diff --git a/.clang-format b/.clang-format
index 053f31e2..303c10d4 100644
--- a/.clang-format
+++ b/.clang-format
@@ -1,3 +1,22 @@
+BasedOnStyle: Google
UseTab: Always
IndentWidth: 4
TabWidth: 4
+ColumnLimit: 120
+
+Cpp11BracedListStyle: true
+SortIncludes: true
+IncludeBlocks: Regroup
+
+PointerAlignment: Right
+ReferenceAlignment: Right
+
+SpaceAfterCStyleCast: false
+SpaceBeforeParens: ControlStatements
+SpacesInAngles: Never
+SpaceInEmptyBlock: false
+AccessModifierOffset: -4
+
+AlignTrailingComments:
+ Kind: Always
+ OverEmptyLines: 1
diff --git a/.github/workflows/build-doc.yml b/.github/workflows/build-doc.yml
new file mode 100644
index 00000000..53457df1
--- /dev/null
+++ b/.github/workflows/build-doc.yml
@@ -0,0 +1,84 @@
+name: "Build documentations"
+
+on:
+ push:
+ branches: ["main", "docs"]
+ pull_request:
+ branches: ["main", "docs"]
+ workflow_dispatch:
+
+env:
+ REPO: "rpgppengine/rpgpp"
+ RETENTION_DAYS: 7
+ DOCS_DIR: "build/html/"
+
+jobs:
+ build-docs:
+ name: "build docs"
+ runs-on: "ubuntu-latest"
+ env:
+ PLATFORM: linux
+ ARCH: x86_64
+
+ steps:
+ - name: Checkout repository
+ uses: actions/checkout@v6
+ with:
+ fetch-depth: 0
+ submodules: recursive
+
+ - name: Install Python
+ uses: actions/setup-python@v6
+ with:
+ python-version: "3.13"
+
+ - name: Install packages
+ shell: bash
+ run: |
+ sudo apt install doxygen
+ - name: Setup Python environment
+ shell: bash
+ run: |
+ pip install -r requirements.txt
+
+ - name: Build
+ shell: bash
+ run: |
+ mkdir -p build/
+ doxygen doxygen.conf
+ breathe-apidoc -o docs/Dev -m -f build/doxygen/xml
+ make html
+
+ - name: Generate token
+ if: ${{ github.repository == env.REPO }}
+ id: generate_token
+ uses: actions/create-github-app-token@v3
+ with:
+ app-id: ${{ secrets.DOC_PUSHER_APP_ID }}
+ private-key: ${{ secrets.DOC_PUSHER_APP_SECRET }}
+ owner: ${{ github.repository_owner }}
+
+ - name: Push to Destination
+ if: ${{ github.repository == env.REPO }}
+ run: |
+ git config --global user.name "github-actions[bot]"
+ git config --global user.email "github-actions[bot]@users.noreply.github.com"
+ git clone https://x-access-token:${{ steps.generate_token.outputs.token }}@github.com/${{ github.repository_owner }}/docs.git dest
+
+ cp -rf ${{ env.DOCS_DIR }}/* dest/
+ cd dest
+ if [[ -z "$(git status -s -uall)" ]]; then
+ echo "No changes to commit"
+ exit 0
+ fi
+ git add .
+ git commit -m "Update documentation for ${{ github.repository }} at ${{ github.sha }}"
+ git push origin main
+
+ - name: Upload artifact
+ uses: actions/upload-artifact@v6
+ with:
+ name: docs
+ path: ${{ env.DOCS_DIR }}
+ if-no-files-found: error
+ retention-days: ${{ env.RETENTION_DAYS }}
diff --git a/.gitignore b/.gitignore
index 680960f3..d3bac676 100644
--- a/.gitignore
+++ b/.gitignore
@@ -35,6 +35,9 @@
*.pdb
*.ilk
+# docs ignores
+docs/Dev
+
game-src/*/lib/
/editor
/game
@@ -51,10 +54,10 @@ execs/**
.vs/
.vscode/
.idea/
-docs/C++ API
site/
imgui.ini
clangd/
game-src/
+.venv/
compile_commands.json
xmake-*.exe
diff --git a/Makefile b/Makefile
new file mode 100644
index 00000000..b97de95f
--- /dev/null
+++ b/Makefile
@@ -0,0 +1,20 @@
+# Minimal makefile for Sphinx documentation
+#
+
+# You can set these variables from the command line, and also
+# from the environment for the first two.
+SPHINXOPTS ?=
+SPHINXBUILD ?= sphinx-build
+SOURCEDIR = docs
+BUILDDIR = build
+
+# Put it first so that "make" without argument is like "make help".
+help:
+ @$(SPHINXBUILD) -M help "$(SOURCEDIR)" "$(BUILDDIR)" $(SPHINXOPTS) $(O)
+
+.PHONY: help Makefile
+
+# Catch-all target: route all unknown targets to Sphinx using the new
+# "make mode" option. $(O) is meant as a shortcut for $(SPHINXOPTS).
+%: Makefile
+ @$(SPHINXBUILD) -M $@ "$(SOURCEDIR)" "$(BUILDDIR)" $(SPHINXOPTS) $(O)
diff --git a/README.md b/README.md
index 9fcf901b..30210621 100644
--- a/README.md
+++ b/README.md
@@ -1,55 +1,125 @@

---
+
[](https://github.com/rpgppengine/rpgpp/actions/workflows/build.yml)
+[](https://github.com/rpgppengine/rpgpp/actions/workflows/build-doc.yml)
+[](https://github.com/rpgppengine/rpgpp/actions/workflows/codeql.yml)
-RPG++ is an experimental 2D RPG game engine written in C++. It is currently in early development, but contributions are welcome!
+RPG++ is an experimental 2D RPG game engine and editor written in C++. It is currently in early development, but contributions are welcome!
Requirements
---
-
-To build RPG++, you'll need to install the following tools/packages:
+To build RPG++, you will need the following tools and packages:
- **For all platforms**:
- [xmake](https://xmake.io/) (follow the instructions on the website to install XMake on your system)
- [git](https://git-scm.com/)
-- Specifically for _Linux_:
- - gcc, g++, make, and ninja (on Debian-based distros, you can install this via `sudo apt install build-essential`)
- - libx11-dev, libxrandr-dev, libxinerama-dev, libxcursor-dev, libxi-dev, libgl1-mesa-dev, and mesa-common-dev (Debian-based distros can install this via `sudo apt install libx11-dev libxrandr-dev libxinerama-dev libxcursor-dev libxi-dev libgl1-mesa-dev mesa-common-dev`)
+- Specifically for _Linux_ (instructions to install packages are listed below):
+ - Packages: `gcc`, `g++`, `make`, `ninja`, `libx11-dev`, `libxrandr-dev`, `libxinerama-dev`, `libxcursor-dev`, `libxi-dev`, `libgl1-mesa-dev`, and `mesa-common-dev`
+ - Debian:
+ ```bash
+ sudo apt install build-essential ninja-build libx11-dev libxrandr-dev libxinerama-dev libxcursor-dev libxi-dev libgl1-mesa-dev mesa-common-dev
+ ```
+ - Fedora:
+ ```bash
+ sudo dnf install gcc gcc-c++ make ninja-build libX11-devel libXrandr-devel libXinerama-devel libXcursor-devel libXi-devel mesa-libGL-devel
+ ```
+ - Arch Linux:
+ ```bash
+ sudo pacman -S base-devel ninja libx11 libxrandr libxinerama libxcursor libxi mesa
+ ```
- Specifically for _Windows_:
- Visual Studio 2019 or later with Desktop development with C++ (community edition will suffice)
+- Specifically for _MacOS_:
+ - Xcode
-Building
+*Optionally*, if you like to contribute and build the documentations for RPG++, you will need the following tools and packages. Note that the building of documentations is not required to build the editor, and vice versa:
+- [Python version 3.12 or higher](https://www.python.org/) (to install Python, follow the specific instruction for your OS)
+- [doxygen](https://www.doxygen.nl/download.html)
+
+Building the RPG++ engine/editor
---
-Clone the project using git with
+1. Clone the project using git with
```bash
-git clone https://github.com/CDevv/rpgpp
+git clone https://github.com/rpgppengine/rpgpp.git
```
-To build all targets, run
+2. Build all targets by running the following commands (follow the instructions to install packages if there is one)
```bash
xmake build --all
```
-If xmake failed to build, try force reinstalling the packages with
+_If xmake failed to build, try force reinstalling the packages with_
```bash
xmake clean --all # remove build artifacts
xmake require --clean # remove installed package cache for project
xmake require --force # force install of package
```
-Running
+Building the documentations
---
+1. Create a Python environment if you haven't created one with
+```bash
+python -m venv .venv # you may need to specify a different command like "python3" if you have multiple versions of Python
+```
+
+2. Activate the environment with one of the following commands
+```bash
+# For Windows
+.venv\Scripts\activate.bat # cmd
+.venv\Scripts\Activate.ps1 # powershell
+# For Linux/MacOS
+source .venv/bin/activate # bash/zsh
+source .venv/bin/activate.fish # fish
+source .venv/bin/activate.csh # csh/tcsh
+```
-To start the editor, run
+3. Install the necessary packages with
+```bash
+pip install -r requirements.txt
+```
+4. Generate and build the docs with
+```bash
+xmake build_doc
+```
+or optionally, run each of the commands below __if the command above fails__:
+```bash
+mkdir -p build/
+doxygen doxygen.conf
+breathe-apidoc -o docs/Dev -m -f build/doxygen/xml
+make html
+```
+
+If you want to build documentation for the Lua API, you can run the following (you need to have [LuaLS](https://luals.github.io/)):
+```bash
+lua-language-server --doc=luasrc/ --doc_out_path=docs/userapi/
+```
+
+You should see the docs output at `build/html`.
+
+Running the editor
+---
+
+To start the RPG++ editor, run
```bash
xmake run editor
```
+Serving the documentation
+---
+
+To serve the documentation, you can use any server hosting software. Make sure that the software is set to host at `build/html` within the repo.
+
+For example, to serve the documentation with Python's builtin `http.server`, run the following command within the root of the repo:
+```bash
+python -m http.server --directory build/html
+```
+
Translation
---
diff --git a/doc.json b/doc.json
new file mode 100644
index 00000000..1ffb4add
--- /dev/null
+++ b/doc.json
@@ -0,0 +1,808 @@
+[
+ {
+ "defines": [
+ {
+ "async": false,
+ "deprecated": false,
+ "file": "types.lua",
+ "finish": [
+ 21,
+ 16
+ ],
+ "start": [
+ 21,
+ 11
+ ],
+ "type": "doc.class",
+ "view": "Actor",
+ "visible": "public"
+ }
+ ],
+ "fields": [
+ {
+ "async": false,
+ "deprecated": false,
+ "extends": {
+ "args": [],
+ "finish": [
+ 25,
+ 32
+ ],
+ "returns": [
+ {
+ "type": "function.return",
+ "view": "Vector2"
+ }
+ ],
+ "start": [
+ 25,
+ 0
+ ],
+ "type": "function",
+ "view": "function Actor.GetPosition()\n -> Vector2"
+ },
+ "file": "types.lua",
+ "finish": [
+ 25,
+ 26
+ ],
+ "name": "GetPosition",
+ "start": [
+ 25,
+ 9
+ ],
+ "type": "setfield",
+ "view": "function",
+ "visible": "public"
+ }
+ ],
+ "name": "Actor",
+ "type": "type",
+ "view": "Actor"
+ },
+ {
+ "defines": [
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " The StateService is responsible for storing gameplay-related variables\n that make up the state of the game.\n\n !doctype module",
+ "file": "stateService.lua",
+ "finish": [
+ 4,
+ 20
+ ],
+ "rawdesc": " The StateService is responsible for storing gameplay-related variables\n that make up the state of the game.\n\n !doctype module",
+ "start": [
+ 4,
+ 11
+ ],
+ "type": "doc.class",
+ "view": "GameState",
+ "visible": "public"
+ }
+ ],
+ "desc": " The StateService is responsible for storing gameplay-related variables\n that make up the state of the game.\n\n !doctype module",
+ "fields": [
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " Get a property",
+ "extends": {
+ "args": [
+ {
+ "finish": [
+ 10,
+ 27
+ ],
+ "name": "prop",
+ "start": [
+ 10,
+ 23
+ ],
+ "type": "local",
+ "view": "any"
+ }
+ ],
+ "desc": " Get a property",
+ "finish": [
+ 10,
+ 32
+ ],
+ "rawdesc": " Get a property",
+ "returns": [
+ {
+ "type": "function.return",
+ "view": "any"
+ }
+ ],
+ "start": [
+ 10,
+ 0
+ ],
+ "type": "function",
+ "view": "function GameState.Get(prop: any)\n -> any"
+ },
+ "file": "stateService.lua",
+ "finish": [
+ 10,
+ 22
+ ],
+ "name": "Get",
+ "rawdesc": " Get a property",
+ "start": [
+ 10,
+ 9
+ ],
+ "type": "setfield",
+ "view": "function",
+ "visible": "public"
+ },
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " Set the property with the chosen value.",
+ "extends": {
+ "args": [
+ {
+ "finish": [
+ 15,
+ 27
+ ],
+ "name": "prop",
+ "start": [
+ 15,
+ 23
+ ],
+ "type": "local",
+ "view": "any"
+ },
+ {
+ "finish": [
+ 15,
+ 34
+ ],
+ "name": "value",
+ "start": [
+ 15,
+ 29
+ ],
+ "type": "local",
+ "view": "any"
+ }
+ ],
+ "desc": " Set the property with the chosen value.",
+ "finish": [
+ 15,
+ 39
+ ],
+ "rawdesc": " Set the property with the chosen value.",
+ "start": [
+ 15,
+ 0
+ ],
+ "type": "function",
+ "view": "function GameState.Set(prop: any, value: any)"
+ },
+ "file": "stateService.lua",
+ "finish": [
+ 15,
+ 22
+ ],
+ "name": "Set",
+ "rawdesc": " Set the property with the chosen value.",
+ "start": [
+ 15,
+ 9
+ ],
+ "type": "setfield",
+ "view": "function",
+ "visible": "public"
+ }
+ ],
+ "name": "GameState",
+ "rawdesc": " The StateService is responsible for storing gameplay-related variables\n that make up the state of the game.\n\n !doctype module",
+ "type": "type",
+ "view": "GameState"
+ },
+ {
+ "defines": [
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " The InterfaceService acts for the User Interface (UI).\n\n !doctype module",
+ "file": "interfaceService.lua",
+ "finish": [
+ 3,
+ 20
+ ],
+ "rawdesc": " The InterfaceService acts for the User Interface (UI).\n\n !doctype module",
+ "start": [
+ 3,
+ 11
+ ],
+ "type": "doc.class",
+ "view": "Interface",
+ "visible": "public"
+ }
+ ],
+ "desc": " The InterfaceService acts for the User Interface (UI).\n\n !doctype module",
+ "fields": [
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " Open a dialogue with a certain title.",
+ "extends": {
+ "args": [
+ {
+ "finish": [
+ 8,
+ 40
+ ],
+ "name": "dialogue",
+ "start": [
+ 8,
+ 32
+ ],
+ "type": "local",
+ "view": "string"
+ }
+ ],
+ "desc": " Open a dialogue with a certain title.",
+ "finish": [
+ 8,
+ 45
+ ],
+ "rawdesc": " Open a dialogue with a certain title.",
+ "start": [
+ 8,
+ 0
+ ],
+ "type": "function",
+ "view": "function Interface.OpenDialogue(dialogue: string)"
+ },
+ "file": "interfaceService.lua",
+ "finish": [
+ 8,
+ 31
+ ],
+ "name": "OpenDialogue",
+ "rawdesc": " Open a dialogue with a certain title.",
+ "start": [
+ 8,
+ 9
+ ],
+ "type": "setfield",
+ "view": "function",
+ "visible": "public"
+ },
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " hello.",
+ "extends": {
+ "args": [],
+ "desc": " hello.",
+ "finish": [
+ 11,
+ 29
+ ],
+ "rawdesc": " hello.",
+ "start": [
+ 11,
+ 0
+ ],
+ "type": "function",
+ "view": "function Interface.test()"
+ },
+ "file": "interfaceService.lua",
+ "finish": [
+ 11,
+ 23
+ ],
+ "name": "test",
+ "rawdesc": " hello.",
+ "start": [
+ 11,
+ 9
+ ],
+ "type": "setfield",
+ "view": "function",
+ "visible": "public"
+ }
+ ],
+ "name": "Interface",
+ "rawdesc": " The InterfaceService acts for the User Interface (UI).\n\n !doctype module",
+ "type": "type",
+ "view": "Interface"
+ },
+ {
+ "DOC": "/home/nikodev/Документи/Projects/rpgpp/luasrc",
+ "defines": [],
+ "fields": [],
+ "name": "LuaLS",
+ "type": "luals.config"
+ },
+ {
+ "defines": [
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " The SoundService is responsible for playing sounds and managing the current background music\n\n !doctype module",
+ "file": "soundsService.lua",
+ "finish": [
+ 3,
+ 17
+ ],
+ "rawdesc": " The SoundService is responsible for playing sounds and managing the current background music\n\n !doctype module",
+ "start": [
+ 3,
+ 11
+ ],
+ "type": "doc.class",
+ "view": "Sounds",
+ "visible": "public"
+ }
+ ],
+ "desc": " The SoundService is responsible for playing sounds and managing the current background music\n\n !doctype module",
+ "fields": [
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " Load the music with the specified id.",
+ "extends": {
+ "args": [
+ {
+ "finish": [
+ 12,
+ 31
+ ],
+ "name": "music",
+ "start": [
+ 12,
+ 26
+ ],
+ "type": "local",
+ "view": "string"
+ }
+ ],
+ "desc": " Load the music with the specified id.",
+ "finish": [
+ 12,
+ 36
+ ],
+ "rawdesc": " Load the music with the specified id.",
+ "start": [
+ 12,
+ 0
+ ],
+ "type": "function",
+ "view": "function Sounds.LoadMusic(music: string)"
+ },
+ "file": "soundsService.lua",
+ "finish": [
+ 12,
+ 25
+ ],
+ "name": "LoadMusic",
+ "rawdesc": " Load the music with the specified id.",
+ "start": [
+ 12,
+ 9
+ ],
+ "type": "setfield",
