docs: Added preliminary guide for would-be contributors. (#10717) [Ryan Holtz, Vas Crabb, O. Galibert]

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CONTRIBUTING.md Normal file
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Contributing to MAME
====================
Please see the guidelines for [Contributing to MAME](https://docs.mamedev.org/contributing/) on our documentation web site.

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Where can I find out more?
=============
* [Official MAME Development Team Site](http://mamedev.org/) (includes binary downloads, wiki, forums, and more)
* [Official MAME Development Team Site](https://mamedev.org/) (includes binary downloads, wiki, forums, and more)
* [Official MESS Wiki](http://mess.redump.net/)
* [MAME Testers](http://mametesters.org/) (official bug tracker for MAME and MESS)
* [MAME Testers](https://mametesters.org/) (official bug tracker for MAME and MESS)
Contributing
@ -85,8 +85,12 @@ Some parts of the code follow [Allman style](https://en.wikipedia.org/wiki/Inden
All contributors need to either add a standard header for license info (on new files) or inform us of their wishes regarding which of the following licenses they would like their code to be made available under: the [BSD-3-Clause](http://opensource.org/licenses/BSD-3-Clause) license, the [LGPL-2.1](http://opensource.org/licenses/LGPL-2.1), or the [GPL-2.0](http://opensource.org/licenses/GPL-2.0).
See more specific [C++ Coding Guidelines](https://docs.mamedev.org/contributing/cxx.html) on our documentation web site.
License
=======
The MAME project as a whole is made available under the terms of the
[GNU General Public License, version 2](http://opensource.org/licenses/GPL-2.0)
or later (GPL-2.0+), since it contains code made available under multiple

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.. _contributing-cxx:
C++ Coding Guidelines
=====================
.. contents:: :local:
.. _contributing-cxx-intro:
Introduction
------------
**In terms of coding conventions, the style present within an existing
source file should be favoured over the standards found below.**
When a new source file is being created, the following coding
conventions should be observed if creating a new file within the MAME
core (``src/emu`` and ``src/lib``). If the source file is outside the
core, deference can be given to a contributors preferred style,
although it is strongly encouraged to code with the understanding that
the file may need to be comprehensible by more than one person as time
marches forward.
.. _contributing-cxx-definitions:
Definitions
-----------
Snake case
All lowercase letters with words separated by underscores:
``this_is_snake_case``
Screaming snake case
All uppercase letters with words separated by underscores:
``SCREAMING_SNAKE_CASE``
Camel case:
Lowercase initial letter, first letter of each subsequent word
capitalised, with no separators between words: ``exampleCamelCase``
Llama case:
Uppercase initial letter, first letter of each subsequent word
capitalised, with no separators between words: ``LlamaCaseSample``
.. _contributing-cxx-naming:
Naming conventions
------------------
Preprocessor macros
Macro names should use screaming snake case. Macros are always
global and name conflicts can cause confusing errors think
carefully about what macros really need to be in headers and name
them carefully.
Include guards
Include guard macros should begin with ``MAME_``, and end with a
capitalised version of the file name, with separators replaced by
underscores.
Constants
Constants should use screaming snake case, whether they are constant
globals, constant data members, enumerators or preprocessor
constants.
Functions
Free functions names should use snake case. (There are some utility
function that were previously implemented as preprocessor macros
that still use screaming snake case.)
Classes
Class names should use snake case. Abstract class names should end
in ``_base``. Public member functions (including static member
functions) should use snake case.
Device classes
Concrete driver ``driver_device`` implementation names
conventionally end in ``_state``, while other concrete device class
names end in ``_device``. Concrete ``device_interface`` names
conventionally begin with ``device_`` and end with ``_interface``.
Device types
Device types should use screaming snake case. Remember that device
types are names in the global namespace, so choose explicit,
unambiguous names.
Enumerations
The enumeration name should use snake case. The enumerators should
use screaming snake case.
