docs: Add naming conventions for certain things.

This isn’t supposed to be too prescriptive.  The C++ stuff just codifies
some things we’ve managed to mostly agree on for public interfaces.  The
stuff for titles/descriptions is also just codifying existing rules so
there’s something to point people towards.  This will need to be refined
as we go forward.
This commit is contained in:
Vas Crabb 2020-08-24 13:01:37 +10:00
parent ec9992e002
commit 3b5f754717
4 changed files with 225 additions and 78 deletions

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@ -8,6 +8,6 @@ insert_final_newline = true
tab_width = 4
trim_trailing_whitespace = true
[*.py]
[*.{py,rst}]
indent_style = space
tab_width = 8

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@ -6,11 +6,12 @@ This section covers technical specifications useful to programmers working on MA
.. toctree::
:titlesonly:
layout_files
device_memory_interface
device_rom_interface
device_disasm_interface
floppy
nscsi
luaengine
m6502
naming
layout_files
device_memory_interface
device_rom_interface
device_disasm_interface
floppy
nscsi
luaengine
m6502

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@ -59,7 +59,7 @@ Coordinates
~~~~~~~~~~~
Layout coordinates are internally represented as IEEE754 32-bit binary
floating-point numbers (also known as "single precision"). Coordinates increase
floating-point numbers (also known as “single precision”). Coordinates increase
in the rightward and downward directions. The origin (0,0) has no particular
significance, and you may freely use negative coordinates in layouts.
Coordinates are supplied as floating-point numbers.
@ -95,7 +95,7 @@ Colours
~~~~~~~
Colours are specified in RGBA space. MAME is not aware of colour profiles and
gamuts, so colours will typically be interpreted as sRGB with your system's
gamuts, so colours will typically be interpreted as sRGB with your systems
target gamma (usually 2.2). Channel values are specified as floating-point
numbers. Red, green and blue channel values range from 0.0 (off) to 1.0 (full
intensity). Alpha ranges from 0.0 (fully transparent) to 1.0 (opaque). Colour
@ -120,7 +120,7 @@ Parameters
Parameters are named variables that can be used in most attributes. To use
a parameter in an attribute, surround its name with tilde (~) characters. If a
parameter is not defined, no substitution occurs. Here is an examples showing
two instances of parameter use -- the values of the ``digitno`` and ``x``
two instances of parameter use the values of the ``digitno`` and ``x``
parameters will be substituted for ``~digitno~`` and ``~x~``::
<element name="digit~digitno~" ref="digit">
@ -137,7 +137,7 @@ scope level corresponds to the top-level ``mamelayout`` element. Each
Internally a parameter can hold a string, integer, or floating-point number, but
this is mostly transparent. Integers are stored as 64-bit signed
twos-complement values, and floating-point numbers are stored as IEEE754 64-bit
binary floating-point numbers (also known as "double precision"). Integers are
binary floating-point numbers (also known as “double precision”). Integers are
substituted in decimal notation, and floating point numbers are substituted in
default format, which may be decimal fixed-point or scientific notation
depending on the value). There is no way to override the default formatting of
@ -156,7 +156,7 @@ Value parameters are assigned using a ``param`` element with ``name`` and
``view`` elements other ``group`` definition elements). A value parameter may
be reassigned at any point.
Here's an example assigning the value "4" to the value parameter "firstdigit"::
Heres an example assigning the value “4” to the value parameter “firstdigit”::
<param name="firstdigit" value="4" />
@ -176,27 +176,27 @@ in a child scope). Here are some example generator parameters::
* The ``mask`` parameter generates values 2048, 128, 8...
The ``increment`` attribute must be an integer or floating-point number to be
added to the parameter's value. The ``lshift`` and ``rshift`` attributes must
be non-negative integers specifying numbers of bits to shift the parameter's
added to the parameters value. The ``lshift`` and ``rshift`` attributes must
be non-negative integers specifying numbers of bits to shift the parameters
value to the left or right. The increment and shift are applied at the end of
the repeating block before the next iteration starts. If both an increment and
shift are supplied, the increment is applied before the shift.
If the ``increment`` attribute is present and is a floating-point number, the
parameter's value will be interpreted as an integer or floating-point number and
parameters value will be interpreted as an integer or floating-point number and
converted to a floating-point number before the increment is added. If the
``increment`` attribute is present and is an integer, the parameter's value will
``increment`` attribute is present and is an integer, the parameters value will
be interpreted as an integer or floating number before the increment is added.