+ "view": "function",
+ "visible": "public"
+ },
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " Play the loaded music.",
+ "extends": {
+ "args": [],
+ "desc": " Play the loaded music.",
+ "finish": [
+ 15,
+ 31
+ ],
+ "rawdesc": " Play the loaded music.",
+ "start": [
+ 15,
+ 0
+ ],
+ "type": "function",
+ "view": "function Sounds.PlayMusic()"
+ },
+ "file": "soundsService.lua",
+ "finish": [
+ 15,
+ 25
+ ],
+ "name": "PlayMusic",
+ "rawdesc": " Play the loaded music.",
+ "start": [
+ 15,
+ 9
+ ],
+ "type": "setfield",
+ "view": "function",
+ "visible": "public"
+ },
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " Play the sound with the specified id.",
+ "extends": {
+ "args": [
+ {
+ "finish": [
+ 8,
+ 31
+ ],
+ "name": "sound",
+ "start": [
+ 8,
+ 26
+ ],
+ "type": "local",
+ "view": "string"
+ }
+ ],
+ "desc": " Play the sound with the specified id.",
+ "finish": [
+ 8,
+ 36
+ ],
+ "rawdesc": " Play the sound with the specified id.",
+ "start": [
+ 8,
+ 0
+ ],
+ "type": "function",
+ "view": "function Sounds.PlaySound(sound: string)"
+ },
+ "file": "soundsService.lua",
+ "finish": [
+ 8,
+ 25
+ ],
+ "name": "PlaySound",
+ "rawdesc": " Play the sound with the specified id.",
+ "start": [
+ 8,
+ 9
+ ],
+ "type": "setfield",
+ "view": "function",
+ "visible": "public"
+ }
+ ],
+ "name": "Sounds",
+ "rawdesc": " The SoundService is responsible for playing sounds and managing the current background music\n\n !doctype module",
+ "type": "type",
+ "view": "Sounds"
+ },
+ {
+ "defines": [
+ {
+ "async": false,
+ "deprecated": false,
+ "file": "types.lua",
+ "finish": [
+ 0,
+ 18
+ ],
+ "start": [
+ 0,
+ 11
+ ],
+ "type": "doc.class",
+ "view": "Vector2",
+ "visible": "public"
+ }
+ ],
+ "fields": [
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " Construct a new `Vector2`",
+ "extends": {
+ "args": [
+ {
+ "finish": [
+ 7,
+ 22
+ ],
+ "name": "x",
+ "start": [
+ 7,
+ 21
+ ],
+ "type": "local",
+ "view": "any"
+ },
+ {
+ "finish": [
+ 7,
+ 25
+ ],
+ "name": "y",
+ "start": [
+ 7,
+ 24
+ ],
+ "type": "local",
+ "view": "any"
+ }
+ ],
+ "desc": " Construct a new `Vector2`",
+ "finish": [
+ 7,
+ 30
+ ],
+ "rawdesc": " Construct a new `Vector2`",
+ "start": [
+ 7,
+ 0
+ ],
+ "type": "function",
+ "view": "function Vector2.new(x: any, y: any)"
+ },
+ "file": "types.lua",
+ "finish": [
+ 7,
+ 20
+ ],
+ "name": "new",
+ "rawdesc": " Construct a new `Vector2`",
+ "start": [
+ 7,
+ 9
+ ],
+ "type": "setfield",
+ "view": "function",
+ "visible": "public"
+ },
+ {
+ "async": false,
+ "deprecated": false,
+ "extends": {
+ "finish": [
+ 3,
+ 13
+ ],
+ "start": [
+ 3,
+ 12
+ ],
+ "type": "integer",
+ "view": "integer"
+ },
+ "file": "types.lua",
+ "finish": [
+ 3,
+ 9
+ ],
+ "name": "x",
+ "start": [
+ 3,
+ 0
+ ],
+ "type": "setfield",
+ "view": "integer",
+ "visible": "public"
+ },
+ {
+ "async": false,
+ "deprecated": false,
+ "extends": {
+ "finish": [
+ 4,
+ 13
+ ],
+ "start": [
+ 4,
+ 12
+ ],
+ "type": "integer",
+ "view": "integer"
+ },
+ "file": "types.lua",
+ "finish": [
+ 4,
+ 9
+ ],
+ "name": "y",
+ "start": [
+ 4,
+ 0
+ ],
+ "type": "setfield",
+ "view": "integer",
+ "visible": "public"
+ }
+ ],
+ "name": "Vector2",
+ "type": "type",
+ "view": "Vector2"
+ },
+ {
+ "defines": [
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " The WorldService is responsible for containing and drawing the Room.\n\n !doctype module",
+ "file": "worldService.lua",
+ "finish": [
+ 3,
+ 23
+ ],
+ "rawdesc": " The WorldService is responsible for containing and drawing the Room.\n\n !doctype module",
+ "start": [
+ 3,
+ 11
+ ],
+ "type": "doc.class",
+ "view": "WorldService",
+ "visible": "public"
+ }
+ ],
+ "desc": " The WorldService is responsible for containing and drawing the Room.\n\n !doctype module",
+ "fields": [
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " Get the Player.",
+ "extends": {
+ "args": [],
+ "desc": " Get the Player.",
+ "finish": [
+ 8,
+ 37
+ ],
+ "rawdesc": " Get the Player.",
+ "returns": [
+ {
+ "type": "function.return",
+ "view": "Player"
+ }
+ ],
+ "start": [
+ 8,
+ 0
+ ],
+ "type": "function",
+ "view": "function WorldService.GetPlayer()\n -> Player"
+ },
+ "file": "worldService.lua",
+ "finish": [
+ 8,
+ 31
+ ],
+ "name": "GetPlayer",
+ "rawdesc": " Get the Player.",
+ "start": [
+ 8,
+ 9
+ ],
+ "type": "setfield",
+ "view": "function",
+ "visible": "public"
+ },
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " Get the current Room",
+ "extends": {
+ "args": [],
+ "desc": " Get the current Room",
+ "finish": [
+ 16,
+ 35
+ ],
+ "rawdesc": " Get the current Room",
+ "returns": [
+ {
+ "type": "function.return",
+ "view": "Room"
+ }
+ ],
+ "start": [
+ 16,
+ 0
+ ],
+ "type": "function",
+ "view": "function WorldService.GetRoom()\n -> Room"
+ },
+ "file": "worldService.lua",
+ "finish": [
+ 16,
+ 29
+ ],
+ "name": "GetRoom",
+ "rawdesc": " Get the current Room",
+ "start": [
+ 16,
+ 9
+ ],
+ "type": "setfield",
+ "view": "function",
+ "visible": "public"
+ },
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " Set the current room using a room title in the game.",
+ "extends": {
+ "args": [
+ {
+ "finish": [
+ 12,
+ 34
+ ],
+ "name": "room",
+ "start": [
+ 12,
+ 30
+ ],
+ "type": "local",
+ "view": "string"
+ }
+ ],
+ "desc": " Set the current room using a room title in the game.",
+ "finish": [
+ 12,
+ 39
+ ],
+ "rawdesc": " Set the current room using a room title in the game.",
+ "start": [
+ 12,
+ 0
+ ],
+ "type": "function",
+ "view": "function WorldService.SetRoom(room: string)"
+ },
+ "file": "worldService.lua",
+ "finish": [
+ 12,
+ 29
+ ],
+ "name": "SetRoom",
+ "rawdesc": " Set the current room using a room title in the game.",
+ "start": [
+ 12,
+ 9
+ ],
+ "type": "setfield",
+ "view": "function",
+ "visible": "public"
+ }
+ ],
+ "name": "WorldService",
+ "rawdesc": " The WorldService is responsible for containing and drawing the Room.\n\n !doctype module",
+ "type": "type",
+ "view": "WorldService"
+ },
+ {
+ "defines": [
+ {
+ "desc": "```lua\n{\n DOWN_IDLE: integer = 0,\n DOWN: integer = 1,\n UP_IDLE: integer = 2,\n UP: integer = 3,\n LEFT_IDLE: integer = 4,\n LEFT: integer = 5,\n RIGHT_IDLE: integer = 6,\n RIGHT: integer = 7,\n}\n```",
+ "file": "types.lua",
+ "finish": [
+ 9,
+ 13
+ ],
+ "rawdesc": "```lua\n{\n DOWN_IDLE: integer = 0,\n DOWN: integer = 1,\n UP_IDLE: integer = 2,\n UP: integer = 3,\n LEFT_IDLE: integer = 4,\n LEFT: integer = 5,\n RIGHT_IDLE: integer = 6,\n RIGHT: integer = 7,\n}\n```",
+ "start": [
+ 9,
+ 10
+ ],
+ "type": "doc.enum",
+ "view": "dir"
+ }
+ ],
+ "fields": [],
+ "name": "dir",
+ "type": "type",
+ "view": "dir"
+ }
+]
\ No newline at end of file
diff --git a/doc.md b/doc.md
new file mode 100644
index 00000000..bee39449
--- /dev/null
+++ b/doc.md
@@ -0,0 +1,177 @@
+# Actor
+
+## GetPosition
+
+
+```lua
+function Actor.GetPosition()
+ -> Vector2
+```
+
+
+---
+
+# GameState
+
+ The StateService is responsible for storing gameplay-related variables
+ that make up the state of the game.
+
+ !doctype module
+
+## Get
+
+
+```lua
+function GameState.Get(prop: any)
+ -> any
+```
+
+ Get a property
+
+## Set
+
+
+```lua
+function GameState.Set(prop: any, value: any)
+```
+
+ Set the property with the chosen value.
+
+
+---
+
+# Interface
+
+ The InterfaceService acts for the User Interface (UI).
+
+ !doctype module
+
+## OpenDialogue
+
+
+```lua
+function Interface.OpenDialogue(dialogue: string)
+```
+
+ Open a dialogue with a certain title.
+
+## test
+
+
+```lua
+function Interface.test()
+```
+
+ hello.
+
+
+---
+
+# LuaLS
+
+
+---
+
+# Sounds
+
+ The SoundService is responsible for playing sounds and managing the current background music
+
+ !doctype module
+
+## LoadMusic
+
+
+```lua
+function Sounds.LoadMusic(music: string)
+```
+
+ Load the music with the specified id.
+
+## PlayMusic
+
+
+```lua
+function Sounds.PlayMusic()
+```
+
+ Play the loaded music.
+
+## PlaySound
+
+
+```lua
+function Sounds.PlaySound(sound: string)
+```
+
+ Play the sound with the specified id.
+
+
+---
+
+# Vector2
+
+## new
+
+
+```lua
+function Vector2.new(x: any, y: any)
+```
+
+ Construct a new `Vector2`
+
+## x
+
+
+```lua
+integer
+```
+
+## y
+
+
+```lua
+integer
+```
+
+
+---
+
+# WorldService
+
+ The WorldService is responsible for containing and drawing the Room.
+
+ !doctype module
+
+## GetPlayer
+
+
+```lua
+function WorldService.GetPlayer()
+ -> Player
+```
+
+ Get the Player.
+
+## GetRoom
+
+
+```lua
+function WorldService.GetRoom()
+ -> Room
+```
+
+ Get the current Room
+
+## SetRoom
+
+
+```lua
+function WorldService.SetRoom(room: string)
+```
+
+ Set the current room using a room title in the game.
+
+
+---
+
+# dir
\ No newline at end of file
diff --git a/docs/conf.py b/docs/conf.py
new file mode 100644
index 00000000..b7161076
--- /dev/null
+++ b/docs/conf.py
@@ -0,0 +1,36 @@
+import sys
+import os
+
+# Configuration file for the Sphinx documentation builder.
+#
+# For the full list of built-in configuration values, see the documentation:
+# https://www.sphinx-doc.org/en/master/usage/configuration.html
+
+# -- Project information -----------------------------------------------------
+# https://www.sphinx-doc.org/en/master/usage/configuration.html#project-information
+
+project = 'RPG++'
+copyright = '2026, RPG++ Contributors'
+author = 'RPG++ Contributors'
+
+# -- General configuration ---------------------------------------------------
+# https://www.sphinx-doc.org/en/master/usage/configuration.html#general-configuration
+
+sys.path.append('.venv/lib/python3.14/site-packages/breathe/')
+
+extensions = ['myst_parser', 'sphinx.ext.autodoc', 'sphinx.ext.autosummary', 'breathe', 'sphinx_lua_ls']
+
+templates_path = ['_templates']
+exclude_patterns = []
+
+# -- Options for HTML output -------------------------------------------------
+# https://www.sphinx-doc.org/en/master/usage/configuration.html#options-for-html-output
+
+html_theme = 'furo'
+html_static_path = ['_static']
+
+breathe_projects = {"RPG++": "../build/doxygen/xml"}
+breathe_default_project = "RPG++"
+
+lua_ls_project_root = "../luasrc"
+lua_ls_backend = "luals"
diff --git a/docs/dev-additional/compile.rst b/docs/dev-additional/compile.rst
new file mode 100644
index 00000000..d07c9a95
--- /dev/null
+++ b/docs/dev-additional/compile.rst
@@ -0,0 +1,73 @@
+Compiling RPG++
+===============
+
+====================
+Getting dependencies
+====================
+
+To build RPG++, you will need the following tools and packages:
+
+- **For all platforms**:
+
+ - `xmake `__ (follow the instructions on the website to install XMake on your system)
+ - `git `__
+
+- Specifically for **Linux** (instructions to install packages are listed below):
+
+ - Packages: ``gcc``, ``g++``, ``make``, ``ninja``, ``libx11-dev``, ``libxrandr-dev``, ``libxinerama-dev``, ``libxcursor-dev``, ``libxi-dev``, ``libgl1-mesa-dev``, and ``mesa-common-dev``
+
+ - Debian:
+
+ .. code-block:: bash
+
+ sudo apt install build-essential ninja-build libx11-dev libxrandr-dev libxinerama-dev libxcursor-dev libxi-dev libgl1-mesa-dev mesa-common-dev
+
+ - Fedora:
+
+ .. code-block:: bash
+
+ sudo dnf install gcc gcc-c++ make ninja-build libX11-devel libXrandr-devel libXinerama-devel libXcursor-devel libXi-devel mesa-libGL-devel
+
+ - Arch Linux:
+
+ .. code-block:: bash
+
+ sudo pacman -S base-devel ninja libx11 libxrandr libxinerama libxcursor libxi mesa
+
+- Specifically for **Windows**:
+
+ - Visual Studio 2019 or later with Desktop development with C++ (community edition will suffice)
+
+- Specifically for **MacOS**:
+
+ - Xcode
+
+========
+Building
+========
+
+1. Clone the project using git with
+
+``git clone https://github.com/rpgppengine/rpgpp.git``
+
+2. Build all targets by running the following commands (follow the instructions to install packages if there is one)
+
+``xmake build --all``
+
+.. warning:: If build fails.
+
+ You can try the following:
+
+ ::
+
+ xmake clean --all # remove build artifacts
+ xmake require --clean # remove installed package cache for project
+ xmake require --force # force install of package
+
+=======
+Running
+=======
+
+You can run the RPG++ Editor with:
+
+``xmake run editor``
diff --git a/docs/dev.rst b/docs/dev.rst
new file mode 100644
index 00000000..f6e689fc
--- /dev/null
+++ b/docs/dev.rst
@@ -0,0 +1,9 @@
+Developer Docs
+==============
+
+.. toctree::
+ dev-additional/compile
+ Dev/classlist
+ Dev/structlist
+ Dev/filelist
+ Dev/namespacelist
diff --git a/docs/guide.rst b/docs/guide.rst
new file mode 100644
index 00000000..66a0ba2a
--- /dev/null
+++ b/docs/guide.rst
@@ -0,0 +1,13 @@
+User Guide
+==========
+
+Learn how to install and use RPG++ to make a simple RPG game!
+
+.. toctree::
+
+ guide/install
+ guide/newproject
+ guide/mainconcepts
+ guide/editorlayout
+ guide/editoroptions
+ guide/typesindex
\ No newline at end of file
diff --git a/docs/guide/editorlayout.rst b/docs/guide/editorlayout.rst
new file mode 100644
index 00000000..5273e271
--- /dev/null
+++ b/docs/guide/editorlayout.rst
@@ -0,0 +1,63 @@
+Editor Layout
+=============
+
+.. image:: ../images/rpgpp-editorlayout.png
+
+* `(1)` - **Menu Bar**
+
+Here you have different options about the Editor or the currently opened project (if any)
+
+ * File
+
+ * *New Project* - Create a new project using the 'New Project' prompt.
+
+ * *Open Project* - Open an already existing project using the file chooser dialog.
+
+ * *Save File* - Save the currently opened file.
+
+ * Edit
+
+ * *Undo* - Undo the last action.
+
+ * *Redo* - Redo the action that was last undone.
+
+ * Options
+
+ * *Editor Options..* - Open the 'Options' window.
+
+ * About
+
+ * *About RPG++* - Show 'About RPG++' window.
+
+* `(2)` - **Project Menu**
+
+.. image:: ../images/rpgpp-projectmenu.png
+
+Here you can see the title of the opened project, as well as a Playtest button and a Build button
+
+ .. image:: ../images/rpgpp-projectplay.png
+ :width: 40%
+
+ * **Playtest** - Playtest the project
+
+ .. image:: ../images/rpgpp-projectbuild.png
+ :width: 40%
+
+ * **Build** - Export the project. This will result in a .bin file and an executable file in the project's root directory.
+
+* `(3)` - **Resources List**
+
+Here you can see the resources of the project. The dropdown lets you choose which type of resource do you want to be listed. You can click on any file listed here. The "New Resource" button creates a new resource of the type that is currently chosen in the dropdown.
+
+In this example, the Project's Maps are shown.
+
+.. image:: ../images/rpgpp-resourceslist.png
+ :width: 40%
+
+* `(4)` - **Opened Files Tabs**
+
+Here you can see opened files here. You can close any of them. The currently opened file will be highlighted with a lighter background color. You can click on another tab to open it.
+
+* `(5)` - **File View**
+
+In this View you can see information that you can edit about the currently opened file.
\ No newline at end of file
diff --git a/docs/guide/editoroptions.rst b/docs/guide/editoroptions.rst
new file mode 100644
index 00000000..aca3fed6
--- /dev/null
+++ b/docs/guide/editoroptions.rst
@@ -0,0 +1,29 @@
+Editor Options
+==============
+
+After choosing 'Editor Options..' in the menu bar, an 'Options' window pops up.
+
+.. image:: ../images/rpgpp-editoroptions.png
+ :width: 80%
+
+=======
+General
+=======
+
+* **Language**
+
+Choose one of the available languages that RPG++ is translated in.
+
+
+* **Theme**
+
+Choose one of the available built-in themes for RPG++.
