From db7d44acda07c598b9dfae6795ed6dafeaa007b2 Mon Sep 17 00:00:00 2001 From: chrisgregan Date: Mon, 3 Mar 2014 14:05:35 +0000 Subject: [PATCH] Added Doxygen documentation support. Fully documented all methods on GameController.cs Documented all classes and most public functions. --- Assets/Fungus/Scripts/AnimationListener.cs | 42 +- Assets/Fungus/Scripts/Button.cs | 12 +- Assets/Fungus/Scripts/CameraController.cs | 19 +- Assets/Fungus/Scripts/CommandQueue.cs | 37 +- Assets/Fungus/Scripts/Commands.cs | 100 +- Assets/Fungus/Scripts/FixedHeightSprite.cs | 6 +- Assets/Fungus/Scripts/Game.cs | 50 +- Assets/Fungus/Scripts/GameController.cs | 692 +++--- Assets/Fungus/Scripts/GameState.cs | 6 +- Assets/Fungus/Scripts/Page.cs | 8 +- Assets/Fungus/Scripts/Room.cs | 17 +- Assets/Fungus/Scripts/RoomTemplate.cs | 19 +- Assets/Fungus/Scripts/SpriteFader.cs | 10 +- Assets/Fungus/Scripts/StringTable.cs | 118 +- Assets/Fungus/Scripts/StringsParser.cs | 20 +- Assets/Fungus/Scripts/View.cs | 8 +- Assets/Fungus/Sprites/FungusSmall.png | Bin 0 -> 55628 bytes Assets/Fungus/Sprites/FungusSmall.png.meta | 45 + Doxyfile | 2387 ++++++++++++++++++++ 19 files changed, 3182 insertions(+), 414 deletions(-) create mode 100644 Assets/Fungus/Sprites/FungusSmall.png create mode 100644 Assets/Fungus/Sprites/FungusSmall.png.meta create mode 100644 Doxyfile diff --git a/Assets/Fungus/Scripts/AnimationListener.cs b/Assets/Fungus/Scripts/AnimationListener.cs index bf44c674..828c6e54 100644 --- a/Assets/Fungus/Scripts/AnimationListener.cs +++ b/Assets/Fungus/Scripts/AnimationListener.cs @@ -1,26 +1,32 @@ using UnityEngine; using System.Collections; -using Fungus; -// Listens for animation events -// Usage: -// 1. Attach this script to the animated sprite that you want to listen to for events. -// 2. Add an event on the animation timeline -// 3. Edit the event and choose the 'CallRoomMethod' function -// 4. In the string parameters box, enter the name of the method to call in the active Room's script. -public class AnimationListener : MonoBehaviour +namespace Fungus { - // Handler method for animation events - // The string event parameter is used to call a named method on the active room class - void CallRoomMethod(string methodName) + /** + * Listener component to handle animation events. + * Usage: + * 1. Attach this script to the animated sprite that you want to listen to for events. + * 2. Add an event on the animation timeline + * 3. Edit the event and choose the 'CallRoomMethod' function + * 4. In the string parameters box, enter the name of the method to call in the active Room's script. + */ + public class AnimationListener : MonoBehaviour { - Room room = Game.GetInstance().activeRoom; - if (room == null) + /** + * Handler method for animation events. + * The string event parameter is used to call a named method on the active room class + */ + void CallRoomMethod(string methodName) { - return; - } + Room room = Game.GetInstance().activeRoom; + if (room == null) + { + return; + } - CommandQueue commandQueue = Game.GetInstance().commandQueue; - commandQueue.CallCommandMethod(room.gameObject, methodName); + CommandQueue commandQueue = Game.GetInstance().commandQueue; + commandQueue.CallCommandMethod(room.gameObject, methodName); + } } -} +} \ No newline at end of file diff --git a/Assets/Fungus/Scripts/Button.cs b/Assets/Fungus/Scripts/Button.cs index 77752353..fbc607f5 100644 --- a/Assets/Fungus/Scripts/Button.cs +++ b/Assets/Fungus/Scripts/Button.cs @@ -5,8 +5,10 @@ using Fungus; namespace Fungus { - // Simple button handler class. - // When the user taps on the button, the named method is called on ancestor game objects (if it exists). + /** + * Button click handler class for making sprites clickable. + * When the user taps on the sprite, an Action delegate method is called + */ [RequireComponent (typeof (SpriteRenderer))] [RequireComponent (typeof (Collider2D))] public class Button : MonoBehaviour @@ -14,7 +16,11 @@ namespace Fungus public Action buttonAction; public SpriteRenderer spriteRenderer; - // Makes a sprite clickable by attaching a Button component (and BoxCollider2D if required) + /** + * Makes a sprite clickable by attaching a Button component (and BoxCollider2D if required). + * @param _spriteRenderer The sprite to be made clickable + * @param _buttonAction An Action delegate method to call when the player clicks on the sprite + */ public static void MakeButton(SpriteRenderer _spriteRenderer, Action _buttonAction) { if (_spriteRenderer == null) diff --git a/Assets/Fungus/Scripts/CameraController.cs b/Assets/Fungus/Scripts/CameraController.cs index fd3f5128..fc3f97b0 100644 --- a/Assets/Fungus/Scripts/CameraController.cs +++ b/Assets/Fungus/Scripts/CameraController.cs @@ -6,8 +6,10 @@ using Fungus; namespace Fungus { - // Controller for main camera. - // Supports several types of camera transition including snap, pan & fade. + /** + * Controller for main camera. + * Supports several types of camera transition including snap, pan & fade. + */ public class CameraController : MonoBehaviour { Game game; @@ -94,7 +96,10 @@ namespace Fungus } } - // Position camera so sprite is centered and fills the screen + /** + * Positions camera so sprite is centered and fills the screen. + * @param spriteRenderer The sprite to center the camera on + */ public void CenterOnSprite(SpriteRenderer spriteRenderer) { Sprite sprite = spriteRenderer.sprite; @@ -112,7 +117,9 @@ namespace Fungus PanToView(view, 0, null); } - // Moves camera from current position to a target View over a period of time + /** + * Moves camera from current position to a target View over a period of time. + */ public void PanToView(View view, float duration, Action arriveAction) { if (duration == 0f) @@ -166,7 +173,9 @@ namespace Fungus } } - // Moves camera smoothly through a sequence of Views over a period of time + /** + * Moves camera smoothly through a sequence of Views over a period of time + */ public void PanToPath(View[] viewList, float duration, Action arriveAction) { List pathList = new List(); diff --git a/Assets/Fungus/Scripts/CommandQueue.cs b/Assets/Fungus/Scripts/CommandQueue.cs index 34032693..85088abb 100644 --- a/Assets/Fungus/Scripts/CommandQueue.cs +++ b/Assets/Fungus/Scripts/CommandQueue.cs @@ -5,11 +5,15 @@ using System.Collections.Generic; namespace Fungus { - // Manages a sequential list of commands. - // When a command completes, the next command is popped from the queue and exectuted. + /** + * Manages a sequential list of commands. + * When a command completes, the next command is popped from the queue and exectuted. + */ public class CommandQueue : MonoBehaviour { - // Base class for commands used with the CommandQueue + /** + * Base class for commands used with the CommandQueue. + */ public abstract class Command { public abstract void Execute(CommandQueue commandQueue, Action onComplete); @@ -17,20 +21,27 @@ namespace Fungus List commandList = new List(); - // Adds a command to the queue for later execution + /** + * Adds a command to the queue for later execution + * @param command A command object to add to the queue + */ public virtual void AddCommand(Command command) { commandList.Add(command); } - // Clears all queued commands from the list + /** + * Clears all queued commands from the list + */ public virtual void Reset() { commandList.Clear(); } - // Executes the first command in the queue. - // When this command completes, the next command in the queue is executed. + /** + * Executes the first command in the queue. + * When this command completes, the next command in the queue is executed. + */ public virtual void Execute() { if (commandList.Count == 0) @@ -46,8 +57,10 @@ namespace Fungus }); } - // Calls a named method on a game object to populate the command queue. - // The command queue is then executed. + /** + * Calls a named method on a game object to populate the command queue. + * The command queue is then executed. + */ public void CallCommandMethod(GameObject target, string methodName) { Reset(); @@ -55,8 +68,10 @@ namespace Fungus Execute(); } - // Calls an Action delegate method to populate the command queue. - // The command queue is then executed. + /** + * Calls an Action delegate method to populate the command queue. + * The command queue is then executed. + */ public void CallCommandMethod(Action method) { Reset(); diff --git a/Assets/Fungus/Scripts/Commands.cs b/Assets/Fungus/Scripts/Commands.cs index 523cb48d..c5a58fbe 100644 --- a/Assets/Fungus/Scripts/Commands.cs +++ b/Assets/Fungus/Scripts/Commands.cs @@ -5,8 +5,10 @@ using System.Collections.Generic; namespace Fungus { - // Call a delegate method on execution. - // This command can be used to schedule arbitrary script code. + /** + * Call a delegate method on execution. + * This command can be used to schedule arbitrary script code. + */ public class CallCommand : CommandQueue.Command { Action callAction; @@ -34,7 +36,9 @@ namespace Fungus } } - // Wait for a period of time + /** + * Wait for a period of time. + */ public class WaitCommand : CommandQueue.Command { float duration; @@ -59,8 +63,10 @@ namespace Fungus } } - // Sets the currently active view immediately. - // The main camera snaps to the active view. + /** + * Sets the currently active view immediately. + * The main camera snaps to the active view. + */ public class SetViewCommand : CommandQueue.Command { View view; @@ -96,7 +102,9 @@ namespace Fungus } } - // Sets the currently active page for text rendering + /** + * Sets the currently active page for text rendering. + */ public class SetPageCommand : CommandQueue.Command { Page page; @@ -116,7 +124,9 @@ namespace Fungus } } - // Sets the title text displayed at the top of the active page + /** + * Sets the title text displayed at the top of the active page. + */ public class TitleCommand : CommandQueue.Command { string titleText; @@ -144,8 +154,10 @@ namespace Fungus } } - // Writes story text to the currently active page. - // A 'continue' button is displayed when the text has fully appeared. + /** + * Writes story text to the currently active page. + * A 'continue' button is displayed when the text has fully appeared. + */ public class SayCommand : CommandQueue.Command { string storyText; @@ -169,8 +181,10 @@ namespace Fungus } } - // Adds an option button to the current list of options. - // Use the Choose command to display added options. + /** + * Adds an option button to the current list of options. + * Use the Choose command to display added options. + */ public class AddOptionCommand : CommandQueue.Command { string optionText; @@ -200,7 +214,9 @@ namespace Fungus } } - // Displays all previously added options. + /** + * Displays all previously added options. + */ public class ChooseCommand : CommandQueue.Command { string chooseText; @@ -225,7 +241,9 @@ namespace Fungus } } - // Changes the active room to a different room + /** + * Changes the active room to a different room + */ public class MoveToRoomCommand : CommandQueue.Command { Room room; @@ -249,7 +267,9 @@ namespace Fungus } } - // Sets a global boolean flag value + /** + * Sets a global boolean flag value + */ public class SetFlagCommand : CommandQueue.Command { string key; @@ -271,7 +291,9 @@ namespace Fungus } } - // Sets a global integer counter value + /** + * Sets a global integer counter value + */ public class SetCounterCommand : CommandQueue.Command { string key; @@ -293,7 +315,9 @@ namespace Fungus } } - // Sets a global inventory count value + /** + * Sets a global inventory count value + */ public class SetInventoryCommand : CommandQueue.Command { string key; @@ -315,7 +339,9 @@ namespace Fungus } } - // Fades a sprite to a given alpha value over a period of time + /** + * Fades a sprite to a given alpha value over a period of time + */ public class FadeSpriteCommand : CommandQueue.Command { SpriteRenderer spriteRenderer; @@ -353,7 +379,9 @@ namespace Fungus } } - // Sets an animator trigger to change the animator state for an animated sprite + /** + * Sets an animator trigger to change the animator state for an animated sprite + */ public class SetAnimatorTriggerCommand : CommandQueue.Command { Animator animator; @@ -383,7 +411,9 @@ namespace Fungus } } - // Makes a sprite behave as a clickable button + /** + * Makes a sprite behave as a clickable button + */ public class AddButtonCommand : CommandQueue.Command { SpriteRenderer spriteRenderer; @@ -413,7 +443,9 @@ namespace Fungus } } - // Makes a sprite stop behaving as a clickable button + /** + * Makes a sprite stop behaving as a clickable button + */ public class RemoveButtonCommand : CommandQueue.Command { SpriteRenderer spriteRenderer; @@ -441,7 +473,9 @@ namespace Fungus } } - // Pans the camera to a view over a period of time. + /** + * Pans the camera to a view over a period of time. + */ public class PanToViewCommand : CommandQueue.Command { View view; @@ -485,7 +519,9 @@ namespace Fungus } } - // Pans the camera through a sequence of views over a period of time. + /** + * Pans the camera through a sequence of views over a period of time. + */ public class PanToPathCommand : CommandQueue.Command { View[] views; @@ -532,7 +568,9 @@ namespace Fungus } } - // Fades the camera to a view over a period of time. + /** + * Fades the camera to a view over a period of time. + */ public class FadeToViewCommand : CommandQueue.Command { View view; @@ -576,7 +614,9 @@ namespace Fungus } } - // Plays a music clip + /** + * Plays a music clip + */ public class PlayMusicCommand : CommandQueue.Command { AudioClip