Template parameters
Template parameters should use llama case (both type and value
parameters).
.. _contributing-cxx-literals:
Variables and literals
----------------------
Octal literals are discouraged from use outside of specific cases. They
lack the obvious letter-based prefixes found in hexadecimal and binary
literals, and therefore can be difficult to distinguish at a glance from
a decimal literal to coders who are unfamiliar with octal notation.
Lower-case hexadecimal literals are preferred, e.g. ``0xbadc0de`` rather
than ``0xBADC0DE``. For clarity, try not to exceed the bit width of the
variable which will be used to store it.
Binary literals have rarely been used in the MAME source code due to the
``0b`` prefix not being standardised until C++14, but there is no policy
to avoid their use.
Integer suffix notation should be used when specifying 64-bit literals,
but is not strictly required in other cases. It can, however, clarify
the intended use of a given literal at a glance. Uppercase long integer
literal suffixes should be used to avoid confusion with the digit 1,
e.g. ``7LL`` rather than ``7ll``.
Types that do not have a specifically defined size should be avoided if
they are to be registered with MAMEs save-state system, as it harms
portability. In general, this means avoiding the use of ``int`` for
these members.
It's encouraged, but not required, for class data members to be prefixed
with ``m_`` for non-static instance members and ``s_`` for static
members. This does not apply to nested classes or structs.
.. _contributing-cxx-braceindent:
Bracing and indentation
-----------------------
Tabs are used for initial indentation of lines, with one tab used per
nested scope level. Statements split across multiple lines should be
indented by two tabs. Spaces are used for alignment at other places
within a line.
Either K&R or Allman-style bracing is preferred. There is no specific
preference for bracing on single-line statements, although bracing
should be consistent for a given ``if/else`` block, as shown:
.. code-block:: C++
if (x == 0)
{
return;
}
else
{
call_some_function();
x--;
}
When using a series of ``if``/``else`` or ``if``/``else if``/``else``
blocks with comments at the top indentation level, avoid extraneous
newlines. The use of additional newlines may lead to ``else if`` or
``else`` blocks being missed due to the newlines pushing the blocks
outside the visible editor height:
.. code-block:: C++
// Early-out if our hypothetical counter has run out.
if (x == 0)
{
return;
}
// We should do something if the counter is running.
else
{
call_some_function();
x--;
}
Indentation for ``case`` statements inside a ``switch`` body can either
be on the same level as the ``switch`` statement or inward by one level.
There is no specific style which is used across all core files, although
indenting by one level appears to be used most often.
.. _contributing-cxx-spacing:
Spacing
-------
Consistent single-spacing between binary operators, variables, and
literals is strongly preferred. The following examples exhibit
reasonably consistent spacing:
.. code-block:: C++
uint8_t foo = (((bar + baz) + 3) & 7) << 1;
uint8_t foo = ((bar << 1) + baz) & 0x0e;
uint8_t foo = bar ? baz : 5;
The following examples exhibit extremes in either direction, although
having extra spaces is less difficult to read than having too few:
.. code-block:: C++
uint8_t foo = ( ( ( bar + baz ) + 3 ) & 7 ) << 1;
uint8_t foo = ((bar<<1)+baz)&0x0e;
uint8_t foo = (bar?baz:5);
A space should be used between a fundamental C++ statement and its
opening parenthesis, e.g.:
.. code-block:: C++
switch (value) ...
if (a != b) ...
for (int i = 0; i < foo; i++) ...
.. _contributing-cxx-scoping:
Scoping
-------
Variables should be scoped as narrowly as is reasonably possible. There
are many instances of C89-style local variable declaration in the MAME
codebase, but this is largely a hold-over from MAMEs early days, which
pre-date the C99 specification.