+
+=======
+Hotkeys
+=======
+
+In this category, you can set hotkeys to any bindable action. To do it, simply click on the button next to the action. The Editor will wait for you to click a button on your keyboard or a key combo.
+
+.. image:: ../images/rpgpp-sethotkey.png
+ :width: 80%
diff --git a/docs/guide/install.rst b/docs/guide/install.rst
new file mode 100644
index 00000000..5d86a41c
--- /dev/null
+++ b/docs/guide/install.rst
@@ -0,0 +1,4 @@
+Install
+=======
+
+(WIP) To install RPG++..
\ No newline at end of file
diff --git a/docs/guide/mainconcepts.rst b/docs/guide/mainconcepts.rst
new file mode 100644
index 00000000..345e7077
--- /dev/null
+++ b/docs/guide/mainconcepts.rst
@@ -0,0 +1,57 @@
+Main Concepts
+=============
+
+This page describes main terminologies that are in use in RPG++.
+
+=================
+Project Structure
+=================
+
+An RPG++ project consists of a `proj.rpgpp` file and directories for each resource type in the engine.
+Each resource has an extension in its filename that is in use in RPG++ only. Resources themselves are JSON format files that follow a specific 'schema' that is specific to that resource type.
+
+For example, a `TileSet` file would have the `.rtiles` extension and has only 'source', 'tileWidth' and 'tileHeight' fields in it.
+
+Example of `TileSet` file contents:
+
+.. code:: json
+
+ {
+ "source": "images/Hills.png",
+ "tileWidth": 16,
+ "tileHeight": 16
+ }
+
+=======================
+Resource types in RPG++
+=======================
+
+Some resource types may have fields/properties that refer to a resource of another type.
+
+For example, `TileSet` has a 'source' field that refers to an image resource called 'Hills.png'.
+
+``"source": "images/Hills.png"``
+
+Such fields have the name of the directory that contains the specific resource type. In this example, images are in the 'images' directory, which is a subdirectory of the project root directory.
+
+Here is a list of all resource types:
+
+* TileSet
+
+==================
+Rooms and TileSets
+==================
+
+When we use rooms or tilesets, we must understand the terms 'world position' and 'atlas position'
+
+The 'atlas position' is the one that is used to identify a tile from a TileSet.
+
+.. image:: ../images/rpgpp-atlastile.png
+ :width: 80%
+
+The 'world position' is the one that a tile from a Room can have. Tiles from Rooms can have both an 'atlas position' and a 'world position'.
+
+.. image:: ../images/rpgpp-worldpos.png
+ :width: 80%
+
+
diff --git a/docs/guide/newproject.rst b/docs/guide/newproject.rst
new file mode 100644
index 00000000..c3b2f6f3
--- /dev/null
+++ b/docs/guide/newproject.rst
@@ -0,0 +1,10 @@
+Make a New Project
+==================
+
+Upon starting RPG++, you are greeted with the welcome screen. Here you can see your recently opened projects and you have the options to create a new project or open an already existing project.
+
+.. image:: ../images/rpgpp-mainmenu.png
+
+To make a new project, click on the 'New Project' button. It will present you with a dialog for creating a new project. Here you can type the new project's title and choose a location for it on your computer.
+
+.. image:: ../images/rpgpp-newproj.png
\ No newline at end of file
diff --git a/docs/guide/resourcetypes/actor.rst b/docs/guide/resourcetypes/actor.rst
new file mode 100644
index 00000000..05d7aa95
--- /dev/null
+++ b/docs/guide/resourcetypes/actor.rst
@@ -0,0 +1,101 @@
+Actor
+=====
+
+=================
+What is an Actor?
+=================
+
+An Actor represents a character in the world. The Player themselves have an Actor, that is used for their appearance. They can also interact with other Actors.
+
+Actors use a `TileSet` for their appearance. Animations have frames and each frame has an atlas position. They're looped, also. That means that every second a frame from the Actor's current animation is shown and then the animation advances to the next frame.
+
+Here is an example Actor file contents:
+
+.. code:: json
+
+ {
+ "animations": {
+ "down": [
+ [2, 0],
+ [3, 0]
+ ],
+ "down-idle": [
+ [0, 0],
+ [1, 0]
+ ],
+ "left": [
+ [2, 2],
+ [3, 2]
+ ],
+ "left-idle": [
+ [0, 2],
+ [1, 2]
+ ],
+ "right": [
+ [2, 3],
+ [3, 3]
+ ],
+ "right-idle": [
+ [0, 3],
+ [1, 3]
+ ],
+ "up": [
+ [2, 1],
+ [3, 1]
+ ],
+ "up-idle": [
+ [0, 1],
+ [1, 1]
+ ]
+ },
+ "collision": [
+ 0,
+ 24,
+ 48,
+ 24
+ ],
+ "tileset": "tilesets/actorTiles.rtiles"
+ }
+
+=============================
+Creating and editing an Actor
+=============================
+
+When creating an Actor, you must give a name and choose a TileSet for the Actor.
+
+.. image:: ../../images/rpgpp-createactor.png
+ :width: 80%
+
+Then, the Actor View will be shown.
+
+.. image:: ../../images/rpgpp-actorview.png
+
+
+
+`(1)` We have a view of the Actor themselves. You can drag around or zoon in and out using your mouse. THe Actor's appearance will vary on the current animation and current frame.
+
+`(2)` In the bottom of the screen we have the animation viewer.
+
+All frames in the current animation will be shown. The currently shown frame will have a blue border.
+Each of the frames here are clickable. Upon clicking, the currently shown frame will change to the one you've clicked.
+
+.. image:: ../../images/rpgpp-animationviewer.png
+ :width: 80%
+
+The Animation Viewer also has a dropdown and a few buttons for manipulating the animation or the current frame.
+
+* **Current Animation**:
+ The dropdown says which is the currently selected animation. You can change it from here. By default, the current shown animation is Down (Idle).
+
+* **Play**:
+ This button will play the currently shown animation. Upon clicking, the button changes to a "Pause" button, which pauses the animation.
+
+* **Edit Animation Data**:
+ This button will make the Actor View show the Actor's TileSet. The frame's atlas position will be shown in blue. If you want to change it, you will have to drag the blue square to another position.
+
+ .. image:: ../../images/rpgpp-editanimdata.png
+ :width: 80%
+
+ This button is toggleable, so you can click it again if you wanna leave edit mode.
+
+`(3)` Here you can edit the basic Actor properties. You can change the TileSet file and the collision size. You can also change the collision's size and position in the `(1)` Actor View by dragging the red rectangle or dragging its corners.
diff --git a/docs/guide/resourcetypes/dialogue.rst b/docs/guide/resourcetypes/dialogue.rst
new file mode 100644
index 00000000..062b4e12
--- /dev/null
+++ b/docs/guide/resourcetypes/dialogue.rst
@@ -0,0 +1,64 @@
+Dialogue
+========
+
+===================
+What is a Dialogue?
+===================
+
+A dialogue is a set of dialogue lines. Dialogue liens themselves contain a text content, an optional portrait and a character name.
+
+Example of a Dialogue file (.rdiag):
+
+.. code:: json
+
+ {
+ "diag": [
+ [
+ "Xenith",
+ "I changed the dialogue!",
+ "0",
+ ""
+ ],
+ [
+ "Xenith",
+ "This is the second line!",
+ "0",
+ ""
+ ],
+ [
+ "Xenith",
+ "Content",
+ "0",
+ ""
+ ]
+ ]
+ }
+
+===============================
+Creating and editing a Dialogue
+===============================
+
+For a Dialogue, you just need a name.
+
+.. image:: ../../images/rpgpp-createdialogue.png
+ :width: 80%
+
+When viewing a Dialogue, you will see an "Add a new line" button and a list of all the dialogue lines. New Dialogues will have no dialogue lines by default.
+
+.. image:: ../../images/rpgpp-dialogueview.png
+ :width: 80%
+
+The "Add a new line" button will add a new line to this Dialogue.
+
+.. image:: ../../images/rpgpp-newdialogueline.png
+ :width: 80%
+
+The "Has a portrait?" option sets whether this line will have a portrait image shown for it. If it is on, then you can select an image to be shown.
+
+You can also edit the Character name and the text content for the dialogue line.
+
+The 'X' button deletes this line.
+
+.. image:: ../../images/rpgpp-editeddialogueline.png
+ :width: 80%
+
diff --git a/docs/guide/resourcetypes/prop.rst b/docs/guide/resourcetypes/prop.rst
new file mode 100644
index 00000000..d52cb73d
--- /dev/null
+++ b/docs/guide/resourcetypes/prop.rst
@@ -0,0 +1,54 @@
+Prop
+====
+
+===============
+What is a Prop?
+===============
+
+A Prop represents an object in the Room that the Player may be able to interact with.
+
+Example file contents of a Prop file (.rprop):
+
+.. code:: json
+
+ {
+ "atlas_rect": [
+ 0,
+ 0,
+ 16,
+ 16
+ ],
+ "collision_rect": [
+ 0,
+ 0,
+ 16,
+ 16
+ ],
+ "has_interactable": false,
+ "image": "images/prop.png",
+ "interactable_type": ""
+ }
+
+===========================
+Creating and editing a Prop
+===========================
+
+To create a Prop, you need to give it a name and a name and an image.
+
+.. image:: ../../images/rpgpp-createprop.png
+ :width: 80%
+
+When opening a Prop, you can see a view of the Prop Image, in which you can drag around or zoom in and out. To the right are the properties of this Prop.
+
+.. image:: ../../images/rpgpp-propview.png
+ :width: 80%
+
+In the Prop view, the Atlas Rect has a blue rectangle, while the Collision Rect has a red rectangle. Both are moveable and resizeable using the mouse.
+
+You can choose if this Prop will have an Interactable. If yes, then you can choose the type of Interactable that this Prop will have.
+
+You can also change the image for this Prop.
+
+Atlas Rect refers to the portion of the Prop Image, that will be shown.
+Collision Rect refers to the position and size of the collision, relative to the top left corner of the Prop.
+Both properties have X and Y for position and W and H for size.
diff --git a/docs/guide/resourcetypes/room.rst b/docs/guide/resourcetypes/room.rst
new file mode 100644
index 00000000..5e52ffa1
--- /dev/null
+++ b/docs/guide/resourcetypes/room.rst
@@ -0,0 +1,102 @@
+Room
+====
+
+===============
+What is a Room?
+===============
+
+A Room represents a scene that contains a TileMap, interactables, collisions, NPCs and the Player. It is essentially the world in a sense. You can think of TileMap, interactables, collisions and the NPCs as different layers.
+
+Rooms have the ``.rmap`` extension. The base Room's file contents looks like this, where "map" is filled with arrays of [-1, -1]. The first element is the x atlas position and the second element is the y atlas position.
+
+.. code:: json
+
+ {
+ "actors": {},
+ "collision": [],
+ "height": 20,
+ "interactables": {},
+ "map": [],
+ "music_source": "",
+ "props": {},
+ "start_pos": [0, 0],
+ "tileSize": 48,
+ "tileset": "tilesets/mytiles.rtiles",
+ "width": 20
+ }
+
+===========================
+Creating and editing a Room
+===========================
+
+You can create a Room the usual way you create any other resource. You will be asked for a room title and a TileSet to be used for the Room.
+
+.. image:: ../../images/rpgpp-createroom.png
+ :width: 80%
+
+.. image:: ../../images/rpgpp-roomview.png
+ :width: 80%
+
+The basic properties of the Room will appear on the right. You can change the map's width and height. The default size is 20x20 (the size is in amount of tiles!). You can also change the TileSet, which is used for this Room. The background music can be set with "BG Music" or cleared with "Clear Music"
+
+=========
+Map Tools
+=========
+
+On the top, you can see the tools you can use to edit the map.
+
+.. image:: ../../images/rpgpp-maptools.png
+ :width: 80%
+
+We've got:
+
+* **Mouse**:
+ - It does not edit the map in any way and can be used to just pan around the map.
+
+* **Place**:
+ - You can place a chosen tile from the TileSet, an interactable, etc.
+
+* **Erase**:
+ - You can erase a tile on the map.
+
+* **Edit**:
+ - Change the selected map tile to use another atlas position from the TileSet.
+
+* **Start Point**:
+ - Change the Start Point where the Player will spawn upon entering this Room.
+
+* **Brush Mode**:
+ - Toggle brush mode, which would continuously place tiles as you hold the left mouse button.
+
+Keep in mind that the tools' functions depend on the currently selected layer. If it is Tiles, then you can place tiles. If it is Collisions, then you can place collision tiles and etc.
+
+==========
+Map Layers
+==========
+
+The Map editor introduces several layers, which are used to edit different parts of the map.
+
+* **Tiles**:
+ - The Tiles layer can be used to place, erase or edit tiles on the map. It allows you to choose which tile from the TileSet shall be placed.
+
+.. image:: ../../images/rpgpp-tileslayer.png
+ :width: 40%
+
+* **Collisions**:
+ - Allows you to place or erase 'collision tiles'. The Player will collide on them.
+
+* **Interactables**:
+ - Allows you to place, erase or edit Interactables - special tiles that the Player can interact with. You can select the Interactable you want to place. The engine offers built-in Interactables; Dialogue and Warper. You can edit the already placed interactables' properties.
+
+.. image:: ../../images/rpgpp-interactableslayer.png
+ :width: 40%
+
+* **Props**:
+ - Allows you to add, erase or edit Props. Props are like Interactables, but their appearance depends on their image.
+
+.. image:: ../../images/rpgpp-propslayer.png
+
+* **Actors**:
+ - Allows you to place or erase Actors. Actors is the name used to refer to NPCs or characters that you can place in the room. Actors must be given a name.
+
+.. image:: ../../images/rpgpp-actorslayer.png
\ No newline at end of file
diff --git a/docs/guide/resourcetypes/tileset.rst b/docs/guide/resourcetypes/tileset.rst
new file mode 100644
index 00000000..a90da4b1
--- /dev/null
+++ b/docs/guide/resourcetypes/tileset.rst
@@ -0,0 +1,39 @@
+TileSet
+=======
+
+==================
+What is a TileSet?
+==================
+
+A TileSet is a collection of tiles, created from one image. It is used to make up the map in a game.
+TileSets have a source image, a tile width and a tile height. A TileSet with an equal tile width and tile height can be called one with square tiles.
+
+Every tile `within a TileSet` has an atlas position with x and y. The amount of tiles and their positions will depend on the width and height of the image used.
+
+.. code:: json
+
+ {
+ "source": "images/Hills.png",
+ "tileWidth": 16,
+ "tileHeight": 16
+ }
+
+=============================
+Creating and editing TileSets
+=============================
+
+To create a TileSet resource, make sure you've selected "Tilesets" from the dropdown and click "New Resource". A dialog window for creating a TileSet resource will appear. You can choose a name for this TileSet. It will appear in the TileSet's filename. You can also choose the image that will be used for it.
+
+.. image:: ../../images/rpgpp-createtileset.png
+ :width: 80%
+
+Once you've created a TileSet, a new tab will appear. On the right side, you can see the properties of this TileSet.
+
+.. image:: ../../images/rpgpp-tilesetview.png
+ :width: 80%
+
+You can edit the tile width and height here. The "Square Tiles" button sets the tile width and tile height to be equal, by choosing the smaller of the too and setting both properties to that size. If the tile size was 32x16, then it would be 16x16 after clicking that button.
+
+The Texture property defines what image is used for this TileSet and essentially what will actually be drawn for it. Upon clicking the button, a file dialog will appear, asking you to choose an image that will be used. In the file itself, "source" will be set to "images/", where filename can be a value like "Hills.png".
+
+
diff --git a/docs/guide/typesindex.rst b/docs/guide/typesindex.rst
new file mode 100644
index 00000000..aa52e316
--- /dev/null
+++ b/docs/guide/typesindex.rst
@@ -0,0 +1,9 @@
+Resource Types
+==============
+
+.. toctree::
+ resourcetypes/tileset
+ resourcetypes/room
+ resourcetypes/actor
+ resourcetypes/dialogue
+ resourcetypes/prop
\ No newline at end of file
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diff --git a/docs/images/rpgpp-worldpos.png b/docs/images/rpgpp-worldpos.png
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diff --git a/docs/index.rst b/docs/index.rst
new file mode 100644
index 00000000..d59ad706
--- /dev/null
+++ b/docs/index.rst
@@ -0,0 +1,46 @@
+.. RPG++ documentation master file, created by
+ sphinx-quickstart on Fri Mar 27 17:52:07 2026.
+ You can adapt this file completely to your liking, but it should at least
+ contain the root `toctree` directive.
+
+RPG++ documentation
+===================
+
+Welcome to the RPG++ Engine documentation!