audioClip; @@ -606,7 +646,9 @@ namespace Fungus } } - // Stops a music clip + /** + * Stops a music clip + */ public class StopMusicCommand : CommandQueue.Command { public override void Execute(CommandQueue commandQueue, Action onComplete) @@ -621,7 +663,9 @@ namespace Fungus } } - // Fades music volume to required level over a period of time + /** + * Fades music volume to required level over a period of time + */ public class SetMusicVolumeCommand : CommandQueue.Command { float musicVolume; @@ -645,7 +689,9 @@ namespace Fungus } } - // Plays a sound effect once + /** + * Plays a sound effect once + */ public class PlaySoundCommand : CommandQueue.Command { AudioClip audioClip; diff --git a/Assets/Fungus/Scripts/FixedHeightSprite.cs b/Assets/Fungus/Scripts/FixedHeightSprite.cs index 2263d826..47390b95 100644 --- a/Assets/Fungus/Scripts/FixedHeightSprite.cs +++ b/Assets/Fungus/Scripts/FixedHeightSprite.cs @@ -3,8 +3,10 @@ using System.Collections; namespace Fungus { - // Adjusts the scale of a sprite to fit into a fixed number of vertical world units - // This helps to keep room sprites neatly organised in the editor. + /** + * Adjusts the scale of a sprite to fit into a fixed number of vertical world units. + * This helps to keep room sprites neatly organised in the editor. + */ [ExecuteInEditMode] public class FixedHeightSprite : MonoBehaviour { diff --git a/Assets/Fungus/Scripts/Game.cs b/Assets/Fungus/Scripts/Game.cs index fdbc1ed5..d3e5cef4 100644 --- a/Assets/Fungus/Scripts/Game.cs +++ b/Assets/Fungus/Scripts/Game.cs @@ -2,24 +2,59 @@ using UnityEngine; using System.Collections; using System.Collections.Generic; +/** + * @mainpage notitle + * This is the code documentation for Fungus, a Unity 3D plugin created by Chris Gregan of Snozbot. + * + * @note For a list of all supported scripting commands, please see the Fungus.GameController class documentation. + * + * Refer to http://www.snozbot.com/fungus for more information about Fungus. + */ + +/** + * @package Fungus An open source library for Unity 3D for creating graphic interactive fiction games. + */ namespace Fungus { - // Manages global game state and movement between rooms + /** + * Manages global game state and movement between rooms. + */ public class Game : MonoBehaviour { + /** + * The currently active Room. + * Only one Room may be active at a time. + */ public Room activeRoom; + /** + * Automatically display links between connected Rooms. + */ public bool showLinks = true; + /** + * Text to use on 'Continue' buttons + */ public string continueText = "Continue"; - + + /** + * Writing speed for page text. + */ public int charactersPerSecond = 60; - // Fixed Z coordinate of camera + /** + * Fixed Z coordinate of main camera. + */ public float cameraZ = - 10f; - public float fadeDuration = 1f; + /** + * Time for transition to complete when moving to a different Room. + */ + public float roomFadeDuration = 1f; + /** + * Full screen texture used for screen fade effect + */ public Texture2D fadeTexture; [HideInInspector] @@ -73,6 +108,9 @@ namespace Fungus } } + /** + * Moves player to a different room. + */ public void MoveToRoom(Room room) { if (room == null) @@ -82,7 +120,7 @@ namespace Fungus } // Fade out screen - cameraController.Fade(0f, fadeDuration / 2f, delegate { + cameraController.Fade(0f, roomFadeDuration / 2f, delegate { activeRoom = room; @@ -91,7 +129,7 @@ namespace Fungus activeRoom.gameObject.SendMessage("Enter"); // Fade in screen - cameraController.Fade(1f, fadeDuration / 2f, null); + cameraController.Fade(1f, roomFadeDuration / 2f, null); }); } } diff --git a/Assets/Fungus/Scripts/GameController.cs b/Assets/Fungus/Scripts/GameController.cs index a6f96271..0b7892b7 100644 --- a/Assets/Fungus/Scripts/GameController.cs +++ b/Assets/Fungus/Scripts/GameController.cs @@ -1,267 +1,443 @@ using UnityEngine; using System; using System.Collections; -using Fungus; -// This facade class gives easy access to all game control -// functionality available in Fungus -public class GameController : MonoBehaviour +namespace Fungus { - // - // Synchronous methods - // The following methods all execute immediately - // - - // Return true if the boolean flag for the key has been set to true - public bool GetFlag(string key) - { - GameState state = Game.GetInstance().state; - return state.GetFlag(key); - } - - // Returns the count value for the key - // Returns zero if no value has been set. - public int GetCounter(string key) - { - GameState state = Game.GetInstance().state; - return state.GetCounter(key); - } - - // Returns the inventory count value for the key - // Returns zero if no inventory count has been set. - public int GetInventory(string key) - { - GameState state = Game.GetInstance().state; - return state.GetInventory(key); - } - - // Returns true if the inventory count for the key is greater than zero - public bool HasInventory(string key) - { - GameState state = Game.GetInstance().state; - return (state.GetInventory(key) > 0); - } + /** + * This class gives easy access to every scripting command available in Fungus. + */ + public class GameController : MonoBehaviour + { + #region General Methods + + /** + * Transitions from the current Room to another Room. + * This method returns immediately but it queues an asynchronous command for later execution. + * @param room The Room to transition to. + */ + public void MoveToRoom(Room room) + { + CommandQueue commandQueue = Game.GetInstance().commandQueue; + commandQueue.AddCommand(new MoveToRoomCommand(room)); + } + + /** + * Wait for a period of time before executing the next command. + * This method returns immediately but it queues an asynchronous command for later execution. + * @param duration The wait duration in seconds + */ + public void Wait(float duration) + { + CommandQueue commandQueue = Game.GetInstance().commandQueue; + commandQueue.AddCommand(new WaitCommand(duration)); + } + + /** + * Call a delegate method provided by the client. + * Used to queue the execution of arbitrary code as part of a command sequeunce. + * This method returns immediately but it queues an asynchronous command for later execution. + * @param callAction The Action delegate method to be called when the command executes. + */ + public void Call(Action callAction) + { + CommandQueue commandQueue = Game.GetInstance().commandQueue; + commandQueue.AddCommand(new CallCommand(callAction)); + } + + #endregion + #region View Methods - // - // Asynchronous methods - // The following methods all queue commands for later execution in strict serial order - // - - // Wait for a period of time before executing the next command - public void Wait(float duration) - { - CommandQueue commandQueue = Game.GetInstance().commandQueue; - commandQueue.AddCommand(new WaitCommand(duration)); - } - - // Call a delegate method provided by the client - // Used to queue the execution of arbitrary code. - public void Call(Action callAction) - { - CommandQueue commandQueue = Game.GetInstance().commandQueue; - commandQueue.AddCommand(new CallCommand(callAction)); - } - - // Sets the currently active view immediately. - // The main camera snaps to the active view. - public void SetView(View view) - { - CommandQueue commandQueue = Game.GetInstance().commandQueue; - commandQueue.AddCommand(new SetViewCommand(view)); - } - - // Sets the currently active page for text rendering - public void SetPage(Page page) - { - CommandQueue commandQueue = Game.GetInstance().commandQueue; - commandQueue.AddCommand(new SetPageCommand(page)); - } - - // Sets the title text displayed at the top of the active page - public void Title(string titleText) - { - CommandQueue commandQueue = Game.GetInstance().commandQueue; - commandQueue.AddCommand(new TitleCommand(titleText)); - } - - // Writes story text to the currently active page. - // A 'continue' button is displayed when the text has fully appeared. - public void Say(string storyText) - { - CommandQueue commandQueue = Game.GetInstance().commandQueue; - commandQueue.AddCommand(new SayCommand(storyText)); - } - - // Adds an option button to the current list of options. - // Use the Choose command to display added options. - public void AddOption(string optionText, Action optionAction) - { - CommandQueue commandQueue = Game.GetInstance().commandQueue; - commandQueue.AddCommand(new AddOptionCommand(optionText, optionAction)); - } + /** + * Sets the currently active View immediately. + * The main camera snaps to the new active View. If the View contains a Page object, this Page becomes the active Page. + * This method returns immediately but it queues an asynchronous command for later execution. + * @param view The View object to make active + */ + public void SetView(View view) + { + CommandQueue commandQueue = Game.GetInstance().commandQueue; + commandQueue.AddCommand(new SetViewCommand(view)); + } - // Display all previously added options as buttons, with no text prompt - public void Choose() - { - Choose(""); - } - - // Displays a text prompt, followed by all previously added options as buttons. - public void Choose(string chooseText) - { - CommandQueue commandQueue = Game.GetInstance().commandQueue; - commandQueue.AddCommand(new ChooseCommand(chooseText)); - } - - // Changes the active room to a different room - public void MoveToRoom(Room room) - { - CommandQueue commandQueue = Game.GetInstance().commandQueue; - commandQueue.AddCommand(new MoveToRoomCommand(room)); - } - - // Sets a global boolean flag value - public void SetFlag(string key, bool value) - { - CommandQueue commandQueue = Game.GetInstance().commandQueue; - commandQueue.AddCommand(new SetFlagCommand(key, value)); - } - - // Sets a global integer counter value - public void SetCounter(string key, int value) - { - CommandQueue commandQueue = Game.GetInstance().commandQueue; - commandQueue.AddCommand(new SetCounterCommand(key, value)); - } - - // Sets a global inventory count value - // Assumes that the count value is 1 (common case) - public void SetInventory(string key) - { - CommandQueue commandQueue = Game.GetInstance().commandQueue; - commandQueue.AddCommand(new SetInventoryCommand(key, 1)); - } - - // Sets a global inventory count value - public void SetInventory(string key, int value) - { - CommandQueue commandQueue = Game.GetInstance().commandQueue; - commandQueue.AddCommand(new SetInventoryCommand(key, value)); - } - - // Sets sprite alpha to 0 immediately - public void HideSprite(SpriteRenderer spriteRenderer) - { - FadeSprite(spriteRenderer, 0, 0, Vector2.zero); - } - - // Sets sprite alpha to 1 immediately - public void ShowSprite(SpriteRenderer spriteRenderer) - { - FadeSprite(spriteRenderer, 1, 0, Vector2.zero); - } - - // Fades a sprite to a given alpha value over a period of time - public void FadeSprite(SpriteRenderer spriteRenderer, float targetAlpha, float duration) - { - FadeSprite(spriteRenderer, targetAlpha, duration, Vector2.zero); - } - - // Fades a sprite to a given alpha value over a period of time, and applies a sliding motion to the sprite transform - public void FadeSprite(SpriteRenderer spriteRenderer, float targetAlpha, float duration, Vector2 slideOffset) - { - CommandQueue commandQueue = Game.GetInstance().commandQueue; - Color color = spriteRenderer.color; - color.a = targetAlpha; - commandQueue.AddCommand(new FadeSpriteCommand(spriteRenderer, color, duration, slideOffset)); - } - - // Makes a sprite behave as a clickable button - public void AddButton(SpriteRenderer buttonSprite, Action buttonAction) - { - CommandQueue commandQueue = Game.GetInstance().commandQueue; - commandQueue.AddCommand(new AddButtonCommand(buttonSprite, buttonAction)); - } - - // Makes a sprite stop behaving as a clickable button - public void RemoveButton(SpriteRenderer buttonSprite) - { - CommandQueue commandQueue = Game.GetInstance().commandQueue; - commandQueue.AddCommand(new RemoveButtonCommand(buttonSprite)); - } - - // Sets an animator trigger to change the animation state for an animated sprite - public void SetAnimatorTrigger(Animator animator, string triggerName) - { - CommandQueue commandQueue = Game.GetInstance().commandQueue; - commandQueue.AddCommand(new SetAnimatorTriggerCommand(animator, triggerName)); - } - - // Pans the camera to the target view over a period of time - public void PanToView(View targetView, float duration) - { - CommandQueue commandQueue = Game.GetInstance().commandQueue; - commandQueue.AddCommand(new PanToViewCommand(targetView, duration)); - } - - // Pans the camera through a sequence of target views over a period of time - public void PanToPath(float duration, params View[] targetViews) - { - CommandQueue commandQueue = Game.GetInstance().commandQueue; - commandQueue.AddCommand(new PanToPathCommand(targetViews, duration)); - } - - // Snaps the camera to the target view immediately - public void SnapToView(View targetView) - { - CommandQueue commandQueue = Game.GetInstance().commandQueue; - commandQueue.AddCommand(new PanToViewCommand(targetView, 0f)); - } - - // Fades out the current camera view, and fades in again using the target view. - public void FadeToView(View targetView, float duration) - { - CommandQueue commandQueue = Game.GetInstance().commandQueue; - commandQueue.AddCommand(new FadeToViewCommand(targetView, duration)); - } - - // Plays game music using an audio clip - public void PlayMusic(AudioClip audioClip) - { - CommandQueue commandQueue = Game.GetInstance().commandQueue; - commandQueue.AddCommand(new PlayMusicCommand(audioClip)); - } - - // Stops playing game music - public void