liblcf
lsd_savepicture.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) 2020 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 "lsd_reader.h"
14 #include "lsd_chunks.h"
15 #include "reader_struct_impl.h"
16 
17 // Read SavePicture.
18 
19 template <>
20 char const* const Struct<RPG::SavePicture>::name = "SavePicture";
24  "name",
25  0,
26  0
27 );
28 static TypedField<RPG::SavePicture, double> static_start_x(
31  "start_x",
32  0,
33  0
34 );
35 static TypedField<RPG::SavePicture, double> static_start_y(
38  "start_y",
39  0,
40  0
41 );
42 static TypedField<RPG::SavePicture, double> static_current_x(
45  "current_x",
46  0,
47  0
48 );
49 static TypedField<RPG::SavePicture, double> static_current_y(
52  "current_y",
53  0,
54  0
55 );
56 static TypedField<RPG::SavePicture, bool> static_fixed_to_map(
59  "fixed_to_map",
60  0,
61  0
62 );
63 static TypedField<RPG::SavePicture, double> static_current_magnify(
66  "current_magnify",
67  0,
68  0
69 );
70 static TypedField<RPG::SavePicture, double> static_current_top_trans(
73  "current_top_trans",
74  0,
75  0
76 );
77 static TypedField<RPG::SavePicture, bool> static_use_transparent_color(
80  "use_transparent_color",
81  0,
82  0
83 );
84 static TypedField<RPG::SavePicture, double> static_current_red(
87  "current_red",
88  0,
89  0
90 );
91 static TypedField<RPG::SavePicture, double> static_current_green(
94  "current_green",
95  0,
96  0
97 );
98 static TypedField<RPG::SavePicture, double> static_current_blue(
101  "current_blue",
102  0,
103  0
104 );
105 static TypedField<RPG::SavePicture, double> static_current_sat(
108  "current_sat",
109  0,
110  0
111 );
112 static TypedField<RPG::SavePicture, int32_t> static_effect_mode(
115  "effect_mode",
116  0,
117  0
118 );
119 static TypedField<RPG::SavePicture, double> static_current_effect_power(
122  "current_effect_power",
123  0,
124  0
125 );
126 static TypedField<RPG::SavePicture, double> static_current_bot_trans(
129  "current_bot_trans",
130  0,
131  0
132 );
133 static TypedField<RPG::SavePicture, int32_t> static_spritesheet_cols(
136  "spritesheet_cols",
137  0,
138  1
139 );
140 static TypedField<RPG::SavePicture, int32_t> static_spritesheet_rows(
143  "spritesheet_rows",
144  0,
145  1
146 );
147 static TypedField<RPG::SavePicture, int32_t> static_spritesheet_frame(
150  "spritesheet_frame",
151  0,
152  1
153 );
154 static TypedField<RPG::SavePicture, int32_t> static_spritesheet_speed(
157  "spritesheet_speed",
158  0,
159  1
160 );
161 static TypedField<RPG::SavePicture, int32_t> static_frames(
164  "frames",
165  0,
166  1
167 );
168 static TypedField<RPG::SavePicture, bool> static_spritesheet_play_once(
171  "spritesheet_play_once",
172  0,
173  1
174 );
175 static TypedField<RPG::SavePicture, int32_t> static_map_layer(
178  "map_layer",
179  0,
180  0
181 );
182 static TypedField<RPG::SavePicture, int32_t> static_battle_layer(
185  "battle_layer",
186  0,
187  0
188 );
192  "flags",
193  0,
194  0
195 );
196 static TypedField<RPG::SavePicture, double> static_finish_x(
199  "finish_x",
200  0,
201  0
202 );
203 static TypedField<RPG::SavePicture, double> static_finish_y(
206  "finish_y",
207  0,
208  0
209 );
210 static TypedField<RPG::SavePicture, int32_t> static_finish_magnify(
213  "finish_magnify",
214  0,
215  0
216 );
217 static TypedField<RPG::SavePicture, int32_t> static_finish_top_trans(
220  "finish_top_trans",
221  0,
222  0
223 );
224 static TypedField<RPG::SavePicture, int32_t> static_finish_bot_trans(
227  "finish_bot_trans",
228  0,
229  0
230 );
231 static TypedField<RPG::SavePicture, int32_t> static_finish_red(
234  "finish_red",
235  0,
236  0
237 );
238 static TypedField<RPG::SavePicture, int32_t> static_finish_green(
241  "finish_green",
242  0,
243  0
244 );
245 static TypedField<RPG::SavePicture, int32_t> static_finish_blue(
248  "finish_blue",
249  0,
250  0
251 );
252 static TypedField<RPG::SavePicture, int32_t> static_finish_sat(
255  "finish_sat",
256  0,
257  0
258 );
259 static TypedField<RPG::SavePicture, int32_t> static_finish_effect_power(
262  "finish_effect_power",
263  0,
264  0
265 );
