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Coding guide
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============
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# Coding guide
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Our goal is to have all JavaScript code in GNOME follow a consistent style. In
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a dynamic language like JavaScript, it is essential to be rigorous about style
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(and unit tests), or you rapidly end up with a spaghetti-code mess.
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A quick note
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------------
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## A quick note
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Life isn't fun if you can't break the rules. If a rule seems unnecessarily
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restrictive while you're coding, ignore it, and let the patch reviewer decide
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what to do.
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Indentation and whitespace
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--------------------------
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## Indentation and whitespace
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Use four-space indents. Braces are on the same line as their associated
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statements. You should only omit braces if *both* sides of the statement are
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@ -22,7 +19,7 @@ on one line.
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* One space after the `function` keyword. No space between the function name
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* in a declaration or a call. One space before the parens in the `if`
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* statements, or `while`, or `for` loops.
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```javascript
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function foo(a, b) {
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let bar;
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@ -39,22 +36,20 @@ on one line.
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print(20);
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}
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}
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```
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Semicolons
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----------
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## Semicolons
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JavaScript allows omitting semicolons at the end of lines, but don't. Always
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end statements with a semicolon.
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js2-mode
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--------
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## js2-mode
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If using Emacs, do not use js2-mode. It is outdated and hasn't worked for a
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while. emacs now has a built-in JavaScript mode, js-mode, based on
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espresso-mode. It is the de facto emacs mode for JavaScript.
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File naming and creation
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------------------------
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## File naming and creation
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For JavaScript files, use lowerCamelCase-style names, with a `.js` extension.
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@ -67,14 +62,13 @@ library name followed by a dash, e.g. `shell-app-system.c`. Create a
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`-private.h` header when you want to share code internally in the
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library. These headers are not installed, distributed or introspected.
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Imports
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-------
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## Imports
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Use UpperCamelCase when importing modules to distinguish them from ordinary
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variables, e.g.
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```javascript
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const GLib = imports.gi.GLib;
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```
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Imports should be categorized into one of two places. The top-most import block
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should contain only "environment imports". These are either modules from
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gobject-introspection or modules added by gjs itself.
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@ -85,7 +79,7 @@ e.g. `imports.ui.popupMenu`.
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Each import block should be sorted alphabetically. Don't import modules you
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don't use.
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```javascript
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const GLib = imports.gi.GLib;
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const Gio = imports.gi.Gio;
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const Lang = imports.lang;
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@ -95,23 +89,22 @@ don't use.
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const Params = imports.misc.params;
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const Tweener = imports.ui.tweener;
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const Util = imports.misc.util;
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```
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The alphabetical ordering should be done independently of the location of the
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location. Never reference `imports` in actual code.
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Constants
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---------
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## Constants
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We use CONSTANTS_CASE to define constants. All constants should be directly
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under the imports:
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```javascript
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const MY_DBUS_INTERFACE = 'org.my.Interface';
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```
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Variable declaration
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--------------------
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## Variable declaration
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Always use either `const` or `let` when defining a variable.
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```javascript
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// Iterating over an array
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for (let i = 0; i < arr.length; ++i) {
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let item = arr[i];
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@ -121,17 +114,17 @@ Always use either `const` or `let` when defining a variable.
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for (let prop in someobj) {
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...
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}
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```
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If you use "var" then the variable is added to function scope, not block scope.
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See [What's new in JavaScript 1.7](https://developer.mozilla.org/en/JavaScript/New_in_JavaScript/1.7#Block_scope_with_let_%28Merge_into_let_Statement%29)
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Classes
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-------
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## Classes
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There are many approaches to classes in JavaScript. We use our own class framework
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(sigh), which is built in gjs. The advantage is that it supports inheriting from
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GObjects, although this feature isn't used very often in the Shell itself.
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```javascript
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var IconLabelMenuItem = new Lang.Class({
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Name: 'IconLabelMenuItem',
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Extends: PopupMenu.PopupMenuBaseItem,
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@ -146,6 +139,7 @@ GObjects, although this feature isn't used very often in the Shell itself.
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log("menu opened!");
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}
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});
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```
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* 'Name' is required. 'Extends' is optional. If you leave it out, you will
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automatically inherit from Object.
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@ -162,13 +156,12 @@ GObjects, although this feature isn't used very often in the Shell itself.
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still a giant function call, even though it may resemble a more
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conventional syntax.