The following two snippets exhibit the legacy style of local variable
declaration, followed by the more modern and preferred style:
.. code-block:: C++
void example_device::some_function()
{
int i;
uint8_t data;
for (i = 0; i < std::size(m_buffer); i++)
{
data = m_buffer[i];
if (data)
{
some_other_function(data);
}
}
}
.. code-block:: C++
void example_device::some_function()
{
for (int i = 0; i < std::size(m_buffer); i++)
{
const uint8_t data = m_buffer[i];
if (data)
{
some_other_function(data);
}
}
}
Enumerated values, structs, and classes used only by one specific device
should be declared within the device's class itself. This avoids
pollution of the global namespace and makes the device-specific use of
them more obvious at a glance.
.. _contributing-cxx-const:
Const Correctness
-----------------
Const-correctness has not historically been a strict requirement of code
that goes into MAME, but theres increasing value in it as the amount of
code refactoring increases and technical debt decreases.
When writing new code, its worth taking the time to determine if a
local variable can be declared ``const``. Similarly, it's encouraged to
consider which member functions of a new class can be ``const``
qualified.
In a similar vein, arrays of constants should be declared ``constexpr``
and should use screaming snake case, as outlined towards the top of this
document. Lastly, arrays of C-style strings should be declared as both
a const array of const strings, as so:
.. code-block:: C++
static const char *const EXAMPLE_NAMES[4] =
{
"1-bit",
"2-bit",
"4-bit",
"Invalid"
};
.. _contributing-cxx-comments:
Comments
--------
While ``/* ANSI C comments */`` are often found in the codebase, there
has been a gradual shift towards ``// C++-style comments`` for
single-line comments. This is very much a guideline, and coders are
encouraged to use whichever style is most comfortable.
Unless specifically quoting content from a machine or ancillary
materials, comments should be in English so as to match the predominant
language that the MAME team shares worldwide.
Commented-out code should typically be removed prior to authoring a pull
request, as it has a tendency to rot due to the fast-moving nature of
MAMEs core API. If there is a desire known beforehand for the code to
eventually be included, it should be bookended in ``if (0)`` or
``if (false)``, as code removed through a preprocessor macro will rot at
the same rate.
.. _contributing-cxx-helpers:
MAME-Specific Helpers
---------------------
When at all possible, use helper functions and macros for bit
manipulation operations.
The ``BIT(value, bit)`` helper can be used to extract the state of a bit
at a given position from an integer value. The resulting value will be
aligned to the least significant bit position, i.e. will be either 0 or
1.
An overload of the same function, ``BIT(value, bit, width)`` can be used
to extract a bit field of a specified width from an integer value,
starting at the specified bit position. The result will also be
right-justified and will be of the same type as the incoming value.
There are, additionally, a number of helpers for functionality such as
counting leading zeroes/ones, population count, and signed/unsigned
integer multiplication and division for both 32-bit and 64-bit results.
Not all of these helpers have wide use in the MAME codebase, but using
them in new code is strongly preferred when that code is performance-
critical, as they utilise inline assembly or compiler intrinsics per-
platform when available.
``count_leading_zeros_32/64(T value)``
Accepts an unsigned 32/64-bit value and returns an unsigned 8-bit
value containing the number of consecutive zeros starting from the
most significant bit.
``count_leading_ones_32/64(T value)``
Same functionality as above, but examining consecutive one-bits.
``population_count_32/64(T value)``
Accepts an unsigned 32/64-bit value and returns the number of
one-bits found, i.e. the Hamming weight of the value.
``rotl_32/64(T value, int shift)``
Performs a circular/barrel left shift of an unsigned 32/64-bit value
with the specified shift value. The shift value will be masked to
the valid bit range for a 32-bit or 64-bit value.
``rotr_32/64(T value, int shift)``
Same functionality as above, but with a right shift.
For documentation on helpers related to multiplication and division,
refer to ``src/osd/eminline.h``.