266 static TypedField<RPG::SavePicture, int32_t> static_time_left(
269  "time_left",
270  0,
271  0
272 );
273 static TypedField<RPG::SavePicture, double> static_current_rotation(
276  "current_rotation",
277  0,
278  0
279 );
280 static TypedField<RPG::SavePicture, int32_t> static_current_waver(
283  "current_waver",
284  0,
285  0
286 );
287 
288 
289 template <>
291  &static_name,
292  &static_start_x,
293  &static_start_y,
294  &static_current_x,
295  &static_current_y,
296  &static_fixed_to_map,
297  &static_current_magnify,
298  &static_current_top_trans,
299  &static_use_transparent_color,
300  &static_current_red,
301  &static_current_green,
302  &static_current_blue,
303  &static_current_sat,
304  &static_effect_mode,
305  &static_current_effect_power,
306  &static_current_bot_trans,
307  &static_spritesheet_cols,
308  &static_spritesheet_rows,
309  &static_spritesheet_frame,
310  &static_spritesheet_speed,
311  &static_frames,
312  &static_spritesheet_play_once,
313  &static_map_layer,
314  &static_battle_layer,
315  &static_flags,
316  &static_finish_x,
317  &static_finish_y,
318  &static_finish_magnify,
319  &static_finish_top_trans,
320  &static_finish_bot_trans,
321  &static_finish_red,
322  &static_finish_green,
323  &static_finish_blue,
324  &static_finish_sat,
325  &static_finish_effect_power,
326  &static_time_left,
327  &static_current_rotation,
328  &static_current_waver,
329  NULL
330 };
331 
332 template class Struct<RPG::SavePicture>;
RPG::SavePicture::current_rotation
double current_rotation
Definition: rpg_savepicture.h:133
LSD_Reader::ChunkSavePicture::current_effect_power
@ current_effect_power
Definition: lsd_chunks.h:260
LSD_Reader::ChunkSavePicture::battle_layer
@ battle_layer
Definition: lsd_chunks.h:278
RPG::SavePicture::current_waver
int32_t current_waver
Definition: rpg_savepicture.h:134
LSD_Reader::ChunkSavePicture::finish_x
@ finish_x
Definition: lsd_chunks.h:282
LSD_Reader::ChunkSavePicture::finish_red
@ finish_red
Definition: lsd_chunks.h:292
RPG::SavePicture::effect_mode
int32_t effect_mode
Definition: rpg_savepicture.h:94
RPG::SavePicture::finish_x
double finish_x
Definition: rpg_savepicture.h:122
LSD_Reader::ChunkSavePicture::finish_blue
@ finish_blue
Definition: lsd_chunks.h:296
RPG::SavePicture::finish_blue
int32_t finish_blue
Definition: rpg_savepicture.h:129
RPG::SavePicture::spritesheet_speed
int32_t spritesheet_speed
Definition: rpg_savepicture.h:100
LSD_Reader::ChunkSavePicture::effect_mode
@ effect_mode
Definition: lsd_chunks.h:258
LSD_Reader::ChunkSavePicture::finish_bot_trans
@ finish_bot_trans
Definition: lsd_chunks.h:290
RPG::SavePicture::current_green
double current_green
Definition: rpg_savepicture.h:91
LSD_Reader::ChunkSavePicture::spritesheet_play_once
@ spritesheet_play_once
Definition: lsd_chunks.h:274
Field
Definition: reader_struct.h:315
TypedField
Definition: reader_struct.h:348
RPG::SavePicture::flags
struct RPG::SavePicture::Flags flags
Definition: lsd_savepicture.cpp:189
LSD_Reader::ChunkSavePicture::finish_top_trans
@ finish_top_trans
Definition: lsd_chunks.h:288
LSD_Reader::ChunkSavePicture::finish_magnify
@ finish_magnify
Definition: lsd_chunks.h:286
LSD_Reader::ChunkSavePicture::current_top_trans
@ current_top_trans
Definition: lsd_chunks.h:246
RPG::SavePicture::use_transparent_color
bool use_transparent_color
Definition: rpg_savepicture.h:89
Struct
Definition: reader_struct.h:43
RPG::SavePicture::current_bot_trans
double current_bot_trans
Definition: rpg_savepicture.h:96
RPG::SavePicture::current_blue
double current_blue
Definition: rpg_savepicture.h:92
LSD_Reader::ChunkSavePicture::current_red
@ current_red
Definition: lsd_chunks.h:250
LSD_Reader::ChunkSavePicture::finish_y
@ finish_y
Definition: lsd_chunks.h:284
LSD_Reader::ChunkSavePicture::spritesheet_frame
@ spritesheet_frame
Definition: lsd_chunks.h:268
LSD_Reader::ChunkSavePicture::finish_green
@ finish_green
Definition: lsd_chunks.h:294
LSD_Reader::ChunkSavePicture::start_x
@ start_x
Definition: lsd_chunks.h:234
RPG::SavePicture::current_sat
double current_sat
Definition: rpg_savepicture.h:93
LSD_Reader::ChunkSavePicture::map_layer
@ map_layer