The increment will be converted to a floating-point number before the addition
if the parameter's value is a floating-point number.
if the parameters value is a floating-point number.
If the ``lshift`` and/or ``rshift`` attributes are present and not equal, the
parameter's value will be interpreted as an integer or floating-point number,
parameters value will be interpreted as an integer or floating-point number,
converted to an integer as necessary, and shifted accordingly. Shifting to the
left is defined as shifting towards the most significant bit. If both
``lshift`` and ``rshift`` are supplied, they are netted off before being
applied. This means you cannot, for example, use equal ``lshift`` and
``rshift`` attributes to clear bits at one end of a parameter's value after the
``rshift`` attributes to clear bits at one end of a parameters value after the
first iteration.
It is an error if a ``param`` element has neither ``value`` nor ``start``
@ -245,21 +245,21 @@ scr0physicalyaspect
fraction. Note that this is the vertical component *before* rotation is
applied. This parameter is an integer defined at layout (global) scope.
scr0nativexaspect
The horizontal part of the pixel aspect ratio of the first screen's visible
The horizontal part of the pixel aspect ratio of the first screens visible
area (if present). The pixel aspect ratio is provided as a reduced improper
fraction. Note that this is the horizontal component *before* rotation is
applied. This parameter is an integer defined at layout (global) scope.
scr0nativeyaspect
The vertical part of the pixel aspect ratio of the first screen's visible
The vertical part of the pixel aspect ratio of the first screens visible
area (if present). The pixel aspect ratio is provided as a reduced improper
fraction. Note that this is the vertical component *before* rotation is
applied. This parameter is an integer defined at layout (global) scope.
scr0width
The width of the first screen's visible area (if present) in emulated
The width of the first screens visible area (if present) in emulated
pixels. Note that this is the width *before* rotation is applied. This
parameter is an integer defined at layout (global) scope.
scr0height
The height of the first screen's visible area (if present) in emulated
The height of the first screens visible area (if present) in emulated
pixels. Note that this is the height *before* rotation is applied. This
parameter is an integer defined at layout (global) scope.
scr1physicalxaspect
@ -269,18 +269,18 @@ scr1physicalyaspect
The vertical part of the physical aspect ratio of the second screen (if
present). This parameter is an integer defined at layout (global) scope.
scr1nativexaspect
The horizontal part of the pixel aspect ratio of the second screen's visible
The horizontal part of the pixel aspect ratio of the second screens visible
area (if present). This parameter is an integer defined at layout (global)
scope.
scr1nativeyaspect
The vertical part of the pixel aspect ratio of the second screen's visible
The vertical part of the pixel aspect ratio of the second screens visible
area (if present). This parameter is an integer defined at layout (global)
scope.
scr1width
The width of the second screen's visible area (if present) in emulated
The width of the second screens visible area (if present) in emulated
pixels. This parameter is an integer defined at layout (global) scope.
scr1height
The height of the second screen's visible area (if present) in emulated
The height of the second screens visible area (if present) in emulated
pixels. This parameter is an integer defined at layout (global) scope.
scr\ *N*\ physicalxaspect
The horizontal part of the physical aspect ratio of the (zero-based) *N*\ th
@ -292,18 +292,18 @@ scr\ *N*\ physicalyaspect
(global) scope.
scr\ *N*\ nativexaspect
The horizontal part of the pixel aspect ratio of the (zero-based) *N*\ th
screen's visible area (if present). This parameter is an integer defined at
screens visible area (if present). This parameter is an integer defined at
layout (global) scope.
scr\ *N*\ nativeyaspect
The vertical part of the pixel aspect ratio of the (zero-based) *N*\ th
screen's visible area (if present). This parameter is an integer defined at
screens visible area (if present). This parameter is an integer defined at
layout (global) scope.
scr\ *N*\ width
The width of the (zero-based) *N*\ th screen's visible area (if present) in
The width of the (zero-based) *N*\ th screens visible area (if present) in
emulated pixels. This parameter is an integer defined at layout (global)
scope.