+
+You can see the User Guide here to learn how to make your first RPG++ game:
+
+.. toctree::
+ :maxdepth: 2
+ :caption: User Guide:
+
+ guide
+
+=============
+Scripting API
+=============
+
+RPG++ utilizes Lua for scripting. You can explore the Lua Scripting API here:
+
+.. toctree::
+ :maxdepth: 2
+ :caption: Scripting:
+
+ user
+
+============
+Contribution
+============
+
+You can file an issue on the `GitHub repo `__
+
+If you want to contribute to the engine, you can fork the repo and make a PR when you're ready! A documentation for developers in available here:
+
+.. toctree::
+ :maxdepth: 2
+ :caption: Developers:
+
+ dev
+
+
+
diff --git a/docs/user.rst b/docs/user.rst
new file mode 100644
index 00000000..d3d668c0
--- /dev/null
+++ b/docs/user.rst
@@ -0,0 +1,5 @@
+User Docs
+=========
+
+.. toctree::
+ userapi/doc
diff --git a/docs/userapi/doc.json b/docs/userapi/doc.json
new file mode 100644
index 00000000..f8a285e0
--- /dev/null
+++ b/docs/userapi/doc.json
@@ -0,0 +1,3910 @@
+[
+ {
+ "defines": [
+ {
+ "async": false,
+ "deprecated": false,
+ "file": "types.lua",
+ "finish": [
+ 22,
+ 16
+ ],
+ "start": [
+ 22,
+ 11
+ ],
+ "type": "doc.class",
+ "view": "Actor",
+ "visible": "public"
+ }
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+ "desc": " Change the Actor's current animation and play it.",
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+ ],
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+ "finish": [
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+ "start": [
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+ "file": "types.lua",
+ "finish": [
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+ ],
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+ "rawdesc": " Change the Actor's current animation and play it.",
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+ 9
+ ],
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+ "view": "function",
+ "visible": "public"
+ },
+ {
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+ "deprecated": false,
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+ "extends": {
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+ "finish": [
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+ 32
+ ],
+ "rawdesc": " Get the Actor's position",
+ "returns": [
+ {
+ "type": "function.return",
+ "view": "Vector2"
+ }
+ ],
+ "start": [
+ 27,
+ 0
+ ],
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+ "view": "(method) Actor:GetPosition()\n -> Vector2"
+ },
+ "file": "types.lua",
+ "finish": [
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+ 26
+ ],
+ "name": "GetPosition",
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+ "start": [
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+ ],
+ "type": "setmethod",
+ "view": "function",
+ "visible": "public"
+ },
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " Get this Actor's tile position.",
+ "extends": {
+ "args": [
+ {
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+ ],
+ "name": "self",
+ "start": [
+ 34,
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+ ],
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+ "view": "Actor"
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+ "finish": [
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+ ],
+ "rawdesc": " Get this Actor's tile position.",
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+ ],
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+ },
+ "file": "types.lua",
+ "finish": [
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+ "start": [
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+ ],
+ "type": "setmethod",
+ "view": "function",
+ "visible": "public"
+ },
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " Move the Actor using a velocity vector.",
+ "extends": {
+ "args": [
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+ "view": "Actor"
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+ "name": "velocity",
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+ "finish": [
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+ ],
+ "rawdesc": " Move the Actor using a velocity vector.",
+ "start": [
+ 43,
+ 0
+ ],
+ "type": "function",
+ "view": "(method) Actor:MoveByVelocity(velocity: Vector2)"
+ },
+ "file": "types.lua",
+ "finish": [
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+ 29
+ ],
+ "name": "MoveByVelocity",
+ "rawdesc": " Move the Actor using a velocity vector.",
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+ 43,
+ 9
+ ],
+ "type": "setmethod",
+ "view": "function",
+ "visible": "public"
+ },
+ {
+ "async": false,
+ "deprecated": false,
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+ "extends": {
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+ "name": "dir",
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+ }
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+ "desc": " Temporarily play an animation.",
+ "finish": [
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+ "finish": [
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+ "name": "PlayAnimation",
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+ "rawdesc": " Set this Actor's position.",
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+ 0
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+ "type": "function",
+ "view": "(method) Actor:SetPosition(newPosition: Vector2)"
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+ "file": "types.lua",
+ "finish": [
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+ ],
+ "name": "SetPosition",
+ "rawdesc": " Set this Actor's position.",
+ "start": [
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+ ],
+ "type": "setmethod",
+ "view": "function",
+ "visible": "public"
+ },
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " Set Actor position relative to a tile in the world.",
+ "extends": {
+ "args": [
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+ "finish": [
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+ 8
+ ],
+ "name": "self",
+ "start": [
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+ "name": "tileSize",
+ "start": [
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+ "finish": [
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+ 57
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+ "start": [
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+ 0
+ ],
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+ "file": "types.lua",
+ "finish": [
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+ 30
+ ],
+ "name": "SetTilePosition",
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+ "start": [
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+ 9
+ ],
+ "type": "setmethod",
+ "view": "function",
+ "visible": "public"
+ }
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+ {
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+ "file": "types.lua",
+ "finish": [
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+ 25
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+ ],
+ "type": "doc.class",
+ "view": "ActorContainer",
+ "visible": "public"
+ }
+ ],
+ "fields": [
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " Whether an Actor with such a name exists in the current room.",
+ "extends": {
+ "args": [
+ {
+ "finish": [
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+ ],
+ "name": "self",
+ "start": [
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+ ],
+ "type": "self",
+ "view": "ActorContainer"
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+ {
+ "finish": [
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+ ],
+ "name": "roomName",
+ "start": [
+ 209,
+ 31
+ ],
+ "type": "local",
+ "view": "string"
+ }
+ ],
+ "desc": " Whether an Actor with such a name exists in the current room.",
+ "finish": [
+ 209,
+ 44
+ ],
+ "rawdesc": " Whether an Actor with such a name exists in the current room.",
+ "returns": [
+ {
+ "type": "function.return",
+ "view": "boolean"
+ }
+ ],
+ "start": [
+ 209,
+ 0
+ ],
+ "type": "function",
+ "view": "(method) ActorContainer:Exists(roomName: string)\n -> boolean"
+ },
+ "file": "types.lua",
+ "finish": [
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+ 30
+ ],
+ "name": "Exists",
+ "rawdesc": " Whether an Actor with such a name exists in the current room.",
+ "start": [
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+ 9
+ ],
+ "type": "setmethod",
+ "view": "function",
+ "visible": "public"
+ },
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " Get an Actor by its in-room name.",
+ "extends": {
+ "args": [
+ {
+ "finish": [
+ 213,
+ 8
+ ],
+ "name": "self",
+ "start": [
+ 213,
+ 8
+ ],
+ "type": "self",
+ "view": "ActorContainer"
+ },
+ {
+ "finish": [
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+ ],
+ "name": "roomName",
+ "start": [
+ 213,
+ 28
+ ],
+ "type": "local",
+ "view": "any"
+ }
+ ],
+ "desc": " Get an Actor by its in-room name.",
+ "finish": [
+ 213,
+ 41
+ ],
+ "rawdesc": " Get an Actor by its in-room name.",
+ "returns": [
+ {
+ "type": "function.return",
+ "view": "Actor"
+ }
+ ],
+ "start": [
+ 213,
+ 0
+ ],
+ "type": "function",
+ "view": "(method) ActorContainer:Get(roomName: any)\n -> Actor"
+ },
+ "file": "types.lua",
+ "finish": [
+ 213,
+ 27
+ ],
+ "name": "Get",
+ "rawdesc": " Get an Actor by its in-room name.",
+ "start": [
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+ 9
+ ],
+ "type": "setmethod",
+ "view": "function",
+ "visible": "public"
+ },
+ {
+ "async": false,
+ "deprecated": false,
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+ "extends": {
+ "args": [
+ {
+ "finish": [
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+ 8
+ ],
+ "name": "self",
+ "start": [
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+ "type": "self",
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+ ],
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+ {
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+ ],
+ "type": "local",
+ "view": "string"
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+ {
+ "finish": [
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+ ],
+ "name": "roomName",
+ "start": [
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+ 44
+ ],
+ "type": "local",
+ "view": "string"
+ }
+ ],
+ "desc": " Add a new Actor at this tile position of this type. It will have this in-room name.",
+ "finish": [
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+ 57
+ ],
+ "rawdesc": " Add a new Actor at this tile position of this type. It will have this in-room name.",
+ "start": [
+ 200,
+ 0
+ ],
+ "type": "function",
+ "view": "(method) ActorContainer:Push(pos: Vector2, typeName: string, roomName: string)"
+ },
+ "file": "types.lua",
+ "finish": [
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+ ],
+ "name": "Push",
+ "rawdesc": " Add a new Actor at this tile position of this type. It will have this in-room name.",
+ "start": [
+ 200,
+ 9
+ ],
+ "type": "setmethod",
+ "view": "function",
+ "visible": "public"
+ },
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " Remove an Actor with this in-room name.",
+ "extends": {
+ "args": [
+ {
+ "finish": [
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+ ],
+ "name": "self",
+ "start": [
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+ ],
+ "type": "self",
+ "view": "ActorContainer"
+ },
+ {
+ "finish": [
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+ ],
+ "name": "roomName",
+ "start": [
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+ 31
+ ],
+ "type": "local",
+ "view": "string"
+ }
+ ],
+ "desc": " Remove an Actor with this in-room name.",
+ "finish": [
+ 204,
+ 44
+ ],
+ "rawdesc": " Remove an Actor with this in-room name.",
+ "start": [
+ 204,
+ 0
+ ],
+ "type": "function",
+ "view": "(method) ActorContainer:Remove(roomName: string)"
+ },
+ "file": "types.lua",
+ "finish": [
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+ 30
+ ],
+ "name": "Remove",
+ "rawdesc": " Remove an Actor with this in-room name.",
+ "start": [
+ 204,
+ 9
+ ],
+ "type": "setmethod",
+ "view": "function",
+ "visible": "public"
+ }
+ ],
+ "name": "ActorContainer",
+ "type": "type",
+ "view": "ActorContainer"
+ },
+ {
+ "defines": [
+ {
+ "async": false,
+ "deprecated": false,
+ "file": "types.lua",
+ "finish": [
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+ ],
+ "start": [
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+ ],
+ "type": "doc.class",
+ "view": "CollisionsContainer",
+ "visible": "public"
+ }
+ ],
+ "fields": [
+ {
+ "async": false,
+ "deprecated": false,
+ "extends": {
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+ ],
+ "name": "self",
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+ "finish": [
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+ ],
+ "type": "local",
+ "view": "Vector2"
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+ ],
+ "finish": [
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+ ],
+ "start": [
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+ ],
+ "type": "function",
+ "view": "(method) CollisionsContainer:Exists(item: Vector2)"
+ },
+ "file": "types.lua",
+ "finish": [
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+ ],
+ "name": "Exists",
+ "start": [
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+ ],
+ "type": "setmethod",
+ "view": "function",
+ "visible": "public"
+ },
+ {
+ "async": false,
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+ ],
+ "name": "self",
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+ ],
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+ "finish": [
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+ "name": "item",
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+ ],
+ "type": "local",
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+ ],
+ "finish": [
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+ "start": [
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+ ],
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+ "file": "types.lua",
+ "finish": [
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+ ],
+ "name": "Push",
+ "start": [
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+ ],
+ "type": "setmethod",
+ "view": "function",
+ "visible": "public"
+ },
+ {
+ "async": false,
+ "deprecated": false,
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+ {
+ "finish": [
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+ ],
+ "name": "self",
+ "start": [
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+ ],
+ "type": "self",
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+ {
+ "finish": [
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+ ],
+ "name": "item",
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+ ],
+ "type": "local",
+ "view": "Vector2"
+ }
+ ],
+ "finish": [
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+ ],
+ "start": [
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+ 0
+ ],
+ "type": "function",
+ "view": "(method) CollisionsContainer:Remove(item: Vector2)"
+ },
+ "file": "types.lua",
+ "finish": [
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+ ],
+ "name": "Remove",
+ "start": [
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+ ],
+ "type": "setmethod",
+ "view": "function",
+ "visible": "public"
+ }
+ ],
+ "name": "CollisionsContainer",
+ "type": "type",
+ "view": "CollisionsContainer"
+ },
+ {
+ "defines": [
+ {
+ "desc": "```lua\n{\n DOWN_IDLE: integer = 0,\n DOWN: integer = 1,\n UP_IDLE: integer = 2,\n UP: integer = 3,\n LEFT_IDLE: integer = 4,\n LEFT: integer = 5,\n RIGHT_IDLE: integer = 6,\n RIGHT: integer = 7,\n}\n```",
+ "file": "types.lua",
+ "finish": [
+ 10,
+ 19
+ ],
+ "rawdesc": "```lua\n{\n DOWN_IDLE: integer = 0,\n DOWN: integer = 1,\n UP_IDLE: integer = 2,\n UP: integer = 3,\n LEFT_IDLE: integer = 4,\n LEFT: integer = 5,\n RIGHT_IDLE: integer = 6,\n RIGHT: integer = 7,\n}\n```",
+ "start": [
+ 10,
+ 10
+ ],
+ "type": "doc.enum",
+ "view": "Direction"
+ }
+ ],
+ "fields": [],
+ "name": "Direction",
+ "type": "type",
+ "view": "Direction"
+ },
+ {
+ "defines": [
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " The StateService is responsible for storing gameplay-related variables\n that make up the state of the game.\n",
+ "file": "stateService.lua",
+ "finish": [
+ 3,
+ 20
+ ],
+ "rawdesc": " The StateService is responsible for storing gameplay-related variables\n that make up the state of the game.\n",
+ "start": [
+ 3,
+ 11
+ ],
+ "type": "doc.class",
+ "view": "GameState",
+ "visible": "public"
+ }
+ ],
+ "desc": " The StateService is responsible for storing gameplay-related variables\n that make up the state of the game.\n",
+ "fields": [
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " Get a property",
+ "extends": {
+ "args": [
+ {
+ "finish": [
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+ ],
+ "name": "prop",
+ "start": [
+ 9,
+ 23
+ ],
+ "type": "local",
+ "view": "string"
+ }
+ ],
+ "desc": " Get a property",
+ "finish": [
+ 9,
+ 32
+ ],
+ "rawdesc": " Get a property",
+ "returns": [
+ {
+ "type": "function.return",
+ "view": "any"
+ }
+ ],
+ "start": [
+ 9,
+ 0
+ ],
+ "type": "function",
+ "view": "function GameState.Get(prop: string)\n -> any"
+ },
+ "file": "stateService.lua",
+ "finish": [
+ 9,
+ 22
+ ],
+ "name": "Get",
+ "rawdesc": " Get a property",
+ "start": [
+ 9,
+ 9
+ ],
+ "type": "setfield",
+ "view": "function",
+ "visible": "public"
+ },
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " Set the property with the chosen value.",
+ "extends": {
+ "args": [
+ {
+ "finish": [
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+ 27
+ ],
+ "name": "prop",
+ "start": [
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+ 23
+ ],
+ "type": "local",
+ "view": "string"
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+ {
+ "finish": [
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+ ],
+ "name": "value",
+ "start": [
+ 14,
+ 29
+ ],
+ "type": "local",
+ "view": "any"
+ }
+ ],
+ "desc": " Set the property with the chosen value.",
+ "finish": [
+ 14,
+ 39
+ ],
+ "rawdesc": " Set the property with the chosen value.",
+ "start": [
+ 14,
+ 0
+ ],
+ "type": "function",
+ "view": "function GameState.Set(prop: string, value: any)"
+ },