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GObject Introspection
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---------------------
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## GObject Introspection
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GObject Introspection is a powerful feature that allows us to have native
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bindings for almost any library built around GObject. If a library requires
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you to inherit from a type to use it, you can do so:
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```javascript
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var MyClutterActor = new Lang.Class({
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Name: 'MyClutterActor',
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Extends: Clutter.Actor,
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@ -188,9 +181,9 @@ you to inherit from a type to use it, you can do so:
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alloc.x2, alloc.y2);
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}
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});
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```
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Translatable strings, `environment.js`
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--------------------------------------
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## Translatable strings, `environment.js`
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We use gettext to translate the GNOME Shell into all the languages that GNOME
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supports. The `gettext` function is aliased globally as `_`, you do not need to
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@ -204,8 +197,7 @@ and "double quotes" for strings that the user may see. This allows us to
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quickly find untranslated or mistranslated strings by grepping through the
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sources for double quotes without a gettext call around them.
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`actor` and `_delegate`
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-----------------------
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## `actor` and `_delegate`
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gjs allows us to set so-called "expando properties" on introspected objects,
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allowing us to treat them like any other. Because the Shell was built before
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@ -214,7 +206,7 @@ that has a property called `actor`. We call this wrapper class the "delegate".
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We sometimes use expando properties to set a property called `_delegate` on
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the actor itself:
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```javascript
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var MyClass = new Lang.Class({
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Name: 'MyClass',
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@ -229,6 +221,7 @@ the actor itself:
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actor.set_label("You clicked the button!");
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}
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});
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```
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The 'delegate' property is important for anything which trying to get the
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delegate object from an associated actor. For instance, the drag and drop
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@ -236,16 +229,14 @@ system calls the `handleDragOver` function on the delegate of a "drop target"
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when the user drags an item over it. If you do not set the `_delegate`
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property, your actor will not be able to be dropped onto.
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Functional style
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----------------
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## Functional style
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JavaScript Array objects offer a lot of common functional programming
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capabilities such as forEach, map, filter and so on. You can use these when
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they make sense, but please don't have a spaghetti mess of function programming
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messed in a procedural style. Use your best judgment.
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Closures
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--------
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## Closures
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`this` will not be captured in a closure, it is relative to how the closure is
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invoked, not to the value of this where the closure is created, because "this"
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@ -254,15 +245,16 @@ variable that can be captured in closures.
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All closures should be wrapped with Function.prototype.bind or use arrow
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notation.
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```javascript
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const Lang = imports.lang;
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let closure1 = () => { this._fnorbate(); };
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let closure2 = this._fnorbate.bind(this);
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```
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A more realistic example would be connecting to a signal on a method of a
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prototype:
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```javascript
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const Lang = imports.lang;
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const FnorbLib = imports.fborbLib;
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@ -276,19 +268,21 @@ prototype:
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this._updateFnorb();
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}
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});
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```
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Object literal syntax
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---------------------
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## Object literal syntax
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In JavaScript, these are equivalent:
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```javascript
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foo = { 'bar': 42 };
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foo = { bar: 42 };
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```
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and so are these:
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```javascript
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var b = foo['bar'];
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var b = foo.bar;
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```
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If your usage of an object is like an object, then you're defining "member
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variables." For member variables, use the no-quotes no-brackets syntax: `{ bar:
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@ -298,14 +292,13 @@ If your usage of an object is like a hash table (and thus conceptually the keys
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can have special chars in them), don't use quotes, but use brackets: `{ bar: 42
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}`, `foo['bar']`.
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Getters, setters, and Tweener
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-----------------------------
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## Getters, setters, and Tweener
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Getters and setters should be used when you are dealing with an API that is
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designed around setting properties, like Tweener. If you want to animate an
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arbitrary property, create a getter and setter, and use Tweener to animate the
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property.
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```javascript
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var ANIMATION_TIME = 2000;
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var MyClass = new Lang.Class({
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@ -331,3 +324,4 @@ property.
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{ position: 100,
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time: ANIMATION_TIME,
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transition: 'easeOutQuad' });
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```
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# GNOME Shell
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GNOME Shell provides core user interface functions for the GNOME 3 desktop,
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like switching to windows and launching applications. GNOME Shell takes
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advantage of the capabilities of modern graphics hardware and introduces
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@ -6,15 +7,14 @@ easy to use experience.
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For more information about GNOME Shell, including instructions on how
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to build GNOME Shell from source and how to get involved with the project,
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see:
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see the [project wiki][wiki]
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https://wiki.gnome.org/Projects/GnomeShell
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Bugs should be reported to the GNOME [bug tracking system][bug-tracker].
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Bugs should be reported at http://bugzilla.gnome.org against the 'gnome-shell'
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product.
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License
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=======
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## License
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GNOME Shell is distributed under the terms of the GNU General Public License,
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version 2 or later. See the COPYING file for details.
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version 2 or later. See the [COPYING][license] file for details.