scr\ *N*\ height
The height of the (zero-based) *N*\ th screen's visible area (if present) in
The height of the (zero-based) *N*\ th screens visible area (if present) in
emulated pixels. This parameter is an integer defined at layout (global)
scope.
viewname
@ -348,13 +348,13 @@ param
Defines or reassigns a value parameter. See :ref:`layout-concepts-params`
for details.
element
Defines an element -- one of the basic objects that can be arranged in a
Defines an element one of the basic objects that can be arranged in a
view. See :ref:`layout-parts-elements` for details.
group
Defines a reusable group of elements/screens that may be referenced from
views or other groups. See :ref:`layout-parts-groups` for details.
repeat
A repeating group of elements -- may contain ``param``, ``element``,
A repeating group of elements may contain ``param``, ``element``,
``group``, and ``repeat`` elements. See :ref:`layout-parts-repeats` for
details.
view
@ -375,17 +375,17 @@ but an element is treated as as single surface when building the scene graph
and rendering. An element may be used in multiple views, and may be used
multiple times within a view.
An element's appearance depends on its *state*. The state is an integer which
An elements appearance depends on its *state*. The state is an integer which
usually comes from an I/O port field or an emulated output (see the discussion
of :ref:`layout-parts-views` for information on connecting an element to an I/O
port or output). Any component of an element may be restricted to only drawing
when the element's state is a particular value. Some components (e.g.
when the elements state is a particular value. Some components (e.g.
multi-segment displays and reels) use the state directly to determine their
appearance.
Each element has its own internal coordinate system. The bounds of the
element's coordinate system are computed as the union of the bounds of the
individual components it's composed of.
elements coordinate system are computed as the union of the bounds of the
individual components its composed of.
Every element must have a ``name`` attribute specifying its name. Elements are
referred to by name when instantiated in groups or views. It is an error for a
@ -399,7 +399,7 @@ drawn in reading order from first to last (components draw on top of components
that come before them). All components support a few common features:
* Each component may have a ``state`` attribute. If present, the component will
only be drawn when the element's state matches its value (if absent, the
only be drawn when the elements state matches its value (if absent, the
component will always be drawn). If present, the ``state`` attribute must be
a non-negative integer.
* Each component may have a ``bounds`` child element specifying its position and
@ -440,22 +440,22 @@ text
will be centred.
dotmatrix
Draws an eight-pixel horizontal segment of a dot matrix display, using
circular pixels in the specified colour. The bits of the element's state
circular pixels in the specified colour. The bits of the elements state
determine which pixels are lit, with the least significant bit corresponding
to the leftmost pixel. Unlit pixels are drawn at low intensity (0x20/0xff).
dotmatrix5dot
Draws a five-pixel horizontal segment of a dot matrix display, using
circular pixels in the specified colour. The bits of the element's state
circular pixels in the specified colour. The bits of the elements state
determine which pixels are lit, with the least significant bit corresponding
to the leftmost pixel. Unlit pixels are drawn at low intensity (0x20/0xff).
dotmatrixdot
Draws a single element of a dot matrix display as a circular pixels in the
specified colour. The least significant bit of the element's state
specified colour. The least significant bit of the elements state
determines whether the pixel is lit. An unlit pixel is drawn at low
intensity (0x20/0xff).
led7seg
Draws a standard seven-segment (plus decimal point) digital LED/fluorescent
display in the specified colour. The low eight bits of the element's state
display in the specified colour. The low eight bits of the elements state
control which segments are lit. Starting from the least significant bit,
the bits correspond to the top segment, the upper right-hand segment,
continuing clockwise to the upper left segment, the middle bar, and the
@ -470,7 +470,7 @@ led8seg_gts1
intensity (0x20/0xff).
led14seg
Draws a standard fourteen-segment alphanumeric LED/fluorescent display in
the specified colour. The low fourteen bits of the element's state control
the specified colour. The low fourteen bits of the elements state control
which segments are lit. Starting from the least significant bit, the bits
correspond to the top segment, the upper right-hand segment, continuing
clockwise to the upper left segment, the left-hand and right-hand halves of
@ -480,13 +480,13 @@ led14seg
led14segsc
Draws a standard fourteen-segment alphanumeric LED/fluorescent display with
decimal point/comma in the specified colour. The low sixteen bits of the
element's state control which segments are lit. The low fourteen bits
elements state control which segments are lit. The low fourteen bits
correspond to the same segments as in the ``led14seg`` component. Two
additional bits correspond to the decimal point and comma tail. Unlit
segments are drawn at low intensity (0x20/0xff).
