Code style guidelines¶
When contributing to Godot’s source code, you will be expected to follow the style guidelines outlined below. Some of them are checked via the Continuous Integration process and reviewers will ask you to fix potential issues, so best setup your system as outlined below to ensure all your commits follow the guidelines.
C++ and Objective-C¶
There are no written guidelines, but the code style agreed upon by the developers is enforced via the clang-format code beautifier, which takes care for you of all our conventions. To name a few:
- Indentation and alignment are both tab based (respectively one and two tabs)
- One space around math and assignments operators as well as after commas
- Pointer and reference operators are affixed to the variable identifier, not to the type name
- See further down regarding header includes
The rules used by clang-format are outlined in the .clang-format file of the Godot repository.
As long as you ensure that your style matches the surrounding code and that you not introducing trailing whitespace or space-based indentation, you should be fine. If you plan to contribute regularly however, we strongly advise that you setup clang-format locally to check and automatically fix all your commits.
Warning
Godot’s code style should not be applied to third-party code, i.e. that is included in Godot’s source tree but was not written specifically for our project. Such code usually come from different upstream projects with their own style guides (or lack thereof), and don’t want to introduce differences that would make syncing with upstream repositories harder.
Third-party code is usually included in the thirdparty/
folder
and can thus easily be excluded from formatting scripts. For the
rare cases where a third-party code snippet needs to be included
directly within a Godot file, you can use
/* clang-format off */
and /* clang-format on */
to tell
clang-format to ignore a chunk of code.
Using clang-format locally¶
First of all, you will need to install clang-format. As of now, you need to use clang-format 8.x to be compatible with Godot’s format. Later versions might be suitable, but previous versions had bugs that will cause formatting changes to the current code base.
Installation¶
Here’s how to install clang-format:
- Linux: It will usually be available out-of-the-box with the clang toolchain packaged by your distribution. If your distro version is not the required one, you can download a pre-compiled version from the LLVM website, or if you are on a Debian derivative, use the upstream repos.
- macOS and Windows: You can download precompiled binaries from the
LLVM website. You may need to add
the path to the binary’s folder to your system’s
PATH
environment variable to be able to callclang-format
out of the box.
You then have different possibilities to apply clang-format to your changes:
Manual usage¶
You can apply clang-format manually one or more files with the following command:
clang-format -i <path/to/file(s)>
-i
means that the changes should be written directly to the file (by default clang-format would only output the fixed version to the terminal).- The path can point to several files, either one after the other or using
wildcards like in a typical Unix shell. Be careful when globbing so that
you don’t run clang-format on compiled objects (.o and .a files) that are
in Godot’s tree. So better use
core/*.{cpp,h}
thancore/*
.
Pre-commit hook¶
For ease of use, we provide a pre-commit hook for Git that will run clang-format automatically on all your commits to check them, and let you apply its changes in the final commit.
This “hook” is a script which can be found in misc/hooks
, refer to that
folder’s README.md for installation instructions.
If your clang-format is not in the PATH
, you may have to edit the
pre-commit-clang-format
to point to the correct binary for it to work.
The hook was tested on Linux and macOS, but should also work in the Git Shell
on Windows.
IDE plugin¶
Most IDEs or code editors have beautifier plugins that can be configured to run clang-format automatically, for example each time you save a file.
Here is a non-exhaustive list of beautifier plugins for some IDEs:
- Qt Creator: Beautifier plugin
- Visual Studio Code: Clang-Format
- Visual Studio: ClangFormat
- vim: vim-clang-format
(Pull requests welcome to extend this list with tested plugins.)
Header includes¶
When adding new C++ or Objective-C files or including new headers in existing ones, the following rules should be followed:
- The first lines in the file should be Godot’s copyright header and MIT license, copy-pasted from another file. Make sure to adjust the filename.
- In a
.h
header, include guards should be used with the formFILENAME_H
. - In a
.cpp
file (e.g.filename.cpp
), the first include should be the one where the class is declared (e.g.#include "filename.h"
), followed by an empty line for separation. - Then come headers from Godot’s own code base, included in alphabetical order
(enforced by
clang-format
) with paths relative to the root folder. Those includes should be done with quotes, e.g.#include "core/object.h"
. The block of Godot header includes should then be followed by an empty line for separation. - Finally, third-party headers (either from
thirdparty
or from the system’s include paths) come next and should be included with the < and > symbols, e.g.#include <png.h>
. The block of third-party headers should also be followed by an empty line for separation. - Godot and third-party headers should be included in the file that requires them, i.e. in the .h header if used in the declarative code or in the .cpp if used only in the imperative code.
Example:
/*************************************************************************/
/* my_new_file.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef MY_NEW_FILE_H
#define MY_NEW_FILE_H
#include "core/hash_map.h"
#include "core/list.h"
#include "scene/gui/control.h
#include <png.h>
...
#endif // MY_NEW_FILE_H
/*************************************************************************/
/* my_new_file.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "my_new_file.h"
#include "core/math/math_funcs.h"
#include "scene/gui/line_edit.h
#include <zlib.h>
#include <zstd.h>
Java¶
Godot’s Java code (mostly in platform/android
) is also enforced via
clang-format
, so see the instructions above to set it up. Keep in mind that
this style guide only applies to code written and maintained by Godot, not
third-party code such as the java/src/com/google
subfolder.
Python¶
Godot’s SCons buildsystem is written in Python, and various scripts included in the source tree are also using Python.
For those, we follow the PEP-8 style guide, this is however not as strongly enforced as for the C++ code. If you are so inclined, you can check and format your Python changes using autopep8.