liblcf
rpg_savesystem.cpp
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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 
15 namespace lcf {
16 namespace rpg {
17 
18 std::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