led16seg
Draws a standard sixteen-segment alphanumeric LED/fluorescent display in the
specified colour. The low sixteen bits of the element's state control which
specified colour. The low sixteen bits of the elements state control which
segments are lit. Starting from the least significant bit, the bits
correspond to the left-hand half of the top bar, the right-hand half of the
top bar, continuing clockwise to the upper left segment, the left-hand and
@ -496,12 +496,12 @@ led16seg
led16segsc
Draws a standard sixteen-segment alphanumeric LED/fluorescent display with
decimal point/comma in the specified colour. The low eighteen bits of the
element's state control which segments are lit. The low sixteen bits
elements state control which segments are lit. The low sixteen bits
correspond to the same segments as in the ``led16seg`` component. Two
additional bits correspond to the decimal point and comma tail. Unlit
segments are drawn at low intensity (0x20/0xff).
simplecounter
Displays the numeric value of the element's state using the system font in
Displays the numeric value of the elements state using the system font in
the specified colour. The value is formatted in decimal notation. A
``digits`` attribute may be supplied to specify the minimum number of digits
to display. If present, the ``digits`` attribute must be a positive
@ -558,11 +558,11 @@ load views from the layout file. This is particularly useful for systems where
a screen is optional, for example computer systems with front panel controls and
an optional serial terminal.
Views are identified by name in MAME's user interface and in command-line
Views are identified by name in MAMEs user interface and in command-line
options. For layouts files associated with devices other than the root driver
device, view names are prefixed with the device's tag (with the initial colon
omitted) -- for example a view called "Keyboard LEDs" loaded for the device
``:tty:ie15`` will be called "tty:ie15 Keyboard LEDs" in MAME's user interface.
device, view names are prefixed with the devices tag (with the initial colon
omitted) for example a view called “Keyboard LEDs” loaded for the device
``:tty:ie15`` will be called “tty:ie15 Keyboard LEDs” in MAMEs user interface.
Views are listed in the order they are loaded. Within a layout file, views are
loaded in the order they appear, from top to bottom.
@ -583,15 +583,15 @@ values from the end of the ``mamelayout`` element.
The following child elements are allowed inside a ``view`` element:
bounds
Sets the origin and size of the view's internal coordinate system if
Sets the origin and size of the views internal coordinate system if
present. See :ref:`layout-concepts-coordinates` for details. If absent,
the bounds of the view are computed as the union of the bounds of all
screens and elements within the view. It only makes sense to have one
``bounds`` as a direct child of a view element. Any content outside the
view's bounds is cropped, and the view is scaled proportionally to fit the
views bounds is cropped, and the view is scaled proportionally to fit the
output window or screen.
param
Defines or reassigns a value parameter in the view's scope. See
Defines or reassigns a value parameter in the views scope. See
:ref:`layout-concepts-params` for details.
element
Adds an element to the view (see :ref:`layout-parts-elements`). The name of
@ -657,7 +657,7 @@ layout elements is alpha blending.
Screens (``screen`` elements), layout elements (``element`` elements) and groups
(``group`` elements) may be positioned and sized using a ``bounds`` child
element (see :ref:`layout-concepts-coordinates` for details). In the absence of
a ``bounds`` child element, screens' and layout elements' bounds default to a
a ``bounds`` child element, screens and layout elements bounds default to a
unit square (origin at 0,0 and height and width both equal to 1). In the
absence of a ``bounds`` child element, groups are expanded with no
translation/scaling (note that groups may position screens/elements outside
@ -697,7 +697,7 @@ If an ``element`` element has a ``name`` attribute, it will take its state from
the value of the correspondingly named emulated output. Note that output names
are global, which can become an issue when a machine uses multiple instances of
the same type of device. See :ref:`layout-parts-elements` for details on how an
element's state affects its appearance. This example shows how digital displays
elements state affects its appearance. This example shows how digital displays
may be connected to emulated outputs::
<element name="digit6" ref="digit"><bounds x="16" y="16" width="48" height="80" /></element>
@ -711,9 +711,9 @@ If an element instantiating a layout element has ``inputtag`` and ``inputmask``
attributes but lacks a ``name`` attribute, it will take its state from the value
of the corresponding I/O port, masked with the ``inputmask`` value and XORed
with the I/O port default field value. The latter is useful for inputs that are
active-low. If the result is non-zero, the state is 1, otherwise it's 0. This
active-low. If the result is non-zero, the state is 1, otherwise its 0. This
is often used to allow clickable buttons and toggle switches to provide visible
feedback. By using ``inputraw="1"``, it's possible to obtain the raw data from
feedback. By using ``inputraw="1"``, its possible to obtain the raw data from
the I/O port, masked with the ``inputmask`` value and shifted to the right to
remove trailing zeroes (for example a mask of 0x05 will result in no shift, while
a mask of 0xb0 will result in the value being shifted four bits to the right).