Definition: lsd_chunks.h:276
RPG::SavePicture::current_red
double current_red
Definition: rpg_savepicture.h:90
RPG::SavePicture::finish_top_trans
int32_t finish_top_trans
Definition: rpg_savepicture.h:125
LSD_Reader::ChunkSavePicture::current_waver
@ current_waver
Definition: lsd_chunks.h:306
LSD_Reader::ChunkSavePicture::name
@ name
Definition: lsd_chunks.h:232
RPG::SavePicture::start_x
double start_x
Definition: rpg_savepicture.h:82
LSD_Reader::ChunkSavePicture::spritesheet_rows
@ spritesheet_rows
Definition: lsd_chunks.h:266
LSD_Reader::ChunkSavePicture::finish_sat
@ finish_sat
Definition: lsd_chunks.h:298
LSD_Reader::ChunkSavePicture::current_rotation
@ current_rotation
Definition: lsd_chunks.h:304
RPG::SavePicture::finish_y
double finish_y
Definition: rpg_savepicture.h:123
RPG::SavePicture::finish_bot_trans
int32_t finish_bot_trans
Definition: rpg_savepicture.h:126
LSD_Reader::ChunkSavePicture::current_bot_trans
@ current_bot_trans
Definition: lsd_chunks.h:262
RPG::SavePicture::finish_magnify
int32_t finish_magnify
Definition: rpg_savepicture.h:124
RPG::SavePicture::current_magnify
double current_magnify
Definition: rpg_savepicture.h:87
LSD_Reader::ChunkSavePicture::current_sat
@ current_sat
Definition: lsd_chunks.h:256
RPG::SavePicture::finish_sat
int32_t finish_sat
Definition: rpg_savepicture.h:130
LSD_Reader::ChunkSavePicture::spritesheet_speed
@ spritesheet_speed
Definition: lsd_chunks.h:270
RPG::SavePicture::time_left
int32_t time_left
Definition: rpg_savepicture.h:132
RPG::SavePicture::finish_green
int32_t finish_green
Definition: rpg_savepicture.h:128
RPG::SavePicture::fixed_to_map
bool fixed_to_map
Definition: rpg_savepicture.h:86
RPG::SavePicture::name
std::string name
Definition: rpg_savepicture.h:81
LSD_Reader::ChunkSavePicture::current_blue
@ current_blue
Definition: lsd_chunks.h:254
RPG::SavePicture::current_y
double current_y
Definition: rpg_savepicture.h:85
RPG::SavePicture::finish_effect_power
int32_t finish_effect_power
Definition: rpg_savepicture.h:131
lsd_reader.h
LSD_Reader::ChunkSavePicture::start_y
@ start_y
Definition: lsd_chunks.h:236
LSD_Reader::ChunkSavePicture::current_x
@ current_x
Definition: lsd_chunks.h:238
RPG::SavePicture::battle_layer
int32_t battle_layer
Definition: rpg_savepicture.h:104
RPG::SavePicture::current_x
double current_x
Definition: rpg_savepicture.h:84
LSD_Reader::ChunkSavePicture::fixed_to_map
@ fixed_to_map
Definition: lsd_chunks.h:242
RPG::SavePicture::start_y
double start_y
Definition: rpg_savepicture.h:83
lsd_chunks.h
LSD_Reader::ChunkSavePicture::frames
@ frames
Definition: lsd_chunks.h:272
LSD_Reader::ChunkSavePicture::finish_effect_power
@ finish_effect_power
Definition: lsd_chunks.h:300
LSD_Reader::ChunkSavePicture::use_transparent_color
@ use_transparent_color
Definition: lsd_chunks.h:248
LSD_Reader::ChunkSavePicture::current_y
@ current_y
Definition: lsd_chunks.h:240
RPG::SavePicture::frames
int32_t frames
Definition: rpg_savepicture.h:101
reader_struct_impl.h
LSD_Reader::ChunkSavePicture::flags
@ flags
Definition: lsd_chunks.h:280
RPG::SavePicture::finish_red
int32_t finish_red
Definition: rpg_savepicture.h:127
LSD_Reader::ChunkSavePicture::spritesheet_cols
@ spritesheet_cols
Definition: lsd_chunks.h:264
LSD_Reader::ChunkSavePicture::time_left
@ time_left
Definition: lsd_chunks.h:302
RPG::SavePicture::current_top_trans
double current_top_trans
Definition: rpg_savepicture.h:88
LSD_Reader::ChunkSavePicture::current_magnify
@ current_magnify
Definition: lsd_chunks.h:244
RPG::SavePicture::spritesheet_cols
int32_t spritesheet_cols
Definition: rpg_savepicture.h:97
RPG::SavePicture::spritesheet_frame
int32_t spritesheet_frame
Definition: rpg_savepicture.h:99
RPG::SavePicture::spritesheet_rows
int32_t spritesheet_rows
Definition: rpg_savepicture.h:98
RPG::SavePicture::current_effect_power
double current_effect_power
Definition: rpg_savepicture.h:95
RPG::SavePicture::map_layer
int32_t map_layer
Definition: rpg_savepicture.h:103
RPG::SavePicture::spritesheet_play_once
bool spritesheet_play_once
Definition: rpg_savepicture.h:102
LSD_Reader::ChunkSavePicture::current_green
@ current_green
Definition: lsd_chunks.h:252