.. _contributing-cxx-logging:
Logging
-------
MAME has multiple logging function for different purposes. Two of the
most frequently used logging functions are ``logerror`` and
``osd_printf_verbose``:
* Devices inherit a ``logerror`` member function. This automatically
includes the fully-qualified tag of the invoking device in log
messages. Output is sent to MAMEs debuggers rotating log buffer if
the debugger is enabled. If the
:ref:`-log option <mame-commandline-log>` is enabled, its also
written to the file ``error.log`` in the working directory. If the
:ref:`-oslog option <mame-commandline-oslog>` is enabled, its
additionally sent to the OS diagnostic output (the host debugger
diagnostic log on Windows if a host debugger is attached, or standard
error otherwise).
* The output of the ``osd_printf_verbose`` function is sent to standard
error if the :ref:`-verbose option <mame-commandline-verbose>` is
enabled.
The ``osd_printf_verbose`` function should be used for logging that is
useful for diagnosing user issues, while ``logerror`` should be used for
messages more relevant to developers (either developing MAME itself, or
developing software for emulated systems using MAMEs debugger).
For debug logging, a channel-based logging system exists via the header
``logmacro.h``. It can be used as a generic logging system as follows,
without needing to make use of its ability to mask out specific
channels:
.. code-block:: C++
// All other headers in the .cpp file should be above this line.
#define VERBOSE (1)
#include "logmacro.h"
...
void some_device::some_reg_write(u8 data)
{
LOG("%s: some_reg_write: %02x\n", machine().describe_context(), data);
}
The above example also makes use of a helper function which is available
in all derivatives of ``device_t``: ``machine().describe_context()``.
This function will return a string that describe the emulation context
in which the function is being run. This includes the full-qualified
tag of the currently executing device (if any). If the relevant device
implements ``device_state_interface``, it will also include the current
program-counter value reported by the device.
For more fine-grained control, specific bit masks can be defined and
used via the ``LOGMASKED`` macro:
.. code-block:: C++
// All other headers in the .cpp file should be above this line.
#define LOG_FOO (1 << 1U)
#define LOG_BAR (1 << 2U)
#define VERBOSE (LOG_FOO | LOG_BAR)
#include "logmacro.h"
...
void some_device::some_reg_write(u8 data)
{
LOGMASKED(LOG_FOO, "some_reg_write: %02x\n", data);
}
void some_device::another_reg_write(u8 data)
{
LOGMASKED(LOG_BAR, "another_reg_write: %02x\n", data);
}
Note that the least significant bit position for user-supplied masks is
1, as bit position 0 is reserved for ``LOG_GENERAL``.
By default, ``LOG`` and ``LOGMASKED`` will use the device-supplied
``logerror`` function. However, this can be redirected as desired. The
most common use case would be to direct output to the standard output
instead, which can be accomplished by explicitly defining
``LOG_OUTPUT_FUNC`` as so:
.. code-block:: C++
#define LOG_OUTPUT_FUNC osd_printf_info
A developer should always ensure that ``VERBOSE`` is set to 0 and that
any definition of ``LOG_OUTPUT_FUNC`` is commented out prior to opening
a pull request.
.. _contributing-cxx-structure:
Structural organization
-----------------------
Header includes should generally be grouped from most-dependent to
least-dependent, and sorted alphabetically within said groups:
* The project prefix header, ``emu.h``, must be the first thing in a
translation unit
* Local project headers (i.e. headers found in the same source
directory)
* Headers in ``src/devices``
* Headers in ``src/emu``
* Headers in ``src/lib/formats``
* Headers in ``src/lib/util``
* Headers from the OSD layer
* C++ standard library headers
* C standard library headers
* OS-specific headers
* Layout headers
Finally, task-specific headers such as ``logmacro.h`` - described in the
previous section - should be included last. A practical example
follows:
.. code-block:: C++
#include "emu.h"
#include "cpu/m68000/m68000.h"
#include "machine/mc68328.h"
#include "machine/ram.h"
#include "sound/dac.h"
#include "video/mc68328lcd.h"
#include "video/sed1375.h"
#include "emupal.h"
#include "screen.h"
#include "speaker.h"
#include "pilot1k.lh"
#define VERBOSE (0)
#include "logmacro.h"
The class declaration for a machine driver should be within the
corresponding source file. In such cases, the class declaration and all
contents of the source file, excluding the ``GAME``, ``COMP``, or
``CONS`` macro, should be enclosed in an anonymous namespace.