StopMusic() - { - CommandQueue commandQueue = Game.GetInstance().commandQueue; - commandQueue.AddCommand(new StopMusicCommand()); - } - - // Sets music volume immediately - public void SetMusicVolume(float musicVolume) - { - SetMusicVolume(musicVolume, 0f); - } - - // Fades music volume to required level over a period of time - public void SetMusicVolume(float musicVolume, float duration) - { - CommandQueue commandQueue = Game.GetInstance().commandQueue; - commandQueue.AddCommand(new SetMusicVolumeCommand(musicVolume, duration)); - } - - // Plays a sound effect once - public void PlaySound(AudioClip audioClip) - { - PlaySound(audioClip, 1f); - } - - // Plays a sound effect once, at the specified volume - public void PlaySound(AudioClip audioClip, float volume) - { - CommandQueue commandQueue = Game.GetInstance().commandQueue; - commandQueue.AddCommand(new PlaySoundCommand(audioClip, volume)); + /** + * Pans the camera to the target View over a period of time. + * The pan starts at the current camera position and performs a smoothed linear pan to the target View. + * Command execution blocks until the pan completes. When the camera arrives at the target View, this View becomes the active View. + * This method returns immediately but it queues an asynchronous command for later execution. + * @param targetView The View to pan the camera to. + * @param duration The length of time in seconds needed to complete the pan. + */ + public void PanToView(View targetView, float duration) + { + CommandQueue commandQueue = Game.GetInstance().commandQueue; + commandQueue.AddCommand(new PanToViewCommand(targetView, duration)); + } + + /** + * Pans the camera through a sequence of target Views over a period of time. + * The pan starts at the current camera position and performs a smooth pan through all Views in the list. + * Command execution blocks until the pan completes. When the camera arrives at the last View in the list, this View becomes the active View. + * If more control is required over the camera path then you should instead use an Animator component to precisely control the Camera path. + * This method returns immediately but it queues an asynchronous command for later execution. + * @param duration The length of time in seconds needed to complete the pan. + * @param targetViews A parameter list of views to visit during the pan. + */ + public void PanToPath(float duration, params View[] targetViews) + { + CommandQueue commandQueue = Game.GetInstance().commandQueue; + commandQueue.AddCommand(new PanToPathCommand(targetViews, duration)); + } + + /** + * Fades out the current camera View, and fades in again using the target View. + * If the target View contains a Page object, this Page becomes the active Page. + * This method returns immediately but it queues an asynchronous command for later execution. + * @param targetView The View object to fade to. + * @param duration The length of time in seconds needed to complete the pan. + */ + public void FadeToView(View targetView, float duration) + { + CommandQueue commandQueue = Game.GetInstance().commandQueue; + commandQueue.AddCommand(new FadeToViewCommand(targetView, duration)); + } + + #endregion + #region Page Methods + + /** + * Sets the title text displayed at the top of the active Page. + * The title text is only displayed when there is some story text or options to be shown. + * This method returns immediately but it queues an asynchronous command for later execution. + * @param titleText The text to display as the title of the Page. + */ + public void Title(string titleText) + { + CommandQueue commandQueue = Game.GetInstance().commandQueue; + commandQueue.AddCommand(new TitleCommand(titleText)); + } + + /** + * Sets the currently active Page for story text display. + * Once this command executes, all story text added using Say(), AddOption(), Choose(), etc. will be displayed on this Page. + * When a Room contains multiple Page objects, this method can be used to control which Page object is active at a given time. + * This method returns immediately but it queues an asynchronous command for later execution. + * @param page The Page object to make active + */ + public void SetPage(Page page) + { + CommandQueue commandQueue = Game.GetInstance().commandQueue; + commandQueue.AddCommand(new SetPageCommand(page)); + } + + /** + * Writes story text to the currently active Page. + * A 'continue' button is displayed when the text has fully appeared. + * Command execution halts until the user chooses to continue. + * This method returns immediately but it queues an asynchronous command for later execution. + * @param storyText The text to be written to the currently active Page. + */ + public void Say(string storyText) + { + CommandQueue commandQueue = Game.GetInstance().commandQueue; + commandQueue.AddCommand(new SayCommand(storyText)); + } + + /** + * Adds an option to the current list of player options. + * Use the Choose() method to display previously added options. + * This method returns immediately but it queues an asynchronous command for later execution. + * @param optionText The text to be displayed for this option + * @param optionAction The Action delegate method to be called when the player selects the option + */ + public void AddOption(string optionText, Action optionAction) + { + CommandQueue commandQueue = Game.GetInstance().commandQueue; + commandQueue.AddCommand(new AddOptionCommand(optionText, optionAction)); + } + + /** + * Display all previously added options as buttons, with no text prompt. + * This method returns immediately but it queues an asynchronous command for later execution. + */ + public void Choose() + { + Choose(""); + } + + /** + * Displays a story text prompt, followed by all previously added options. + * This method returns immediately but it queues an asynchronous command for later execution. + * @param chooseText The story text to be written above the list of options + */ + public void Choose(string chooseText) + { + CommandQueue commandQueue = Game.GetInstance().commandQueue; + commandQueue.AddCommand(new ChooseCommand(chooseText)); + } + + #endregion + #region State Methods + + /** + * Sets a boolean flag value. + * This method returns immediately but it queues an asynchronous command for later execution. + * @param key The name of the flag + * @param value The boolean value to set the flag to + */ + public void SetFlag(string key, bool value) + { + CommandQueue commandQueue = Game.GetInstance().commandQueue; + commandQueue.AddCommand(new SetFlagCommand(key, value)); + } + + /** + * Gets the current state of a flag. + * Flag values are set using SetFlag(). + * Returns false if the flag has previously been set to false, or has not yet been set. + * @param key The name of the flag + * @return The boolean state of the flag. + */ + public bool GetFlag(string key) + { + GameState state = Game.GetInstance().state; + return state.GetFlag(key); + } + + /** + * Sets an integer counter value. + * This method returns immediately but it queues an asynchronous command for later execution. + * @param key The name of the counter + * @param value The value to set the counter to + */ + public void SetCounter(string key, int value) + { + CommandQueue commandQueue = Game.GetInstance().commandQueue; + commandQueue.AddCommand(new SetCounterCommand(key, value)); + } + + /** + * Gets the current value of a counter. + * Counter values are set using SetCounter(). + * Returns zero if the counter has not previously been set to a value. + * @param key The name of the counter + * @return The current value of the counter + */ + public int GetCounter(string key) + { + GameState state = Game.GetInstance().state; + return state.GetCounter(key); + } + + /** + * Sets an inventory item count to 1. + * This supports the common case where the player can only collect 1 instance of an inventory item. + * This method returns immediately but it queues an asynchronous command for later execution. + * @param key The name of the inventory item + */ + public void SetInventory(string key) + { + CommandQueue commandQueue = Game.GetInstance().commandQueue; + commandQueue.AddCommand(new SetInventoryCommand(key, 1)); + } + + /** + * Sets the inventory count for an item. + * This method returns immediately but it queues an asynchronous command for later execution. + * @param key The name of the inventory item + * @param value The inventory count for the item + */ + public void SetInventory(string key, int value) + { + CommandQueue commandQueue = Game.GetInstance().commandQueue; + commandQueue.AddCommand(new SetInventoryCommand(key, value)); + } + + /** + * Gets the current inventory count for an item. + * Inventory counts are set using SetInventory(). + * Returns zero if the inventory count has not previously been set to a value. + * @param key The name of the inventory item + * @return The current inventory count of the item + */ + public int GetInventory(string key) + { + GameState state = Game.GetInstance().state; + return state.GetInventory(key); + } + + /** + * Check if player has an inventory item. + * @param key The name of the inventory item + * @return Returns true if the inventory count for an item is greater than zero + */ + public bool HasInventory(string key) + { + GameState state = Game.GetInstance().state; + return (state.GetInventory(key) > 0); + } + + #endregion + #region Sprite Methods + + /** + * Makes a sprite completely transparent immediately. + * This changes the alpha component of the sprite renderer color to 0. + * This method returns immediately but it queues an asynchronous command for later execution. + * @param spriteRenderer The sprite to be modified + */ + public void HideSprite(SpriteRenderer spriteRenderer) + { + FadeSprite(spriteRenderer, 0, 0, Vector2.zero); + } + + /** + * Makes a sprite completely opaque immediately. + * This changes the alpha component of the sprite renderer color to 1. + * This method returns immediately but it queues an asynchronous command for later execution. + * @param spriteRenderer The sprite to be modified + */ + public void ShowSprite(SpriteRenderer spriteRenderer) + { + FadeSprite(spriteRenderer, 1, 0, Vector2.zero); + } + + /** + * Fades the transparency of a sprite over a period of time. + * This method returns immediately but it queues an asynchronous command for later execution. + * @param spriteRenderer The sprite to be modified + * @param targetAlpha The final required transparency value [0..1] + * @param duration The duration of the fade transition in seconds + */ + public void FadeSprite(SpriteRenderer spriteRenderer, float targetAlpha, float duration) + { + FadeSprite(spriteRenderer, targetAlpha, duration, Vector2.zero); + } + + /** + * Fades the transparency of a sprite over a period of time, and applies a sliding motion to the sprite's position. + * The sprite starts at a position calculated by adding the current sprite position + the slide offset. + * The sprite then smoothly moves from this starting position to the original position of the sprite. + * Automatically adds a SpriteFader component to the sprite object to perform the transition. + * This method returns immediately but it queues an asynchronous command for later execution. + * @param spriteRenderer The sprite to be modified + * @param targetAlpha The final required transparency value [0..1] + * @param duration The duration of the fade transition in seconds + * @param slideOffset Offset to the starting position for the slide effect. + */ + public void FadeSprite(SpriteRenderer spriteRenderer, float targetAlpha, float duration, Vector2 slideOffset) + { + CommandQueue commandQueue = Game.GetInstance().commandQueue; + Color color = spriteRenderer.color; + color.a = targetAlpha; + commandQueue.AddCommand(new FadeSpriteCommand(spriteRenderer, color, duration, slideOffset)); + } + + /** + * Makes a sprite behave as a clickable button. + * Automatically adds a Button component to the object to respond to player input. + * If no Collider2D already exists on the object, then a BoxCollider2D is automatically added. + * Use RemoveButton() to make a sprite non-clickable again. + * This method returns immediately but it queues an asynchronous command for later execution. + * @param spriteRenderer The sprite to be made clickable + * @param buttonAction The Action delegate method to be called when the player clicks on the button + */ + public void AddButton(SpriteRenderer spriteRenderer, Action buttonAction) + { + CommandQueue commandQueue = Game.GetInstance().commandQueue; + commandQueue.AddCommand(new AddButtonCommand(spriteRenderer, buttonAction)); + } + + /** + * Makes a sprite stop behaving as a clickable button. + * Removes the Button component from the sprite object. + * This method returns immediately but it queues an asynchronous command for later execution. + * @param spriteRenderer The sprite to be made non-clickable + */ + public void RemoveButton(SpriteRenderer spriteRenderer) + { + CommandQueue commandQueue = Game.GetInstance().commandQueue; + commandQueue.AddCommand(new RemoveButtonCommand(spriteRenderer)); + } + + /** + * Sets an animator trigger to change the animation state for an animated sprite. + * This is the primary method of controlling Unity animations from a Fungus command sequence. + * This method returns immediately but it queues an asynchronous command for later execution. + * @param animator The sprite to be made non-clickable + * @param triggerName Name of a trigger parameter in the animator controller + */ + public