+ "file": "stateService.lua",
+ "finish": [
+ 14,
+ 22
+ ],
+ "name": "Set",
+ "rawdesc": " Set the property with the chosen value.",
+ "start": [
+ 14,
+ 9
+ ],
+ "type": "setfield",
+ "view": "function",
+ "visible": "public"
+ }
+ ],
+ "name": "GameState",
+ "rawdesc": " The StateService is responsible for storing gameplay-related variables\n that make up the state of the game.\n",
+ "type": "type",
+ "view": "GameState"
+ },
+ {
+ "defines": [
+ {
+ "async": false,
+ "deprecated": false,
+ "file": "types.lua",
+ "finish": [
+ 96,
+ 23
+ ],
+ "start": [
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+ 11
+ ],
+ "type": "doc.class",
+ "view": "Interactable",
+ "visible": "public"
+ }
+ ],
+ "fields": [
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " Get the World position of this Interactable",
+ "extends": {
+ "args": [
+ {
+ "finish": [
+ 114,
+ 8
+ ],
+ "name": "self",
+ "start": [
+ 114,
+ 8
+ ],
+ "type": "self",
+ "view": "Interactable"
+ }
+ ],
+ "desc": " Get the World position of this Interactable",
+ "finish": [
+ 114,
+ 39
+ ],
+ "rawdesc": " Get the World position of this Interactable",
+ "returns": [
+ {
+ "type": "function.return",
+ "view": "Vector2"
+ }
+ ],
+ "start": [
+ 114,
+ 0
+ ],
+ "type": "function",
+ "view": "(method) Interactable:GetPosition()\n -> Vector2"
+ },
+ "file": "types.lua",
+ "finish": [
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+ 33
+ ],
+ "name": "GetPosition",
+ "rawdesc": " Get the World position of this Interactable",
+ "start": [
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+ 9
+ ],
+ "type": "setmethod",
+ "view": "function",
+ "visible": "public"
+ },
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " Get this Interactable's type",
+ "extends": {
+ "args": [
+ {
+ "finish": [
+ 118,
+ 8
+ ],
+ "name": "self",
+ "start": [
+ 118,
+ 8
+ ],
+ "type": "self",
+ "view": "Interactable"
+ }
+ ],
+ "desc": " Get this Interactable's type",
+ "finish": [
+ 118,
+ 35
+ ],
+ "rawdesc": " Get this Interactable's type",
+ "returns": [
+ {
+ "type": "function.return",
+ "view": "string"
+ }
+ ],
+ "start": [
+ 118,
+ 0
+ ],
+ "type": "function",
+ "view": "(method) Interactable:GetType()\n -> string"
+ },
+ "file": "types.lua",
+ "finish": [
+ 118,
+ 29
+ ],
+ "name": "GetType",
+ "rawdesc": " Get this Interactable's type",
+ "start": [
+ 118,
+ 9
+ ],
+ "type": "setmethod",
+ "view": "function",
+ "visible": "public"
+ },
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " Whether this Interactable is set to be interacted with on player collision or not.",
+ "extends": {
+ "args": [
+ {
+ "finish": [
+ 106,
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+ ],
+ "name": "self",
+ "start": [
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+ ],
+ "type": "self",
+ "view": "Interactable"
+ }
+ ],
+ "desc": " Whether this Interactable is set to be interacted with on player collision or not.",
+ "finish": [
+ 106,
+ 37
+ ],
+ "rawdesc": " Whether this Interactable is set to be interacted with on player collision or not.",
+ "returns": [
+ {
+ "type": "function.return",
+ "view": "boolean"
+ }
+ ],
+ "start": [
+ 106,
+ 0
+ ],
+ "type": "function",
+ "view": "(method) Interactable:IsOnTouch()\n -> boolean"
+ },
+ "file": "types.lua",
+ "finish": [
+ 106,
+ 31
+ ],
+ "name": "IsOnTouch",
+ "rawdesc": " Whether this Interactable is set to be interacted with on player collision or not.",
+ "start": [
+ 106,
+ 9
+ ],
+ "type": "setmethod",
+ "view": "function",
+ "visible": "public"
+ },
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " Set whether this interactable will be invoked when player touches it. ",
+ "extends": {
+ "args": [
+ {
+ "finish": [
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+ ],
+ "name": "self",
+ "start": [
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+ ],
+ "type": "self",
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+ {
+ "finish": [
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+ ],
+ "name": "value",
+ "start": [
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+ ],
+ "type": "local",
+ "view": "boolean"
+ }
+ ],
+ "desc": " Set whether this interactable will be invoked when player touches it. ",
+ "finish": [
+ 110,
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+ ],
+ "rawdesc": " Set whether this interactable will be invoked when player touches it. ",
+ "start": [
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+ ],
+ "type": "function",
+ "view": "(method) Interactable:SetOnTouch(value: boolean)"
+ },
+ "file": "types.lua",
+ "finish": [
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+ ],
+ "name": "SetOnTouch",
+ "rawdesc": " Set whether this interactable will be invoked when player touches it. ",
+ "start": [
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+ ],
+ "type": "setmethod",
+ "view": "function",
+ "visible": "public"
+ },
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " Set an Interactable's property",
+ "extends": {
+ "args": [
+ {
+ "finish": [
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+ ],
+ "name": "self",
+ "start": [
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+ ],
+ "type": "self",
+ "view": "Interactable"
+ },
+ {
+ "finish": [
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+ ],
+ "name": "key",
+ "start": [
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+ ],
+ "type": "local",
+ "view": "any"
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+ {
+ "finish": [
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+ ],
+ "name": "value",
+ "start": [
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+ ],
+ "type": "local",
+ "view": "any"
+ }
+ ],
+ "desc": " Set an Interactable's property",
+ "finish": [
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+ ],
+ "rawdesc": " Set an Interactable's property",
+ "start": [
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+ 0
+ ],
+ "type": "function",
+ "view": "(method) Interactable:SetProp(key: any, value: any)"
+ },
+ "file": "types.lua",
+ "finish": [
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+ ],
+ "name": "SetProp",
+ "rawdesc": " Set an Interactable's property",
+ "start": [
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+ ],
+ "type": "setmethod",
+ "view": "function",
+ "visible": "public"
+ },
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " Change the interactable's type.",
+ "extends": {
+ "args": [
+ {
+ "finish": [
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+ ],
+ "name": "self",
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+ ],
+ "type": "self",
+ "view": "Interactable"
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+ {
+ "finish": [
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+ ],
+ "name": "type",
+ "start": [
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+ 30
+ ],
+ "type": "local",
+ "view": "string"
+ }
+ ],
+ "desc": " Change the interactable's type.",
+ "finish": [
+ 122,
+ 39
+ ],
+ "rawdesc": " Change the interactable's type.",
+ "start": [
+ 122,
+ 0
+ ],
+ "type": "function",
+ "view": "(method) Interactable:SetType(type: string)"
+ },
+ "file": "types.lua",
+ "finish": [
+ 122,
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+ ],
+ "name": "SetType",
+ "rawdesc": " Change the interactable's type.",
+ "start": [
+ 122,
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+ ],
+ "type": "setmethod",
+ "view": "function",
+ "visible": "public"
+ }
+ ],
+ "name": "Interactable",
+ "type": "type",
+ "view": "Interactable"
+ },
+ {
+ "defines": [
+ {
+ "async": false,
+ "deprecated": false,
+ "file": "types.lua",
+ "finish": [
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+ ],
+ "start": [
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+ ],
+ "type": "doc.class",
+ "view": "InteractablesContainer",
+ "visible": "public"
+ }
+ ],
+ "fields": [
+ {
+ "async": false,
+ "deprecated": false,
+ "extends": {
+ "args": [
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+ "name": "self",
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+ ],
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+ {
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+ "name": "pos",
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+ ],
+ "type": "local",
+ "view": "Vector2"
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+ ],
+ "finish": [
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+ "start": [
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+ ],
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+ },
+ "file": "types.lua",
+ "finish": [
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+ "name": "Exists",
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+ ],
+ "type": "setmethod",
+ "view": "function",
+ "visible": "public"
+ },
+ {
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+ "deprecated": false,
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+ ],
+ "name": "self",
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+ "name": "pos",
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+ "type": "local",
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+ ],
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+ "visible": "public"
+ }
+ ],
+ "fields": [
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " Get a refernece to the collection of Actors.",
+ "extends": {
+ "args": [
+ {
+ "finish": [
+ 244,
+ 8
+ ],
+ "name": "self",
+ "start": [
+ 244,
+ 8
+ ],
+ "type": "self",
+ "view": "Room"
+ }
+ ],
+ "desc": " Get a refernece to the collection of Actors.",
+ "finish": [
+ 244,
+ 29
+ ],
+ "rawdesc": " Get a refernece to the collection of Actors.",
+ "returns": [
+ {
+ "type": "function.return",
+ "view": "ActorContainer"
+ }
+ ],
+ "start": [
+ 244,
+ 0
+ ],
+ "type": "function",
+ "view": "(method) Room:GetActors()\n -> ActorContainer"
+ },
+ "file": "types.lua",
+ "finish": [
+ 244,
+ 23
+ ],
+ "name": "GetActors",
+ "rawdesc": " Get a refernece to the collection of Actors.",
+ "start": [
+ 244,
+ 9
+ ],
+ "type": "setmethod",
+ "view": "function",
+ "visible": "public"
+ },
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " Get a reference to the CollisionsContainer of this Room.",
+ "extends": {
+ "args": [
+ {
+ "finish": [
+ 232,
+ 8
+ ],
+ "name": "self",
+ "start": [
+ 232,
+ 8
+ ],
+ "type": "self",
+ "view": "Room"
+ }
+ ],
+ "desc": " Get a reference to the CollisionsContainer of this Room.",
+ "finish": [
+ 232,
+ 33
+ ],
+ "rawdesc": " Get a reference to the CollisionsContainer of this Room.",
+ "returns": [
+ {
+ "type": "function.return",
+ "view": "CollisionsContainer"
+ }
+ ],
+ "start": [
+ 232,
+ 0
+ ],
+ "type": "function",
+ "view": "(method) Room:GetCollisions()\n -> CollisionsContainer"
+ },
+ "file": "types.lua",
+ "finish": [
+ 232,
+ 27
+ ],
+ "name": "GetCollisions",
+ "rawdesc": " Get a reference to the CollisionsContainer of this Room.",
+ "start": [
+ 232,
+ 9
+ ],
+ "type": "setmethod",
+ "view": "function",
+ "visible": "public"
+ },
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " Get a reference to the InteractablesContainer of this Room.",
+ "extends": {
+ "args": [
+ {
+ "finish": [
+ 236,
+ 8
+ ],
+ "name": "self",
+ "start": [
+ 236,
+ 8
+ ],
+ "type": "self",
+ "view": "Room"
+ }
+ ],
+ "desc": " Get a reference to the InteractablesContainer of this Room.",
+ "finish": [
+ 236,
+ 36
+ ],
+ "rawdesc": " Get a reference to the InteractablesContainer of this Room.",
+ "returns": [
+ {
+ "type": "function.return",
+ "view": "InteractablesContainer"
+ }
+ ],
+ "start": [
+ 236,
+ 0
+ ],
+ "type": "function",
+ "view": "(method) Room:GetInteractables()\n -> InteractablesContainer"
+ },
+ "file": "types.lua",
+ "finish": [
+ 236,
+ 30
+ ],
+ "name": "GetInteractables",
+ "rawdesc": " Get a reference to the InteractablesContainer of this Room.",
+ "start": [
+ 236,
+ 9
+ ],
+ "type": "setmethod",
+ "view": "function",
+ "visible": "public"
+ },
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " Get a reference to the Player object.",
+ "extends": {
+ "args": [
+ {
+ "finish": [
+ 220,
+ 8
+ ],
+ "name": "self",
+ "start": [
+ 220,
+ 8
+ ],
+ "type": "self",
+ "view": "Room"
+ }
+ ],
+ "desc": " Get a reference to the Player object.",
+ "finish": [
+ 220,
+ 29
+ ],
+ "rawdesc": " Get a reference to the Player object.",
+ "returns": [
+ {
+ "type": "function.return",
+ "view": "Player"
+ }
+ ],
+ "start": [
+ 220,
+ 0
+ ],
+ "type": "function",
+ "view": "(method) Room:GetPlayer()\n -> Player"
+ },
+ "file": "types.lua",
+ "finish": [
+ 220,
+ 23
+ ],
+ "name": "GetPlayer",
+ "rawdesc": " Get a reference to the Player object.",
+ "start": [
+ 220,
+ 9
+ ],
+ "type": "setmethod",
+ "view": "function",
+ "visible": "public"
+ },
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " Get a reference to the PropsContainer of this Room.",
+ "extends": {
+ "args": [
+ {
+ "finish": [
+ 240,
+ 8
+ ],
+ "name": "self",
+ "start": [
+ 240,
+ 8
+ ],
+ "type": "self",
+ "view": "Room"
+ }
+ ],
+ "desc": " Get a reference to the PropsContainer of this Room.",
+ "finish": [
+ 240,
+ 28
+ ],
+ "rawdesc": " Get a reference to the PropsContainer of this Room.",
+ "returns": [
+ {
+ "type": "function.return",
+ "view": "PropsContainer"
+ }
+ ],
+ "start": [
+ 240,
+ 0
+ ],
+ "type": "function",
+ "view": "(method) Room:GetProps()\n -> PropsContainer"
+ },
+ "file": "types.lua",
+ "finish": [
+ 240,
+ 22
+ ],
+ "name": "GetProps",
+ "rawdesc": " Get a reference to the PropsContainer of this Room.",
+ "start": [
+ 240,
+ 9
+ ],
+ "type": "setmethod",
+ "view": "function",
+ "visible": "public"
+ },
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " Set the start tile position.",
+ "extends": {
+ "args": [
+ {
+ "finish": [
+ 224,
+ 8
+ ],
+ "name": "self",
+ "start": [
+ 224,
+ 8
+ ],
+ "type": "self",
+ "view": "Room"
+ }
+ ],
+ "desc": " Set the start tile position.",
+ "finish": [
+ 224,
+ 32
+ ],
+ "rawdesc": " Set the start tile position.",
+ "returns": [
+ {
+ "type": "function.return",
+ "view": "Vector2"
+ }
+ ],
+ "start": [
+ 224,
+ 0
+ ],
+ "type": "function",
+ "view": "(method) Room:GetStartTile()\n -> Vector2"
+ },
+ "file": "types.lua",
+ "finish": [
+ 224,
+ 26
+ ],
+ "name": "GetStartTile",
+ "rawdesc": " Set the start tile position.",
+ "start": [
+ 224,
+ 9
+ ],
+ "type": "setmethod",
+ "view": "function",
+ "visible": "public"
+ },
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " Get a pointer to this Room's TileMap.",
+ "extends": {
+ "args": [
+ {
+ "finish": [
+ 228,
+ 8
+ ],
+ "name": "self",
+ "start": [
+ 228,
+ 8
+ ],
+ "type": "self",
+ "view": "Room"
+ }
+ ],
+ "desc": " Get a pointer to this Room's TileMap.",
+ "finish": [
+ 228,
+ 30
+ ],
+ "rawdesc": " Get a pointer to this Room's TileMap.",
+ "returns": [
+ {
+ "type": "function.return",
+ "view": "TileMap"
+ }
+ ],
+ "start": [
+ 228,
+ 0
+ ],
+ "type": "function",
+ "view": "(method) Room:GetTileMap()\n -> TileMap"
+ },
+ "file": "types.lua",
+ "finish": [
+ 228,
+ 24
+ ],
+ "name": "GetTileMap",
+ "rawdesc": " Get a pointer to this Room's TileMap.",
+ "start": [
+ 228,
+ 9
+ ],
+ "type": "setmethod",
+ "view": "function",
+ "visible": "public"
+ }
+ ],
+ "name": "Room",
+ "type": "type",
+ "view": "Room"
+ },
+ {
+ "defines": [
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " The SoundService is responsible for playing sounds and managing the current background music\n",
+ "file": "soundsService.lua",
+ "finish": [
+ 2,
+ 17
+ ],
+ "rawdesc": " The SoundService is responsible for playing sounds and managing the current background music\n",
+ "start": [
+ 2,
+ 11
+ ],
+ "type": "doc.class",
+ "view": "Sounds",
+ "visible": "public"
+ }
+ ],
+ "desc": " The SoundService is responsible for playing sounds and managing the current background music\n",
+ "fields": [
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " Load the music with the specified id.",
+ "extends": {
+ "args": [
+ {
+ "finish": [
+ 11,
+ 31
+ ],
+ "name": "music",
+ "start": [
+ 11,
+ 26
+ ],
+ "type": "local",
+ "view": "string"
+ }
+ ],
+ "desc": " Load the music with the specified id.",
+ "finish": [
+ 11,
+ 36
+ ],
+ "rawdesc": " Load the music with the specified id.",
+ "start": [
+ 11,
+ 0
+ ],
+ "type": "function",
+ "view": "function Sounds.LoadMusic(music: string)"
+ },
+ "file": "soundsService.lua",
+ "finish": [
+ 11,
+ 25
+ ],
+ "name": "LoadMusic",
+ "rawdesc": " Load the music with the specified id.",
+ "start": [
+ 11,
+ 9
+ ],
+ "type": "setfield",
+ "view": "function",
+ "visible": "public"
+ },
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " Play the loaded music.",
+ "extends": {
+ "args": [],
+ "desc": " Play the loaded music.",
+ "finish": [
+ 14,
+ 31
+ ],
+ "rawdesc": " Play the loaded music.",
+ "start": [
+ 14,
+ 0
+ ],
+ "type": "function",
+ "view": "function Sounds.PlayMusic()"
+ },
+ "file": "soundsService.lua",
+ "finish": [
+ 14,
+ 25
+ ],
+ "name": "PlayMusic",
+ "rawdesc": " Play the loaded music.",
+ "start": [
+ 14,
+ 9
+ ],
+ "type": "setfield",
+ "view": "function",
+ "visible": "public"
+ },
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " Play the sound with the specified id.",
+ "extends": {
+ "args": [
+ {
+ "finish": [
+ 7,
+ 31
+ ],
+ "name": "sound",
+ "start": [
+ 7,
+ 26
+ ],
+ "type": "local",
+ "view": "string"
+ }
+ ],
+ "desc": " Play the sound with the specified id.",
+ "finish": [
+ 7,
+ 36
+ ],
+ "rawdesc": " Play the sound with the specified id.",
+ "start": [
+ 7,
+ 0
+ ],
+ "type": "function",
+ "view": "function Sounds.PlaySound(sound: string)"
+ },
+ "file": "soundsService.lua",
+ "finish": [
+ 7,
+ 25
+ ],
+ "name": "PlaySound",
+ "rawdesc": " Play the sound with the specified id.",
+ "start": [
+ 7,
+ 9
+ ],
+ "type": "setfield",
+ "view": "function",
+ "visible": "public"
+ }
+ ],
+ "name": "Sounds",
+ "rawdesc": " The SoundService is responsible for playing sounds and managing the current background music\n",
+ "type": "type",
+ "view": "Sounds"
+ },
+ {
+ "defines": [
+ {
+ "async": false,
+ "deprecated": false,
+ "file": "types.lua",
+ "finish": [
+ 79,
+ 18
+ ],
+ "start": [
+ 79,
+ 11
+ ],
+ "type": "doc.class",
+ "view": "TileMap",
+ "visible": "public"
+ }
+ ],
