liblcf
rpg_saveeventexecstate.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_SAVEEVENTEXECSTATE_H
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#define LCF_RPG_SAVEEVENTEXECSTATE_H
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// Headers
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#include <stdint.h>
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#include <vector>
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#include "
rpg_saveeventexecframe.h
"
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namespace
RPG
{
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class
SaveEventExecState
{
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public
:
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std::vector<SaveEventExecFrame>
stack
;
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bool
show_message
=
false
;
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bool
abort_on_escape
=
false
;
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bool
wait_movement
=
false
;
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bool
keyinput_wait
=
false
;
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uint8_t
keyinput_variable
= 0;
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bool
keyinput_all_directions
=
false
;
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bool
keyinput_decision
=
false
;
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bool
keyinput_cancel
=
false
;
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bool
keyinput_2kshift_2k3numbers
=
false
;
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bool
keyinput_2kdown_2k3operators
=
false
;
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bool
keyinput_2kleft_2k3shift
=
false
;
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bool
keyinput_2kright
=
false
;
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bool
keyinput_2kup
=
false
;
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int32_t
wait_time
= 0;
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int32_t
keyinput_time_variable
= 0;
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bool
keyinput_2k3down
=
false
;
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bool
keyinput_2k3left
=
false
;
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bool
keyinput_2k3right
=
false
;
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bool
keyinput_2k3up
=
false
;
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bool
keyinput_timed
=
false
;
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bool
wait_key_enter
=
false
;
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};
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inline
bool
operator==
(
const
SaveEventExecState
& l,
const
SaveEventExecState
& r) {
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return
l.
stack
== r.
stack
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&& l.
show_message
== r.
show_message
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&& l.
abort_on_escape
== r.
abort_on_escape
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&& l.
wait_movement
== r.
wait_movement
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&& l.
keyinput_wait
== r.
keyinput_wait
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&& l.
keyinput_variable
== r.
keyinput_variable
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&& l.
keyinput_all_directions
== r.
keyinput_all_directions
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&& l.
keyinput_decision
== r.
keyinput_decision
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&& l.
keyinput_cancel
== r.
keyinput_cancel
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&& l.
keyinput_2kshift_2k3numbers
== r.
keyinput_2kshift_2k3numbers
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&& l.
keyinput_2kdown_2k3operators
== r.
keyinput_2kdown_2k3operators
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&& l.
keyinput_2kleft_2k3shift
== r.
keyinput_2kleft_2k3shift
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&& l.
keyinput_2kright
== r.
keyinput_2kright
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&& l.
keyinput_2kup
== r.
keyinput_2kup
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&& l.
wait_time
== r.
wait_time
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&& l.
keyinput_time_variable
== r.
keyinput_time_variable
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&& l.
keyinput_2k3down
== r.
keyinput_2k3down
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&& l.
keyinput_2k3left
== r.
keyinput_2k3left
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&& l.
keyinput_2k3right
== r.
keyinput_2k3right
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&& l.
keyinput_2k3up
== r.
keyinput_2k3up
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&& l.
keyinput_timed
== r.
keyinput_timed
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&& l.
wait_key_enter
== r.
wait_key_enter
;
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}
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inline
bool
operator!=
(
const
SaveEventExecState
& l,
const
SaveEventExecState
& r) {
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return
!(l == r);
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}
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}
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#endif
RPG::SaveEventExecState::keyinput_wait
bool keyinput_wait
Definition:
rpg_saveeventexecstate.h:30
RPG::SaveEventExecState::keyinput_2k3left
bool keyinput_2k3left
Definition:
rpg_saveeventexecstate.h:43
RPG::operator==
bool operator==(const Actor &l, const Actor &r)
Definition:
rpg_actor.h:64
RPG::SaveEventExecState::keyinput_2kshift_2k3numbers
bool keyinput_2kshift_2k3numbers
Definition:
rpg_saveeventexecstate.h:35
RPG::SaveEventExecState::keyinput_timed
bool keyinput_timed
Definition:
rpg_saveeventexecstate.h:46
rpg_saveeventexecframe.h
RPG
Definition:
rpg_actor.h:26
RPG::SaveEventExecState::keyinput_decision
bool keyinput_decision
Definition:
rpg_saveeventexecstate.h:33
RPG::SaveEventExecState::keyinput_2kright
bool keyinput_2kright
Definition:
rpg_saveeventexecstate.h:38
RPG::SaveEventExecState::wait_movement
bool wait_movement
Definition:
rpg_saveeventexecstate.h:29
RPG::SaveEventExecState::stack
std::vector< SaveEventExecFrame > stack
Definition:
rpg_saveeventexecstate.h:26
RPG::SaveEventExecState::show_message
bool show_message
Definition:
rpg_saveeventexecstate.h:27
RPG::SaveEventExecState::keyinput_2kup
bool keyinput_2kup
Definition:
rpg_saveeventexecstate.h:39
RPG::SaveEventExecState::keyinput_2k3up
bool keyinput_2k3up
Definition:
rpg_saveeventexecstate.h:45
RPG::SaveEventExecState::keyinput_variable
uint8_t keyinput_variable
Definition:
rpg_saveeventexecstate.h:31
RPG::SaveEventExecState::wait_time
int32_t wait_time
Definition:
rpg_saveeventexecstate.h:40
RPG::SaveEventExecState::abort_on_escape
bool abort_on_escape
Definition:
rpg_saveeventexecstate.h:28
RPG::SaveEventExecState
Definition:
rpg_saveeventexecstate.h:24
RPG::SaveEventExecState::keyinput_time_variable
int32_t keyinput_time_variable
Definition:
rpg_saveeventexecstate.h:41
RPG::operator!=
bool operator!=(const Actor &l, const Actor &r)
Definition:
rpg_actor.h:98
RPG::SaveEventExecState::wait_key_enter
bool wait_key_enter
Definition:
rpg_saveeventexecstate.h:47
RPG::SaveEventExecState::keyinput_2kdown_2k3operators
bool keyinput_2kdown_2k3operators
Definition:
rpg_saveeventexecstate.h:36
RPG::SaveEventExecState::keyinput_all_directions
bool keyinput_all_directions
Definition:
rpg_saveeventexecstate.h:32
RPG::SaveEventExecState::keyinput_2k3down
bool keyinput_2k3down
Definition:
rpg_saveeventexecstate.h:42
RPG::SaveEventExecState::keyinput_cancel
bool keyinput_cancel
Definition:
rpg_saveeventexecstate.h:34
RPG::SaveEventExecState::keyinput_2kleft_2k3shift
bool keyinput_2kleft_2k3shift
Definition:
rpg_saveeventexecstate.h:37
RPG::SaveEventExecState::keyinput_2k3right
bool keyinput_2k3right
Definition:
rpg_saveeventexecstate.h:44
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rpg_saveeventexecstate.h
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