void SetAnimatorTrigger(Animator animator, string triggerName) + { + CommandQueue commandQueue = Game.GetInstance().commandQueue; + commandQueue.AddCommand(new SetAnimatorTriggerCommand(animator, triggerName)); + } + + #endregion + #region Audio Methods + + /** + * Plays game music using an audio clip. + * One music clip may be played at a time. + * @param audioClip The music clip to play + */ + public void PlayMusic(AudioClip audioClip) + { + CommandQueue commandQueue = Game.GetInstance().commandQueue; + commandQueue.AddCommand(new PlayMusicCommand(audioClip)); + } + + /** + * Stops playing game music. + */ + public void StopMusic() + { + CommandQueue commandQueue = Game.GetInstance().commandQueue; + commandQueue.AddCommand(new StopMusicCommand()); + } + + /** + * Sets the game music volume immediately. + * @param musicVolume The new music volume value [0..1] + */ + public void SetMusicVolume(float musicVolume) + { + SetMusicVolume(musicVolume, 0f); + } + + /** + * Fades the game music volume to required level over a period of time. + * @param musicVolume The new music volume value [0..1] + * @param duration The length of time in seconds needed to complete the volume change. + */ + public void SetMusicVolume(float musicVolume, float duration) + { + CommandQueue commandQueue = Game.GetInstance().commandQueue; + commandQueue.AddCommand(new SetMusicVolumeCommand(musicVolume, duration)); + } + + /** + * Plays a sound effect once. + * Multiple sound effects can be played at the same time. + * @param audioClip The sound effect clip to play + */ + public void PlaySound(AudioClip audioClip) + { + PlaySound(audioClip, 1f); + } + + /** + * Plays a sound effect once, at the specified volume. + * Multiple sound effects can be played at the same time. + * @param audioClip The sound effect clip to play + * @param volume The volume level of the sound effect + */ + public void PlaySound(AudioClip audioClip, float volume) + { + CommandQueue commandQueue = Game.GetInstance().commandQueue; + commandQueue.AddCommand(new PlaySoundCommand(audioClip, volume)); + } + + #endregion } } \ No newline at end of file diff --git a/Assets/Fungus/Scripts/GameState.cs b/Assets/Fungus/Scripts/GameState.cs index 65aa87b7..f6a61af3 100644 --- a/Assets/Fungus/Scripts/GameState.cs +++ b/Assets/Fungus/Scripts/GameState.cs @@ -4,8 +4,10 @@ using System.Collections.Generic; namespace Fungus { - // Manages the global state information for the game - // This is implemented as a separate class to support saving and loading game state easily. + /** + * Manages the global state information for the game. + * Implemented as a separate class from Game to facilitate storing & restoring of game state. + */ public class GameState { protected Dictionary flags = new Dictionary(); diff --git a/Assets/Fungus/Scripts/Page.cs b/Assets/Fungus/Scripts/Page.cs index 4c307f92..47fadc2d 100644 --- a/Assets/Fungus/Scripts/Page.cs +++ b/Assets/Fungus/Scripts/Page.cs @@ -6,9 +6,11 @@ using System.Text.RegularExpressions; namespace Fungus { - // A rectangular screen area for rendering story text. - // Rooms may contain any number of Pages. - // If a Page is a child of a View, then transitiong to that View will automatically activate the Page. + /** + * A rectangular screen area for rendering story text. + * Rooms may contain any number of Pages. + * If a Page is a child of a View, then transitioning to that View will automatically activate the Page. + */ [ExecuteInEditMode] public class Page : MonoBehaviour { diff --git a/Assets/Fungus/Scripts/Room.cs b/Assets/Fungus/Scripts/Room.cs index f52cf6c1..f3464e66 100644 --- a/Assets/Fungus/Scripts/Room.cs +++ b/Assets/Fungus/Scripts/Room.cs @@ -7,15 +7,22 @@ using Fungus; namespace Fungus { - // This is the main scripting interface for Fungus games. - // Each room in your game should have a script which inherits from Room. - // The OnEnter() method is called when the player enters the room. - // The GameController base class provides easy access to all story control commands + /** + * This is the primary base class for scripting Fungus games. + * Each Room in your game should have a script component which inherits from Room. + * The OnEnter() method is called when the player enters the room. + * The GameController base class provides easy access to all Fungus functionality. + */ public abstract class Room : GameController { + /** + * Number of times player has entered the room + */ public int visitCount; - // Returns true if this is the first time the player has visited this room + /** + * Returns true if this is the first time the player has visited this room. + */ public bool IsFirstVisit() { return (visitCount == 0); diff --git a/Assets/Fungus/Scripts/RoomTemplate.cs b/Assets/Fungus/Scripts/RoomTemplate.cs index cafc738e..ab818f7f 100644 --- a/Assets/Fungus/Scripts/RoomTemplate.cs +++ b/Assets/Fungus/Scripts/RoomTemplate.cs @@ -2,13 +2,14 @@ using System.Collections; using Fungus; -// Use this class as a starting point for your own room scripts. -// 1. Select this script in the Project window in Unity3D/ -// 2. Choose Edit > Duplicate from the menu. A copy of the file will be created. -// 3. Rename the file to match the name of your room (e.g. DungeonRoom) -// 4. Edit the script and rename the class to match the file name (e.g. public class RoomTemplate => public class DungeonRoom) -// 5. Save the script and add it as a component to your Room game object in Unity 3D. - +/** + * This class is a template to use as a starting point for your own Room scripts. + * 1. Select this script in the Project window in Unity3D + * 2. Choose Edit > Duplicate from the menu. A copy of the file will be created. + * 3. Rename the file to match the name of your room (e.g. DungeonRoom) + * 4. Edit the script and rename the class to match the file name (e.g. public class RoomTemplate => public class DungeonRoom) + * 5. Save the script and add it as a component to your Room game object in Unity 3D. + */ public class RoomTemplate : Room { // Add public properties here. @@ -22,7 +23,9 @@ public class RoomTemplate : Room // public Animator characterAnim; // public AudioClip musicClip; - // OnEnter() is always called when the player enters the room + /** + * OnEnter() is always called when the player enters the room + */ void OnEnter() { // Add any sequence of Fungus commands you want here. diff --git a/Assets/Fungus/Scripts/SpriteFader.cs b/Assets/Fungus/Scripts/SpriteFader.cs index 0177ed96..20f867f7 100644 --- a/Assets/Fungus/Scripts/SpriteFader.cs +++ b/Assets/Fungus/Scripts/SpriteFader.cs @@ -3,8 +3,10 @@ using System.Collections; namespace Fungus { - // Transitions a sprite from its current color to a target color. - // An offset can be applied to slide the sprite in while changing color. + /** + * Transitions a sprite from its current color to a target color. + * An offset can be applied to slide the sprite in while changing color. + */ [RequireComponent (typeof (SpriteRenderer))] public class SpriteFader : MonoBehaviour { @@ -17,7 +19,9 @@ namespace Fungus SpriteRenderer spriteRenderer; - // Attaches a SpriteFader component to a sprite object to transition its color over time + /** + * Attaches a SpriteFader component to a sprite object to transition its color over time. + */ public static void FadeSprite(SpriteRenderer spriteRenderer, Color targetColor, float duration, Vector2 slideOffset) { if (spriteRenderer == null) diff --git a/Assets/Fungus/Scripts/StringTable.cs b/Assets/Fungus/Scripts/StringTable.cs index 96474221..4b2dad64 100644 --- a/Assets/Fungus/Scripts/StringTable.cs +++ b/Assets/Fungus/Scripts/StringTable.cs @@ -3,69 +3,85 @@ using System.Collections; using System.Collections.Generic; using System.Text.RegularExpressions; -// Stores long or frequently repeated strings in a dictionary. -// Strings can then be retrieved using a short key string. -public class StringTable +namespace Fungus { - Dictionary stringTable = new Dictionary(); - - public void ClearStringTable() + /** + * Stores long or frequently repeated strings in a dictionary. + * Strings can then be retrieved using a short key string. + */ + public class StringTable { - stringTable.Clear(); - } + Dictionary stringTable = new Dictionary(); - // Retrieves a string from the table - public string GetString(string key) - { - if (stringTable.ContainsKey(key)) + /** + * Removes all strings from the string table. + */ + public void ClearStringTable() { - return stringTable[key]; + stringTable.Clear(); } - return ""; - } - - // Adds or updates a string in the table - public void SetString(string key, string value) - { - stringTable[key] = value; - } - // Replace keys in the input string with the string table entry - // Example format: "This {string_key} string" - public string SubstituteStrings(string text) - { - string subbedText = text; - - // Instantiate the regular expression object. - Regex r = new Regex("{.*?}"); - - // Match the regular expression pattern against a text string. - var results = r.Matches(text); - foreach (Match match in results) + /** + * Retrieves a string from the table by key. + */ + public string GetString(string key) { - string stringKey = match.Value.Substring(1, match.Value.Length - 2); - string stringValue = GetString(stringKey); - - subbedText = subbedText.Replace(match.Value, stringValue); + if (stringTable.ContainsKey(key)) + { + return stringTable[key]; + } + return ""; } - return subbedText; - } + /** + * Adds or updates a string in the table. + */ + public void SetString(string key, string value) + { + stringTable[key] = value; + } - // Chops a string at the first new line character - // Useful for link / button strings that must fit on a single line - public string FormatLinkText(string text) - { - string trimmed; - if (text.Contains("\n")) + /** + * Replace keys in the input string with the string table entry. + * Example format: "This {string_key} string" + */ + public string SubstituteStrings(string text) { - trimmed = text.Substring(0, text.IndexOf("\n")); + string subbedText = text; + + // Instantiate the regular expression object. + Regex r = new Regex("{.*?}"); + + // Match the regular expression pattern against a text string. + var results = r.Matches(text); + foreach (Match match in results) + { + string stringKey = match.Value.Substring(1, match.Value.Length - 2); + string stringValue = GetString(stringKey); + + subbedText = subbedText.Replace(match.Value, stringValue); + } + + return subbedText; } - else + + /** + * Chops a string at the first new line character encountered. + * This is useful for link / button strings that must fit on a single line. + */ + public string FormatLinkText(string text) { - trimmed = text; + string trimmed; + if (text.Contains("\n")) + { + trimmed = text.Substring(0, text.IndexOf("\n")); + } + else + { + trimmed = text; + } + + return trimmed; } - - return trimmed; } -} +} \ No newline at end of file diff --git a/Assets/Fungus/Scripts/StringsParser.cs b/Assets/Fungus/Scripts/StringsParser.cs index d8be2228..4785b324 100644 --- a/Assets/Fungus/Scripts/StringsParser.cs +++ b/Assets/Fungus/Scripts/StringsParser.cs @@ -5,13 +5,15 @@ using System.Text.RegularExpressions; namespace Fungus { - // Parses a text file in a simple format and adds string values to the global string table. - // The format is: - // $FirstString - // The first string text goes here - // $SecondString - // The second string text goes here - // # This is a comment line and will be ignored by the parser + /** + * Parses a text file using a simple format and adds string values to the global string table. + * The format is: + * $FirstString + * The first string text goes here + * $SecondString + * The second string text goes here + * # This is a comment line and will be ignored by the parser + */ public class StringsParser : MonoBehaviour { public TextAsset stringsFile; @@ -24,10 +26,10 @@ namespace Fungus void Start() { - StringsParser.ProcessText(stringsFile.text); + ProcessText(stringsFile.text); } - static public void ProcessText(string text) + void ProcessText(string text) { StringTable stringTable = Game.GetInstance().stringTable; diff --git a/Assets/Fungus/Scripts/View.cs b/Assets/Fungus/Scripts/View.cs index 57ab41b6..6bcc00df 100644 --- a/Assets/Fungus/Scripts/View.cs +++ b/Assets/Fungus/Scripts/View.cs @@ -3,9 +3,11 @@ using System.Collections; namespace Fungus { - // Defines a camera view point. - // The position and rotation are specified using the game object's transform, so this class - // only specifies the ortographic view size. + /** + * Defines a camera view point. + * The position and rotation are specified using the game object's transform, so this class + * only needs to specify the ortographic view size. + */ [ExecuteInEditMode] public class View : MonoBehaviour { diff --git a/Assets/Fungus/Sprites/FungusSmall.png 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Disable only in +# case of backward compatibilities issues. +# The default value is: YES. + +MARKDOWN_SUPPORT = YES + +# When enabled doxygen tries to link words that correspond to documented +# classes, or namespaces to their corresponding documentation. Such a link can +# be prevented in individual cases by by putting a % sign in front of the word +# or globally by setting AUTOLINK_SUPPORT to NO. +# The default value is: YES. + +AUTOLINK_SUPPORT = YES + +# If you use STL classes (i.e. std::string, std::vector, etc.) but do not want +# to include (a tag file for) the STL sources as input, then you should set this +# tag to YES in order to let