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<div id="projectname">Gamedev Framework (gf)
 <span id="projectnumber">0.6.0</span>
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<div id="projectbrief">A C++11 framework for 2D games</div>
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<div class="fragment"><div class="line"><a name="l00001"></a><span class="lineno"> 1</span> <span class="comment">/*</span></div><div class="line"><a name="l00002"></a><span class="lineno"> 2</span> <span class="comment"> * Gamedev Framework (gf)</span></div><div class="line"><a name="l00003"></a><span class="lineno"> 3</span> <span class="comment"> * Copyright (C) 2016-2017 Julien Bernard</span></div><div class="line"><a name="l00004"></a><span class="lineno"> 4</span> <span class="comment"> *</span></div><div class="line"><a name="l00005"></a><span class="lineno"> 5</span> <span class="comment"> * This software is provided 'as-is', without any express or implied</span></div><div class="line"><a name="l00006"></a><span class="lineno"> 6</span> <span class="comment"> * warranty. In no event will the authors be held liable for any damages</span></div><div class="line"><a name="l00007"></a><span class="lineno"> 7</span> <span class="comment"> * arising from the use of this software.</span></div><div class="line"><a name="l00008"></a><span class="lineno"> 8</span> <span class="comment"> *</span></div><div class="line"><a name="l00009"></a><span class="lineno"> 9</span> <span class="comment"> * Permission is granted to anyone to use this software for any purpose,</span></div><div class="line"><a name="l00010"></a><span class="lineno"> 10</span> <span class="comment"> * including commercial applications, and to alter it and redistribute it</span></div><div class="line"><a name="l00011"></a><span class="lineno"> 11</span> <span class="comment"> * freely, subject to the following restrictions:</span></div><div class="line"><a name="l00012"></a><span class="lineno"> 12</span> <span class="comment"> *</span></div><div class="line"><a name="l00013"></a><span class="lineno"> 13</span> <span class="comment"> * 1. The origin of this software must not be misrepresented; you must not</span></div><div class="line"><a name="l00014"></a><span class="lineno"> 14</span> <span class="comment"> * claim that you wrote the original software. If you use this software</span></div><div class="line"><a name="l00015"></a><span class="lineno"> 15</span> <span class="comment"> * in a product, an acknowledgment in the product documentation would be</span></div><div class="line"><a name="l00016"></a><span class="lineno"> 16</span> <span class="comment"> * appreciated but is not required.</span></div><div class="line"><a name="l00017"></a><span class="lineno"> 17</span> <span class="comment"> * 2. Altered source versions must be plainly marked as such, and must not be</span></div><div class="line"><a name="l00018"></a><span class="lineno"> 18</span> <span class="comment"> * misrepresented as being the original software.</span></div><div class="line"><a name="l00019"></a><span class="lineno"> 19</span> <span class="comment"> * 3. This notice may not be removed or altered from any source distribution.</span></div><div class="line"><a name="l00020"></a><span class="lineno"> 20</span> <span class="comment"> *</span></div><div class="line"><a name="l00021"></a><span class="lineno"> 21</span> <span class="comment"> * Part of this file comes from SFML, with the same license:</span></div><div class="line"><a name="l00022"></a><span class="lineno"> 22</span> <span class="comment"> * Copyright (C) 2007-2015 Laurent Gomila ([email protected])</span></div><div class="line"><a name="l00023"></a><span class="lineno"> 23</span> <span class="comment"> */</span></div><div class="line"><a name="l00024"></a><span class="lineno"> 24</span> <span class="preprocessor">#</span><span class="preprocessor">ifndef</span> <span class="preprocessor">GF_RENDER_STATES_H</span></div><div class="line"><a name="l00025"></a><span class="lineno"> 25</span> <span class="preprocessor">#</span><span class="preprocessor">define</span> <span class="preprocessor">GF_RENDER_STATES_H</span></div><div class="line"><a name="l00026"></a><span class="lineno"> 26</span> </div><div class="line"><a name="l00027"></a><span class="lineno"> 27</span> <span