@ -747,7 +747,7 @@ element::
This group may then be instantiated in a view or another group element using a
group reference element, optionally supplying destination bounds, orientation,
and/or modifier colour. The ``ref`` attribute identifies the group to
instantiate -- in this example, destination bounds are supplied::
instantiate in this example, destination bounds are supplied::
<group ref="panel"><bounds x="87" y="58" width="23" height="23.5" /></group>
@ -762,7 +762,7 @@ element has no ``bounds`` element as a direct child, its bounds are computed as
the union of the bounds of all the screens, layout elements and/or nested groups
it instantiates. A ``bounds`` child element may be used to explicitly specify
group bounds (see :ref:`layout-concepts-coordinates` for details). Note that
groups' bounds are only used for the purpose of calculating the coordinate
groups bounds are only used for the purpose of calculating the coordinate
transform when instantiating a group. A group may position screens and/or
elements outside its bounds, and they will not be cropped.
@ -785,7 +785,7 @@ To demonstrate how bounds calculation works, consider this example::
</view>
This is relatively straightforward, as all elements inherently fall within the
group's automatically computed bounds. Now consider what happens if a group
groups automatically computed bounds. Now consider what happens if a group
positions elements outside its explicit bounds::
<group name="periphery">
@ -805,8 +805,8 @@ positions elements outside its explicit bounds::
<group ref="periphery"><bounds x="5" y="5" width="30" height="25" /></group>
</view>
The group's elements are translated and scaled as necessary to distort the
group's internal bounds to the destination bounds in the view. The group's
The groups elements are translated and scaled as necessary to distort the
groups internal bounds to the destination bounds in the view. The groups
content is not restricted to its bounds. The view considers the bounds of the
actual layout elements when computing its bounds, not the destination bounds
specified for the group.
@ -818,9 +818,9 @@ the group is instantiated (*not* its lexical parent, the top-level
element set parameters in the local scope for the group instantiation. Local
parameters do not persist across multiple instantiations. See
:ref:`layout-concepts-params` for more detail on parameters. (Note that the
group's name is not part of its content, and any parameter references in the
groups name is not part of its content, and any parameter references in the
``name`` attribute itself will be substituted at the point where the group
definition appears in the top-level ``mamelayout`` element's scope.)
definition appears in the top-level ``mamelayout`` elements scope.)
.. _layout-parts-repeats:
@ -984,24 +984,24 @@ layouts, MAME automatically generates views based on the machine configuration.
The following views will be automatically generated:
* If the system has no screens and no viable views were found in the internal
and external layouts, MAME will load a view that shows the message "No screens
attached to the system".
and external layouts, MAME will load a view that shows the message No screens
attached to the system.
* For each emulated screen, MAME will generate a view showing the screen at its
physical aspect ratio with rotation applied.
* For each emulated screen where the configured pixel aspect ratio doesn't match
* For each emulated screen where the configured pixel aspect ratio doesnt match
the physical aspect ratio, MAME will generate a view showing the screen at an
aspect ratio that produces square pixels, with rotation applied.
* If the system has a single emulated screen, MAME will generate a view showing
two copies of the screen image above each other with a small gap between them.
The upper copy will be rotated by 180 degrees. This view can be used in a
"cocktail table" cabinet for simultaneous two-player games, or alternating
play games that don't automatically rotate the display for the second player.
“cocktail table” cabinet for simultaneous two-player games, or alternating
play games that dont automatically rotate the display for the second player.
The screen will be displayed at its physical aspect ratio, with rotation
applied.