doxygen match functions declarations and +# definitions whose arguments contain STL classes (e.g. func(std::string); +# versus func(std::string) {}). This also make the inheritance and collaboration +# diagrams that involve STL classes more complete and accurate. +# The default value is: NO. + +BUILTIN_STL_SUPPORT = NO + +# If you use Microsoft's C++/CLI language, you should set this option to YES to +# enable parsing support. +# The default value is: NO. + +CPP_CLI_SUPPORT = NO + +# Set the SIP_SUPPORT tag to YES if your project consists of sip (see: +# http://www.riverbankcomputing.co.uk/software/sip/intro) sources only. Doxygen +# will parse them like normal C++ but will assume all classes use public instead +# of private inheritance when no explicit protection keyword is present. +# The default value is: NO. + +SIP_SUPPORT = NO + +# For Microsoft's IDL there are propget and propput attributes to indicate +# getter and setter methods for a property. Setting this option to YES will make +# doxygen to replace the get and set methods by a property in the documentation. +# This will only work if the methods are indeed getting or setting a simple +# type. If this is not the case, or you want to show the methods anyway, you +# should set this option to NO. +# The default value is: YES. + +IDL_PROPERTY_SUPPORT = YES + +# If member grouping is used in the documentation and the DISTRIBUTE_GROUP_DOC +# tag is set to YES, then doxygen will reuse the documentation of the first +# member in the group (if any) for the other members of the group. By default +# all members of a group must be documented explicitly. +# The default value is: NO. + +DISTRIBUTE_GROUP_DOC = NO + +# Set the SUBGROUPING tag to YES to allow class member groups of the same type +# (for instance a group of public functions) to be put as a subgroup of that +# type (e.g. under the Public Functions section). Set it to NO to prevent +# subgrouping. Alternatively, this can be done per class using the +# \nosubgrouping command. +# The default value is: YES. + +SUBGROUPING = YES + +# When the INLINE_GROUPED_CLASSES tag is set to YES, classes, structs and unions +# are shown inside the group in which they are included (e.g. using \ingroup) +# instead of on a separate page (for HTML and Man pages) or section (for LaTeX +# and RTF). +# +# Note that this feature does not work in combination with +# SEPARATE_MEMBER_PAGES. +# The default value is: NO. + +INLINE_GROUPED_CLASSES = NO + +# When the INLINE_SIMPLE_STRUCTS tag is set to YES, structs, classes, and unions +# with only public data fields or simple typedef fields will be shown inline in +# the documentation of the scope in which they are defined (i.e. file, +# namespace, or group documentation), provided this scope is documented. If set +# to NO, structs, classes, and unions are shown on a separate page (for HTML and +# Man pages) or section (for LaTeX and RTF). +# The default value is: NO. + +INLINE_SIMPLE_STRUCTS = NO + +# When TYPEDEF_HIDES_STRUCT tag is enabled, a typedef of a struct, union, or +# enum is documented as struct, union, or enum with the name of the typedef. So +# typedef struct TypeS {} TypeT, will appear in the documentation as a struct +# with name TypeT. When disabled the typedef will appear as a member of a file, +# namespace, or class. And the struct will be named TypeS. This can typically be +# useful for C code in case the coding convention dictates that all compound +# types are typedef'ed and only the typedef is referenced, never the tag name. +# The default value is: NO. + +TYPEDEF_HIDES_STRUCT = NO + +# The size of the symbol lookup cache can be set using LOOKUP_CACHE_SIZE. This +# cache is used to resolve symbols given their name and scope. Since this can be +# an expensive process and often the same symbol appears multiple times in the +# code, doxygen keeps a cache of pre-resolved symbols. If the cache is too small +# doxygen will become slower. If the cache is too large, memory is wasted. The +# cache size is given by this formula: 2^(16+LOOKUP_CACHE_SIZE). The valid range +# is 0..9, the default is 0, corresponding to a cache size of 2^16=65536 +# symbols. At the end of a run doxygen will report the cache usage and suggest +# the optimal cache size from a speed point of view. +# Minimum value: 0, maximum value: 9, default value: 0. + +LOOKUP_CACHE_SIZE = 0 + +#--------------------------------------------------------------------------- +# Build related configuration options +#--------------------------------------------------------------------------- + +# If the EXTRACT_ALL tag is set to YES doxygen will assume all entities in +# documentation are documented, even if no documentation was available. Private +# class members and static file members will be hidden unless the +# EXTRACT_PRIVATE respectively EXTRACT_STATIC tags are set to YES. +# Note: This will also disable the warnings about undocumented members that are +# normally produced when WARNINGS is set to YES. +# The default value is: NO. + +EXTRACT_ALL = NO + +# If the EXTRACT_PRIVATE tag is set to YES all private members of a class will +# be included in the documentation. +# The default value is: NO. + +EXTRACT_PRIVATE = NO + +# If the EXTRACT_PACKAGE tag is set to YES all members with package or internal +# scope will be included in the documentation. +# The default value is: NO. + +EXTRACT_PACKAGE = NO + +# If the EXTRACT_STATIC tag is set to YES all static members of a file will be +# included in the documentation. +# The default value is: NO. + +EXTRACT_STATIC = NO + +# If the EXTRACT_LOCAL_CLASSES tag is set to YES classes (and structs) defined +# locally in source files will be included in the documentation. If set to NO +# only classes defined in header files are included. Does not have any effect +# for Java sources. +# The default value is: YES. + +EXTRACT_LOCAL_CLASSES = YES + +# This flag is only useful for Objective-C code. When set to YES local methods, +# which are defined in the implementation section but not in the interface are +# included in the documentation. If set to NO only methods in the interface are +# included. +# The default value is: NO. + +EXTRACT_LOCAL_METHODS = NO + +# If this flag is set to YES, the members of anonymous namespaces will be +# extracted and appear in the documentation as a namespace called +# 'anonymous_namespace{file}', where file will be replaced with the base name of +# the file that contains the anonymous namespace. By default anonymous namespace +# are hidden. +# The default value is: NO. + +EXTRACT_ANON_NSPACES = NO + +# If the HIDE_UNDOC_MEMBERS tag is set to YES, doxygen will hide all +# undocumented members inside documented classes or files. If set to NO these +# members will be included in the various overviews, but no documentation +# section is generated. This option has no effect if EXTRACT_ALL is enabled. +# The default value is: NO. + +HIDE_UNDOC_MEMBERS = NO + +# If the HIDE_UNDOC_CLASSES tag is set to YES, doxygen will hide all +# undocumented classes that are normally visible in the class hierarchy. If set +# to NO these classes will be included in the various overviews. This option has +# no effect if EXTRACT_ALL is enabled. +# The default value is: NO. + +HIDE_UNDOC_CLASSES = NO + +# If the HIDE_FRIEND_COMPOUNDS tag is set to YES, doxygen will hide all friend +# (class|struct|union) declarations. If set to NO these declarations will be +# included in the documentation. +# The default value is: NO. + +HIDE_FRIEND_COMPOUNDS = NO + +# If the HIDE_IN_BODY_DOCS tag is set to YES, doxygen will hide any +# documentation blocks found inside the body of a function. If set to NO these +# blocks will be appended to the function's detailed documentation block. +# The default value is: NO. + +HIDE_IN_BODY_DOCS = NO + +# The INTERNAL_DOCS tag determines if documentation that is typed after a +# \internal command is included. If the tag is set to NO then the documentation +# will be excluded. Set it to YES to include the internal documentation. +# The default value is: NO. + +INTERNAL_DOCS = NO + +# If the CASE_SENSE_NAMES tag is set to NO then doxygen will only generate file +# names in lower-case letters. If set to YES upper-case letters are also +# allowed. This is useful if you have classes or files whose names only differ +# in case and if your file system supports case sensitive file names. Windows +# and Mac users are advised to set this option to NO. +# The default value is: system dependent. + +CASE_SENSE_NAMES = NO + +# If the HIDE_SCOPE_NAMES tag is set to NO then doxygen will show members with +# their full class and namespace scopes in the documentation. If set to YES the +# scope will be hidden. +# The default value is: NO. + +HIDE_SCOPE_NAMES = NO + +# If the SHOW_INCLUDE_FILES tag is set to YES then doxygen will put a list of +# the files that are included by a file in the documentation of that file. +# The default value is: YES. + +SHOW_INCLUDE_FILES = YES + +# If the SHOW_GROUPED_MEMB_INC tag is set to YES then Doxygen will add for each +# grouped member an include statement to the documentation, telling the reader +# which file to include in order to use the member. +# The default value is: NO. + +SHOW_GROUPED_MEMB_INC = NO + +# If the FORCE_LOCAL_INCLUDES tag is set to YES then doxygen will list include +# files with double quotes in the documentation rather than with sharp brackets. +# The default value is: NO. + +FORCE_LOCAL_INCLUDES = NO + +# If the INLINE_INFO tag is set to YES then a tag [inline] is inserted in the +# documentation for inline members. +# The default value is: YES. + +INLINE_INFO = YES + +# If the SORT_MEMBER_DOCS tag is set to YES then doxygen will sort the +# (detailed) documentation of file and class members alphabetically by member +# name. If set to NO the members will appear in declaration order. +# The default value is: YES. + +SORT_MEMBER_DOCS = YES + +# If the SORT_BRIEF_DOCS tag is set to YES then doxygen will sort the brief +# descriptions of file, namespace and class members alphabetically by member +# name. If set to NO the members will appear in declaration order. Note that +# this will also influence the order of the classes in the class list. +# The default value is: NO. + +SORT_BRIEF_DOCS = NO + +# If the SORT_MEMBERS_CTORS_1ST tag is set to YES then doxygen will sort the +# (brief and detailed) documentation of class members so that constructors and +# destructors are listed first. If set to NO the constructors will appear in the +# respective orders defined by SORT_BRIEF_DOCS and SORT_MEMBER_DOCS. +# Note: If SORT_BRIEF_DOCS is set to NO this option is ignored for sorting brief +# member documentation. +# Note: If SORT_MEMBER_DOCS is set to NO this option is ignored for sorting +# detailed member documentation. +# The default value is: NO. + +SORT_MEMBERS_CTORS_1ST = NO + +# If the SORT_GROUP_NAMES tag is set to YES then doxygen will sort the hierarchy +# of group names into alphabetical order. If set to NO the group names will +# appear in their defined order. +# The default value is: NO. + +SORT_GROUP_NAMES = NO + +# If the SORT_BY_SCOPE_NAME tag is set to YES, the class list will be sorted by +# fully-qualified names, including namespaces. If set to NO, the class list will +# be sorted only by class name, not including the namespace part. +# Note: This option is not very useful if HIDE_SCOPE_NAMES is set to YES. +# Note: This option applies only to the class list, not to the alphabetical +# list. +# The default value is: NO. + +SORT_BY_SCOPE_NAME = NO + +# If the STRICT_PROTO_MATCHING option is enabled and doxygen fails to do proper +# type resolution of all parameters of a function it will reject a match between +# the prototype and the implementation of a member function even if there is +# only one candidate or it is obvious which candidate to choose by doing a +# simple string match. By disabling STRICT_PROTO_MATCHING doxygen will still +# accept a match between prototype and implementation in such cases. +# The default value is: NO. + +STRICT_PROTO_MATCHING = NO + +# The GENERATE_TODOLIST tag can be used to enable ( YES) or disable ( NO) the +# todo list. This list is created by putting \todo commands in the +# documentation. +# The default value is: YES. + +GENERATE_TODOLIST = YES + +# The GENERATE_TESTLIST tag can be used to enable ( YES) or disable ( NO) the +# test list. This list is created by putting \test commands in the +# documentation. +# The default value is: YES. + +GENERATE_TESTLIST = YES + +# The GENERATE_BUGLIST tag can be used to enable ( YES) or disable ( NO) the bug +# list. This list is created by putting \bug commands in the documentation. +# The default value is: YES. + +GENERATE_BUGLIST = YES + +# The GENERATE_DEPRECATEDLIST tag can be used to enable ( YES) or disable ( NO) +# the deprecated list. This list is created by putting \deprecated commands in +# the documentation. +# The default value is: YES. + +GENERATE_DEPRECATEDLIST= YES + +# The ENABLED_SECTIONS tag can be used to enable conditional documentation +# sections, marked by \if ... \endif and \cond +# ... \endcond blocks. + +ENABLED_SECTIONS = + +# The MAX_INITIALIZER_LINES tag determines the maximum number of lines that the +# initial value of a variable or macro / define can have for it to appear in the +# documentation. If the initializer consists of more lines than specified here +# it will be hidden. Use a value of 0 to hide initializers completely. The +# appearance of the value of individual