+ "fields": [
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " Get the size of this TileMap in tiles.",
+ "extends": {
+ "args": [
+ {
+ "finish": [
+ 94,
+ 8
+ ],
+ "name": "self",
+ "start": [
+ 94,
+ 8
+ ],
+ "type": "self",
+ "view": "TileMap"
+ }
+ ],
+ "desc": " Get the size of this TileMap in tiles.",
+ "finish": [
+ 94,
+ 42
+ ],
+ "rawdesc": " Get the size of this TileMap in tiles.",
+ "returns": [
+ {
+ "type": "function.return",
+ "view": "Vector2"
+ }
+ ],
+ "start": [
+ 94,
+ 0
+ ],
+ "type": "function",
+ "view": "(method) TileMap:GetWorldSizeInTiles()\n -> Vector2"
+ },
+ "file": "types.lua",
+ "finish": [
+ 94,
+ 36
+ ],
+ "name": "GetWorldSizeInTiles",
+ "rawdesc": " Get the size of this TileMap in tiles.",
+ "start": [
+ 94,
+ 9
+ ],
+ "type": "setmethod",
+ "view": "function",
+ "visible": "public"
+ },
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " Set the tile at the specified world position to be empty (not drawn).",
+ "extends": {
+ "args": [
+ {
+ "finish": [
+ 90,
+ 8
+ ],
+ "name": "self",
+ "start": [
+ 90,
+ 8
+ ],
+ "type": "self",
+ "view": "TileMap"
+ },
+ {
+ "finish": [
+ 90,
+ 38
+ ],
+ "name": "worldPos",
+ "start": [
+ 90,
+ 30
+ ],
+ "type": "local",
+ "view": "Vector2"
+ }
+ ],
+ "desc": " Set the tile at the specified world position to be empty (not drawn).",
+ "finish": [
+ 90,
+ 43
+ ],
+ "rawdesc": " Set the tile at the specified world position to be empty (not drawn).",
+ "start": [
+ 90,
+ 0
+ ],
+ "type": "function",
+ "view": "(method) TileMap:SetEmptyTile(worldPos: Vector2)"
+ },
+ "file": "types.lua",
+ "finish": [
+ 90,
+ 29
+ ],
+ "name": "SetEmptyTile",
+ "rawdesc": " Set the tile at the specified world position to be empty (not drawn).",
+ "start": [
+ 90,
+ 9
+ ],
+ "type": "setmethod",
+ "view": "function",
+ "visible": "public"
+ },
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " Set the tile at the specified world position to be a tile at the\n specified atlas position from the TileSet",
+ "extends": {
+ "args": [
+ {
+ "finish": [
+ 86,
+ 8
+ ],
+ "name": "self",
+ "start": [
+ 86,
+ 8
+ ],
+ "type": "self",
+ "view": "TileMap"
+ },
+ {
+ "finish": [
+ 86,
+ 33
+ ],
+ "name": "worldPos",
+ "start": [
+ 86,
+ 25
+ ],
+ "type": "local",
+ "view": "Vector2"
+ },
+ {
+ "finish": [
+ 86,
+ 43
+ ],
+ "name": "atlasPos",
+ "start": [
+ 86,
+ 35
+ ],
+ "type": "local",
+ "view": "Vector2"
+ }
+ ],
+ "desc": " Set the tile at the specified world position to be a tile at the\n specified atlas position from the TileSet",
+ "finish": [
+ 86,
+ 48
+ ],
+ "rawdesc": " Set the tile at the specified world position to be a tile at the\n specified atlas position from the TileSet",
+ "start": [
+ 86,
+ 0
+ ],
+ "type": "function",
+ "view": "(method) TileMap:SetTile(worldPos: Vector2, atlasPos: Vector2)"
+ },
+ "file": "types.lua",
+ "finish": [
+ 86,
+ 24
+ ],
+ "name": "SetTile",
+ "rawdesc": " Set the tile at the specified world position to be a tile at the\n specified atlas position from the TileSet",
+ "start": [
+ 86,
+ 9
+ ],
+ "type": "setmethod",
+ "view": "function",
+ "visible": "public"
+ }
+ ],
+ "name": "TileMap",
+ "type": "type",
+ "view": "TileMap"
+ },
+ {
+ "defines": [
+ {
+ "async": false,
+ "deprecated": false,
+ "file": "types.lua",
+ "finish": [
+ 0,
+ 18
+ ],
+ "start": [
+ 0,
+ 11
+ ],
+ "type": "doc.class",
+ "view": "Vector2",
+ "visible": "public"
+ }
+ ],
+ "fields": [
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " Construct a new `Vector2`",
+ "extends": {
+ "args": [
+ {
+ "finish": [
+ 8,
+ 22
+ ],
+ "name": "x",
+ "start": [
+ 8,
+ 21
+ ],
+ "type": "local",
+ "view": "number"
+ },
+ {
+ "finish": [
+ 8,
+ 25
+ ],
+ "name": "y",
+ "start": [
+ 8,
+ 24
+ ],
+ "type": "local",
+ "view": "number"
+ }
+ ],
+ "desc": " Construct a new `Vector2`",
+ "finish": [
+ 8,
+ 30
+ ],
+ "rawdesc": " Construct a new `Vector2`",
+ "start": [
+ 8,
+ 0
+ ],
+ "type": "function",
+ "view": "function Vector2.new(x: number, y: number)"
+ },
+ "file": "types.lua",
+ "finish": [
+ 8,
+ 20
+ ],
+ "name": "new",
+ "rawdesc": " Construct a new `Vector2`",
+ "start": [
+ 8,
+ 9
+ ],
+ "type": "setfield",
+ "view": "function",
+ "visible": "public"
+ },
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": "The x coordinate",
+ "extends": {
+ "finish": [
+ 1,
+ 19
+ ],
+ "start": [
+ 1,
+ 13
+ ],
+ "type": "doc.type",
+ "types": [
+ {
+ "finish": [
+ 1,
+ 19
+ ],
+ "start": [
+ 1,
+ 13
+ ],
+ "type": "doc.type.name",
+ "view": "number"
+ }
+ ],
+ "view": "number"
+ },
+ "file": "types.lua",
+ "finish": [
+ 1,
+ 19
+ ],
+ "name": "x",
+ "rawdesc": "The x coordinate",
+ "start": [
+ 1,
+ 11
+ ],
+ "type": "doc.field",
+ "view": "number",
+ "visible": "public"
+ },
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": "The y coordinate",
+ "extends": {
+ "finish": [
+ 2,
+ 19
+ ],
+ "start": [
+ 2,
+ 13
+ ],
+ "type": "doc.type",
+ "types": [
+ {
+ "finish": [
+ 2,
+ 19
+ ],
+ "start": [
+ 2,
+ 13
+ ],
+ "type": "doc.type.name",
+ "view": "number"
+ }
+ ],
+ "view": "number"
+ },
+ "file": "types.lua",
+ "finish": [
+ 2,
+ 19
+ ],
+ "name": "y",
+ "rawdesc": "The y coordinate",
+ "start": [
+ 2,
+ 11
+ ],
+ "type": "doc.field",
+ "view": "number",
+ "visible": "public"
+ }
+ ],
+ "name": "Vector2",
+ "type": "type",
+ "view": "Vector2"
+ },
+ {
+ "defines": [
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " The WorldService is responsible for containing and drawing the Room.\n",
+ "file": "worldService.lua",
+ "finish": [
+ 2,
+ 23
+ ],
+ "rawdesc": " The WorldService is responsible for containing and drawing the Room.\n",
+ "start": [
+ 2,
+ 11
+ ],
+ "type": "doc.class",
+ "view": "WorldService",
+ "visible": "public"
+ }
+ ],
+ "desc": " The WorldService is responsible for containing and drawing the Room.\n",
+ "fields": [
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " Get the Player.",
+ "extends": {
+ "args": [],
+ "desc": " Get the Player.",
+ "finish": [
+ 7,
+ 37
+ ],
+ "rawdesc": " Get the Player.",
+ "returns": [
+ {
+ "type": "function.return",
+ "view": "Player"
+ }
+ ],
+ "start": [
+ 7,
+ 0
+ ],
+ "type": "function",
+ "view": "function WorldService.GetPlayer()\n -> Player"
+ },
+ "file": "worldService.lua",
+ "finish": [
+ 7,
+ 31
+ ],
+ "name": "GetPlayer",
+ "rawdesc": " Get the Player.",
+ "start": [
+ 7,
+ 9
+ ],
+ "type": "setfield",
+ "view": "function",
+ "visible": "public"
+ },
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " Get the current Room",
+ "extends": {
+ "args": [],
+ "desc": " Get the current Room",
+ "finish": [
+ 15,
+ 35
+ ],
+ "rawdesc": " Get the current Room",
+ "returns": [
+ {
+ "type": "function.return",
+ "view": "Room"
+ }
+ ],
+ "start": [
+ 15,
+ 0
+ ],
+ "type": "function",
+ "view": "function WorldService.GetRoom()\n -> Room"
+ },
+ "file": "worldService.lua",
+ "finish": [
+ 15,
+ 29
+ ],
+ "name": "GetRoom",
+ "rawdesc": " Get the current Room",
+ "start": [
+ 15,
+ 9
+ ],
+ "type": "setfield",
+ "view": "function",
+ "visible": "public"
+ },
+ {
+ "async": false,
+ "deprecated": false,
+ "desc": " Set the current room using a room title in the game.",
+ "extends": {
+ "args": [
+ {
+ "finish": [
+ 11,
+ 34
+ ],
+ "name": "room",
+ "start": [
+ 11,
+ 30
+ ],
+ "type": "local",
+ "view": "string"
+ }
+ ],
+ "desc": " Set the current room using a room title in the game.",
+ "finish": [
+ 11,
+ 39
+ ],
+ "rawdesc": " Set the current room using a room title in the game.",
+ "start": [
+ 11,
+ 0
+ ],
+ "type": "function",
+ "view": "function WorldService.SetRoom(room: string)"
+ },
+ "file": "worldService.lua",
+ "finish": [
+ 11,
+ 29
+ ],
+ "name": "SetRoom",
+ "rawdesc": " Set the current room using a room title in the game.",
+ "start": [
+ 11,
+ 9
+ ],
+ "type": "setfield",
+ "view": "function",
+ "visible": "public"
+ }
+ ],
+ "name": "WorldService",
+ "rawdesc": " The WorldService is responsible for containing and drawing the Room.\n",
+ "type": "type",
+ "view": "WorldService"
+ }
+]
\ No newline at end of file
diff --git a/docs/userapi/doc.md b/docs/userapi/doc.md
new file mode 100644
index 00000000..234beeeb
--- /dev/null
+++ b/docs/userapi/doc.md
@@ -0,0 +1,643 @@
+# Lua API Reference
+
+## Actor
+
+### ChangeAnimation
+
+
+```lua
+(method) Actor:ChangeAnimation(dir: Direction)
+```
+
+ Change the Actor's current animation and play it.
+
+### GetPosition
+
+
+```lua
+(method) Actor:GetPosition()
+ -> Vector2
+```
+
+ Get the Actor's position
+
+### GetTilePosition
+
+
+```lua
+(method) Actor:GetTilePosition()
+```
+
+ Get this Actor's tile position.
+
+### MoveByVelocity
+
+
+```lua
+(method) Actor:MoveByVelocity(velocity: Vector2)
+```
+
+ Move the Actor using a velocity vector.
+
+### PlayAnimation
+
+
+```lua
+(method) Actor:PlayAnimation(dir: Direction)
+```
+
+ Temporarily play an animation.
+
+### SetPosition
+
+
+```lua
+(method) Actor:SetPosition(newPosition: Vector2)
+```
+
+ Set this Actor's position.
+
+### SetTilePosition
+
+
+```lua
+(method) Actor:SetTilePosition(newPosition: Vector2, tileSize: Vector2)
+```
+
+ Set Actor position relative to a tile in the world.
+
+
+---
+
+## ActorContainer
+
+### Exists
+
+
+```lua
+(method) ActorContainer:Exists(roomName: string)
+ -> boolean
+```
+
+ Whether an Actor with such a name exists in the current room.
+
+### Get
+
+
+```lua
+(method) ActorContainer:Get(roomName: any)
+ -> Actor
+```
+
+ Get an Actor by its in-room name.
+
+### Push
+
+
+```lua
+(method) ActorContainer:Push(pos: Vector2, typeName: string, roomName: string)
+```
+
+ Add a new Actor at this tile position of this type. It will have this in-room name.
+
+### Remove
+
+
+```lua
+(method) ActorContainer:Remove(roomName: string)
+```
+
+ Remove an Actor with this in-room name.
+
+
+---
+
+## CollisionsContainer
+
+### Exists
+
+
+```lua
+(method) CollisionsContainer:Exists(item: Vector2)
+```
+
+### Push
+
+
+```lua
+(method) CollisionsContainer:Push(item: Vector2)
+```
+
+### Remove
+
+
+```lua
+(method) CollisionsContainer:Remove(item: Vector2)
+```
+
+
+---
+
+## Direction
+
+
+---
+
+## GameState
+
+ The StateService is responsible for storing gameplay-related variables
+ that make up the state of the game.
+
+
+### Get
+
+
+```lua
+function GameState.Get(prop: string)
+ -> any
+```
+
+ Get a property
+
+### Set
+
+
+```lua
+function GameState.Set(prop: string, value: any)
+```
+
+ Set the property with the chosen value.
+
+
+---
+
+## Interactable
+
+### GetPosition
+
+
+```lua
+(method) Interactable:GetPosition()
+ -> Vector2
+```
+
+ Get the World position of this Interactable
+
+### GetType
+
+
+```lua
+(method) Interactable:GetType()
+ -> string
+```
+
+ Get this Interactable's type
+
+### IsOnTouch
+
+
+```lua
+(method) Interactable:IsOnTouch()
+ -> boolean
+```
+
+ Whether this Interactable is set to be interacted with on player collision or not.
+
+### SetOnTouch
+
+
+```lua
+(method) Interactable:SetOnTouch(value: boolean)
+```
+
+ Set whether this interactable will be invoked when player touches it.
+
+### SetProp
+
+
+```lua
+(method) Interactable:SetProp(key: any, value: any)
+```
+
+ Set an Interactable's property
+
+### SetType
+
+
+```lua
+(method) Interactable:SetType(type: string)
+```
+
+ Change the interactable's type.
+
+
+---
+
+## InteractablesContainer
+
+### Exists
+
+
+```lua
+(method) InteractablesContainer:Exists(pos: Vector2)
+```
+
+### GetAt
+
+
+```lua
+(method) InteractablesContainer:GetAt(pos: Vector2)
+ -> Interactable
+```
+
+### Push
+
+
+```lua
+(method) InteractablesContainer:Push(pos: Vector2, type: string)
+```
+
+### Remove
+
+
+```lua
+(method) InteractablesContainer:Remove(pos: Vector2)
+```
+
+
+---
+
+## Interface
+
+ The InterfaceService acts for the User Interface (UI).
+
+
+### OpenDialogue
+
+
+```lua
+function Interface.OpenDialogue(dialogue: string)
+```
+
+ Open a dialogue with a certain title.
+
+
+---
+
+## Player
+
+### GetActor
+
+
+```lua
+(method) Player:GetActor()
+ -> Actor
+```
+
+ Get the player's actor.
+
+### GetPosition
+
+
+```lua
+(method) Player:GetPosition()
+ -> Vector2
+```
+
+ Get the player's position
+
+### GetTilePosition
+
+
+```lua
+(method) Player:GetTilePosition()
+```
+
+ Get this player's tile position.
+
+### MoveByVelocity
+
+
+```lua
+(method) Player:MoveByVelocity(velocity: Vector2)
+```
+
+ Move the Actor using a velocity vector.
+
+### SetPosition
+
+
+```lua
+(method) Player:SetPosition(newPosition: Vector2)
+```
+
+ Set this player's position.
+
+### SetTilePosition
+
+
+```lua
+(method) Player:SetTilePosition(newPosition: Vector2)
+```
+
+ Set the player's tile position.
+
+
+---
+
+## Prop
+
+### GetInteractable
+
+
+```lua
+(method) Prop:GetInteractable()
+ -> Interactable
+```
+
+ Get the Interactable of this Prop.
+
+### GetPosition
+
+
+```lua
+(method) Prop:GetPosition()
+ -> Vector2
+```
+
+ Get the absolute world position of this Prop.
+
+### GetTilePosition
+
+
+```lua
+(method) Prop:GetTilePosition()
+ -> Vector2
+```
+
+ Get the tile position of this Prop.
+
+### SetPosition
+
+
+```lua
+(method) Prop:SetPosition(pos: Vector2)
+```
+
+ Set the absolute world position of this Prop.
+
+### SetTilePosition
+
+
+```lua
+(method) Prop:SetTilePosition(pos: Vector2)
+```
+
+ Set the tile position of this Prop.
+
+
+---
+
+## PropsContainer
+
+### Exists
+
+
+```lua
+(method) PropsContainer:Exists(pos: Vector2)
+```
+
+### GetAt
+
+
+```lua
+(method) PropsContainer:GetAt(pos: Vector2)
+ -> Prop
+```
+
+### Push
+
+
+```lua
+(method) PropsContainer:Push(pos: Vector2, type: string)
+```
+
+### Remove
+
+
+```lua
+(method) PropsContainer:Remove(pos: Vector2)
+```
+
+
+---
+
+## Room
+
+### GetActors
+
+
+```lua
+(method) Room:GetActors()
+ -> ActorContainer
+```
+
+ Get a refernece to the collection of Actors.
+
+### GetCollisions
+
+
+```lua
+(method) Room:GetCollisions()
+ -> CollisionsContainer
+```
+
+ Get a reference to the CollisionsContainer of this Room.
+
+### GetInteractables
+
+
+```lua
+(method) Room:GetInteractables()
+ -> InteractablesContainer
+```
+
+ Get a reference to the InteractablesContainer of this Room.
+
+### GetPlayer
+
+
+```lua
+(method) Room:GetPlayer()
+ -> Player
+```
+
+ Get a reference to the Player object.
+
+### GetProps
+
+
+```lua
+(method) Room:GetProps()
+ -> PropsContainer
+```
+
+ Get a reference to the PropsContainer of this Room.
+
+### GetStartTile
+
+
+```lua
+(method) Room:GetStartTile()
+ -> Vector2
+```
+
+ Set the start tile position.
+
+### GetTileMap
+
+
+```lua
+(method) Room:GetTileMap()
+ -> TileMap
+```
+
+ Get a pointer to this Room's TileMap.
+
+
+---
+
+## Sounds
+
+ The SoundService is responsible for playing sounds and managing the current background music
+
+
+### LoadMusic
+
+
+```lua
+function Sounds.LoadMusic(music: string)
+```
+
+ Load the music with the specified id.
+
+### PlayMusic
+
+
+```lua
+function Sounds.PlayMusic()
+```
+
+ Play the loaded music.
+
+### PlaySound
+
+
+```lua
+function Sounds.PlaySound(sound: string)
+```
+
+ Play the sound with the specified id.
+
+
+---
+
+## TileMap
+
+### GetWorldSizeInTiles
+
+
+```lua
+(method) TileMap:GetWorldSizeInTiles()
+ -> Vector2
+```
+
+ Get the size of this TileMap in tiles.
+
+### SetEmptyTile
+
+
+```lua
+(method) TileMap:SetEmptyTile(worldPos: Vector2)
+```
+
+ Set the tile at the specified world position to be empty (not drawn).
+
+### SetTile
+
+
+```lua
+(method) TileMap:SetTile(worldPos: Vector2, atlasPos: Vector2)
+```
+
+ Set the tile at the specified world position to be a tile at the
+ specified atlas position from the TileSet
+
+
+---
+
+## Vector2
+
+### new
+
+
+```lua
+function Vector2.new(x: number, y: number)
+```
+
+ Construct a new `Vector2`
+
+### x
+
+
+```lua
+number
+```
+
+The x coordinate
+
+### y
+
+
+```lua
+number
+```
+
+The y coordinate
+
+
+---
+
+## WorldService
+
+ The WorldService is responsible for containing and drawing the Room.
+
+
+### GetPlayer
+
+
+```lua
+function WorldService.GetPlayer()
+ -> Player
+```
+
+ Get the Player.
+
+### GetRoom
+
+
+```lua
+function WorldService.GetRoom()
+ -> Room
+```
+
+ Get the current Room
+
+### SetRoom
+
+
+```lua
+function WorldService.SetRoom(room: string)
+```
+
+ Set the current room using a room title in the game.
diff --git a/doxide.yaml b/doxide.yaml
deleted file mode 100644
index e16432ae..00000000
--- a/doxide.yaml
+++ /dev/null
@@ -1,5 +0,0 @@
-title: RPG++ Library
-description: A C++ Library for building RPG games with the power of raylib.
-files:
- - "include/*.hpp"
-output: 'docs/C++ API'
diff --git a/doxygen.conf b/doxygen.conf
new file mode 100644
index 00000000..c532f044
--- /dev/null
+++ b/doxygen.conf
@@ -0,0 +1,3037 @@
+# Doxyfile 1.16.1
+
+# This file describes the settings to be used by the documentation system
+# Doxygen (www.doxygen.org) for a project.
+#
+# All text after a double hash (##) is considered a comment and is placed in
+# front of the TAG it is preceding.
+#
+# All text after a single hash (#) is considered a comment and will be ignored.
+# The format is:
+# TAG = value [value, ...]
+# For lists, items can also be appended using:
+# TAG += value [value, ...]
+# Values that contain spaces should be placed between quotes (\" \").
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+#
+# Use Doxygen to compare the used configuration file with the template
+# configuration file:
+# doxygen -x [configFile]
+# Use Doxygen to compare the used configuration file with the template
+# configuration file without replacing the environment variables or CMake type
+# replacement variables:
+# doxygen -x_noenv [configFile]
+
+#---------------------------------------------------------------------------
+# Project related configuration options
+#---------------------------------------------------------------------------
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+# This tag specifies the encoding used for all characters in the configuration
+# file that follow. The default is UTF-8 which is also the encoding used for all
+# text before the first occurrence of this tag. Doxygen uses libiconv (or the
+# iconv built into libc) for the transcoding. See
+# https://www.gnu.org/software/libiconv/ for the list of possible encodings.
+# The default value is: UTF-8.
