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 #ifndef LCF_RPG_BATTLERANIMATIONPOSE_H
13 #define LCF_RPG_BATTLERANIMATIONPOSE_H
14 
15 // Headers
16 #include <stdint.h>
17 #include "lcf/dbstring.h"
18 #include "lcf/enum_tags.h"
19 #include "lcf/context.h"
20 #include <ostream>
21 #include <type_traits>
22 
23 /**
24  * rpg::BattlerAnimationPose class.
25  */
26 namespace lcf {
27 namespace rpg {
28 	class BattlerAnimationPose {
29 	public:
30 		enum AnimType {
31 			AnimType_character = 0,
32 			AnimType_battle = 1
33 		};
34 		static constexpr auto kAnimTypeTags = lcf::makeEnumTags<AnimType>(
35 			"character",
36 			"battle"
37 		);
38 
39 		int ID = 0;
40 		DBString name;
41 		DBString battler_name;
42 		int32_t battler_index = 0;
43 		int32_t animation_type = 0;
44 		int32_t battle_animation_id = 1;
45 	};
46 	inline std::ostream& operator<<(std::ostream& os, BattlerAnimationPose::AnimType code) {
47 		os << static_cast<std::underlying_type_t<decltype(code)>>(code);
48 		return os;
49 	}
50 
51 	inline bool operator==(const BattlerAnimationPose& l, const BattlerAnimationPose& r) {
52 		return l.name == r.name
53 		&& l.battler_name == r.battler_name
54 		&& l.battler_index == r.battler_index
55 		&& l.animation_type == r.animation_type
56 		&& l.battle_animation_id == r.battle_animation_id;
57 	}
58 
59 	inline bool operator!=(const BattlerAnimationPose& l, const BattlerAnimationPose& r) {
60 		return !(l == r);
61 	}
62 
63 	std::ostream& operator<<(std::ostream& os, const BattlerAnimationPose& obj);
64 
65 	template <typename F, typename ParentCtx = Context<void,void>>
66 	void ForEachString(BattlerAnimationPose& obj, const F& f, const ParentCtx* parent_ctx = nullptr) {
67 		const auto ctx1 = Context<BattlerAnimationPose, ParentCtx>{ "name", -1, &obj, parent_ctx };
68 		f(obj.name, ctx1);
69 		const auto ctx2 = Context<BattlerAnimationPose, ParentCtx>{ "battler_name", -1, &obj, parent_ctx };
70 		f(obj.battler_name, ctx2);
71 		(void)obj;
72 		(void)f;
73 		(void)parent_ctx;
74 	}
75 
76 } // namespace rpg
77 } // namespace lcf
78 
79 #endif
80