variables and macros / defines can be +# controlled using \showinitializer or \hideinitializer command in the +# documentation regardless of this setting. +# Minimum value: 0, maximum value: 10000, default value: 30. + +MAX_INITIALIZER_LINES = 30 + +# Set the SHOW_USED_FILES tag to NO to disable the list of files generated at +# the bottom of the documentation of classes and structs. If set to YES the list +# will mention the files that were used to generate the documentation. +# The default value is: YES. + +SHOW_USED_FILES = YES + +# Set the SHOW_FILES tag to NO to disable the generation of the Files page. This +# will remove the Files entry from the Quick Index and from the Folder Tree View +# (if specified). +# The default value is: YES. + +SHOW_FILES = YES + +# Set the SHOW_NAMESPACES tag to NO to disable the generation of the Namespaces +# page. This will remove the Namespaces entry from the Quick Index and from the +# Folder Tree View (if specified). +# The default value is: YES. + +SHOW_NAMESPACES = YES + +# The FILE_VERSION_FILTER tag can be used to specify a program or script that +# doxygen should invoke to get the current version for each file (typically from +# the version control system). Doxygen will invoke the program by executing (via +# popen()) the command command input-file, where command is the value of the +# FILE_VERSION_FILTER tag, and input-file is the name of an input file provided +# by doxygen. Whatever the program writes to standard output is used as the file +# version. For an example see the documentation. + +FILE_VERSION_FILTER = + +# The LAYOUT_FILE tag can be used to specify a layout file which will be parsed +# by doxygen. The layout file controls the global structure of the generated +# output files in an output format independent way. To create the layout file +# that represents doxygen's defaults, run doxygen with the -l option. You can +# optionally specify a file name after the option, if omitted DoxygenLayout.xml +# will be used as the name of the layout file. +# +# Note that if you run doxygen from a directory containing a file called +# DoxygenLayout.xml, doxygen will parse it automatically even if the LAYOUT_FILE +# tag is left empty. + +LAYOUT_FILE = + +# The CITE_BIB_FILES tag can be used to specify one or more bib files containing +# the reference definitions. This must be a list of .bib files. The .bib +# extension is automatically appended if omitted. This requires the bibtex tool +# to be installed. See also http://en.wikipedia.org/wiki/BibTeX for more info. +# For LaTeX the style of the bibliography can be controlled using +# LATEX_BIB_STYLE. To use this feature you need bibtex and perl available in the +# search path. Do not use file names with spaces, bibtex cannot handle them. See +# also \cite for info how to create references. + +CITE_BIB_FILES = + +#--------------------------------------------------------------------------- +# Configuration options related to warning and progress messages +#--------------------------------------------------------------------------- + +# The QUIET tag can be used to turn on/off the messages that are generated to +# standard output by doxygen. If QUIET is set to YES this implies that the +# messages are off. +# The default value is: NO. + +QUIET = NO + +# The WARNINGS tag can be used to turn on/off the warning messages that are +# generated to standard error ( stderr) by doxygen. If WARNINGS is set to YES +# this implies that the warnings are on. +# +# Tip: Turn warnings on while writing the documentation. +# The default value is: YES. + +WARNINGS = YES + +# If the WARN_IF_UNDOCUMENTED tag is set to YES, then doxygen will generate +# warnings for undocumented members. If EXTRACT_ALL is set to YES then this flag +# will automatically be disabled. +# The default value is: YES. + +WARN_IF_UNDOCUMENTED = YES + +# If the WARN_IF_DOC_ERROR tag is set to YES, doxygen will generate warnings for +# potential errors in the documentation, such as not documenting some parameters +# in a documented function, or documenting parameters that don't exist or using +# markup commands wrongly. +# The default value is: YES. + +WARN_IF_DOC_ERROR = YES + +# This WARN_NO_PARAMDOC option can be enabled to get warnings for functions that +# are documented, but have no documentation for their parameters or return +# value. If set to NO doxygen will only warn about wrong or incomplete parameter +# documentation, but not about the absence of documentation. +# The default value is: NO. + +WARN_NO_PARAMDOC = NO + +# The WARN_FORMAT tag determines the format of the warning messages that doxygen +# can produce. The string should contain the $file, $line, and $text tags, which +# will be replaced by the file and line number from which the warning originated +# and the warning text. Optionally the format may contain $version, which will +# be replaced by the version of the file (if it could be obtained via +# FILE_VERSION_FILTER) +# The default value is: $file:$line: $text. + +WARN_FORMAT = "$file:$line: $text" + +# The WARN_LOGFILE tag can be used to specify a file to which warning and error +# messages should be written. If left blank the output is written to standard +# error (stderr). + +WARN_LOGFILE = + +#--------------------------------------------------------------------------- +# Configuration options related to the input files +#--------------------------------------------------------------------------- + +# The INPUT tag is used to specify the files and/or directories that contain +# documented source files. You may enter file names like myfile.cpp or +# directories like /usr/src/myproject. Separate the files or directories with +# spaces. +# Note: If this tag is empty the current directory is searched. + +INPUT = /Users/Gregan/github/snozbot-fungus/Assets/Fungus/Scripts/AnimationListener.cs \ + /Users/Gregan/github/snozbot-fungus/Assets/Fungus/Scripts/Button.cs \ + /Users/Gregan/github/snozbot-fungus/Assets/Fungus/Scripts/CameraController.cs \ + /Users/Gregan/github/snozbot-fungus/Assets/Fungus/Scripts/CommandQueue.cs \ + /Users/Gregan/github/snozbot-fungus/Assets/Fungus/Scripts/FixedHeightSprite.cs \ + /Users/Gregan/github/snozbot-fungus/Assets/Fungus/Scripts/Game.cs \ + /Users/Gregan/github/snozbot-fungus/Assets/Fungus/Scripts/GameController.cs \ + /Users/Gregan/github/snozbot-fungus/Assets/Fungus/Scripts/GameState.cs \ + /Users/Gregan/github/snozbot-fungus/Assets/Fungus/Scripts/Page.cs \ + /Users/Gregan/github/snozbot-fungus/Assets/Fungus/Scripts/Room.cs \ + /Users/Gregan/github/snozbot-fungus/Assets/Fungus/Scripts/RoomTemplate.cs \ + /Users/Gregan/github/snozbot-fungus/Assets/Fungus/Scripts/SpriteFader.cs \ + /Users/Gregan/github/snozbot-fungus/Assets/Fungus/Scripts/StringsParser.cs \ + /Users/Gregan/github/snozbot-fungus/Assets/Fungus/Scripts/StringTable.cs \ + /Users/Gregan/github/snozbot-fungus/Assets/Fungus/Scripts/View.cs + +# This tag can be used to specify the character encoding of the source files +# that doxygen parses. Internally doxygen uses the UTF-8 encoding. Doxygen uses +# libiconv (or the iconv built into libc) for the transcoding. See the libiconv +# documentation (see: http://www.gnu.org/software/libiconv) for the list of +# possible encodings. +# The default value is: UTF-8. + +INPUT_ENCODING = UTF-8 + +# If the value of the INPUT tag contains directories, you can use the +# FILE_PATTERNS tag to specify one or more wildcard patterns (like *.cpp and +# *.h) to filter out the source-files in the directories. If left blank the +# following patterns are tested:*.c, *.cc, *.cxx, *.cpp, *.c++, *.java, *.ii, +# *.ixx, *.ipp, *.i++, *.inl, *.idl, *.ddl, *.odl, *.h, *.hh, *.hxx, *.hpp, +# *.h++, *.cs, *.d, *.php, *.php4, *.php5, *.phtml, *.inc, *.m, *.markdown, +# *.md, *.mm, *.dox, *.py, *.f90, *.f, *.for, *.tcl, *.vhd, *.vhdl, *.ucf, +# *.qsf, *.as and *.js. + +FILE_PATTERNS = *.c \ + *.cc \ + *.cxx \ + *.cpp \ + *.c++ \ + *.java \ + *.ii \ + *.ixx \ + *.ipp \ + *.i++ \ + *.inl \ + *.idl \ + *.ddl \ + *.odl \ + *.h \ + *.hh \ + *.hxx \ + *.hpp \ + *.h++ \ + *.cs \ + *.d \ + *.php \ + *.php4 \ + *.php5 \ + *.phtml \ + *.inc \ + *.m \ + *.markdown \ + *.md \ + *.mm \ + *.dox \ + *.py \ + *.f90 \ + *.f \ + *.for \ + *.tcl \ + *.vhd \ + *.vhdl \ + *.ucf \ + *.qsf \ + *.as \ + *.js + +# The RECURSIVE tag can be used to specify whether or not subdirectories should +# be searched for input files as well. +# The default value is: NO. + +RECURSIVE = NO + +# The EXCLUDE tag can be used to specify files and/or directories that should be +# excluded from the INPUT source files. This way you can easily exclude a +# subdirectory from a directory tree whose root is specified with the INPUT tag. +# +# Note that relative paths are relative to the directory from which doxygen is +# run. + +EXCLUDE = + +# The EXCLUDE_SYMLINKS tag can be used to select whether or not files or +# directories that are symbolic links (a Unix file system feature) are excluded +# from the input. +# The default value is: NO. + +EXCLUDE_SYMLINKS = NO + +# If the value of the INPUT tag contains directories, you can use the +# EXCLUDE_PATTERNS tag to specify one or more wildcard patterns to exclude +# certain files from those directories. +# +# Note that the wildcards are matched against the file with absolute path, so to +# exclude all test directories for example use the pattern */test/* + +EXCLUDE_PATTERNS = + +# The EXCLUDE_SYMBOLS tag can be used to specify one or more symbol names +# (namespaces, classes, functions, etc.) that should be excluded from the +# output. The symbol name can be a fully qualified name, a word, or if the +# wildcard * is used, a substring. Examples: ANamespace, AClass, +# AClass::ANamespace, ANamespace::*Test +# +# Note that the wildcards are matched against the file with absolute path, so to +# exclude all test directories use the pattern */test/* + +EXCLUDE_SYMBOLS = + +# The EXAMPLE_PATH tag can be used to specify one or more files or directories +# that contain example code fragments that are included (see the \include +# command). + +EXAMPLE_PATH = + +# If the value of the EXAMPLE_PATH tag contains directories, you can use the +# EXAMPLE_PATTERNS tag to specify one or more wildcard pattern (like *.cpp and +# *.h) to filter out the source-files in the directories. If left blank all +# files are included. + +EXAMPLE_PATTERNS = * + +# If the EXAMPLE_RECURSIVE tag is set to YES then subdirectories will be +# searched for input files to be used with the \include or \dontinclude commands +# irrespective of the value of the RECURSIVE tag. +# The default value is: NO. + +EXAMPLE_RECURSIVE = NO + +# The IMAGE_PATH tag can be used to specify one or more files or directories +# that contain images that are to be included in the documentation (see the +# \image command). + +IMAGE_PATH = + +# The INPUT_FILTER tag can be used to specify a program that doxygen should +# invoke to filter for each input file. Doxygen will invoke the filter program +# by executing (via popen()) the command: +# +# +# +# where is the value of the INPUT_FILTER tag, and is the +# name of an input file. Doxygen will then use the output that the filter +# program writes to standard output. If FILTER_PATTERNS is specified, this tag +# will be ignored. +# +# Note that the filter must not add or remove lines; it is applied before the +# code is scanned, but not when the output code is generated. If lines are added +# or removed, the anchors will not be placed correctly. + +INPUT_FILTER = + +# The FILTER_PATTERNS tag can be used to specify filters on a per file pattern +# basis. Doxygen will compare the file name with each pattern and apply the +# filter if there is a match. The filters are a list of the form: pattern=filter +# (like *.cpp=my_cpp_filter). See INPUT_FILTER for further information on how +# filters are used. If the FILTER_PATTERNS tag is empty or if none of the +# patterns match the file name, INPUT_FILTER is applied. + +FILTER_PATTERNS = + +# If the FILTER_SOURCE_FILES tag is set to YES, the input filter (if set using +# INPUT_FILTER ) will also be used to filter the input files that are used for +# producing the source files to browse (i.e. when SOURCE_BROWSER is set to YES). +# The default value is: NO. + +FILTER_SOURCE_FILES = NO + +# The FILTER_SOURCE_PATTERNS tag can be used to specify source filters per file +# pattern. A pattern will override the setting for FILTER_PATTERN (if any) and +# it is also possible to disable source filtering for a specific pattern using +# *.ext= (so without naming a filter). +# This tag requires that the tag FILTER_SOURCE_FILES is set to YES. + +FILTER_SOURCE_PATTERNS = + +# If the USE_MDFILE_AS_MAINPAGE tag refers to the name of a markdown file that +# is part of the input, its contents will be placed on the main page +# (index.html). This can be useful if you have a project on for instance GitHub +# and want to reuse the introduction page also for the doxygen output. + +USE_MDFILE_AS_MAINPAGE = + +#--------------------------------------------------------------------------- +# Configuration options related to source browsing +#--------------------------------------------------------------------------- + +# If the SOURCE_BROWSER tag is set to YES then a list of source files will be +# generated. Documented entities will be cross-referenced with these sources. +# +# Note: To get rid of all source code in the generated output, make sure that +# also VERBATIM_HEADERS is set to NO. +# The default value is: NO. + +SOURCE_BROWSER = YES + +# Setting the INLINE_SOURCES tag to YES will include the body of functions, +# classes and enums directly into the documentation. +# The default value is: NO. + +INLINE_SOURCES = NO + +# Setting the STRIP_CODE_COMMENTS tag to YES will instruct doxygen to hide any +# special comment blocks from generated source code fragments. Normal C, C++ and +# Fortran comments will always remain visible. +# The default value is: YES. + +STRIP_CODE_COMMENTS = YES + +# If the REFERENCED_BY_RELATION tag is set to YES then for each documented +# function all documented functions referencing it will be listed. +# The default value is: NO. + +REFERENCED_BY_RELATION = NO + +# If the REFERENCES_RELATION tag is set to YES then for each documented function +# all documented entities called/used by that function will be listed. +# The default value is: NO. + +REFERENCES_RELATION = NO + +# If the REFERENCES_LINK_SOURCE tag is set to YES and SOURCE_BROWSER tag is set +# to YES, then the hyperlinks from functions in REFERENCES_RELATION and +# REFERENCED_BY_RELATION lists will link to the source code. Otherwise they will +# link to the documentation. +# The default value is: YES. + +REFERENCES_LINK_SOURCE = YES + +# If SOURCE_TOOLTIPS is enabled (the default) then hovering a hyperlink in the +# source code will show a tooltip with additional information such as prototype, +# brief description and links to the definition and documentation. Since this +# will make the HTML file larger and loading of large files a bit slower, you +# can opt to disable this feature. +# The default value is: YES. +# This tag requires that the tag SOURCE_BROWSER is set to YES. + +SOURCE_TOOLTIPS = YES + +# If the USE_HTAGS tag is set to YES then the references to source code will +# point to the HTML generated by the htags(1) tool instead of doxygen built-in +# source browser. The htags tool is part of GNU's global source tagging system +# (see http://www.gnu.org/software/global/global.html). You will need version +# 4.8.6 or higher. +# +# To use it do the following: +# - Install the latest version of global +# - Enable SOURCE_BROWSER and USE_HTAGS in the config file +# - Make sure the INPUT points to the root of the source tree +# - Run doxygen as normal +# +# Doxygen will invoke htags (and that will in turn invoke gtags), so these +# tools must be available from the command line (i.e. in the search path). +# +# The result: instead of the source browser generated by doxygen, the links to +# source code will now point to the output of htags. +# The default value is: NO. +# This tag requires that the tag SOURCE_BROWSER is set to YES. + +USE_HTAGS = NO + +# If the VERBATIM_HEADERS tag is set the YES then doxygen will generate a +# verbatim copy of the header file for each class for which an include is +# specified. Set to NO to disable this. +# See also: Section \class. +# The default value is: YES. + +VERBATIM_HEADERS = YES + +# If the CLANG_ASSISTED_PARSING tag is set to YES, then doxygen will use the +# clang parser (see: http://clang.llvm.org/) for more acurate parsing at the +# cost of reduced performance. This can be particularly helpful with template +# rich C++ code for which doxygen's built-in parser lacks the necessary type +# information. +# Note: The availability of this option depends on whether or not doxygen was +# compiled with the --with-libclang option. +# The default value is: NO. + +CLANG_ASSISTED_PARSING = NO + +# If clang assisted parsing is enabled you can provide the compiler with command +# line options that you would normally use when invoking the compiler. Note that +# the include paths will already be set by doxygen for the files and directories +# specified with INPUT and INCLUDE_PATH. +# This tag requires that the tag CLANG_ASSISTED_PARSING is set to YES. + +CLANG_OPTIONS = + +#--------------------------------------------------------------------------- +# Configuration options related to the alphabetical class index +#--------------------------------------------------------------------------- + +# If the ALPHABETICAL_INDEX tag is set to YES, an alphabetical index of all +# compounds will be generated. Enable this if the project contains a lot of +# classes, structs, unions or interfaces. +# The default value is: YES. + +ALPHABETICAL_INDEX = NO + +# The COLS_IN_ALPHA_INDEX tag can be used to specify the number of columns in +# which the alphabetical index list will be split. +# Minimum value: 1, maximum value: 20, default value: 5. +# This tag requires that the tag ALPHABETICAL_INDEX is set to YES. + +COLS_IN_ALPHA_INDEX = 5 + +# In case all classes in a project start with a common prefix, all classes will +# be put under the same header in the alphabetical index. The IGNORE_PREFIX tag +# can be used to specify a prefix (or a list of prefixes) that should be ignored +# while generating the index headers. +# This tag requires that the tag ALPHABETICAL_INDEX is set to YES. + +IGNORE_PREFIX = + +#--------------------------------------------------------------------------- +# Configuration options related to the HTML output +#--------------------------------------------------------------------------- + +# If the GENERATE_HTML tag is set to YES doxygen will generate HTML output +# The default value is: YES. + +GENERATE_HTML = YES + +# The HTML_OUTPUT tag is used to specify where the HTML docs will be put. If a +# relative path is entered the value of OUTPUT_DIRECTORY will be put in front of +# it. +# The default directory is: html. +# This tag requires that the tag GENERATE_HTML is set to YES. + +HTML_OUTPUT = html + +# The HTML_FILE_EXTENSION tag can be used to specify the file extension for each +# generated HTML page (for example: .htm, .php, .asp). +# The default value is: .html. +# This tag requires that the tag GENERATE_HTML is set to YES. + +HTML_FILE_EXTENSION = .html + +# The HTML_HEADER tag can be used to specify a user-defined HTML header file for +# each generated HTML page. If the tag is left blank doxygen will generate a +# standard header. +# +# To get valid HTML the header file that includes any scripts and style sheets +# that doxygen needs, which is dependent on the configuration options used (e.g. +# the setting GENERATE_TREEVIEW). It is highly recommended to start with a +# default header using +# doxygen -w html new_header.html new_footer.html new_stylesheet.css +# YourConfigFile +# and then modify the file new_header.html. See also section "Doxygen usage" +# for information on how to generate the default header that doxygen normally +# uses. +# Note: The header is subject to change so you typically have to regenerate the +# default header when upgrading to a newer version of doxygen. For a description +# of the possible markers and block names see the documentation. +# This tag requires that the tag GENERATE_HTML is set to YES. + +HTML_HEADER = + +# The HTML_FOOTER tag can be used to specify a user-defined HTML footer for each +# generated HTML page. If the tag is left blank doxygen will generate a standard +# footer. See HTML_HEADER for more information on how to generate a default +# footer and what special commands can be used inside the footer. See also +# section "Doxygen usage" for information on how to generate the default footer +# that doxygen normally uses. +# This tag requires that the tag GENERATE_HTML is set to YES. + +HTML_FOOTER = + +# The HTML_STYLESHEET tag can be used to specify a user-defined cascading style +# sheet that is used by each HTML page. It can be used to fine-tune the look of +# the HTML output. If left blank doxygen will generate a default style sheet. +# See also section "Doxygen usage" for information on how to generate the style +# sheet that doxygen normally uses. +# Note: It is recommended to use HTML_EXTRA_STYLESHEET instead of this tag, as +# it is more robust and this tag (HTML_STYLESHEET) will in the future become +# obsolete. +# This tag requires that the tag GENERATE_HTML is set to YES. + +HTML_STYLESHEET = + +# The HTML_EXTRA_STYLESHEET tag can be used to specify an additional user- +# defined cascading style sheet that is included after the standard style sheets +# created by doxygen. Using this option one can overrule certain style aspects. +# This is preferred over using HTML_STYLESHEET since it does not replace the +# standard style sheet and is therefor more robust against future updates. +# Doxygen will copy the style sheet file to the output directory. For an example +# see the documentation. +# This tag requires that the tag GENERATE_HTML is set to YES. + +HTML_EXTRA_STYLESHEET = + +# The HTML_EXTRA_FILES tag can be used to specify one or more extra images or +# other source files which should be copied to the HTML output directory. Note +# that these files will be copied to the base HTML output directory. Use the +# $relpath^ marker in the HTML_HEADER and/or HTML_FOOTER files to load these +# files. In the HTML_STYLESHEET file, use the file name only. Also note that the +# files will be copied as-is; there are no commands or markers available. +# This tag requires that the tag GENERATE_HTML is set to YES. + +HTML_EXTRA_FILES = + +# The HTML_COLORSTYLE_HUE tag controls the color of the HTML output. Doxygen +# will adjust the colors in the stylesheet and background images according to +# this color. Hue is specified as an angle on a colorwheel, see +# http://en.wikipedia.org/wiki/Hue for more information. For instance the value +# 0 represents red, 60 is yellow, 120 is green, 180 is cyan, 240 is blue, 300 +# purple, and 360 is red again. +# Minimum value: 0, maximum value: 359, default value: 220. +# This tag requires that the tag GENERATE_HTML is set to YES. + +HTML_COLORSTYLE_HUE = 220 + +# The HTML_COLORSTYLE_SAT tag controls the purity (or saturation) of the colors +# in the HTML output. For a value of 0 the output will use grayscales only. A +# value of 255 will produce the most vivid colors. +# Minimum value: 0, maximum value: 255, default value: 100. +# This tag requires that the tag GENERATE_HTML is set to YES. + +HTML_COLORSTYLE_SAT = 100 + +# The HTML_COLORSTYLE_GAMMA tag controls the gamma correction applied to the +# luminance component of the colors in the HTML output. Values below 100 +# gradually make the output lighter, whereas values above 100 make the output +# darker. The value divided by 100 is the actual gamma applied, so 80 represents +# a gamma of 0.8, The value 220 represents a gamma of 2.2, and 100 does not +# change the gamma. +# Minimum value: 40, maximum value: 240, default value: 80. +# This tag requires that the tag GENERATE_HTML is set to YES. + +HTML_COLORSTYLE_GAMMA = 80 + +# If the HTML_TIMESTAMP tag is set to YES then the footer of each generated HTML +# page will contain the date and time when the page was generated. Setting this +# to NO can help when comparing the output of multiple runs. +# The default value is: YES. +# This tag requires that the tag GENERATE_HTML is set to YES. + +HTML_TIMESTAMP = YES + +# If the HTML_DYNAMIC_SECTIONS tag is set to YES then the generated HTML +# documentation will contain sections that can be hidden and shown after the +# page has loaded. +# The default value is: NO. +# This tag requires that the tag GENERATE_HTML is set to YES. + +HTML_DYNAMIC_SECTIONS = NO + +# With HTML_INDEX_NUM_ENTRIES one can control the preferred number of entries +# shown in the various tree structured indices initially; the user can expand +# and collapse entries dynamically later on. Doxygen will expand the tree to +# such a level that at most the specified number of entries are visible (unless +# a fully collapsed tree already exceeds this amount). So setting the number of +# entries 1 will produce a full collapsed tree by default. 