class="preprocessor">#</span><span class="preprocessor">include</span> <a class="code" href="_blend_8h.html">"Blend.h"</a></div><div class="line"><a name="l00028"></a><span class="lineno"> 28</span> <span class="preprocessor">#</span><span class="preprocessor">include</span> <a class="code" href="_matrix_8h.html">"Matrix.h"</a></div><div class="line"><a name="l00029"></a><span class="lineno"> 29</span> <span class="preprocessor">#</span><span class="preprocessor">include</span> <a class="code" href="_portability_8h.html">"Portability.h"</a></div><div class="line"><a name="l00030"></a><span class="lineno"> 30</span> <span class="preprocessor">#</span><span class="preprocessor">include</span> <a class="code" href="_transform_8h.html">"Transform.h"</a></div><div class="line"><a name="l00031"></a><span class="lineno"> 31</span> </div><div class="line"><a name="l00032"></a><span class="lineno"> 32</span> <span class="keyword">namespace</span> <a class="code" href="namespacegf.html">gf</a> {</div><div class="line"><a name="l00033"></a><span class="lineno"> 33</span> <span class="preprocessor">#</span><span class="preprocessor">ifndef</span> <span class="preprocessor">DOXYGEN_SHOULD_SKIP_THIS</span></div><div class="line"><a name="l00034"></a><span class="lineno"> 34</span> <span class="keyword">inline</span> <span class="keyword">namespace</span> v1 {</div><div class="line"><a name="l00035"></a><span class="lineno"> 35</span> <span class="preprocessor">#</span><span class="preprocessor">endif</span></div><div class="line"><a name="l00036"></a><span class="lineno"> 36</span> </div><div class="line"><a name="l00037"></a><span class="lineno"> 37</span>  <span class="keyword">class</span> <a class="code" href="classgf_1_1_bare_texture.html">BareTexture</a>;</div><div class="line"><a name="l00038"></a><span class="lineno"> 38</span>  <span class="keyword">class</span> <a class="code" href="classgf_1_1_shader.html">Shader</a>;</div><div class="line"><a name="l00039"></a><span class="lineno"> 39</span> </div><div class="line"><a name="l00040"></a><span class="lineno"> 40</span>  <span class="comment">/**</span></div><div class="line"><a name="l00041"></a><span class="lineno"> 41</span> <span class="comment"> * @ingroup graphics</span></div><div class="line"><a name="l00042"></a><span class="lineno"> 42</span> <span class="comment"> * @brief Define the states used for drawing to a RenderTarget</span></div><div class="line"><a name="l00043"></a><span class="lineno"> 43</span> <span class="comment"> *</span></div><div class="line"><a name="l00044"></a><span class="lineno"> 44</span> <span class="comment"> * There are four global states that can be applied to</span></div><div class="line"><a name="l00045"></a><span class="lineno"> 45</span> <span class="comment"> * the drawn objects:</span></div><div class="line"><a name="l00046"></a><span class="lineno"> 46</span> <span class="comment"> *</span></div><div class="line"><a name="l00047"></a><span class="lineno"> 47</span> <span class="comment"> * - the blending mode: how pixels of the object are blended with the background</span></div><div class="line"><a name="l00048"></a><span class="lineno"> 48</span> <span class="comment"> * - the transform matrix: how the object is positioned/rotated/scaled</span></div><div class="line"><a name="l00049"></a><span class="lineno"> 49</span> <span class="comment"> * - the texture: what image is mapped to the object</span></div><div class="line"><a name="l00050"></a><span class="lineno"> 50</span> <span class="comment"> * - the shader: what custom effect is applied to the object</span></div><div class="line"><a name="l00051"></a><span class="lineno"> 51</span> <span class="comment"> *</span></div><div class="line"><a name="l00052"></a><span class="lineno"> 52</span> <span class="comment"> * High-level objects such as sprites or text force some of</span></div><div class="line"><a name="l00053"></a><span class="lineno"> 53</span> <span class="comment"> * these states when they are drawn. For example, a sprite</span></div><div class="line"><a name="l00054"></a><span class="lineno"> 54</span> <span class="comment"> * will set its own texture, so that you don't have to care</span></div><div class="line"><a name="l00055"></a><span class="lineno"> 55</span> <span class="comment"> * about it when drawing the sprite.