Constants which are used by a device or machine driver should be in the
form of explicitly-sized enumerated values within the class declaration,
or be relegated to ``#define`` macros within the source file. This
helps avoid polluting the preprocessor.
Type names and other identifiers with a leading underscore should be
avoided within the global namespace, as they are explicitly reserved
according to the C++ standard. Additionally, identifiers suffixed with
``_t`` should be avoided within the global namespace, as they are also
reserved according to POSIX standards. While MAME violates this policy
occasionally most notably with ``device_t`` its considered to be an
unfortunate legacy decision that should be avoided in any new code.

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.. _contributing:
Contributing to MAME
====================
So you want to contribute to MAME but arent sure where to start? Well
the great news is that theres always plenty to do for people with a
variety of skill sets.
.. _contributing-testing:
Testing and reporting bugs
--------------------------
One thing MAME can always do with is more testing and bug reports. If
youre familiar with a system that MAME emulates and notice something
wrong, or if you find a bug in MAMEs user interface, you can head over
to `MAME Testers <https://mametesters.org/>`_ and, assuming it isnt
already reported, register an account and open an issue. Be sure to
read the `FAQ <https://mametesters.org/faq.html>`_ and
`rules <https://mametesters.org/rules.html>`_ first to ensure you start
out on the right foot. Please note that MAME Testers only accepts
user-facing bugs in tagged release versions.
For other kinds of issues, we have
`GitHub Issues <https://github.com/mamedev/mame/issues/>`_. Theres a
bit more leeway here. For example we accept developer-facing issues
(e.g. bugs in internal APIs, or build system inadequacies), feature
requests, and major regressions before they make it into a released
version. Please respect the fact that the issue tracker is *not* a
discussion or support forum, its only for reporting reproducible
issues. Dont open issues to ask questions or request support. Also,
keep in mind that the ``master`` branch is unstable. If the current
revision doesnt compile at all or is completely broken, were probably
already aware of it and dont need issues opened for that. Wait a while
and see if theres an update. You might want to comment on the commit
in question with the compiler error message, particularly if youre
compiling in an unorthodox but supported configuration.
When opening an issue, remember to provide as much information as
possible to help others understand, reproduce, and diagnose the issue.
Things that are helpful to include:
* The incorrect behaviour, and expected or correct behaviour. Be
specific: just saying it “doesnt work” usually isnt enough detail.
* Environment details, including your operating system, CPU
architecture, system locale, and display language, if applicable. For
video output bugs, note your video hardware (GPU), driver version, and
the MAME video output module youre using. For input handling bugs,
include the input peripherals and MAME input modules youre using.
* The exact version of MAME youre using, including a git commit digest
if it isnt a tagged release version, and any non-standard build
options.
* The exact system and software being emulated (may not be applicable
for issues with parts of MAMEs UI, like the system selection menu).
Include things like the selected BIOS version, and emulated peripheral
(slot device) configuration.
* Steps to reproduce the issue. Assume the person reading is familiar
with MAME itself, but not necessarily familiar with the emulated
system and software in question. For emulation issues, input
recordings and/or saved state files for reproducing the issue can be
invaluable.
* An original reference for the correct behaviour. If you have access
to the original hardware for the emulated system, it helps to make a
recording of the correct behaviour for comparison.
.. _contributing-code:
Contributing to MAMEs source code
----------------------------------
MAME itself is written in C++, but that isnt the sum total of the
source code. The source code also includes:
* The documentation hosted on this site (and also included in releases
as a PDF), written in
`reStructuredText <https://www.sphinx-doc.org/en/master/usage/restructuredtext/basics.html>`_
markup.