+
+DOXYFILE_ENCODING = UTF-8
+
+# The PROJECT_NAME tag is a single word (or a sequence of words surrounded by
+# double-quotes, unless you are using Doxywizard) that should identify the
+# project for which the documentation is generated. This name is used in the
+# title of most generated pages and in a few other places.
+# The default value is: My Project.
+
+PROJECT_NAME = "RPG++"
+
+# The PROJECT_NUMBER tag can be used to enter a project or revision number. This
+# could be handy for archiving the generated documentation or if some version
+# control system is used.
+
+PROJECT_NUMBER =
+
+# Using the PROJECT_BRIEF tag one can provide an optional one line description
+# for a project that appears at the top of each page and should give viewers a
+# quick idea about the purpose of the project. Keep the description short.
+
+PROJECT_BRIEF =
+
+# With the PROJECT_LOGO tag one can specify a logo or an icon that is included
+# in the documentation. The maximum height of the logo should not exceed 55
+# pixels and the maximum width should not exceed 200 pixels. Doxygen will copy
+# the logo to the output directory.
+
+PROJECT_LOGO =
+
+# With the PROJECT_ICON tag one can specify an icon that is included in the tabs
+# when the HTML document is shown. Doxygen will copy the logo to the output
+# directory.
+
+PROJECT_ICON =
+
+# The OUTPUT_DIRECTORY tag is used to specify the (relative or absolute) path
+# into which the generated documentation will be written. If a relative path is
+# entered, it will be relative to the location where Doxygen was started. If
+# left blank the current directory will be used.
+
+OUTPUT_DIRECTORY = "build/doxygen"
+
+# If the CREATE_SUBDIRS tag is set to YES then Doxygen will create up to 4096
+# sub-directories (in 2 levels) under the output directory of each output format
+# and will distribute the generated files over these directories. Enabling this
+# option can be useful when feeding Doxygen a huge amount of source files, where
+# putting all generated files in the same directory would otherwise cause
+# performance problems for the file system. Adapt CREATE_SUBDIRS_LEVEL to
+# control the number of sub-directories.
+# The default value is: NO.
+
+CREATE_SUBDIRS = NO
+
+# Controls the number of sub-directories that will be created when
+# CREATE_SUBDIRS tag is set to YES. Level 0 represents 16 directories, and every
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+# Minimum value: 0, maximum value: 8, default value: 8.
+# This tag requires that the tag CREATE_SUBDIRS is set to YES.
+
+CREATE_SUBDIRS_LEVEL = 8
+
+# If the ALLOW_UNICODE_NAMES tag is set to YES, Doxygen will allow non-ASCII
+# characters to appear in the names of generated files. If set to NO, non-ASCII
+# characters will be escaped, for example _xE3_x81_x84 will be used for Unicode
+# U+3044.
+# The default value is: NO.
+
+ALLOW_UNICODE_NAMES = NO
+
+# The OUTPUT_LANGUAGE tag is used to specify the language in which all
+# documentation generated by Doxygen is written. Doxygen will use this
+# information to generate all constant output in the proper language.
+# Possible values are: Afrikaans, Arabic, Armenian, Brazilian, Bulgarian,
+# Catalan, Chinese, Chinese-Traditional, Croatian, Czech, Danish, Dutch, English
+# (United States), Esperanto, Farsi (Persian), Finnish, French, German, Greek,
+# Hindi, Hungarian, Indonesian, Italian, Japanese, Japanese-en (Japanese with
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+# Lithuanian, Macedonian, Norwegian, Persian (Farsi), Polish, Portuguese,
+# Romanian, Russian, Serbian, Serbian-Cyrillic, Slovak, Slovene, Spanish,
+# Swedish, Turkish, Ukrainian and Vietnamese.
+# The default value is: English.
+
+OUTPUT_LANGUAGE = English
+
+# If the BRIEF_MEMBER_DESC tag is set to YES, Doxygen will include brief member
+# descriptions after the members that are listed in the file and class
+# documentation (similar to Javadoc). Set to NO to disable this.
+# The default value is: YES.
+
+BRIEF_MEMBER_DESC = YES
+
+# If the REPEAT_BRIEF tag is set to YES, Doxygen will prepend the brief
+# description of a member or function before the detailed description
+#
+# Note: If both HIDE_UNDOC_MEMBERS and BRIEF_MEMBER_DESC are set to NO, the
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+# The default value is: YES.
+
+REPEAT_BRIEF = YES
+
+# This tag implements a quasi-intelligent brief description abbreviator that is
+# used to form the text in various listings. Each string in this list, if found
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+# and the result, after processing the whole list, is used as the annotated
+# text. Otherwise, the brief description is used as-is. If left blank, the
+# following values are used ($name is automatically replaced with the name of
+# the entity):The $name class, The $name widget, The $name file, is, provides,
+# specifies, contains, represents, a, an and the.
+
+ABBREVIATE_BRIEF = "The $name class" \
+ "The $name widget" \
+ "The $name file" \
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+ contains \
+ represents \
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+# Doxygen will generate a detailed section even if there is only a brief
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+# The default value is: NO.
+
+ALWAYS_DETAILED_SEC = NO
+
+# If the INLINE_INHERITED_MEMB tag is set to YES, Doxygen will show all
+# inherited members of a class in the documentation of that class as if those
+# members were ordinary class members. Constructors, destructors and assignment
+# operators of the base classes will not be shown.
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+
+INLINE_INHERITED_MEMB = NO
+
+# If the FULL_PATH_NAMES tag is set to YES, Doxygen will prepend the full path
+# before files name in the file list and in the header files. If set to NO the
+# shortest path that makes the file name unique will be used
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+
+FULL_PATH_NAMES = YES
+
+# The STRIP_FROM_PATH tag can be used to strip a user-defined part of the path.
+# Stripping is only done if one of the specified strings matches the left-hand
+# part of the path. The tag can be used to show relative paths in the file list.
+# If left blank the directory from which Doxygen is run is used as the path to
+# strip.
+#
+# Note that you can specify absolute paths here, but also relative paths, which
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+# This tag requires that the tag FULL_PATH_NAMES is set to YES.
+
+STRIP_FROM_PATH =
+
+# The STRIP_FROM_INC_PATH tag can be used to strip a user-defined part of the
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+
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+
+# If the SHORT_NAMES tag is set to YES, Doxygen will generate much shorter (but
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+
+# If the JAVADOC_AUTOBRIEF tag is set to YES then Doxygen will interpret the
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+JAVADOC_AUTOBRIEF = NO
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+JAVADOC_BANNER = NO
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+# The MULTILINE_CPP_IS_BRIEF tag can be set to YES to make Doxygen treat a
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+#
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+MULTILINE_CPP_IS_BRIEF = NO
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+# By default Python docstrings are displayed as preformatted text and Doxygen's
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+
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+# This tag can be used to specify a number of aliases that act as commands in
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+
+ALIASES =
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+# only. Doxygen will then generate output that is more tailored for C. For
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+
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+
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+
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+# parses. With this tag you can assign which parser to use for a given
+# extension. Doxygen has a built-in mapping, but you can override or extend it
+# using this tag. The format is ext=language, where ext is a file extension, and
+# language is one of the parsers supported by Doxygen: IDL, Java, JavaScript,
+# Csharp (C#), C, C++, Lex, D, PHP, md (Markdown), Objective-C, Python, Slice,
+# VHDL, Fortran (fixed format Fortran: FortranFixed, free formatted Fortran:
+# FortranFree, unknown formatted Fortran: Fortran. In the later case the parser
+# tries to guess whether the code is fixed or free formatted code, this is the
+# default for Fortran type files). For instance to make Doxygen treat .inc files
+# as Fortran files (default is PHP), and .f files as C (default is Fortran),
+# use: inc=Fortran f=C.
+#
+# Note: For files without extension you can use no_extension as a placeholder.
+#
+# Note that for custom extensions you also need to set FILE_PATTERNS otherwise
+# the files are not read by Doxygen. When specifying no_extension you should add
+# * to the FILE_PATTERNS.
+#
+# Note see also the list of default file extension mappings.
+
+EXTENSION_MAPPING =
+
+# If the MARKDOWN_SUPPORT tag is enabled then Doxygen pre-processes all comments
+# according to the Markdown format, which allows for more readable
+# documentation. See https://daringfireball.net/projects/markdown/ for details.
+# The output of markdown processing is further processed by Doxygen, so you can
+# mix Doxygen, HTML, and XML commands with Markdown formatting. Disable only in
+# case of backward compatibilities issues.
+# The default value is: YES.
+
+MARKDOWN_SUPPORT = YES
+
+# If the MARKDOWN_STRICT tag is enabled then Doxygen treats text in comments as
+# Markdown formatted also in cases where Doxygen's native markup format
+# conflicts with that of Markdown. This is only relevant in cases where
+# backticks are used. Doxygen's native markup style allows a single quote to end
+# a text fragment started with a backtick and then treat it as a piece of quoted
+# text, whereas in Markdown such text fragment is treated as verbatim and only
+# ends when a second matching backtick is found. Also, Doxygen's native markup
+# format requires double quotes to be escaped when they appear in a backtick
+# section, whereas this is not needed for Markdown.
+# The default value is: YES.
+# This tag requires that the tag MARKDOWN_SUPPORT is set to YES.
+
+MARKDOWN_STRICT = YES
+
+# When the TOC_INCLUDE_HEADINGS tag is set to a non-zero value, all headings up
+# to that level are automatically included in the table of contents, even if
+# they do not have an id attribute.
+# Note: This feature currently applies only to Markdown headings.
+# Minimum value: 0, maximum value: 99, default value: 6.
+# This tag requires that the tag MARKDOWN_SUPPORT is set to YES.
+
+TOC_INCLUDE_HEADINGS = 6
+
+# The MARKDOWN_ID_STYLE tag can be used to specify the algorithm used to
+# generate identifiers for the Markdown headings. Note: Every identifier is
+# unique.
+# Possible values are: DOXYGEN use a fixed 'autotoc_md' string followed by a
+# sequence number starting at 0 and GITHUB use the lower case version of title
+# with any whitespace replaced by '-' and punctuation characters removed.
+# The default value is: DOXYGEN.
+# This tag requires that the tag MARKDOWN_SUPPORT is set to YES.
+
+MARKDOWN_ID_STYLE = DOXYGEN
+
+# 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 putting a % sign in front of the word or
+# globally by setting AUTOLINK_SUPPORT to NO. Words listed in the
+# AUTOLINK_IGNORE_WORDS tag are excluded from automatic linking.
+# The default value is: YES.
+
+AUTOLINK_SUPPORT = YES
+
+# This tag specifies a list of words that, when matching the start of a word in
+# the documentation, will suppress auto links generation, if it is enabled via
+# AUTOLINK_SUPPORT. This list does not affect links explicitly created using #
+# or the \link or \ref commands.
+# This tag requires that the tag AUTOLINK_SUPPORT is set to YES.
+
+AUTOLINK_IGNORE_WORDS =
+
+# 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 makes 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:
+# https://www.riverbankcomputing.com/software) 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
+
+# If one adds a struct or class to a group and this option is enabled, then also
+# any nested class or struct is added to the same group. By default this option
+# is disabled and one has to add nested compounds explicitly via \ingroup.
+# The default value is: NO.
+
+GROUP_NESTED_COMPOUNDS = 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
+
+# The NUM_PROC_THREADS specifies the number of threads Doxygen is allowed to use
+# during processing. When set to 0 Doxygen will based this on the number of
+# cores available in the system. You can set it explicitly to a value larger
+# than 0 to get more control over the balance between CPU load and processing
+# speed. At this moment only the input processing can be done using multiple
+# threads. Since this is still an experimental feature the default is set to 1,
+# which effectively disables parallel processing. Please report any issues you
+# encounter. Generating dot graphs in parallel is controlled by the
+# DOT_NUM_THREADS setting.
+# Minimum value: 0, maximum value: 512, default value: 1.
+
+NUM_PROC_THREADS = 1
+
+# If the TIMESTAMP tag is set different from NO then each generated page will
+# contain the date or date and time when the page was generated. Setting this to
+# NO can help when comparing the output of multiple runs.
+# Possible values are: YES, NO, DATETIME and DATE.
+# The default value is: NO.
+
+TIMESTAMP = NO
+
+#---------------------------------------------------------------------------
+# 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 = YES
+
+# 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_PRIV_VIRTUAL tag is set to YES, documented private virtual
+# methods of a class will be included in the documentation.
+# The default value is: NO.
+
+EXTRACT_PRIV_VIRTUAL = 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. If 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 this flag is set to YES, the name of an unnamed parameter in a declaration
+# will be determined by the corresponding definition. By default unnamed
+# parameters remain unnamed in the output.
+# The default value is: YES.
+
+RESOLVE_UNNAMED_PARAMS = YES
+
+# 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
+# will also hide undocumented C++ concepts if enabled. This option has no effect
+# if EXTRACT_ALL is enabled.
+# The default value is: NO.
+
+HIDE_UNDOC_CLASSES = NO
+
+# If the HIDE_UNDOC_NAMESPACES tag is set to YES, Doxygen will hide all
+# undocumented namespaces that are normally visible in the namespace hierarchy.
+# If set to NO, these namespaces will be included in the various overviews. This
+# option has no effect if EXTRACT_ALL is enabled.
+# The default value is: YES.
+
+HIDE_UNDOC_NAMESPACES = YES
+
+# If the HIDE_FRIEND_COMPOUNDS tag is set to YES, Doxygen will hide all friend
+# 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
+
+# With the correct setting of option CASE_SENSE_NAMES Doxygen will better be
+# able to match the capabilities of the underlying filesystem. In case the
+# filesystem is case sensitive (i.e. it supports files in the same directory
+# whose names only differ in casing), the option must be set to YES to properly
+# deal with such files in case they appear in the input. For filesystems that
+# are not case sensitive the option should be set to NO to properly deal with
+# output files written for symbols that only differ in casing, such as for two
+# classes, one named CLASS and the other named Class, and to also support
+# references to files without having to specify the exact matching casing. On
+# Windows (including Cygwin) and macOS, users should typically set this option
+# to NO, whereas on Linux or other Unix flavors it should typically be set to
+# YES.
+# Possible values are: SYSTEM, NO and YES.
+# The default value is: SYSTEM.
+
+CASE_SENSE_NAMES = SYSTEM
+
+# 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 HIDE_COMPOUND_REFERENCE tag is set to NO (default) then Doxygen will
+# append additional text to a page's title, such as Class Reference. If set to
+# YES the compound reference will be hidden.
+# The default value is: NO.
+
+HIDE_COMPOUND_REFERENCE= NO
+
+# If the SHOW_HEADERFILE tag is set to YES then the documentation for a class
+# will show which file needs to be included to use the class.
+# The default value is: YES.
+
+SHOW_HEADERFILE = YES
+
+# 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 GENERATE_REQUIREMENTS tag can be used to enable (YES) or disable (NO) the
+# requirements page. When enabled, this page is automatically created when at
+# least one comment block with a \requirement command appears in the input.
+# The default value is: YES.
+
+GENERATE_REQUIREMENTS = YES
+
+# The REQ_TRACEABILITY_INFO tag controls if traceability information is shown on
+# the requirements page (only relevant when using \requirement comment blocks).
+# The setting NO will disable the traceablility information altogether. The
+# setting UNSATISFIED_ONLY will show a list of requirements that are missing a
+# satisfies relation (through the command: \satisfies). Similarly the setting
+# UNVERIFIED_ONLY will show a list of requirements that are missing a verifies
+# relation (through the command: \verifies). Setting the tag to YES (the
+# default) will show both lists if applicable.
+# Possible values are: YES, NO, UNSATISFIED_ONLY and UNVERIFIED_ONLY.
+# The default value is: YES.
+# This tag requires that the tag GENERATE_REQUIREMENTS is set to YES.
+
+REQ_TRACEABILITY_INFO = 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. See also section "Changing the
+# layout of pages" for information.
+#
+# 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 https://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. See also \cite for info how to create references.
+
+CITE_BIB_FILES =
+
+# The EXTERNAL_TOOL_PATH tag can be used to extend the search path (PATH
+# environment variable) so that external tools such as latex and gs can be
+# found.
+# Note: Directories specified with EXTERNAL_TOOL_PATH are added in front of the
+# path already specified by the PATH variable, and are added in the order
+# specified.
+# Note: This option is particularly useful for macOS version 14 (Sonoma) and
+# higher, when running Doxygen from Doxywizard, because in this case any user-
+# defined changes to the PATH are ignored. A typical example on macOS is to set
+# EXTERNAL_TOOL_PATH = /Library/TeX/texbin /usr/local/bin
+# together with the standard path, the full search path used by doxygen when
+# launching external tools will then become
+# PATH=/Library/TeX/texbin:/usr/local/bin:/usr/bin:/bin:/usr/sbin:/sbin
+
+EXTERNAL_TOOL_PATH =
+
+#---------------------------------------------------------------------------
+# 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 documenting some parameters in
+# a documented function twice, or documenting parameters that don't exist or
+# using markup commands wrongly.
+# The default value is: YES.
+
+WARN_IF_DOC_ERROR = YES
+
+# If WARN_IF_INCOMPLETE_DOC is set to YES, Doxygen will warn about incomplete
+# function parameter documentation. If set to NO, Doxygen will accept that some
+# parameters have no documentation without warning.
+# The default value is: YES.
+
+WARN_IF_INCOMPLETE_DOC = 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 parameter
+# documentation, but not about the absence of documentation. If EXTRACT_ALL is
+# set to YES then this flag will automatically be disabled. See also
+# WARN_IF_INCOMPLETE_DOC
+# The default value is: NO.
+
+WARN_NO_PARAMDOC = NO
+
+# If WARN_IF_UNDOC_ENUM_VAL option is set to YES, Doxygen will warn about
+# undocumented enumeration values. If set to NO, Doxygen will accept
+# undocumented enumeration values. If EXTRACT_ALL is set to YES then this flag
+# will automatically be disabled.
+# The default value is: NO.
+
+WARN_IF_UNDOC_ENUM_VAL = NO
+
+# If WARN_LAYOUT_FILE option is set to YES, Doxygen will warn about issues found
+# while parsing the user defined layout file, such as missing or wrong elements.
+# See also LAYOUT_FILE for details. If set to NO, problems with the layout file
+# will be suppressed.
+# The default value is: YES.
+
+WARN_LAYOUT_FILE = YES
+
+# If the WARN_AS_ERROR tag is set to YES then Doxygen will immediately stop when
+# a warning is encountered. If the WARN_AS_ERROR tag is set to FAIL_ON_WARNINGS
+# then Doxygen will continue running as if WARN_AS_ERROR tag is set to NO, but
+# at the end of the Doxygen process Doxygen will return with a non-zero status.