</span></div><div class="line"><a name="l00056"></a><span class="lineno"> 56</span> <span class="comment"> *</span></div><div class="line"><a name="l00057"></a><span class="lineno"> 57</span> <span class="comment"> * The transform is a special case: sprites, texts and shapes</span></div><div class="line"><a name="l00058"></a><span class="lineno"> 58</span> <span class="comment"> * (and it's a good idea to do it with your own drawable classes</span></div><div class="line"><a name="l00059"></a><span class="lineno"> 59</span> <span class="comment"> * too) combine their transform with the one that is passed in the</span></div><div class="line"><a name="l00060"></a><span class="lineno"> 60</span> <span class="comment"> * gf::RenderStates structure. So that you can use a "global" transform</span></div><div class="line"><a name="l00061"></a><span class="lineno"> 61</span> <span class="comment"> * on top of each object's transform.</span></div><div class="line"><a name="l00062"></a><span class="lineno"> 62</span> <span class="comment"> *</span></div><div class="line"><a name="l00063"></a><span class="lineno"> 63</span> <span class="comment"> * Most objects, especially high-level drawables, can be drawn</span></div><div class="line"><a name="l00064"></a><span class="lineno"> 64</span> <span class="comment"> * directly without defining render states explicitly -- the</span></div><div class="line"><a name="l00065"></a><span class="lineno"> 65</span> <span class="comment"> * default set of states is ok in most cases.</span></div><div class="line"><a name="l00066"></a><span class="lineno"> 66</span> <span class="comment"> *</span></div><div class="line"><a name="l00067"></a><span class="lineno"> 67</span> <span class="comment"> * ~~~{.cc}</span></div><div class="line"><a name="l00068"></a><span class="lineno"> 68</span> <span class="comment"> * window.draw(sprite);</span></div><div class="line"><a name="l00069"></a><span class="lineno"> 69</span> <span class="comment"> * ~~~</span></div><div class="line"><a name="l00070"></a><span class="lineno"> 70</span> <span class="comment"> *</span></div><div class="line"><a name="l00071"></a><span class="lineno"> 71</span> <span class="comment"> * When you're inside the `draw()` function of a drawable</span></div><div class="line"><a name="l00072"></a><span class="lineno"> 72</span> <span class="comment"> * object (inherited from gf::Drawable), you can</span></div><div class="line"><a name="l00073"></a><span class="lineno"> 73</span> <span class="comment"> * either pass the render states unmodified, or change</span></div><div class="line"><a name="l00074"></a><span class="lineno"> 74</span> <span class="comment"> * some of them.</span></div><div class="line"><a name="l00075"></a><span class="lineno"> 75</span> <span class="comment"> *</span></div><div class="line"><a name="l00076"></a><span class="lineno"> 76</span> <span class="comment"> * For example, a transformable object will combine the</span></div><div class="line"><a name="l00077"></a><span class="lineno"> 77</span> <span class="comment"> * current transform with its own transform. A sprite will</span></div><div class="line"><a name="l00078"></a><span class="lineno"> 78</span> <span class="comment"> * set its texture. Etc.</span></div><div class="line"><a name="l00079"></a><span class="lineno"> 79</span> <span class="comment"> *</span></div><div class="line"><a name="l00080"></a><span class="lineno"> 80</span> <span class="comment"> * @sa gf::RenderTarget, gf::Drawable</span></div><div class="line"><a name="l00081"></a><span class="lineno"> 81</span> <span class="comment"> */</span></div><div class="line"><a name="l00082"></a><span class="lineno"><a class="line" href="structgf_1_1_render_states.html"> 82</a></span>  <span class="keyword">struct</span> <a class="code" href="_portability_8h.html#a0169111e0ff1d9fe0f23dee89e904d57">GF_API</a> <a class="code" href="structgf_1_1_render_states.html">RenderStates</a> {</div><div class="line"><a name="l00083"></a><span class="lineno"><a class="line" href="structgf_1_1_render_states.html#a0d21932a5e5fbf03c65963afc2e28c39"> 83</a></span>  <a class="code" href="structgf_1_1_blend_mode.html">BlendMode</a> <a class="code" href="structgf_1_1_render_states.html#a0d21932a5e5fbf03c65963afc2e28c39">mode</a> = <a class="code" href="structgf_1_1_render_states.html#a0d21932a5e5fbf03c65963afc2e28c39">BlendAlpha</a>; <span