* The supplied :ref:`plugins <plugins>`, written in
`Lua 5.3 <https://www.lua.org/manual/5.3/>`_.
* Internal layouts for emulated machines that need to display more than
a simple video screen. These are an XML application
:ref:`described here <layfile>`.
* The software lists, describing known software media for systems that
MAME emulates. MAME software lists are an XML application.
* The user interface translations, in GNU gettext PO format. They can
be edited with a good text editor, or a dedicated tool like
`Poedit <https://poedit.net/>`_.
Our primary source code repository is
`hosted on GitHub <https://github.com/mamedev/mame/>`_. We prefer to
receive source code contributions in the form of
`pull requests <https://github.com/mamedev/mame/pulls>`_. Youll need
to learn the basics of git distributed version control and familiarise
yourself with the git tools. The basic process for creating a pull
request is as follows:
* Sign up for an account on GitHub.
* Create a fork of the mamedev/mame repository.
* Create a new branch off the ``master`` branch in your forked
repository.
* Clone your forked repository, and check out your new branch.
* Make your changes, and build and test them locally.
* Commit your changes, and push your branch to GitHub.
* Optionally enable GitHub Actions for your forked repository, allowing
your changes to be built on Windows, macOS and Linux.
* Open a pull request to merge your changes into the ``master`` branch
in the mamedev/mame repository.
Please keep the following in mind (note that not all points are relevant
to all kinds of changes):
* Make your commit messages descriptive. Please include what the change
affects, and what its supposed to achieve. A person reading the
commit log shouldnt need to resort to examining the diff to get a
basic idea of what a commit is supposed to do. The default commit
messages provided by GitHub are completely useless, as they dont give
any indication of what a change is supposed to do.
* Test your changes. Ensure that a full build of MAME completes, and
that the code you changed works. Its a good idea to build with
``DEBUG=1`` to check that assertions compile and dont trigger.
* Use an enlightening pull request title and description. The title
should give a one-line summary of what the overall change affects and
what its supposed to do. The description should contain more detail.
Dont leave the description empty and describe the change in comments,
as this makes searching and filtering more difficult.
* Be aware that GitHub Actions has opaque resource limits. It isnt
clear when youre close to the limits, and weve had contributors
banned from GitHub Actions for violating the limits. Even if you
appeal the ban, they still wont tell you what the actual limits are,
justifying this by saying that if you know the limits, you can take
steps to evade them. If you enable GitHub Actions, consider not
pushing individual commits if you dont need them to be automatically
built, or cancelling workflow runs when you dont need the results.
We have guidelines for specific parts of the source:
.. toctree::
:titlesonly:
cxx
softlist

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.. _contributing-softlist:
Guidelines for Software Lists
=============================
.. contents:: :local:
.. _contributing-softlist-intro:
Introduction
------------
MAMEs software lists describe known software media for emulated
systems in a form that can be used to identify media image files for
known software, verify media image file integrity, and load media
image files for emulation. Software lists are implemented as XML
files in the ``hash`` folder. The XML structure is described in the
file ``hash/softwarelist.dtd``.
Philosophically, software list items should represent the original
media, rather than a specific dump of the media. Ideally, it should be
possible for anyone with the media to dump it and produce the same image
file. Of course, this isnt always possible in practice in particular
its problematic for inherently analog media, like home computer
software stored on audio tape cassettes.
MAME strives to document the best available media images. It is not our
intention to propagate corrupted, truncated, defaced, watermarked, or
otherwise bad media images. Where possible, file structures matching
the original media structure are preferred. For example we prefer
individual files for separate ROM chips in cartridge media, and we use
disk images rather than archives of files extracted from the original
disks.
.. _contributing-softlist-itempart:
Items and parts
---------------
A software list is a collection of *items* and each item may have
multiple *parts*. An item represents a piece of software, as
distributed as a complete package. A part represents a single piece of
media within the package. Parts can be mounted individually in
emulated media devices. For example a piece of software distributed on
three floppy disks will be a single item, while each floppy disk will be
one part within that item.
