/** * inline documentation goes on top of the class/function*/classPlayerActor : publicengine::actor::ActorBase {
private:int someVariable = 3;
public:voidsomeFunction();
};
}
} /* namespaces */
}

Begin curly brackets next to the statement

// functionName() is responsible for doingStuff (literally)voidClassName::functionName() {
// do stuff!doStuff();
}

Always use curly brackets by conditions

if(something) {
doSomething();
}
//Also remember to add nice spacing to for loopsfor(int i=0; i<10; i++) {
doSomething(i);
}
while(true) {
doSomething();
}

Line up contextually similar variables when possible

int var1Something = 213;
int var2SomeVal = 123 + var1Something;
int anotherVar = 123;

Use clear variable names over short variable names.

// Don't do this// The small compressed name makes it difficult to read and can// give the impression that it's more complex than it really is. double wpnDmgMltplr; // Do this// It's clear to the other developer that this variable is meant to be// used to multiply the damage of something.double weaponDamageMulti;

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content
Lauri Mäkinen edited this page Oct 7, 2013 · 19 revisions

Compiling

Current main compiler is clang on Linux, vs2012 on Windows. Others may or may not work.

First you need to compile the termbox and install it. You can look at the .travis.yml file for commands.

Makefile building is managed with premake4. (Ubuntu repositories have the old version that doesn't work)

premake4 gmake
make
./test
./ice

On windows the premake4 is also used. Prefered toolset on Windows is Visual studio.

premake4 vs2010
//open vs and compile

On windows you also need to have SFML and Boost libraries.

TODO: tell me more about sfml and boost

Code style

The rules and regulations have not been defined yet, however that's no excuse to not try to maintain a clean, consistent, and maintainable codebase. As the project develops bigger true standards will be fixed and put into place.

Use tabs! Do not use spaces!

Naming Conventions

// Class names always begin with a capital letter// Words that follow have their first letter capitalized classClassExampleName {};
// Variables and functions begin with a lower case letter// Words that follow have their first letter capitalized int variableExampleName = 0;
voidfunctionExampleName() {}

Class definition

//Header guards follow the folder path (/engine/actor/player/PlayerActor.h)
#ifndef ENGINE_ACTOR_PLAYER_PLAYERACTOR_H
#defineENGINE_ACTOR_PLAYER_PLAYERACTOR_H
#include"engine/actor/ActorBase.h"
#include"engine/input/InputMapping.h"//Namespaces always on the same linenamespacegame {
namespaceactor {
namespaceplayer {
/** * inline documentation goes on top of the class/function*/classPlayerActor : publicengine::actor::ActorBase {
private:int someVariable = 3;
public:voidsomeFunction();
};
}
} /* namespaces */
}

Begin curly brackets next to the statement

// functionName() is responsible for doingStuff (literally)voidClassName::functionName() {
// do stuff!doStuff();
}

Always use curly brackets by conditions

if(something) {
doSomething();
}
//Also remember to add nice spacing to for loopsfor(int i=0; i<10; i++) {
doSomething(i);
}
while(true) {
doSomething();
}

Line up contextually similar variables when possible

int var1Something = 213;
int var2SomeVal = 123 + var1Something;
int anotherVar = 123;

Use clear variable names over short variable names.

// Don't do this// The small compressed name makes it difficult to read and can// give the impression that it's more complex than it really is. double wpnDmgMltplr; // Do this// It's clear to the other developer that this variable is meant to be// used to multiply the damage of something.double weaponDamageMulti;

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content
Lauri Mäkinen edited this page Oct 7, 2013 · 19 revisions

Compiling

Current main compiler is clang on Linux, vs2012 on Windows. Others may or may not work.

First you need to compile the termbox and install it. You can look at the .travis.yml file for commands.

Makefile building is managed with premake4. (Ubuntu repositories have the old version that doesn't work)

premake4 gmake
make
./test
./ice

On windows the premake4 is also used. Prefered toolset on Windows is Visual studio.

premake4 vs2010
//open vs and compile

On windows you also need to have SFML and Boost libraries.

TODO: tell me more about sfml and boost

Code style

The rules and regulations have not been defined yet, however that's no excuse to not try to maintain a clean, consistent, and maintainable codebase. As the project develops bigger true standards will be fixed and put into place.

Use tabs! Do not use spaces!