class="comment">///< The blending mode</span></div><div class="line"><a name="l00084"></a><span class="lineno"><a class="line" href="structgf_1_1_render_states.html#a8ebe53edcc7e0d84865a47a41a1f30d0"> 84</a></span>  Matrix3f <a class="code" href="structgf_1_1_render_states.html#a8ebe53edcc7e0d84865a47a41a1f30d0">transform</a> = <a class="code" href="structgf_1_1_render_states.html">identityTransform</a>(); <span class="comment">///< The transform matrix</span></div><div class="line"><a name="l00085"></a><span class="lineno"><a class="line" href="structgf_1_1_render_states.html#a9e118f46b7e520ad9eb4ea0b9bdbff4d"> 85</a></span>  <span class="keyword">const</span> <a class="code" href="classgf_1_1_bare_texture.html">BareTexture</a> *<a class="code" href="structgf_1_1_render_states.html#a9e118f46b7e520ad9eb4ea0b9bdbff4d">texture</a> = <span class="keywordtype">nullptr</span>; <span class="comment">///< The texture</span></div><div class="line"><a name="l00086"></a><span class="lineno"><a class="line" href="structgf_1_1_render_states.html#a38b5fe28cff8f7760bbb9904e3a13f11"> 86</a></span>  <a class="code" href="classgf_1_1_shader.html">Shader</a> *<a class="code" href="structgf_1_1_render_states.html#a38b5fe28cff8f7760bbb9904e3a13f11">shader</a> = <span class="keywordtype">nullptr</span>; <span class="comment">///< The shader</span></div><div class="line"><a name="l00087"></a><span class="lineno"><a class="line" href="structgf_1_1_render_states.html#a991bdf53fea2fc3cb6cd4b20995856b6"> 87</a></span>  <span class="keywordtype">float</span> <a class="code" href="structgf_1_1_render_states.html#a991bdf53fea2fc3cb6cd4b20995856b6">lineWidth</a> = 0.0f; <span class="comment">///< The line width</span></div><div class="line"><a name="l00088"></a><span class="lineno"> 88</span>  };</div><div class="line"><a name="l00089"></a><span class="lineno"> 89</span> </div><div class="line"><a name="l00090"></a><span class="lineno"> 90</span>  <span class="comment">/**</span></div><div class="line"><a name="l00091"></a><span class="lineno"> 91</span> <span class="comment"> * @ingroup graphics</span></div><div class="line"><a name="l00092"></a><span class="lineno"> 92</span> <span class="comment"> * @relates RenderStates</span></div><div class="line"><a name="l00093"></a><span class="lineno"> 93</span> <span class="comment"> * @brief Check render states equality</span></div><div class="line"><a name="l00094"></a><span class="lineno"> 94</span> <span class="comment"> *</span></div><div class="line"><a name="l00095"></a><span class="lineno"> 95</span> <span class="comment"> * Two render states are equals if their blend mode, their transform</span></div><div class="line"><a name="l00096"></a><span class="lineno"> 96</span> <span class="comment"> * matrix, their texture and their shader are the same.</span></div><div class="line"><a name="l00097"></a><span class="lineno"> 97</span> <span class="comment"> */</span></div><div class="line"><a name="l00098"></a><span class="lineno"> 98</span>  <span class="keyword">inline</span></div><div class="line"><a name="l00099"></a><span class="lineno"><a class="line" href="group__graphics.html#gafcaee43a461682ade9b7fa4c6db75e51"> 99</a></span>  <span class="keywordtype">bool</span> <a class="code" href="group__graphics.html#gafcaee43a461682ade9b7fa4c6db75e51">operator</a>==(<span class="keyword">const</span> <a class="code" href="structgf_1_1_render_states.html">RenderStates</a>& lhs, <span class="keyword">const</span> <a class="code" href="structgf_1_1_render_states.html">RenderStates</a>& rhs) {</div><div class="line"><a name="l00100"></a><span class="lineno"> 100</span>  <span class="keywordflow">return</span> lhs.mode == rhs.mode && lhs.transform == rhs.transform && lhs.texture == rhs.texture && lhs.shader == rhs.shader;</div><div class="line"><a name="l00101"></a><span class="lineno"> 101</span>  }</div><div class="line"><a name="l00102"></a><span class="lineno"> 102</span> </div><div class="line"><a name="l00103"></a><span class="lineno"> 103</span> <span class="preprocessor">#</span><span class="preprocessor">ifndef</span> <span class="preprocessor">DOXYGEN_SHOULD_SKIP_THIS</span></div><div class="line"><a name="l00104"></a><span class="lineno"> 104</span> }</div><div class="line"><a name="l00105"></a><span class="lineno"> 