Sometimes, logically separate parts of a single physical piece of media
are represented as separate parts within a software item. For example
each side of an audio tape cassette is represented as a separate part.
However individual ROM chips within a cartridge may be separate files,
but they are *not* separate parts, as the cartridge is mounted as a
whole.
Each item is a ``software`` element. The ``software`` element may have
the following attributes:
name (required)
The short name identifying the item. This is used for file names,
command line arguments, database keys, URL fragments, and many other
purposes. It should be terse but still recognisable. It must be
unique within the software list. Valid characters are lowercase
English letters, decimal digits and underscores. The maximum
allowed length is sixteen characters.
cloneof (optional)
The short name of the parent item if the item is a clone. The
parent must be within the same software list parent/clone
relationships spanning multiple software lists are not supported.
supported (optional)
One of the values ``yes`` (fully usable in emulation), ``no`` (not
usable in emulation), or ``partial`` (usable in emulation with
limitations). If the attribute is not present, it is equivalent to
``yes``. Examples of partially supported software include games
that are playable with graphical glitches, and office software where
some but not all functionality works.
Each part is a ``part`` element within the ``software`` element. The
``part`` element must have the following attributes:
name (required)
The short name identifying the part. This is used for command line
arguments, database keys, URL fragments, and many other purposes.
It must be unique within the item. It is also used as the display
name if a separate display name is not provided. Valid characters
are lowercase English letters, decimal digits and underscores. The
maximum allowed length is sixteen characters.
interface (required)
This attribute is used to identify suitable emulated media devices
for mounting the software part. Applicable values depend on the
emulated system.
.. _contributing-softlist-metadata:
Metadata
--------
Software lists support various kinds of metadata. All software list
items require the following metadata elements to be present:
description
This is the primary display name for the software item. It should
be the original name of the software, transliterated into English
Latin script if necessary. It must be unique within the software
list. If extra text besides the title itself is required for
disambiguation, use lowercase outside of proper nouns, initialisms
and verbatim quotes.
year
The year of release or copyright year for the software. If unknown,
use an estimate with a question mark. Items can be filtered by year
in the software selection menu.
publisher
The publisher of the software. This may be the same as the
developer if the software was self-published. Items can be filtered
by published in the software selection menu.
Most user-visible software item metadata is provided using ``info``
elements. Each ``info`` element must have a ``name`` attribute and a
``value`` attribute. The ``name`` attribute identifies the type of
metadata, and the ``value`` attribute is the metadata value itself.
Note that ``name`` attributes do not need to be unique within an item.
Multiple ``info`` elements with the same ``name`` may be present if
appropriate. This is frequently seen for software sold using different
titles in different regions.
MAME displays metadata from ``info`` elements in the software selection
menu. The following ``name`` attributes are recognised specifically,
and can show localised names:
alt_title
Used for alternate titles. Examples are different tiles used in
different languages, scripts or regions, or different titles used
on the title screen and packaging. MAME searches alternate titles
as well as the description.
author
Author of the software. Items can be filtered by author in the
software selection menu.
barcode
Barcode number identifying the software package (typically an EAN).
developer
Developer responsible for implementing the software. Items can be
filtered by developer in the software selection menu.
distributor
Party responsible for distributing the software to retailers (or
customers in the case of direct sales). Items can be filtered by
distributor in the software selection menu.
install
Installation instructions.
isbn
ISBN for software included with a commercial book.
oem
Original equipment manufacturer, typically used with customised
versions of software distributed by a hardware vendor.
original_publisher
The original publisher, for items representing software re-released
by a different publisher.
partno
Distributors part number for the software.
pcb
Printed circuit board identifier, typically for cartridge media.
programmer
Programmer who wrote the code for the software.
release
Fine-grained release date for the software, if known. Use
YYYYMMDD format with no punctuation. If only the month is know,
use “xx” for the day digits. For example ``199103xx`` or
``19940729``.
serial
Number identifying the software within a series of releases.
usage
Usage instructions.
version
Version number of the software.

