liblcf
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rpg_savemapeventbase.cpp
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1/* !!!! GENERATED FILE - DO NOT EDIT !!!!
2 * --------------------------------------
3 *
4 * This file is part of liblcf. Copyright (c) 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/savemapeventbase.h"
14
15namespace lcf {
16namespace rpg {
17
18std::ostream& operator<<(std::ostream& os, const SaveMapEventBase::EasyRpgEventRuntime_Flags& obj) {
19 for (size_t i = 0; i < obj.flags.size(); ++i) {
20 os << (i == 0 ? "[" : ", ") << obj.flags[i];
21 }
22 os << "]";
23 return os;
24}
25
26std::ostream& operator<<(std::ostream& os, const SaveMapEventBase& obj) {
27 os << "SaveMapEventBase{";
28 os << "active="<< obj.active;
29 os << ", map_id="<< obj.map_id;
30 os << ", position_x="<< obj.position_x;
31 os << ", position_y="<< obj.position_y;
32 os << ", direction="<< obj.direction;
33 os << ", facing="<< obj.facing;
34 os << ", anim_frame="<< obj.anim_frame;
35 os << ", transparency="<< obj.transparency;
36 os << ", remaining_step="<< obj.remaining_step;
37 os << ", move_frequency="<< obj.move_frequency;
38 os << ", layer="<< obj.layer;
39 os << ", overlap_forbidden="<< obj.overlap_forbidden;
40 os << ", animation_type="<< obj.animation_type;
41 os << ", lock_facing="<< obj.lock_facing;
42 os << ", move_speed="<< obj.move_speed;
43 os << ", move_route="<< obj.move_route;
44 os << ", move_route_overwrite="<< obj.move_route_overwrite;
45 os << ", move_route_index="<< obj.move_route_index;
46 os << ", move_route_finished="<< obj.move_route_finished;
47 os << ", sprite_hidden="<< obj.sprite_hidden;
48 os << ", move_route_through="<< obj.move_route_through;
49 os << ", anim_paused="<< obj.anim_paused;
50 os << ", through="<< obj.through;
51 os << ", stop_count="<< obj.stop_count;
52 os << ", anim_count="<< obj.anim_count;
53 os << ", max_stop_count="<< obj.max_stop_count;
54 os << ", jumping="<< obj.jumping;
55 os << ", begin_jump_x="<< obj.begin_jump_x;
56 os << ", begin_jump_y="<< obj.begin_jump_y;
57 os << ", pause="<< obj.pause;
58 os << ", flying="<< obj.flying;
59 os << ", sprite_name="<< obj.sprite_name;
60 os << ", sprite_id="<< obj.sprite_id;
61 os << ", processed="<< obj.processed;
62 os << ", flash_red="<< obj.flash_red;
63 os << ", flash_green="<< obj.flash_green;
64 os << ", flash_blue="<< obj.flash_blue;
65 os << ", flash_current_level="<< obj.flash_current_level;
66 os << ", flash_time_left="<< obj.flash_time_left;
67 os << ", easyrpg_move_failure_count="<< obj.easyrpg_move_failure_count;
68 os << ", easyrpg_clone_map_id="<< obj.easyrpg_clone_map_id;
69 os << ", easyrpg_clone_event_id="<< obj.easyrpg_clone_event_id;
70 os << ", easyrpg_runtime_flags="<< obj.easyrpg_runtime_flags;
71 os << "}";
72 return os;
73}
74
75} // namespace rpg
76} // namespace lcf
std::ostream & operator<<(std::ostream &os, const Actor &obj)
Definition rpg_actor.cpp:18