liblcf
rpg_savescreen.h
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/* !!!! GENERATED FILE - DO NOT EDIT !!!!
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* --------------------------------------
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*
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* This file is part of liblcf. Copyright (c) 2020 liblcf authors.
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* https://github.com/EasyRPG/liblcf - https://easyrpg.org
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*
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* liblcf is Free/Libre Open Source Software, released under the MIT License.
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* For the full copyright and license information, please view the COPYING
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* file that was distributed with this source code.
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*/
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#ifndef LCF_RPG_SAVESCREEN_H
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#define LCF_RPG_SAVESCREEN_H
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// Headers
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#include <stdint.h>
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namespace
RPG
{
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class
SaveScreen
{
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public
:
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int32_t
tint_finish_red
= 100;
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int32_t
tint_finish_green
= 100;
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int32_t
tint_finish_blue
= 100;
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int32_t
tint_finish_sat
= 100;
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double
tint_current_red
= 100.0;
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double
tint_current_green
= 100.0;
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double
tint_current_blue
= 100.0;
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double
tint_current_sat
= 100.0;
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int32_t
tint_time_left
= 0;
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bool
flash_continuous
=
false
;
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int32_t
flash_red
= 0;
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int32_t
flash_green
= 0;
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int32_t
flash_blue
= 0;
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double
flash_current_level
= 0.0;
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int32_t
flash_time_left
= 0;
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bool
shake_continuous
=
false
;
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int32_t
shake_strength
= 0;
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int32_t
shake_speed
= 0;
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int32_t
shake_position
= 0;
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int32_t
shake_position_y
= 0;
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int32_t
shake_time_left
= 0;
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int32_t
pan_x
= 0;
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int32_t
pan_y
= 0;
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int32_t
battleanim_id
= 0;
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int32_t
battleanim_target
= 0;
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int32_t
battleanim_frame
= 0;
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bool
battleanim_active
=
false
;
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bool
battleanim_global
=
false
;
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int32_t
weather
= 0;
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int32_t
weather_strength
= 0;
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};
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inline
bool
operator==
(
const
SaveScreen
& l,
const
SaveScreen
& r) {
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return
l.
tint_finish_red
== r.
tint_finish_red
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&& l.
tint_finish_green
== r.
tint_finish_green
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&& l.
tint_finish_blue
== r.
tint_finish_blue
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&& l.
tint_finish_sat
== r.
tint_finish_sat
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&& l.
tint_current_red
== r.
tint_current_red
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&& l.
tint_current_green
== r.
tint_current_green
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&& l.
tint_current_blue
== r.
tint_current_blue
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&& l.
tint_current_sat
== r.
tint_current_sat
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&& l.
tint_time_left
== r.
tint_time_left
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&& l.
flash_continuous
== r.
flash_continuous
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&& l.
flash_red
== r.
flash_red
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&& l.
flash_green
== r.
flash_green
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&& l.
flash_blue
== r.
flash_blue
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&& l.
flash_current_level
== r.
flash_current_level
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&& l.
flash_time_left
== r.
flash_time_left
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&& l.
shake_continuous
== r.
shake_continuous
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&& l.
shake_strength
== r.
shake_strength
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&& l.
shake_speed
== r.
shake_speed
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&& l.
shake_position
== r.
shake_position
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&& l.
shake_position_y
== r.
shake_position_y
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&& l.
shake_time_left
== r.
shake_time_left
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&& l.
pan_x
== r.
pan_x
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&& l.
pan_y
== r.
pan_y
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&& l.
battleanim_id
== r.
battleanim_id
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&& l.
battleanim_target
== r.
battleanim_target
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&& l.
battleanim_frame
== r.
battleanim_frame
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&& l.
battleanim_active
== r.
battleanim_active
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&& l.
battleanim_global
== r.
battleanim_global
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&& l.
weather
== r.
weather
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&& l.
weather_strength
== r.