View File

@ -28,6 +28,7 @@ MAME Documentation
debugger/index
tools/index
contributing/index
techspecs/index
security

View File

@ -5,19 +5,19 @@ This section covers technical specifications useful to programmers working on
MAMEs source or working on scripts that run within the MAME framework.
.. toctree::
:titlesonly:
:titlesonly:
naming
layout_files
layout_script
object_finders
device_memory_interface
device_rom_interface
device_disasm_interface
memory
floppy
nscsi
luaengine
luareference
m6502
poly_manager
naming
layout_files
layout_script
object_finders
device_memory_interface
device_rom_interface
device_disasm_interface
memory
floppy
nscsi
luaengine
luareference
m6502
poly_manager

View File

@ -1,3 +1,5 @@
.. _naming:
MAME Naming Conventions
=======================
@ -13,25 +15,6 @@ To promote consistency and readability in MAME source code, we have some
naming conventions for various elements.
.. _naming-definitions:
Definitions
-----------
Snake case
All lowercase letters with words separated by underscores:
``this_is_snake_case``
Screaming snake case
All uppercase letters with words separated by underscores:
``SCREAMING_SNAKE_CASE``
Camel case:
Lowercase initial letter, first letter of each subsequent word
capitalised, with no separators between words: ``exampleCamelCase``
Llama case:
Uppercase initial letter, first letter of each subsequent word
capitalised, with no separators between words: ``LlamaCaseSample``
.. _naming-transliteration:
Transliteration
@ -108,39 +91,5 @@ use lowercase for anything else besides proper nouns and initialisms.
C++ naming conventions
----------------------
Preprocessor macros
Macro names should use screaming snake case. Macros are always
global and name conflicts can cause confusing errors think
carefully about what macros really need to be in headers and name
them carefully.
Include guards
Include guard macros should begin with ``MAME_``, and end with a
capitalised version of the file name, withe separators replaced by
underscores.
Constants
Constants should use screaming snake case, whether they are constant
globals, constant data members, enumerators or preprocessor
constants.
Functions
Free functions names should use snake case. (There are some utility
function that were previously implemented as preprocessor macros
that still use screaming snake case.)
Classes
Class names should use snake case. Abstract class names should end
in ``_base``. Public member functions (including static member
functions) should use snake case.
Device classes
Concrete driver ``driver_device`` implementation names
conventionally end in ``_state``, while other concrete device class
names end in ``_device``. Concrete ``device_interface`` names
conventionally begin with ``device_`` and end with ``_interface``.
Device types
Device types should use screaming snake case. Remember that device
types are names in the global namespace, so choose explicit,
unambiguous names.
Enumerations
The enumeration name should use snake case. The enumerators should
use screaming snake case.
Template parameters
Template parameters should use llama case (both type and value
parameters).
For C++ naming conventions, see the relevant section in the C++
Coding Guidelines: :ref:`contributing-cxx-naming`

View File

@ -902,7 +902,7 @@ license:CC0
<color red="0" green="0" blue="0" />
</rect>
</element>
<element name="slider-nub">
<rect>
<bounds x="0" y="0" width="68" height="10" />
@ -912,14 +912,14 @@ license:CC0
<bounds x="0" y="4" width="68" height="2" />
</rect>
</element>
<element name="slider-tick">
<rect>
<bounds x="0" y="0" width="14" height="1" />
</rect>
</element>
<element name="text-volume"><text align="1" string="VOLUME" /></element>
<element name="text-volume"><text align="1" string="VOLUME" /></element>
<element name="text-data-entry"><text align="1" string="DATA ENTRY" /></element>
<element name="text-min"><text align="1" string="MIN" /></element>
<element name="text-max"><text align="1" string="MAX" /></element>