liblcf
Loading...
Searching...
No Matches
rpg_savesystem.cpp
Go to the documentation of this file.
1/* !!!! GENERATED FILE - DO NOT EDIT !!!!
2 * --------------------------------------
3 *
4 * This file is part of liblcf. Copyright (c) 2021 liblcf authors.
5 * https://github.com/EasyRPG/liblcf - https://easyrpg.org
6 *
7 * liblcf is Free/Libre Open Source Software, released under the MIT License.
8 * For the full copyright and license information, please view the COPYING
9 * file that was distributed with this source code.
10 */
11
12// Headers
13#include "lcf/rpg/savesystem.h"
14
15namespace lcf {
16namespace rpg {
17
18std::ostream& operator<<(std::ostream& os, const SaveSystem& obj) {
19 os << "SaveSystem{";
20 os << "scene="<< obj.scene;
21 os << ", frame_count="<< obj.frame_count;
22 os << ", graphics_name="<< obj.graphics_name;
23 os << ", message_stretch="<< obj.message_stretch;
24 os << ", font_id="<< obj.font_id;
25 os << ", switches=";
26 for (size_t i = 0; i < obj.switches.size(); ++i) {
27 os << (i == 0 ? "[" : ", ") << obj.switches[i];
28 }
29 os << "]";
30 os << ", variables=";
31 for (size_t i = 0; i < obj.variables.size(); ++i) {
32 os << (i == 0 ? "[" : ", ") << obj.variables[i];
33 }
34 os << "]";
35 os << ", message_transparent="<< obj.message_transparent;
36 os << ", message_position="<< obj.message_position;
37 os << ", message_prevent_overlap="<< obj.message_prevent_overlap;
38 os << ", message_continue_events="<< obj.message_continue_events;
39 os << ", face_name="<< obj.face_name;
40 os << ", face_id="<< obj.face_id;
41 os << ", face_right="<< obj.face_right;
42 os << ", face_flip="<< obj.face_flip;
43 os << ", event_message_active="<< obj.event_message_active;
44 os << ", music_stopping="<< obj.music_stopping;
45 os << ", title_music="<< obj.title_music;
46 os << ", battle_music="<< obj.battle_music;
47 os << ", battle_end_music="<< obj.battle_end_music;
48 os << ", inn_music="<< obj.inn_music;
49 os << ", current_music="<< obj.current_music;
50 os << ", before_vehicle_music="<< obj.before_vehicle_music;
51 os << ", before_battle_music="<< obj.before_battle_music;
52 os << ", stored_music="<< obj.stored_music;
53 os << ", boat_music="<< obj.boat_music;
54 os << ", ship_music="<< obj.ship_music;
55 os << ", airship_music="<< obj.airship_music;
56 os << ", gameover_music="<< obj.gameover_music;
57 os << ", cursor_se="<< obj.cursor_se;
58 os << ", decision_se="<< obj.decision_se;
59 os << ", cancel_se="<< obj.cancel_se;
60 os << ", buzzer_se="<< obj.buzzer_se;
61 os << ", battle_se="<< obj.battle_se;
62 os << ", escape_se="<< obj.escape_se;
63 os << ", enemy_attack_se="<< obj.enemy_attack_se;
64 os << ", enemy_damaged_se="<< obj.enemy_damaged_se;
65 os << ", actor_damaged_se="<< obj.actor_damaged_se;
66 os << ", dodge_se="<< obj.dodge_se;
67 os << ", enemy_death_se="<< obj.enemy_death_se;
68 os << ", item_se="<< obj.item_se;
69 os << ", transition_out="<< obj.transition_out;
70 os << ", transition_in="<< obj.transition_in;
71 os << ", battle_start_fadeout="<< obj.battle_start_fadeout;
72 os << ", battle_start_fadein="<< obj.battle_start_fadein;
73 os << ", battle_end_fadeout="<< obj.battle_end_fadeout;
74 os << ", battle_end_fadein="<< obj.battle_end_fadein;
75 os << ", teleport_allowed="<< obj.teleport_allowed;
76 os << ", escape_allowed="<< obj.escape_allowed;
77 os << ", save_allowed="<< obj.save_allowed;
78 os << ", menu_allowed="<< obj.menu_allowed;
79 os << ", background="<< obj.background;
80 os << ", save_count="<< obj.save_count;
81 os << ", save_slot="<< obj.save_slot;
82 os << ", atb_mode="<< obj.atb_mode;
83 os << ", maniac_frameskip="<< obj.maniac_frameskip;
84 os << ", maniac_picture_limit="<< obj.maniac_picture_limit;
85 os << ", maniac_options=";
86 for (size_t i = 0; i < obj.maniac_options.size(); ++i) {
87 os << (i == 0 ? "[" : ", ") << obj.maniac_options[i];
88 }
89 os << "]";
90 os << ", maniac_joypad_bindings=";
91 for (size_t i = 0; i < obj.maniac_joypad_bindings.size(); ++i) {
92 os << (i == 0 ? "[" : ", ") << obj.maniac_joypad_bindings[i];
93 }
94 os << "]";
95 os << "}";
96 return os;
97}
98
99} // namespace rpg
100} // namespace lcf
std::ostream & operator<<(std::ostream &os, const Actor &obj)
Definition: rpg_actor.cpp:18
Definition: dbarray.cpp:13