13#include "lcf/rpg/savepicture.h"
18std::ostream&
operator<<(std::ostream& os,
const SavePicture::Flags& obj) {
19 for (
size_t i = 0; i < obj.flags.size(); ++i) {
20 os << (i == 0 ?
"[" :
", ") << obj.flags[i];
26std::ostream&
operator<<(std::ostream& os,
const SavePicture& obj) {
28 os <<
"name="<< obj.name;
29 os <<
", start_x="<< obj.start_x;
30 os <<
", start_y="<< obj.start_y;
31 os <<
", current_x="<< obj.current_x;
32 os <<
", current_y="<< obj.current_y;
33 os <<
", fixed_to_map="<< obj.fixed_to_map;
34 os <<
", current_magnify="<< obj.current_magnify;
35 os <<
", current_top_trans="<< obj.current_top_trans;
36 os <<
", use_transparent_color="<< obj.use_transparent_color;
37 os <<
", current_red="<< obj.current_red;
38 os <<
", current_green="<< obj.current_green;
39 os <<
", current_blue="<< obj.current_blue;
40 os <<
", current_sat="<< obj.current_sat;
41 os <<
", effect_mode="<< obj.effect_mode;
42 os <<
", current_effect_power="<< obj.current_effect_power;
43 os <<
", current_bot_trans="<< obj.current_bot_trans;
44 os <<
", spritesheet_cols="<< obj.spritesheet_cols;
45 os <<
", spritesheet_rows="<< obj.spritesheet_rows;
46 os <<
", spritesheet_frame="<< obj.spritesheet_frame;
47 os <<
", spritesheet_speed="<< obj.spritesheet_speed;
48 os <<
", frames="<< obj.frames;
49 os <<
", spritesheet_play_once="<< obj.spritesheet_play_once;
50 os <<
", map_layer="<< obj.map_layer;
51 os <<
", battle_layer="<< obj.battle_layer;
52 os <<
", flags="<< obj.flags;
53 os <<
", finish_x="<< obj.finish_x;
54 os <<
", finish_y="<< obj.finish_y;
55 os <<
", finish_magnify="<< obj.finish_magnify;
56 os <<
", finish_top_trans="<< obj.finish_top_trans;
57 os <<
", finish_bot_trans="<< obj.finish_bot_trans;
58 os <<
", finish_red="<< obj.finish_red;
59 os <<
", finish_green="<< obj.finish_green;
60 os <<
", finish_blue="<< obj.finish_blue;
61 os <<
", finish_sat="<< obj.finish_sat;
62 os <<
", finish_effect_power="<< obj.finish_effect_power;
63 os <<
", time_left="<< obj.time_left;
64 os <<
", current_rotation="<< obj.current_rotation;
65 os <<
", current_waver="<< obj.current_waver;
66 os <<
", easyrpg_flip="<< obj.easyrpg_flip;
67 os <<
", easyrpg_blend_mode="<< obj.easyrpg_blend_mode;
68 os <<
", easyrpg_type="<< obj.easyrpg_type;
std::ostream & operator<<(std::ostream &os, const Actor &obj)