0 is a special value +# representing an infinite number of entries and will result in a full expanded +# tree by default. +# Minimum value: 0, maximum value: 9999, default value: 100. +# This tag requires that the tag GENERATE_HTML is set to YES. + +HTML_INDEX_NUM_ENTRIES = 100 + +# If the GENERATE_DOCSET tag is set to YES, additional index files will be +# generated that can be used as input for Apple's Xcode 3 integrated development +# environment (see: http://developer.apple.com/tools/xcode/), introduced with +# OSX 10.5 (Leopard). To create a documentation set, doxygen will generate a +# Makefile in the HTML output directory. Running make will produce the docset in +# that directory and running make install will install the docset in +# ~/Library/Developer/Shared/Documentation/DocSets so that Xcode will find it at +# startup. See http://developer.apple.com/tools/creatingdocsetswithdoxygen.html +# for more information. +# The default value is: NO. +# This tag requires that the tag GENERATE_HTML is set to YES. + +GENERATE_DOCSET = NO + +# This tag determines the name of the docset feed. A documentation feed provides +# an umbrella under which multiple documentation sets from a single provider +# (such as a company or product suite) can be grouped. +# The default value is: Doxygen generated docs. +# This tag requires that the tag GENERATE_DOCSET is set to YES. + +DOCSET_FEEDNAME = "Doxygen generated docs" + +# This tag specifies a string that should uniquely identify the documentation +# set bundle. This should be a reverse domain-name style string, e.g. +# com.mycompany.MyDocSet. Doxygen will append .docset to the name. +# The default value is: org.doxygen.Project. +# This tag requires that the tag GENERATE_DOCSET is set to YES. + +DOCSET_BUNDLE_ID = org.doxygen.Project + +# The DOCSET_PUBLISHER_ID tag specifies a string that should uniquely identify +# the documentation publisher. This should be a reverse domain-name style +# string, e.g. com.mycompany.MyDocSet.documentation. +# The default value is: org.doxygen.Publisher. +# This tag requires that the tag GENERATE_DOCSET is set to YES. + +DOCSET_PUBLISHER_ID = org.doxygen.Publisher + +# The DOCSET_PUBLISHER_NAME tag identifies the documentation publisher. +# The default value is: Publisher. +# This tag requires that the tag GENERATE_DOCSET is set to YES. + +DOCSET_PUBLISHER_NAME = Publisher + +# If the GENERATE_HTMLHELP tag is set to YES then doxygen generates three +# additional HTML index files: index.hhp, index.hhc, and index.hhk. The +# index.hhp is a project file that can be read by Microsoft's HTML Help Workshop +# (see: http://www.microsoft.com/en-us/download/details.aspx?id=21138) on +# Windows. +# +# The HTML Help Workshop contains a compiler that can convert all HTML output +# generated by doxygen into a single compiled HTML file (.chm). Compiled HTML +# files are now used as the Windows 98 help format, and will replace the old +# Windows help format (.hlp) on all Windows platforms in the future. Compressed +# HTML files also contain an index, a table of contents, and you can search for +# words in the documentation. The HTML workshop also contains a viewer for +# compressed HTML files. +# The default value is: NO. +# This tag requires that the tag GENERATE_HTML is set to YES. + +GENERATE_HTMLHELP = NO + +# The CHM_FILE tag can be used to specify the file name of the resulting .chm +# file. You can add a path in front of the file if the result should not be +# written to the html output directory. +# This tag requires that the tag GENERATE_HTMLHELP is set to YES. + +CHM_FILE = + +# The HHC_LOCATION tag can be used to specify the location (absolute path +# including file name) of the HTML help compiler ( hhc.exe). If non-empty +# doxygen will try to run the HTML help compiler on the generated index.hhp. +# The file has to be specified with full path. +# This tag requires that the tag GENERATE_HTMLHELP is set to YES. + +HHC_LOCATION = + +# The GENERATE_CHI flag controls if a separate .chi index file is generated ( +# YES) or that it should be included in the master .chm file ( NO). +# The default value is: NO. +# This tag requires that the tag GENERATE_HTMLHELP is set to YES. + +GENERATE_CHI = NO + +# The CHM_INDEX_ENCODING is used to encode HtmlHelp index ( hhk), content ( hhc) +# and project file content. +# This tag requires that the tag GENERATE_HTMLHELP is set to YES. + +CHM_INDEX_ENCODING = + +# The BINARY_TOC flag controls whether a binary table of contents is generated ( +# YES) or a normal table of contents ( NO) in the .chm file. +# The default value is: NO. +# This tag requires that the tag GENERATE_HTMLHELP is set to YES. + +BINARY_TOC = NO + +# The TOC_EXPAND flag can be set to YES to add extra items for group members to +# the table of contents of the HTML help documentation and to the tree view. +# The default value is: NO. +# This tag requires that the tag GENERATE_HTMLHELP is set to YES. + +TOC_EXPAND = NO + +# If the GENERATE_QHP tag is set to YES and both QHP_NAMESPACE and +# QHP_VIRTUAL_FOLDER are set, an additional index file will be generated that +# can be used as input for Qt's qhelpgenerator to generate a Qt Compressed Help +# (.qch) of the generated HTML documentation. +# The default value is: NO. +# This tag requires that the tag GENERATE_HTML is set to YES. + +GENERATE_QHP = NO + +# If the QHG_LOCATION tag is specified, the QCH_FILE tag can be used to specify +# the file name of the resulting .qch file. The path specified is relative to +# the HTML output folder. +# This tag requires that the tag GENERATE_QHP is set to YES. + +QCH_FILE = + +# The QHP_NAMESPACE tag specifies the namespace to use when generating Qt Help +# Project output. For more information please see Qt Help Project / Namespace +# (see: http://qt-project.org/doc/qt-4.8/qthelpproject.html#namespace). +# The default value is: org.doxygen.Project. +# This tag requires that the tag GENERATE_QHP is set to YES. + +QHP_NAMESPACE = org.doxygen.Project + +# The QHP_VIRTUAL_FOLDER tag specifies the namespace to use when generating Qt +# Help Project output. For more information please see Qt Help Project / Virtual +# Folders (see: http://qt-project.org/doc/qt-4.8/qthelpproject.html#virtual- +# folders). +# The default value is: doc. +# This tag requires that the tag GENERATE_QHP is set to YES. + +QHP_VIRTUAL_FOLDER = doc + +# If the QHP_CUST_FILTER_NAME tag is set, it specifies the name of a custom +# filter to add. For more information please see Qt Help Project / Custom +# Filters (see: http://qt-project.org/doc/qt-4.8/qthelpproject.html#custom- +# filters). +# This tag requires that the tag GENERATE_QHP is set to YES. + +QHP_CUST_FILTER_NAME = + +# The QHP_CUST_FILTER_ATTRS tag specifies the list of the attributes of the +# custom filter to add. For more information please see Qt Help Project / Custom +# Filters (see: http://qt-project.org/doc/qt-4.8/qthelpproject.html#custom- +# filters). +# This tag requires that the tag GENERATE_QHP is set to YES. + +QHP_CUST_FILTER_ATTRS = + +# The QHP_SECT_FILTER_ATTRS tag specifies the list of the attributes this +# project's filter section matches. Qt Help Project / Filter Attributes (see: +# http://qt-project.org/doc/qt-4.8/qthelpproject.html#filter-attributes). +# This tag requires that the tag GENERATE_QHP is set to YES. + +QHP_SECT_FILTER_ATTRS = + +# The QHG_LOCATION tag can be used to specify the location of Qt's +# qhelpgenerator. If non-empty doxygen will try to run qhelpgenerator on the +# generated .qhp file. +# This tag requires that the tag GENERATE_QHP is set to YES. + +QHG_LOCATION = + +# If the GENERATE_ECLIPSEHELP tag is set to YES, additional index files will be +# generated, together with the HTML files, they form an Eclipse help plugin. To +# install this plugin and make it available under the help contents menu in +# Eclipse, the contents of the directory containing the HTML and XML files needs +# to be copied into the plugins directory of eclipse. The name of the directory +# within the plugins directory should be the same as the ECLIPSE_DOC_ID value. +# After copying Eclipse needs to be restarted before the help appears. +# The default value is: NO. +# This tag requires that the tag GENERATE_HTML is set to YES. + +GENERATE_ECLIPSEHELP = NO + +# A unique identifier for the Eclipse help plugin. When installing the plugin +# the directory name containing the HTML and XML files should also have this +# name. Each documentation set should have its own identifier. +# The default value is: org.doxygen.Project. +# This tag requires that the tag GENERATE_ECLIPSEHELP is set to YES. + +ECLIPSE_DOC_ID = org.doxygen.Project + +# If you want full control over the layout of the generated HTML pages it might +# be necessary to disable the index and replace it with your own. The +# DISABLE_INDEX tag can be used to turn on/off the condensed index (tabs) at top +# of each HTML page. A value of NO enables the index and the value YES disables +# it. Since the tabs in the index contain the same information as the navigation +# tree, you can set this option to YES if you also set GENERATE_TREEVIEW to YES. +# The default value is: NO. +# This tag requires that the tag GENERATE_HTML is set to YES. + +DISABLE_INDEX = NO + +# The GENERATE_TREEVIEW tag is used to specify whether a tree-like index +# structure should be generated to display hierarchical information. If the tag +# value is set to YES, a side panel will be generated containing a tree-like +# index structure (just like the one that is generated for HTML Help). For this +# to work a browser that supports JavaScript, DHTML, CSS and frames is required +# (i.e. any modern browser). Windows users are probably better off using the +# HTML help feature. Via custom stylesheets (see HTML_EXTRA_STYLESHEET) one can +# further fine-tune the look of the index. As an example, the default style +# sheet generated by doxygen has an example that shows how to put an image at +# the root of the tree instead of the PROJECT_NAME. Since the tree basically has +# the same information as the tab index, you could consider setting +# DISABLE_INDEX to YES when enabling this option. +# The default value is: NO. +# This tag requires that the tag GENERATE_HTML is set to YES. + +GENERATE_TREEVIEW = NO + +# The ENUM_VALUES_PER_LINE tag can be used to set the number of enum values that +# doxygen will group on one line in the generated HTML documentation. +# +# Note that a value of 0 will completely suppress the enum values from appearing +# in the overview section. +# Minimum value: 0, maximum value: 20, default value: 4. +# This tag requires that the tag GENERATE_HTML is set to YES. + +ENUM_VALUES_PER_LINE = 4 + +# If the treeview is enabled (see GENERATE_TREEVIEW) then this tag can be used +# to set the initial width (in pixels) of the frame in which the tree is shown. +# Minimum value: 0, maximum value: 1500, default value: 250. +# This tag requires that the tag GENERATE_HTML is set to YES. + +TREEVIEW_WIDTH = 250 + +# When the EXT_LINKS_IN_WINDOW option is set to YES doxygen will open links to +# external symbols imported via tag files in a separate window. +# The default value is: NO. +# This tag requires that the tag GENERATE_HTML is set to YES. + +EXT_LINKS_IN_WINDOW = NO + +# Use this tag to change the font size of LaTeX formulas included as images in +# the HTML documentation. When you change the font size after a successful +# doxygen run you need to manually remove any form_*.png images from the HTML +# output directory to force them to be regenerated. +# Minimum value: 8, maximum value: 50, default value: 10. +# This tag requires that the tag GENERATE_HTML is set to YES. + +FORMULA_FONTSIZE = 10 + +# Use the FORMULA_TRANPARENT tag to determine whether or not the images +# generated for formulas are transparent PNGs. Transparent PNGs are not +# supported properly for IE 6.0, but are supported on all modern browsers. +# +# Note that when changing this option you need to delete any form_*.png files in +# the HTML output directory before the changes have effect. +# The default value is: YES. +# This tag requires that the tag GENERATE_HTML is set to YES. + +FORMULA_TRANSPARENT = YES + +# Enable the USE_MATHJAX option to render LaTeX formulas using MathJax (see +# http://www.mathjax.org) which uses client side Javascript for the rendering +# instead of using prerendered bitmaps. Use this if you do not have LaTeX +# installed or if you want to formulas look prettier in the HTML output. When +# enabled you may also need to install MathJax separately and configure the path +# to it using the MATHJAX_RELPATH option. +# The default value is: NO. +# This tag requires that the tag GENERATE_HTML is set to YES. + +USE_MATHJAX = NO + +# When MathJax is enabled you can set the default output format to be used for +# the MathJax output. See the MathJax site (see: +# http://docs.mathjax.org/en/latest/output.html) for more details. +# Possible values are: HTML-CSS (which is slower, but has the best +# compatibility), NativeMML (i.e. MathML) and SVG. +# The default value is: HTML-CSS. +# This tag requires that the tag USE_MATHJAX is set to YES. + +MATHJAX_FORMAT = HTML-CSS + +# When MathJax is enabled you need to specify the location relative to the HTML +# output directory using the MATHJAX_RELPATH option. The destination directory +# should contain the MathJax.js script. For instance, if the mathjax directory +# is located at the same level as the HTML output directory, then +# MATHJAX_RELPATH should be ../mathjax. The default value points to the MathJax +# Content Delivery Network so you can quickly see the result without installing +# MathJax. However, it is strongly recommended to install a local copy of +# MathJax from http://www.mathjax.org before deployment. +# The default value is: http://cdn.mathjax.org/mathjax/latest. +# This tag requires that the tag USE_MATHJAX is set to YES. + +MATHJAX_RELPATH = http://cdn.mathjax.org/mathjax/latest + +# The MATHJAX_EXTENSIONS tag can be used to specify one or more MathJax +# extension names that should be enabled during MathJax rendering. For example +# MATHJAX_EXTENSIONS = TeX/AMSmath TeX/AMSsymbols +# This tag requires that the tag USE_MATHJAX is set to YES. + +MATHJAX_EXTENSIONS = + +# The MATHJAX_CODEFILE tag can be used to specify a file with javascript pieces +# of code that will be used on startup of the MathJax code. See the MathJax site +# (see: http://docs.mathjax.org/en/latest/output.html) for more details. For an +# example see the documentation. +# This tag requires that the tag USE_MATHJAX is set to YES. + +MATHJAX_CODEFILE = + +# When the SEARCHENGINE tag is enabled doxygen will generate a search box for +# the HTML output. The underlying search engine uses javascript and DHTML and +# should work on any modern browser. Note that when using HTML help +# (GENERATE_HTMLHELP), Qt help (GENERATE_QHP), or docsets (GENERATE_DOCSET) +# there is already a search function so this one should typically be disabled. +# For large projects the javascript based search engine can be slow, then +# enabling SERVER_BASED_SEARCH may provide a better solution. It is possible to +# search using the keyboard; to jump to the search box use + S +# (what the is depends on the OS and browser, but it is typically +# , /