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Contributing to Phosh

Below are some basic guidelines on coding style, source file layout and merge requests that hopefully makes it easier for you to land your code.

Building

For build instructions see the README.md

Development Documentation

For internal API documentation as well as notes for application developers see here.

Merge requests

Before filing a pull request run the tests:

meson test -C _build --print-errorlogs

Use descriptive commit messages, see

https://wiki.gnome.org/Git/CommitMessages

and check

https://wiki.openstack.org/wiki/GitCommitMessages

for good examples. The commits in a merge request should have "recipe" style history rather than being a work log. See here for an explanation of the difference. The advantage is that the code stays bisectable and individual bits can be cherry-picked or reverted.

Checklist

When submitting a merge request consider checking these first:

  • Does the code use the below coding patterns?
  • Is the commit history in recipe style (see above)?
  • Do the commit messages reference the bugs they fix?
  • Does the code crash or introduce new CRITICAL or WARNING messages in the log or when run form the console. If so, fix these first?
  • Is the new code covered by any tests? This could be a unit test, an added screenshot test, a tool to exercise new DBus API (see e.g. tools/check-mount-operation.
  • Are property assignments to default values removed from UI files? (See gtk-builder-tool simplify file.ui)

If any of the above criteria aren't met yet it's still fine (and encouraged) to open a merge request marked as draft. Please indicate why you consider it draft in this case. As Phosh is used on a wide range of devices and distributions please indicate in what scenarios you tested your code.

Coding Patterns

Coding Style

We're mostly using libhandy's Coding Style.

These are the differences:

  • We're not picky about GTK style function argument indentation, that is having multiple arguments on one line is also o.k.
  • For signal handler callbacks we prefer for the on_<signalname> naming pattern e.g. on_clicked since this helps to keep the namespace clean. See below.
  • Since we're not a library we usually use G_DEFINE_TYPE instead of G_DEFINE_TYPE_WITH_PRIVATE (except when we need a deriveable type) since it makes the rest of the code more compact.

Source file layout

We use one file per GObject. It should be named like the GObject without the phosh prefix, lowercase and '_' replaced by '-'. So a hypothetical PhoshThing would go to src/thing.c. If there are likely name clashes add the phosh- prefix (e.g. phosh-wayland.c). The individual C files should be structured as (top to bottom of file):

  • License boilerplate

    /*
     * Copyright (C) year copyright holder
     *
     * SPDX-License-Identifier: GPL-3-or-later
     * Author: you <[email protected]>
     */
  • A log domain, usually the filename with phosh- prefix

    #define G_LOG_DOMAIN "phosh-thing"
  • #includes: Phosh ones go first, then glib/gtk, then generic C headers. These blocks are separated by newline and each sorted alphabetically:

    #define G_LOG_DOMAIN "phosh-settings"
    
    #include "phosh-config.h"
    
    #include "settings.h"
    #include "shell.h"
    
    #include <gio/gdesktopappinfo.h>
    #include <glib/glib.h>
    
    #include <math.h>
    

    This helps to detect missing headers in includes.

  • docstring: If you have trouble to describe the class concisely, then it might be an indication that it should be split into multiple classes.

    /**
     * PhoshYourThing:
     *
     * Short, single line, summary
     *
     * A longer description with details that can be
     * multiline.
     */
  • property enum

    enum {
      PROP_0,
      PROP_FOO,
      PROP_BAR,
      LAST_PROP
    };
    static GParamSpec *props[LAST_PROP];
  • signal enum

    enum {
      FOO_HAPPENED,
      BAR_TRIGGERED,
      N_SIGNALS
    };
    static guint signals[N_SIGNALS];
  • type definitions

    typedef struct _PhoshThing {
      GObject parent;
    
      ...
    } PhoshThing;
    
    G_DEFINE_TYPE (PhoshThing, phosh_thing, G_TYPE_OBJECT)
  • private methods and callbacks (these can also go at convenient places above phosh_thing_constructed ())

  • phosh_thing_set_property (). Set properties. If setting a property requires more than a single line prefer adding a setter method, e.g. for the foo property, the setter method would be phosh_thing_set_foo (). This is almost always the case as we prefer G_PARAM_EXPLICIT_NOTIFY (see below).

    static void
    phosh_thing_property (GObject      *object,
                          guint         property_id,
                          const GValue *value,
                          GParamSpec   *pspec)
    {
       PhoshThing *self = PHOSH_TING (object);
    
       switch (property_id) {
       case PROP_FOO:
         phosh_thing_set_foo (self, g_value_get_string (value));
         break;
       …
       default:
         G_OBJECT_WARN_INVALID_PROPERTY_ID (object, property_id, pspec);
         break;
       }
    }
  • phosh_thing_get_property ()

  • phosh_thing_constructed (): Finish object constructions. Usually only needed if you need the values of multiple properties passed at object construction time.