* If the system has exactly two emulated screens, MAME will generate a view
showing the second screen above the first screen with a small gap between
them. The second screen will be rotated by 180 degrees. This view can be
used to play a dual-screen two-player game on a "cocktail table" cabinet with
used to play a dual-screen two-player game on a “cocktail table” cabinet with
a single screen. The screens will be displayed at their physical aspect
ratios, with rotation applied.
* If the system has exactly two emulated screens and no view in the internal or
@ -1023,17 +1023,17 @@ Using complay.py
----------------
The MAME source contains a Python script called ``complay.py``, found in the
``scripts/build`` subdirectory. This script is used as part of MAME's build
``scripts/build`` subdirectory. This script is used as part of MAMEs build
process to reduce the size of data for internal layouts and convert it to a form
that can be built into the executable. However, it can also detect many common
layout file format errors, and generally provides better error messages than
MAME does when loading a layout file. Note that it doesn't actually run the
whole layout engine, so it can't detect errors like undefined element references
MAME does when loading a layout file. Note that it doesnt actually run the
whole layout engine, so it cant detect errors like undefined element references
when parameters are used, or recursively nested groups. The ``complay.py``
script is compatible with both Python 2.7 and Python 3 interpreters.
The ``complay.py`` script takes three parameters -- an input file name, an
output file name, and a base name for variables in the output:
The ``complay.py`` script takes three parameters an input file name, an output
file name, and a base name for variables in the output:
**python scripts/build/complay.py** *<input>* [*<output>* [*<varname>*]]

View file

@ -0,0 +1,146 @@
MAME Naming Conventions
=======================
.. contents:: :local:
.. _naming-intro:
Introduction
------------
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
---------------
For better or worse, the most broadly recognised script in the world is
English Latin. Conveniently, its also included in almost all character
encodings. To make MAME more globally accessible, we require Latin
transliterations of titles and other metadata from other scripts. Do
not use translations in metadata translations are inherently
subjective and error-prone. Translations may be included in comments if
they may be helpful.
If general, if an official Latin script name is known, it should be used
in favour of a naïve transliteration. For titles containing foreign
loanwords, the conventional Latin spelling should be used for the
loanwords (the most obvious example of this is the use of “Mahjong” in
Japanese titles rather than “Maajan”).
Chinese
Where the primary audience was Mandarin-speaking, Hanyu Pinyin
should be used. In contexts where diacritics are not permitted
(e.g. when limited to ASCII), tone numbers should be omitted. When
tones are being indicated using diacritics, tone sandhi rules should
be applied. Where the primary audience was Cantonese-speaking
(primarily Hong Kong and Guandong), Jyutping should be used with
tone numbers omitted. If in doubt, use Hanyu Pinyin.
Greek
Use ISO 843:1997 type 2 (TR) rules. Do not use traditional English
spellings for Greek names (people or places).
Japanese
Modified Hepburn rules should generally be used. Use an apostrophe
between syllabic N and a following vowel (including iotised vowels).
Do not use hyphens to transliterate prolonged vowels.
Korean
Use Revised Romanisation of Korean (RR) rules with traditional
English spelling for Korean surnames. Do not use ALA-LC rules for
word division and use of hyphens.
Vietnamese
When diacritics cant be used, omit the tones and replace the vowels
with single English vowels do not use VIQR or TELEX conventions
(“an chuot nuong” rather than “a(n chuo^.t nu*o*'ng” or “awn chuootj
nuowngs”).
.. _naming-titles:
Titles and descriptions
-----------------------
Try to reproduce the original title faithfully where possible. Try to
preserve the case convention used by the manufacturer/publisher. If no
official English Latin title is known, use a standard transliteration.
For software list entries where a transliteration is used for the
``description`` element, put the title in an ``info`` element with a
``name="alt_title"`` attribute.
For software items that have multiple titles (for example different
regional titles with the same installation media), use the most most
widespread English Latin title for the ``description`` element, and put
the other titles in ``info`` elements with ``name="alt_title"``
attributes.
If disambiguation is needed, try to be descriptive as possible. For
example, use the manufacturers version number, regional licensees
name, or terse description of hardware differences in preference to
arbitrary set numbers. Surround the disambiguation text with
parentheses, preserve original case for names and version text, but
use lowercase for anything else besides proper nouns.
.. _naming-cplusplus:
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).