105</span> <span class="preprocessor">#</span><span class="preprocessor">endif</span></div><div class="line"><a name="l00106"></a><span class="lineno"> 106</span> }</div><div class="line"><a name="l00107"></a><span class="lineno"> 107</span> </div><div class="line"><a name="l00108"></a><span class="lineno"> 108</span> <span class="preprocessor">#</span><span class="preprocessor">endif</span> <span class="comment">// GF_RENDER_STATES_H</span></div><div class="ttc" id="structgf_1_1_render_states_html_a0d21932a5e5fbf03c65963afc2e28c39"><div class="ttname"><a href="structgf_1_1_render_states.html#a0d21932a5e5fbf03c65963afc2e28c39">gf::RenderStates::mode</a></div><div class="ttdeci">BlendMode mode</div><div class="ttdoc">The blending mode. </div><div class="ttdef"><b>Definition:</b> RenderStates.h:83</div></div>
<div class="ttc" id="structgf_1_1_render_states_html"><div class="ttname"><a href="structgf_1_1_render_states.html">gf::RenderStates</a></div><div class="ttdoc">Define the states used for drawing to a RenderTarget. </div><div class="ttdef"><b>Definition:</b> RenderStates.h:82</div></div>
<div class="ttc" id="classgf_1_1_shader_html"><div class="ttname"><a href="classgf_1_1_shader.html">gf::Shader</a></div><div class="ttdoc">An OpenGL vertex and/or fragment shader. </div><div class="ttdef"><b>Definition:</b> Shader.h:120</div></div>
<div class="ttc" id="namespacegf_html"><div class="ttname"><a href="namespacegf.html">gf</a></div><div class="ttdoc">The namespace for gf classes. </div><div class="ttdef"><b>Definition:</b> Action.h:34</div></div>
<div class="ttc" id="classgf_1_1_bare_texture_html"><div class="ttname"><a href="classgf_1_1_bare_texture.html">gf::BareTexture</a></div><div class="ttdoc">An image that lives in the graphic memory that can be used for drawing. </div><div class="ttdef"><b>Definition:</b> Texture.h:67</div></div>
<div class="ttc" id="structgf_1_1_render_states_html_a8ebe53edcc7e0d84865a47a41a1f30d0"><div class="ttname"><a href="structgf_1_1_render_states.html#a8ebe53edcc7e0d84865a47a41a1f30d0">gf::RenderStates::transform</a></div><div class="ttdeci">Matrix3f transform</div><div class="ttdoc">The transform matrix. </div><div class="ttdef"><b>Definition:</b> RenderStates.h:84</div></div>
<div class="ttc" id="structgf_1_1_blend_mode_html"><div class="ttname"><a href="structgf_1_1_blend_mode.html">gf::BlendMode</a></div><div class="ttdoc">Blending modes for drawing. </div><div class="ttdef"><b>Definition:</b> Blend.h:132</div></div>
<div class="ttc" id="structgf_1_1_render_states_html_a9e118f46b7e520ad9eb4ea0b9bdbff4d"><div class="ttname"><a href="structgf_1_1_render_states.html#a9e118f46b7e520ad9eb4ea0b9bdbff4d">gf::RenderStates::texture</a></div><div class="ttdeci">const BareTexture * texture</div><div class="ttdoc">The texture. </div><div class="ttdef"><b>Definition:</b> RenderStates.h:85</div></div>
<div class="ttc" id="structgf_1_1_render_states_html_a991bdf53fea2fc3cb6cd4b20995856b6"><div class="ttname"><a href="structgf_1_1_render_states.html#a991bdf53fea2fc3cb6cd4b20995856b6">gf::RenderStates::lineWidth</a></div><div class="ttdeci">float lineWidth</div><div class="ttdoc">The line width. </div><div class="ttdef"><b>Definition:</b> RenderStates.h:87</div></div>
<div class="ttc" id="_portability_8h_html_a0169111e0ff1d9fe0f23dee89e904d57"><div class="ttname"><a href="_portability_8h.html#a0169111e0ff1d9fe0f23dee89e904d57">GF_API</a></div><div class="ttdeci">#define GF_API</div><div class="ttdef"><b>Definition:</b> Portability.h:35</div></div>
<div class="ttc" id="group__graphics_html_gafcaee43a461682ade9b7fa4c6db75e51"><div class="ttname"><a href="group__graphics.html#gafcaee43a461682ade9b7fa4c6db75e51">gf::RenderStates::operator==</a></div><div class="ttdeci">bool operator==(const RenderStates &lhs, const RenderStates &rhs)</div><div class="ttdoc">Check render states equality. </div><div class="ttdef"><b>Definition:</b> RenderStates.h:99</div></div>
<div class="ttc" id="structgf_1_1_render_states_html_a38b5fe28cff8f7760bbb9904e3a13f11"><div class="ttname"><a href="structgf_1_1_render_states.html#a38b5fe28cff8f7760bbb9904e3a13f11">gf::RenderStates::shader</a></div><div class="ttdeci">Shader * shader</div><div class="ttdoc">The shader. </div><div class="ttdef"><b>Definition:</b> RenderStates.h:86</div></div>
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