  • phosh_thing_dispose (): Usually only needed when you need to break reference cycles. Otherwise prefer finalize. As dispose can be run multiple times use g_clear_* to avoid freeing resources multiple times:

    static void
    phosh_thing_dispose (GObject *object)
    {
      PhoshThing *self = PHOSH_THING (object);
    
      g_cancellable_cancel (self->cancel);
      g_clear_object (&self->cancel);
      g_clear_object (&self->bar);
      g_clear_pointer (&self->foo, g_free);
    
      G_OBJECT_CLASS (phosh_thing_parent_class)->dispose (object);
    }
  • phosh_thing_finalize (): Free allocated resources.

  • phosh_thing_class_init (): Define properties and signals. For widget templates bind child widgets and signal handlers.

  • phosh_thing_init (): Initialize defaults for member variables here.

  • phosh_thing_new (): A convenience wrapper around g_object_new (). Don't do further object initialization here but rather do that in phosh_thing_init (), phosh_thing_constructed () or individual property setters. This ensures that objects can be constructed either via this constructor or g_object_new ().

  • Public methods, all starting with the object name (i.e. phosh_thing_).

The reason public methods go at the bottom is that they have declarations in the header file and can thus be referenced from anywhere else in the source file.

CSS Theming

For custom widgets set the css name using gtk_widget_class_set_css_name (). There's no need set an (additional) style class in the ui file.

Good:

static void
phosh_lockscreen_class_init (PhoshLockscreenClass *klass)
{
  …
  gtk_widget_class_set_css_name (widget_class, "phosh-lockscreen");
  …
}

Bad:

  <template class="PhoshLockscreen" parent="">
  …
     <style>
         <class name="phosh-lockscreen"/>
      </style>
  …
  </template>

Properties

Signal emission on changed properties

Except for G_CONSTRUCT_ONLY properties use G_PARAM_EXPLICIT_NOTIFY and notify about property changes only when the underlying variable changes value:

static void
on_present_changed (PhoshDockedInfo *self)
{
  …

  if (self->enabled == enabled)
    return;

  self->enabled = enabled;
  g_object_notify_by_pspec (G_OBJECT (self), props[PROP_ENABLED]);
}

static void
phosh_docked_info_class_init (PhoshDockedInfoClass *klass)
{
  …

  /**
   * PhoshDockedInfo:enabled:
   *
   * Whether docked mode is enabled
   */
  props[PROP_PRESENT] =
    g_param_spec_boolean ("present", "", "",
                          G_PARAM_READABLE |
                          G_PARAM_STATIC_STRINGS |
                          G_PARAM_EXPLICIT_NOTIFY);

  …
}

This makes sure we minimize the notifications on changed property values.

Property documentation

Prefer a docstring over filling in the properties' nick and blurb. See example above.

Property bindings

If the state of a property depends on the state of another one prefer g_object_bind_property () to keep these in sync:

Good:

  g_object_bind_property (self, "bar",
                          self->avatar, "loadable-icon",
                          G_BINDING_DEFAULT | G_BINDING_SYNC_CREATE);

This has the upside that the binding goes away automatically when either of the two objects gets disposed and also avoids bugs in manual syncing code.

For widgets you can construct the binding via the UI XML:

  <object class="PhoshQuickSetting" id="foo_quick_setting">
    <property name="sensitive" bind-source="wwaninfo" bind-property="present" bind-flags="sync-create"/>
    …
  </object>

Callbacks

There's callbacks for signals, async functions, and actions. We usually have them all start with on_ to make it easy to spot that these aren't just methods (and hence have restrictions regarding their function arguments and return values).

  • Signal handlers are named on_<signalname>. E.g. the handler for a GListModels items-changed signal would be named on_items_changed (). To avoid ambiguity one can add the emitter's name (on_devices_list_box_items_changed ()).

  • For notify:: signal handler callbacks acting on property changes we use the on_<property>_changed () naming. E.g. on_nm_signal_strength_changed ().

  • For GAsyncReadyCallbacks we use on_<async-function>_ready(), e.g. the callback for nm_client_new_async that invokes nm_client_new_finish would be named on_nm_client_new_ready ().

  • For actions we use on_<action>_activated, e.g. for a go-back action we'd use on_go_back_activated ().

  • In cases where the signal handler name should express what it does rather than what signal it connects to, we use a _cb suffix. This is often the case when we want to use the same signal handler to handle multiple signals. E.g. a callback that updates a GtkStackPage when a signal happens would be named update_stack_page_cb ().

API contracts

Public (non static) functions must check the input arguments at the top of the function. This makes it easy to reuse them in other parts and makes API misuse easy to debug via G_DEBUG=fatal-criticals. You usually want to check argument types and if the arguments fulfill the requirements (e.g. if they need to be non-NULL).

Good:

void
phosh_foo_set_name (PhoshFoo *self, const char *name)
{
  GtkWidget *somewidget;

  g_return_if_fail (PHOSH_IS_FOO (self));
  g_return_if_fail (!name);

  …
}