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[project-wiki]: https://wiki.gnome.org/Projects/GnomeShell
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[bug-tracker]: https://gitlab.gnome.org/GNOME/gnome-shell/issues
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[license]: COPYING
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@ -4,14 +4,14 @@ the extensions repository to provide good integration, letting the website
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know which extensions are enabled and disabled, and allowing the website to
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enable, disable and install them.
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Bugs should be reported at http://bugzilla.gnome.org against the 'gnome-shell'
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product.
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Bugs should be reported to the GNOME [bug tracking system][bug-tracker].
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License
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=======
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## License
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The GNOME Shell Browser Plugin, like GNOME Shell itself is distributed under
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the GNU General Public License, version 2 or later. The plugin also contains
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header files from the "NPAPI SDK" project, tri-licensed under MPL 1.1, GPL 2.0
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and LGPL 2.1. These headers are third-party sources and can be retrieved from:
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http://code.google.com/p/npapi-sdk/
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[bug-tracker]: https://gitlab.gnome.org/GNOME/gnome-shell/issues
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Summary
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-------
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* Do not edit the CSS directly, edit the source SCSS files and the CSS files will be generated
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automatically when building with meson + ninja and left inside the build directory to be
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incorporated into the gresource XML (you'll need to have sassc installed).
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How to tweak the theme
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----------------------
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Adwaita is a complex theme, so to keep it maintainable it's written and processed in SASS, the
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generated CSS is then transformed into a gresource file during gtk build and used at runtime in a
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non-legible or editable form.
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It is very likely your change will happen in the _common.scss file. That's where all the widget
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selectors are defined. Here's a rundown of the "supporting" stylesheets, that are unlikely to be the
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right place for a drive by stylesheet fix:
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_colors.scss - global color definitions. We keep the number of defined colors to a necessary minimum,
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most colors are derived from a handful of basics. It is an exact copy of the gtk+
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counterpart. Light theme is used for the classic theme and dark is for GNOME3 shell
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default.
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_drawing.scss - drawing helper mixings/functions to allow easier definition of widget drawing under
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specific context. This is why Adwaita isn't 15000 LOC.
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_common.scss - actual definitions of style for each widget. This is where you are likely to add/remove
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your changes.
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You can read about SASS at http://sass-lang.com/documentation/. Once you make your changes to the
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_common.scss file, you can run ninja to generate the final CSS files.
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32
data/theme/README.md
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32
data/theme/README.md
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## Summary
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Do not edit the CSS directly, edit the source SCSS files and the CSS files
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will be generated automatically when building with meson + ninja and left
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inside the build directory to be incorporated into the gresource XML (you'll
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need to have sassc installed).
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## How to tweak the theme
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Adwaita is a complex theme, so to keep it maintainable it's written and
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processed in SASS, the generated CSS is then transformed into a gresource
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file during gtk build and used at runtime in a non-legible or editable form.
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It is very likely your change will happen in the [_common.scss][common] file.
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That's where all the widget selectors are defined. Here's a rundown of
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the "supporting" stylesheets, that are unlikely to be the right place
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for a drive by stylesheet fix:
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| File | Description |
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| ------------------------ | ----------------- |
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| [_colors.scss][colors] | global color definitions. We keep the number of defined colors to a necessary minimum, most colors are derived from a handful of basics. It is an exact copy of the gtk+ counterpart. Light theme is used for the classic theme and dark is for GNOME3 shell default. |
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| [_drawing.scss][drawing] | drawing helper mixings/functions to allow easier definition of widget drawing under specific context. This is why Adwaita isn't 15000 LOC. |
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| [_common.scss][common] | actual definitions of style for each widget. This is where you are likely to add/remove your changes. |
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You can read about SASS on its [web page][sass-web]. Once you make your
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changes to the [_common.scss][common] file, you can run ninja to generate the
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final CSS files.
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[common]: data/theme/gnome-shell-sass/_common.scss
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[colors]: data/theme/gnome-shell-sass/_colors.scss
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[drawing]: data/theme/gnome-shell-sass/_drawing.scss
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[sass-web]: http://sass-lang.com/documentation/
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GNOME Shell Sass is a project intended to allow the sharing of the theme sources in sass between gnome-shell and other projects like gnome-shell-extensions.
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License
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=======
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GNOME Shell Sass is distributed under the terms of the GNU General Public License,
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version 2 or later. See the COPYING file for details.
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|
10
data/theme/gnome-shell-sass/README.md
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10
data/theme/gnome-shell-sass/README.md
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# GNOME Shell Sass
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GNOME Shell Sass is a project intended to allow the sharing of the
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theme sources in sass between gnome-shell and other projects like
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gnome-shell-extensions.
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## License
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GNOME Shell Sass is distributed under the terms of the GNU General Public
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License, version 2 or later. See the [COPYING][license] file for details.
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[license]: COPYING
|
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