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Adds CODING_STYLE.md and RELEASE_NOTES files
The files are also added in the Xcode project
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# cocos2d-x C++ coding sytle
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## Detailed information
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Please, refer to this document for a detailed version of the cocos2d-x C++ coding sytle:
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* [cocos2d-x c++ coding style](http://www.cocos2d-x.org/wiki/Cocos2d_c++_coding_style)
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## Quick Sample
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Use this sample as a quick reference. But DO READ the detailed doc for more info.
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Header file:
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```c++
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/**
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* We use Doxygen strings for documentation.
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* All public classes, methods, structs should be documented using Doxygen Strings
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*/
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class CC_DLL Sprite : public NodeRGBA, public TextureProtocol
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{ /* class braces start in a new line */
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/* no indentation here for public, protected or private */
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/* First add all the "public" stuff, then all the "protected" stuff, and finally all the "private" stuff
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public:
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/* we don't use tabs, we use spaces, and we use a 4 space identation */
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/* 1st add all static const */
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static const int INDEX_NOT_INITIALIZED = -1;
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/* then add all the creators and other relevant static methods */
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static Sprite* create();
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static Sprite* create(const char *filename);
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static Sprite* create(const char *filename, const Rect& rect);
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/* if applicable, then add the consturctors / destructors */
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Sprite();
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virtual ~Sprite(void);
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/* then add all the initialization methods */
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/* notice that they are in the same order as the creators */
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virtual bool init(void);
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virtual bool initWithTexture(Texture2D *texture);
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virtual bool initWithTexture(Texture2D *texture, const Rect& rect);
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/* then add the regular instace methods */
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virtual void updateTransform(void);
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virtual SpriteBatchNode* getBatchNode(void);
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virtual void setBatchNode(SpriteBatchNode *spriteBatchNode);
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/* then add all the overriden methods */
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/* notice that all overriden methods must use the 'override' keyword */
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/* overriden methods are not forced to have doxygen strings UNLESS they change the behavior in a non obvios way */
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virtual void setPosition(const Point& pos) override;
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virtual void setRotation(float rotation) override;
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virtual void setRotationX(float rotationX) override;
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/* once you finish with the 'public' methods, start with the 'protected' ones */
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protected:
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/* protected methods are not forced to have Doxygen strings, but if they have it, better */
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void updateColor(void);
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virtual void setTextureCoords(Rect rect);
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/* After adding all the methods, add the ivars */
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/* all ivars must start with _ */
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/* Do not use Hungarian notation */
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TextureAtlas* _textureAtlas; /// SpriteBatchNode texture atlas (weak reference)
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int _atlasIndex; /// Absolute (real) Index on the SpriteSheet
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SpriteBatchNode* _batchNode; /// Used batch node (weak reference)
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};
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```
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Implementation file:
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```c++
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/* Do not use doxygen comments on the implementation file */
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/* The methos MUST be in the same order as where declared in the header file */
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Sprite* Sprite::create(const char *filename)
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{
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/* Don't use tabs. Use spaces. Use 4-space indentation */
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Sprite *sprite = new Sprite();
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/* put curly braces in the same line as in the 'if'*/
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/* leave a space between the 'if' and the '(' */
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/* don't leave spaces between '()' */
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if (sprite && sprite->initWithFile(filename)) {
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sprite->autorelease();
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return sprite;
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}
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CC_SAFE_DELETE(sprite);
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return NULL;
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}
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/* Initialization list can be indented to 0 spaces, or to 4 spaces. If in doubt, be consistent with the indentation already used in the file */
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/* Only use the Initialization lists for types that can't fail when initialized */
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Sprite::Sprite()
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: _shouldBeHidden(false)
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, _texture(nullptr)
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, _physicsBody(nullptr)
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{
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}
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/* use the 'initXXX' methods to initialize types that might fail */
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bool Sprite::initWithTexture(Texture2D *texture, const Rect& rect, bool rotated)
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{
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/* it ok not use use curly braces */
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if (something)
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do_something();
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else
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something_else();
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/* but if you use curly branches in one branch, all the branches should use curly branches */
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if (something) {
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do_something1();
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do_something2();
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} else {
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so_something_else();
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}
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}
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```
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@ -0,0 +1,4 @@
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===== cocos2d-x 3.0 Release Notes =====
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Please, read the online release notes document:
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http://www.cocos2d-x.org/wiki/Release_Notes_for_Cocos2d-x_v300
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