+# If the WARN_AS_ERROR tag is set to FAIL_ON_WARNINGS_PRINT then Doxygen behaves
+# like FAIL_ON_WARNINGS but in case no WARN_LOGFILE is defined Doxygen will not
+# write the warning messages in between other messages but write them at the end
+# of a run, in case a WARN_LOGFILE is defined the warning messages will be
+# besides being in the defined file also be shown at the end of a run, unless
+# the WARN_LOGFILE is defined as - i.e. standard output (stdout) in that case
+# the behavior will remain as with the setting FAIL_ON_WARNINGS.
+# Possible values are: NO, YES, FAIL_ON_WARNINGS and FAIL_ON_WARNINGS_PRINT.
+# The default value is: NO.
+
+WARN_AS_ERROR = 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)
+# See also: WARN_LINE_FORMAT
+# The default value is: $file:$line: $text.
+
+WARN_FORMAT = "$file:$line: $text"
+
+# In the $text part of the WARN_FORMAT command it is possible that a reference
+# to a more specific place is given. To make it easier to jump to this place
+# (outside of Doxygen) the user can define a custom "cut" / "paste" string.
+# Example:
+# WARN_LINE_FORMAT = "'vi $file +$line'"
+# See also: WARN_FORMAT
+# The default value is: at line $line of file $file.
+
+WARN_LINE_FORMAT = "at line $line of file $file"
+
+# 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). In case the file specified cannot be opened for writing the
+# warning and error messages are written to standard error. When as file - is
+# specified the warning and error messages are written to standard output
+# (stdout).
+
+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. See also FILE_PATTERNS and EXTENSION_MAPPING
+# Note: If this tag is empty the current directory is searched.
+
+INPUT = "include"
+
+# 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:
+# https://www.gnu.org/software/libiconv/) for the list of possible encodings.
+# See also: INPUT_FILE_ENCODING
+# The default value is: UTF-8.
+
+INPUT_ENCODING = UTF-8
+
+# This tag can be used to specify the character encoding of the source files
+# that Doxygen parses. The INPUT_FILE_ENCODING tag can be used to specify
+# character encoding on a per file pattern basis. Doxygen will compare the file
+# name with each pattern and apply the encoding instead of the default
+# INPUT_ENCODING if there is a match. The character encodings are a list of the
+# form: pattern=encoding (like *.php=ISO-8859-1).
+# See also: INPUT_ENCODING for further information on supported encodings.
+
+INPUT_FILE_ENCODING =
+
+# 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.
+#
+# Note that for custom extensions or not directly supported extensions you also
+# need to set EXTENSION_MAPPING for the extension otherwise the files are not
+# read by Doxygen.
+#
+# Note the list of default checked file patterns might differ from the list of
+# default file extension mappings.
+#
+# If left blank the following patterns are tested:*.c, *.cc, *.cxx, *.cxxm,
+# *.cpp, *.cppm, *.ccm, *.c++, *.c++m, *.java, *.ii, *.ixx, *.ipp, *.i++, *.inl,
+# *.idl, *.ddl, *.odl, *.h, *.hh, *.hxx, *.hpp, *.h++, *.l, *.cs, *.d, *.php,
+# *.php4, *.php5, *.phtml, *.inc, *.m, *.markdown, *.md, *.mm, *.dox (to be
+# provided as Doxygen C comment), *.py, *.pyw, *.f90, *.f95, *.f03, *.f08,
+# *.f18, *.f, *.for, *.vhd, *.vhdl, *.ucf, *.qsf and *.ice.
+
+FILE_PATTERNS = *.c \
+ *.cc \
+ *.cxx \
+ *.cxxm \
+ *.cpp \
+ *.cppm \
+ *.ccm \
+ *.c++ \
+ *.c++m \
+ *.java \
+ *.ii \
+ *.ixx \
+ *.ipp \
+ *.i++ \
+ *.inl \
+ *.idl \
+ *.ddl \
+ *.odl \
+ *.h \
+ *.hh \
+ *.hxx \
+ *.hpp \
+ *.h++ \
+ *.l \
+ *.cs \
+ *.d \
+ *.php \
+ *.php4 \
+ *.php5 \
+ *.phtml \
+ *.inc \
+ *.m \
+ *.markdown \
+ *.md \
+ *.mm \
+ *.dox \
+ *.py \
+ *.pyw \
+ *.f90 \
+ *.f95 \
+ *.f03 \
+ *.f08 \
+ *.f18 \
+ *.f \
+ *.for \
+ *.vhd \
+ *.vhdl \
+ *.ucf \
+ *.qsf \
+ *.ice
+
+# 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,
+# ANamespace::AClass, ANamespace::*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.
+#
+# Note that Doxygen will use the data processed and written to standard output
+# for further processing, therefore nothing else, like debug statements or used
+# commands (so in case of a Windows batch file always use @echo OFF), should be
+# written to standard output.
+#
+# Note that for custom extensions or not directly supported extensions you also
+# need to set EXTENSION_MAPPING for the extension otherwise the files are not
+# properly processed by Doxygen.
+
+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.
+#
+# Note that for custom extensions or not directly supported extensions you also
+# need to set EXTENSION_MAPPING for the extension otherwise the files are not
+# properly processed by Doxygen.
+
+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 =
+
+# If the IMPLICIT_DIR_DOCS tag is set to YES, any README.md file found in sub-
+# directories of the project's root, is used as the documentation for that sub-
+# directory, except when the README.md starts with a \dir, \page or \mainpage
+# command. If set to NO, the README.md file needs to start with an explicit \dir
+# command in order to be used as directory documentation.
+# The default value is: YES.
+
+IMPLICIT_DIR_DOCS = YES
+
+# The Fortran standard specifies that for fixed formatted Fortran code all
+# characters from position 72 are to be considered as comment. A common
+# extension is to allow longer lines before the automatic comment starts. The
+# setting FORTRAN_COMMENT_AFTER will also make it possible that longer lines can
+# be processed before the automatic comment starts.
+# Minimum value: 7, maximum value: 10000, default value: 72.
+
+FORTRAN_COMMENT_AFTER = 72
+
+#---------------------------------------------------------------------------
+# 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 = NO
+
+# Setting the INLINE_SOURCES tag to YES will include the body of functions,
+# multi-line macros, enums or list initialized variables 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
+# entity 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 https://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 configuration 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 accurate 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
+# generated with the -Duse_libclang=ON option for CMake.
+# The default value is: NO.
+
+CLANG_ASSISTED_PARSING = NO
+
+# If the CLANG_ASSISTED_PARSING tag is set to YES and the CLANG_ADD_INC_PATHS
+# tag is set to YES then Doxygen will add the directory of each input to the
+# include path.
+# The default value is: YES.
+# This tag requires that the tag CLANG_ASSISTED_PARSING is set to YES.
+
+CLANG_ADD_INC_PATHS = YES
+
+# 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 =
+
+# If clang assisted parsing is enabled you can provide the clang parser with the
+# path to the directory containing a file called compile_commands.json. This
+# file is the compilation database (see:
+# http://clang.llvm.org/docs/HowToSetupToolingForLLVM.html) containing the
+# options used when the source files were built. This is equivalent to
+# specifying the -p option to a clang tool, such as clang-check. These options
+# will then be passed to the parser. Any options specified with CLANG_OPTIONS
+# will be added as well.
+# Note: The availability of this option depends on whether or not Doxygen was
+# generated with the -Duse_libclang=ON option for CMake.
+
+CLANG_DATABASE_PATH =
+
+#---------------------------------------------------------------------------
+# 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 = YES
+
+# 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. The IGNORE_PREFIX
+# tag works for classes, function and member names. The entity will be placed in
+# the alphabetical list under the first letter of the entity name that remains
+# after removing the prefix.
+# 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 additional user-defined
+# cascading style sheets that are 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 therefore more robust against future updates.
+# Doxygen will copy the style sheet files to the output directory.
+# Note: The order of the extra style sheet files is of importance (e.g. the last
+# style sheet in the list overrules the setting of the previous ones in the
+# list).
+# Note: Since the styling of scrollbars can currently not be overruled in
+# Webkit/Chromium, the styling will be left out of the default doxygen.css if
+# one or more extra stylesheets have been specified. So if scrollbar
+# customization is desired it has to be added explicitly. 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 tag can be used to specify if the generated HTML output
+# should be rendered with a dark or light theme.
+# Possible values are: LIGHT always generates light mode output, DARK always
+# generates dark mode output, AUTO_LIGHT automatically sets the mode according
+# to the user preference, uses light mode if no preference is set (the default),
+# AUTO_DARK automatically sets the mode according to the user preference, uses
+# dark mode if no preference is set and TOGGLE allows a user to switch between
+# light and dark mode via a button.
+# The default value is: AUTO_LIGHT.
+# This tag requires that the tag GENERATE_HTML is set to YES.
+
+HTML_COLORSTYLE = AUTO_LIGHT
+
+# The HTML_COLORSTYLE_HUE tag controls the color of the HTML output. Doxygen
+# will adjust the colors in the style sheet and background images according to
+# this color. Hue is specified as an angle on a color-wheel, see
+# https://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 gray-scales 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_DYNAMIC_MENUS tag is set to YES then the generated HTML
+# documentation will contain a main index with vertical navigation menus that
+# are dynamically created via JavaScript. If disabled, the navigation index will
+# consists of multiple levels of tabs that are statically embedded in every HTML
+# page. Disable this option to support browsers that do not have JavaScript,
+# like the Qt help browser.
+# The default value is: YES.
+# This tag requires that the tag GENERATE_HTML is set to YES.
+
+HTML_DYNAMIC_MENUS = 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
+
+# If the HTML_CODE_FOLDING tag is set to YES then classes and functions can be
+# dynamically folded and expanded in the generated HTML source code.
+# The default value is: YES.
+# This tag requires that the tag GENERATE_HTML is set to YES.
+
+HTML_CODE_FOLDING = YES
+
+# If the HTML_COPY_CLIPBOARD tag is set to YES then Doxygen will show an icon in
+# the top right corner of code and text fragments that allows the user to copy
+# its content to the clipboard. Note this only works if supported by the browser
+# and the web page is served via a secure context (see:
+# https://www.w3.org/TR/secure-contexts/), i.e. using the https: or file:
+# protocol.
+# The default value is: YES.
+# This tag requires that the tag GENERATE_HTML is set to YES.
+
+HTML_COPY_CLIPBOARD = YES
+
+# Doxygen stores a couple of settings persistently in the browser (via e.g.
+# cookies). By default these settings apply to all HTML pages generated by
+# Doxygen across all projects. The HTML_PROJECT_COOKIE tag can be used to store
+# the settings under a project specific key, such that the user preferences will
+# be stored separately.
+# This tag requires that the tag GENERATE_HTML is set to YES.
+
+HTML_PROJECT_COOKIE =
+
+# 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:
+# https://developer.apple.com/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 https://developer.apple.com/library/archive/featuredarticles/Doxy
+# genXcode/_index.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 determines the URL 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.
+# This tag requires that the tag GENERATE_DOCSET is set to YES.
+
+DOCSET_FEEDURL =
+
+# 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
+# on Windows. In the beginning of 2021 Microsoft took the original page, with
+# a.o. the download links, offline (the HTML help workshop was already many
+# years in maintenance mode). You can download the HTML help workshop from the
+# web archives at Installation executable (see:
+# http://web.archive.org/web/20160201063255/http://download.microsoft.com/downlo
+# ad/0/A/9/0A939EF6-E31C-430F-A3DF-DFAE7960D564/htmlhelp.exe).
+#
+# 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 main .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. Furthermore it
+# enables the Previous and Next buttons.
+# 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
+
+# The SITEMAP_URL tag is used to specify the full URL of the place where the
+# generated documentation will be placed on the server by the user during the
+# deployment of the documentation. The generated sitemap is called sitemap.xml
+# and placed on the directory specified by HTML_OUTPUT. In case no SITEMAP_URL
+# is specified no sitemap is generated. For information about the sitemap
+# protocol see https://www.sitemaps.org
+# This tag requires that the tag GENERATE_HTML is set to YES.
+
+SITEMAP_URL =
+
+# 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:
+# https://doc.qt.io/archives/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:
+# https://doc.qt.io/archives/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:
+# https://doc.qt.io/archives/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:
+# https://doc.qt.io/archives/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:
+# https://doc.qt.io/archives/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 (absolute path
+# including file name) 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 style sheets (see HTML_EXTRA_STYLESHEET) one can
+# further fine tune the look of the index (see "Fine-tuning the output"). 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 more details information than the tab index, you
+# could consider setting DISABLE_INDEX to YES when enabling this option.
+# The default value is: YES.
+# This tag requires that the tag GENERATE_HTML is set to YES.
+
+GENERATE_TREEVIEW = YES
+
+# When GENERATE_TREEVIEW is set to YES, the PAGE_OUTLINE_PANEL option determines
+# if an additional navigation panel is shown at the right hand side of the
+# screen, displaying an outline of the contents of the main page, similar to
+# e.g. https://developer.android.com/reference If GENERATE_TREEVIEW is set to
+# NO, this option has no effect.
+# The default value is: YES.
+# This tag requires that the tag GENERATE_HTML is set to YES.
+
+PAGE_OUTLINE_PANEL = YES
+
+# When GENERATE_TREEVIEW is set to YES, the FULL_SIDEBAR option determines if
+# the side bar is limited to only the treeview area (value NO) or if it should
+# extend to the full height of the window (value YES). Setting this to YES gives
+# a layout similar to e.g. https://docs.readthedocs.io with more room for
+# contents, but less room for the project logo, title, and description. If
+# GENERATE_TREEVIEW is set to NO, this option has no effect.
+# The default value is: NO.
+# This tag requires that the tag GENERATE_HTML is set to YES.
+
+FULL_SIDEBAR = 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
+
+# When the SHOW_ENUM_VALUES tag is set doxygen will show the specified
+# enumeration values besides the enumeration mnemonics.
+# The default value is: NO.
+
+SHOW_ENUM_VALUES = NO
+
+# 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
+
+# If 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
+
+# If the OBFUSCATE_EMAILS tag is set to YES, Doxygen will obfuscate email
+# addresses.
+# The default value is: YES.
+# This tag requires that the tag GENERATE_HTML is set to YES.
+
+OBFUSCATE_EMAILS = YES
+
+# If the HTML_FORMULA_FORMAT option is set to svg, Doxygen will use the pdf2svg
+# tool (see https://github.com/dawbarton/pdf2svg) or inkscape (see
+# https://inkscape.org) to generate formulas as SVG images instead of PNGs for
+# the HTML output. These images will generally look nicer at scaled resolutions.
+# Possible values are: png (the default) and svg (looks nicer but requires the
+# pdf2svg or inkscape tool).
+# The default value is: png.
+# This tag requires that the tag GENERATE_HTML is set to YES.
+
+HTML_FORMULA_FORMAT = png
+
+# 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
+
+# The FORMULA_MACROFILE can contain LaTeX \newcommand and \renewcommand commands
+# to create new LaTeX commands to be used in formulas as building blocks. See
+# the section "Including formulas" for details.
+
+FORMULA_MACROFILE =
+
+# Enable the USE_MATHJAX option to render LaTeX formulas using MathJax (see
+# https://www.mathjax.org) which uses client side JavaScript for the rendering
+# instead of using pre-rendered 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
+
+# With MATHJAX_VERSION it is possible to specify the MathJax version to be used.
+# Note that the different versions of MathJax have different requirements with
+# regards to the different settings, so it is possible that also other MathJax
+# settings have to be changed when switching between the different MathJax
+# versions.
+# Possible values are: MathJax_2, MathJax_3 and MathJax_4.
+# The default value is: MathJax_2.
+# This tag requires that the tag USE_MATHJAX is set to YES.
+
+MATHJAX_VERSION = MathJax_2
+
+# When MathJax is enabled you can set the default output format to be used for
+# the MathJax output. For more details about the output format see MathJax
+# version 2 (see:
+# https://docs.mathjax.org/en/v2.7/output.html), MathJax version 3 (see:
+# https://docs.mathjax.org/en/v3.2/output/index.html) and MathJax version 4
+# (see:
+# https://docs.mathjax.org/en/v4.0/output/index.htm).
+# Possible values are: HTML-CSS (which is slower, but has the best
+# compatibility. This is the name for Mathjax version 2, for MathJax version 3
+# this will be translated into chtml), NativeMML (i.e. MathML. Only supported
+# for MathJax 2. For MathJax version 3 chtml will be used instead.), chtml (This
+# is the name for Mathjax version 3, for MathJax version 2 this will be
+# translated into HTML-CSS) 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. For Mathjax version 2 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.s For Mathjax versions 3
+# and 4 the destination directory should contain the tex-.js script
+# (where is either chtml or svg). 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 https://www.mathjax.org before deployment. The default
+# value is:
+# - in case of MathJax version 2: https://cdn.jsdelivr.net/npm/mathjax@2
+# - in case of MathJax version 3: https://cdn.jsdelivr.net/npm/mathjax@3
+# - in case of MathJax version 4: https://cdn.jsdelivr.net/npm/mathjax@4
+# This tag requires that the tag USE_MATHJAX is set to YES.
+
+MATHJAX_RELPATH =
+
+# The MATHJAX_EXTENSIONS tag can be used to specify one or more MathJax
+# extension names that should be enabled during MathJax rendering. For example
+# for MathJax version 2 (see https://docs.mathjax.org/en/v2.7/tex.html):
+# MATHJAX_EXTENSIONS = TeX/AMSmath TeX/AMSsymbols
+# For example for MathJax version 3 (see
+# https://docs.mathjax.org/en/v3.2/input/tex/extensions/):
+# MATHJAX_EXTENSIONS = ams
+# For example for MathJax version 4 (see
+# https://docs.mathjax.org/en/v4.0/input/tex/extensions/):
+# MATHJAX_EXTENSIONS = units
+# Note that for Mathjax version 4 quite a few extensions are already
+# automatically loaded. To disable a package in Mathjax version 4 one can use
+# the package name prepended with a minus sign (- like MATHJAX_EXTENSIONS +=
+# -textmacros)
+# 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
+# for more details:
+# - MathJax version 2 (see:
+# https://docs.mathjax.org/en/v2.7/)
+# - MathJax version 3 (see:
+# https://docs.mathjax.org/en/v3.2/)
+# - MathJax version 4 (see:
+# https://docs.mathjax.org/en/v4.0/) 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
+# , /