Naming Conventions

// Class names always begin with a capital letter// Words that follow have their first letter capitalized classClassExampleName {};
// Variables and functions begin with a lower case letter// Words that follow have their first letter capitalized int variableExampleName = 0;
voidfunctionExampleName() {}

Class definition

//Header guards follow the folder path (/engine/actor/player/PlayerActor.h)
#ifndef ENGINE_ACTOR_PLAYER_PLAYERACTOR_H
#defineENGINE_ACTOR_PLAYER_PLAYERACTOR_H
#include"engine/actor/ActorBase.h"
#include"engine/input/InputMapping.h"//Namespaces always on the same linenamespacegame {
namespaceactor {
namespaceplayer {
/** * inline documentation goes on top of the class/function*/classPlayerActor : publicengine::actor::ActorBase {
private:int someVariable = 3;
public:voidsomeFunction();
};
}
} /* namespaces */
}

Begin curly brackets next to the statement

// functionName() is responsible for doingStuff (literally)voidClassName::functionName() {
// do stuff!doStuff();
}

Always use curly brackets by conditions

if(something) {
doSomething();
}
//Also remember to add nice spacing to for loopsfor(int i=0; i<10; i++) {
doSomething(i);
}
while(true) {
doSomething();
}

Line up contextually similar variables when possible

int var1Something = 213;
int var2SomeVal = 123 + var1Something;
int anotherVar = 123;

Use clear variable names over short variable names.

// Don't do this// The small compressed name makes it difficult to read and can// give the impression that it's more complex than it really is. double wpnDmgMltplr; // Do this// It's clear to the other developer that this variable is meant to be// used to multiply the damage of something.double weaponDamageMulti;

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content
Lauri Mäkinen edited this page Oct 7, 2013 · 19 revisions

Compiling

Current main compiler is clang on Linux, vs2012 on Windows. Others may or may not work.

First you need to compile the termbox and install it. You can look at the .travis.yml file for commands.

Makefile building is managed with premake4. (Ubuntu repositories have the old version that doesn't work)

premake4 gmake
make
./test
./ice

On windows the premake4 is also used. Prefered toolset on Windows is Visual studio.

premake4 vs2010
//open vs and compile

On windows you also need to have SFML and Boost libraries.

TODO: tell me more about sfml and boost

Code style

The rules and regulations have not been defined yet, however that's no excuse to not try to maintain a clean, consistent, and maintainable codebase. As the project develops bigger true standards will be fixed and put into place.

Use tabs! Do not use spaces!

Naming Conventions

// Class names always begin with a capital letter// Words that follow have their first letter capitalized classClassExampleName {};
// Variables and functions begin with a lower case letter// Words that follow have their first letter capitalized int variableExampleName = 0;
voidfunctionExampleName() {}

Class definition

//Header guards follow the folder path (/engine/actor/player/PlayerActor.h)
#ifndef ENGINE_ACTOR_PLAYER_PLAYERACTOR_H
#defineENGINE_ACTOR_PLAYER_PLAYERACTOR_H
#include"engine/actor/ActorBase.h"
#include"engine/input/InputMapping.h"//Namespaces always on the same linenamespacegame {
namespaceactor {
namespaceplayer {
/** * inline documentation goes on top of the class/function*/classPlayerActor : publicengine::actor::ActorBase {
private:int someVariable = 3;
public:voidsomeFunction();
};
}
} /* namespaces */
}

Begin curly brackets next to the statement

// functionName() is responsible for doingStuff (literally)voidClassName::functionName() {
// do stuff!doStuff();
}

Always use curly brackets by conditions

if(something) {
doSomething();
}
//Also remember to add nice spacing to for loopsfor(int i=0; i<10; i++) {
doSomething(i);
}
while(true) {
doSomething();
}

Line up contextually similar variables when possible

int var1Something = 213;
int var2SomeVal = 123 + var1Something;
int anotherVar = 123;

Use clear variable names over short variable names.

// Don't do this// The small compressed name makes it difficult to read and can// give the impression that it's more complex than it really is. double wpnDmgMltplr; // Do this// It's clear to the other developer that this variable is meant to be// used to multiply the damage of something.double weaponDamageMulti;

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content
Lauri Mäkinen edited this page Oct 7, 2013 · 19 revisions

Compiling

Current main compiler is clang on Linux, vs2012 on Windows. Others may or may not work.

First you need to compile the termbox and install it. You can look at the .travis.yml file for commands.

Makefile building is managed with premake4. (Ubuntu repositories have the old version that doesn't work)

premake4 gmake
make
./test
./ice

On windows the premake4 is also used. Prefered toolset on Windows is Visual studio.

premake4 vs2010
//open vs and compile

On windows you also need to have SFML and Boost libraries.