weather_strength
;
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}
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inline
bool
operator!=
(
const
SaveScreen
& l,
const
SaveScreen
& r) {
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return
!(l == r);
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}
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}
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#endif
RPG::SaveScreen::tint_finish_green
int32_t tint_finish_green
Definition:
rpg_savescreen.h:25
RPG::SaveScreen::flash_green
int32_t flash_green
Definition:
rpg_savescreen.h:35
RPG::SaveScreen::shake_time_left
int32_t shake_time_left
Definition:
rpg_savescreen.h:44
RPG::SaveScreen::shake_position_y
int32_t shake_position_y
Definition:
rpg_savescreen.h:43
RPG::operator==
bool operator==(const Actor &l, const Actor &r)
Definition:
rpg_actor.h:64
RPG::SaveScreen::shake_position
int32_t shake_position
Definition:
rpg_savescreen.h:42
RPG::SaveScreen::tint_finish_blue
int32_t tint_finish_blue
Definition:
rpg_savescreen.h:26
RPG::SaveScreen::flash_blue
int32_t flash_blue
Definition:
rpg_savescreen.h:36
RPG::SaveScreen::tint_current_sat
double tint_current_sat
Definition:
rpg_savescreen.h:31
RPG::SaveScreen::battleanim_target
int32_t battleanim_target
Definition:
rpg_savescreen.h:48
RPG
Definition:
rpg_actor.h:26
RPG::SaveScreen::pan_x
int32_t pan_x
Definition:
rpg_savescreen.h:45
RPG::SaveScreen::battleanim_id
int32_t battleanim_id
Definition:
rpg_savescreen.h:47
RPG::SaveScreen::tint_current_red
double tint_current_red
Definition:
rpg_savescreen.h:28
RPG::SaveScreen::battleanim_active
bool battleanim_active
Definition:
rpg_savescreen.h:50
RPG::SaveScreen
Definition:
rpg_savescreen.h:22
RPG::SaveScreen::weather
int32_t weather
Definition:
rpg_savescreen.h:52
RPG::SaveScreen::shake_strength
int32_t shake_strength
Definition:
rpg_savescreen.h:40
RPG::SaveScreen::flash_continuous
bool flash_continuous
Definition:
rpg_savescreen.h:33
RPG::SaveScreen::tint_finish_red
int32_t tint_finish_red
Definition:
rpg_savescreen.h:24
RPG::SaveScreen::shake_continuous
bool shake_continuous
Definition:
rpg_savescreen.h:39
RPG::SaveScreen::tint_current_green
double tint_current_green
Definition:
rpg_savescreen.h:29
RPG::SaveScreen::shake_speed
int32_t shake_speed
Definition:
rpg_savescreen.h:41
RPG::SaveScreen::tint_time_left
int32_t tint_time_left
Definition:
rpg_savescreen.h:32
RPG::SaveScreen::tint_current_blue
double tint_current_blue
Definition:
rpg_savescreen.h:30
RPG::SaveScreen::tint_finish_sat
int32_t tint_finish_sat
Definition:
rpg_savescreen.h:27
RPG::SaveScreen::pan_y
int32_t pan_y
Definition:
rpg_savescreen.h:46
RPG::operator!=
bool operator!=(const Actor &l, const Actor &r)
Definition:
rpg_actor.h:98
RPG::SaveScreen::battleanim_frame
int32_t battleanim_frame
Definition:
rpg_savescreen.h:49
RPG::SaveScreen::flash_red
int32_t flash_red
Definition:
rpg_savescreen.h:34
RPG::SaveScreen::battleanim_global
bool battleanim_global
Definition:
rpg_savescreen.h:51
RPG::SaveScreen::flash_current_level
double flash_current_level
Definition:
rpg_savescreen.h:37
RPG::SaveScreen::weather_strength
int32_t weather_strength
Definition:
rpg_savescreen.h:53
RPG::SaveScreen::flash_time_left
int32_t flash_time_left
Definition:
rpg_savescreen.h:38
src
generated
rpg_savescreen.h
Generated on Sun Aug 2 2020 00:00:00 for liblcf by
1.8.18