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ObjectState

Struct ObjectState 

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pub struct ObjectState {
Show 23 fields pub used: bool, pub backend: ObjectBackend, pub file_name: Option<String>, pub string_value: Option<String>, pub object_type: i64, pub number_value: i64, pub string_param: ObjectStringParam, pub number_param: ObjectNumberParam, pub weather_param: ObjectWeatherParam, pub weather_work: ObjectWeatherWorkState, pub thumb_save_no: i64, pub movie: ObjectMovieState, pub emote: ObjectEmoteParam, pub gan_file: Option<String>, pub gan: GanState, pub frame_action: ObjectFrameActionState, pub frame_action_ch: Vec<ObjectFrameActionState>, pub mask_cache: HashMap<(LayerId, SpriteId), MaskedSpriteCache>, pub base: ObjectBaseState, pub button: ObjectButtonState, pub runtime: ObjectRuntimeState, pub mesh_animation_state: MeshAnimationState, pub nested_runtime_slot: Option<usize>,
}

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§used: bool§backend: ObjectBackend§file_name: Option<String>§string_value: Option<String>§object_type: i64

TNM_OBJECT_TYPE_* (0=none, 1=rect, 2=pct, 3=string, 4=weather, 5=number, …).

§number_value: i64

For NUMBER objects, stores the current number value.

§string_param: ObjectStringParam

For STRING objects.

§number_param: ObjectNumberParam

For NUMBER objects.

§weather_param: ObjectWeatherParam

For WEATHER objects (type A/B).

§weather_work: ObjectWeatherWorkState§thumb_save_no: i64

For SAVE_THUMB / THUMB objects.

§movie: ObjectMovieState

For MOVIE objects.

§emote: ObjectEmoteParam

For E-mote objects.

§gan_file: Option<String>

Last loaded GAN file.

§gan: GanState

GAN runtime state.

§frame_action: ObjectFrameActionState

OBJECT.FRAME_ACTION state.

§frame_action_ch: Vec<ObjectFrameActionState>

OBJECT.FRAME_ACTION_CH state.

§mask_cache: HashMap<(LayerId, SpriteId), MaskedSpriteCache>

Cached masked sprite images keyed by (layer_id, sprite_id).

§base: ObjectBaseState§button: ObjectButtonState§runtime: ObjectRuntimeState§mesh_animation_state: MeshAnimationState§nested_runtime_slot: Option<usize>

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impl ObjectState

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pub fn init_type_like(&mut self)

Reset type-specific parameters (mirrors C_elm_object::init_type(true)).

Important: this does NOT clear button/groups/events (those are part of init_param/reinit in the original implementation).

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pub fn weather_sprite_count(&self) -> usize

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pub fn restruct_weather_work(&mut self, screen_w: i64, screen_h: i64)

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pub fn init_param_like(&mut self)

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pub fn clear_runtime_only(&mut self)

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pub fn set_int_prop(&mut self, ids: &RuntimeConstants, op: i32, value: i64)

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pub fn set_int_prop_from_event_frame( &mut self, ids: &RuntimeConstants, op: i32, value: i64, )

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pub fn has_int_prop(&self, op: i32) -> bool

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pub fn remove_int_prop(&mut self, op: i32)

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pub fn set_str_prop(&mut self, ids: &RuntimeConstants, op: i32, value: String)

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pub fn lookup_str_prop(&self, ids: &RuntimeConstants, op: i32) -> Option<String>

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pub fn has_str_prop(&self, op: i32) -> bool

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pub fn remove_str_prop(&mut self, ids: &RuntimeConstants, op: i32)

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pub fn lookup_int_prop(&self, ids: &RuntimeConstants, op: i32) -> Option<i64>

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pub fn get_int_prop(&self, ids: &RuntimeConstants, op: i32) -> i64

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pub fn runtime_slot_or(&self, fallback: usize) -> usize

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pub fn ensure_runtime_slot(&mut self, next_slot: &mut usize) -> usize

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pub fn int_list_by_op<'a>( &'a self, ids: &RuntimeConstants, op: i32, ) -> Option<&'a Vec<i64>>

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pub fn int_list_by_op_mut<'a>( &'a mut self, ids: &RuntimeConstants, op: i32, ) -> Option<&'a mut Vec<i64>>

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pub fn rep_int_event_list_by_rep_op<'a>( &'a self, ids: &RuntimeConstants, op: i32, ) -> Option<&'a Vec<IntEvent>>

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pub fn rep_int_event_list_by_rep_op_mut<'a>( &'a mut self, ids: &RuntimeConstants, op: i32, ) -> Option<&'a mut Vec<IntEvent>>

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pub fn int_event_by_op<'a>( &'a self, ids: &RuntimeConstants, op: i32, ) -> Option<&'a IntEvent>

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pub fn int_event_by_op_mut<'a>( &'a mut self, ids: &RuntimeConstants, op: i32, ) -> Option<&'a mut IntEvent>

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pub fn int_event_list_by_op<'a>( &'a self, ids: &RuntimeConstants, op: i32, ) -> Option<&'a Vec<IntEvent>>

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pub fn int_event_list_by_op_mut<'a>( &'a mut self, ids: &RuntimeConstants, op: i32, ) -> Option<&'a mut Vec<IntEvent>>

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pub fn set_mesh_animation_state(&mut self, next: MeshAnimationState)

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pub fn sync_mesh_animation_state_from_props(&mut self, ids: &RuntimeConstants)

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pub fn uses_mesh_animation_bridge_op(ids: &RuntimeConstants, op: i32) -> bool

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pub fn tick(&mut self, past_game_time: i32, past_real_time: i32)

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pub fn update_weather_time( &mut self, past_game_time: i32, past_real_time: i32, screen_w: i64, screen_h: i64, )

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pub fn any_event_active(&self) -> bool

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pub fn end_all_events(&mut self)

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pub fn event_target(&self, ids: &RuntimeConstants, op: i32) -> ObjectEventTarget

Trait Implementations§

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impl Clone for ObjectState

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fn clone(&self) -> ObjectState

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for ObjectState

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for ObjectState

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fn default() -> ObjectState

Returns the “default value” for a type. Read more

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🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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