liblcf
rpg_savescreen.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/savescreen.h"
14 
15 namespace lcf {
16 namespace rpg {
17 
18 std::ostream& operator<<(std::ostream& os, const SaveScreen& obj) {
19  os << "SaveScreen{";
20  os << "tint_finish_red="<< obj.tint_finish_red;
21  os << ", tint_finish_green="<< obj.tint_finish_green;
22  os << ", tint_finish_blue="<< obj.tint_finish_blue;
23  os << ", tint_finish_sat="<< obj.tint_finish_sat;
24  os << ", tint_current_red="<< obj.tint_current_red;
25  os << ", tint_current_green="<< obj.tint_current_green;
26  os << ", tint_current_blue="<< obj.tint_current_blue;
27  os << ", tint_current_sat="<< obj.tint_current_sat;
28  os << ", tint_time_left="<< obj.tint_time_left;
29  os << ", flash_continuous="<< obj.flash_continuous;
30  os << ", flash_red="<< obj.flash_red;
31  os << ", flash_green="<< obj.flash_green;
32  os << ", flash_blue="<< obj.flash_blue;
33  os << ", flash_current_level="<< obj.flash_current_level;
34  os << ", flash_time_left="<< obj.flash_time_left;
35  os << ", shake_continuous="<< obj.shake_continuous;
36  os << ", shake_strength="<< obj.shake_strength;
37  os << ", shake_speed="<< obj.shake_speed;
38  os << ", shake_position="<< obj.shake_position;
39  os << ", shake_position_y="<< obj.shake_position_y;
40  os << ", shake_time_left="<< obj.shake_time_left;
41  os << ", pan_x="<< obj.pan_x;
42  os << ", pan_y="<< obj.pan_y;
43  os << ", battleanim_id="<< obj.battleanim_id;
44  os << ", battleanim_target="<< obj.battleanim_target;
45  os << ", battleanim_frame="<< obj.battleanim_frame;
46  os << ", battleanim_active="<< obj.battleanim_active;
47  os << ", battleanim_global="<< obj.battleanim_global;
48  os << ", weather="<< obj.weather;
49  os << ", weather_strength="<< obj.weather_strength;
50  os << "}";
51  return os;
52 }
53 
54 } // namespace rpg
55 } // namespace lcf
std::ostream & operator<<(std::ostream &os, const Actor &obj)
Definition: rpg_actor.cpp:18
Definition: dbarray.cpp:13