TODO: tell me more about sfml and boost

Code style

The rules and regulations have not been defined yet, however that's no excuse to not try to maintain a clean, consistent, and maintainable codebase. As the project develops bigger true standards will be fixed and put into place.

Use tabs! Do not use spaces!

Naming Conventions

// Class names always begin with a capital letter// Words that follow have their first letter capitalized classClassExampleName {};
// Variables and functions begin with a lower case letter// Words that follow have their first letter capitalized int variableExampleName = 0;
voidfunctionExampleName() {}

Class definition

//Header guards follow the folder path (/engine/actor/player/PlayerActor.h)
#ifndef ENGINE_ACTOR_PLAYER_PLAYERACTOR_H
#defineENGINE_ACTOR_PLAYER_PLAYERACTOR_H
#include"engine/actor/ActorBase.h"
#include"engine/input/InputMapping.h"//Namespaces always on the same linenamespacegame {
namespaceactor {
namespaceplayer {
/** * inline documentation goes on top of the class/function*/classPlayerActor : publicengine::actor::ActorBase {
private:int someVariable = 3;
public:voidsomeFunction();
};
}
} /* namespaces */
}

Begin curly brackets next to the statement

// functionName() is responsible for doingStuff (literally)voidClassName::functionName() {
// do stuff!doStuff();
}

Always use curly brackets by conditions

if(something) {
doSomething();
}
//Also remember to add nice spacing to for loopsfor(int i=0; i<10; i++) {
doSomething(i);
}
while(true) {
doSomething();
}

Line up contextually similar variables when possible

int var1Something = 213;
int var2SomeVal = 123 + var1Something;
int anotherVar = 123;

Use clear variable names over short variable names.

// Don't do this// The small compressed name makes it difficult to read and can// give the impression that it's more complex than it really is. double wpnDmgMltplr; // Do this// It's clear to the other developer that this variable is meant to be// used to multiply the damage of something.double weaponDamageMulti;

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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Lauri Mäkinen edited this page Oct 7, 2013 · 19 revisions

Compiling

Current main compiler is clang on Linux, vs2012 on Windows. Others may or may not work.

First you need to compile the termbox and install it. You can look at the .travis.yml file for commands.

Makefile building is managed with premake4. (Ubuntu repositories have the old version that doesn't work)

premake4 gmake
make
./test
./ice

On windows the premake4 is also used. Prefered toolset on Windows is Visual studio.

premake4 vs2010
//open vs and compile

On windows you also need to have SFML and Boost libraries.

TODO: tell me more about sfml and boost

Code style

The rules and regulations have not been defined yet, however that's no excuse to not try to maintain a clean, consistent, and maintainable codebase. As the project develops bigger true standards will be fixed and put into place.

Use tabs! Do not use spaces!

Naming Conventions

// Class names always begin with a capital letter// Words that follow have their first letter capitalized classClassExampleName {};
// Variables and functions begin with a lower case letter// Words that follow have their first letter capitalized int variableExampleName = 0;
voidfunctionExampleName() {}

Class definition

//Header guards follow the folder path (/engine/actor/player/PlayerActor.h)
#ifndef ENGINE_ACTOR_PLAYER_PLAYERACTOR_H
#defineENGINE_ACTOR_PLAYER_PLAYERACTOR_H
#include"engine/actor/ActorBase.h"
#include"engine/input/InputMapping.h"//Namespaces always on the same linenamespacegame {
namespaceactor {
namespaceplayer {
/** * inline documentation goes on top of the class/function*/classPlayerActor : publicengine::actor::ActorBase {
private:int someVariable = 3;
public:voidsomeFunction();
};
}
} /* namespaces */
}

Begin curly brackets next to the statement

// functionName() is responsible for doingStuff (literally)voidClassName::functionName() {
// do stuff!doStuff();
}

Always use curly brackets by conditions

if(something) {
doSomething();
}
//Also remember to add nice spacing to for loopsfor(int i=0; i<10; i++) {
doSomething(i);
}
while(true) {
doSomething();
}

Line up contextually similar variables when possible

int var1Something = 213;
int var2SomeVal = 123 + var1Something;
int anotherVar = 123;

Use clear variable names over short variable names.

// Don't do this// The small compressed name makes it difficult to read and can// give the impression that it's more complex than it really is. double wpnDmgMltplr; // Do this// It's clear to the other developer that this variable is meant to be// used to multiply the damage of something.double weaponDamageMulti;

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