107 [[nodiscard]]
static DB*
inst();
138 void qmlProtect(
const QQmlEngine*
const engine)
const;
140 void qmlHook(QQmlContext*
const context)
const;
143 void initRes()
const;
144 void qmlRegister()
const;
145 void loadAll()
const;
146 void indexAll()
const;
147 void deepLinkAll()
const;
The credits/attribution database – and the canonical example of the "DB singleton" pattern every data...
StarterPokemonDB * starters() const
The starters database (backs starters).
SpriteSetDB * spriteSets() const
The sprite-sets database (backs spriteSets).
void qmlHook(QQmlContext *const context) const
Install this DB into a QML context (exposes the db root).
HiddenCoinsDB * hiddenCoins() const
The hidden-coins database (backs hiddenCoins).
HiddenItemsDB * hiddenItems() const
The hidden-items database (backs hiddenItems).
MissablesDB * missables() const
The missables database (backs missables).
CreditsDB * credits() const
The credits database (backs credits).
Examples * examples() const
The examples database (backs examples).
TrainersDB * trainers() const
The trainers database (backs trainers).
SpritesDB * sprites() const
The sprites database (backs sprites).
void qmlProtect(const QQmlEngine *const engine) const
Pin the DB aggregate (and every sub-DB) to C++ ownership so QML never GCs them.
FontsDB * fonts() const
The fonts database (backs fonts).
TmHmsDB * tmHms() const
The TM/HM database (backs tmHms).
EventPokemonDB * eventPokemon() const
The event-Pokemon database (backs eventPokemon).
TradesDB * trades() const
The trades database (backs trades).
TilesetDB * tilesets() const
The tilesets database (backs tilesets).
MovesDB * moves() const
The moves database (backs moves).
MapsDB * maps() const
The maps database (backs maps).
EventsDB * events() const
The events database (backs events).
GameCornerDB * gameCorner() const
The Game Corner database (backs gameCorner).
TypesDB * types() const
The types database (backs types).
GameData * json() const
The GameData JSON source (backs json).
PokemonDB * pokemon() const
The Pokemon database (backs pokemon).
static DB * inst()
< Raw parsed JSON assets behind every DB.
MusicDB * music() const
The music database (backs music).
FlyDB * fly() const
The fly-destinations database (backs fly).
ScriptsDB * scripts() const
The scripts database (backs scripts).
ItemsDB * items() const
The items database (backs items).
Names * names() const
The names database (backs names).
Database of real-world event/distribution Pokemon presets.
The story-events database – metadata for the 508 event flags, keyed by name.
Aggregate of the example/preset sources (player, rival, Pokemon).
The fly-destinations database – where Fly can take you, keyed by name.
The font database – the in-game character set and the text codec.
The Game Corner database – prize entries plus the coin exchange rate.
The JSON asset loader – the raw data source behind every database.
The hidden-coins database – AbstractHiddenItemDB loaded from the coins file.
The hidden-items database – AbstractHiddenItemDB loaded from the items file.
The items database – every item (with prices), keyed by name.
The maps database – every map and its full layout, keyed by name.
The missables database – metadata for the missable-sprite flags, keyed by name.
The moves database – every move, keyed by name.
The music database – every track, keyed by name.
Small aggregate of the two random-name sources (player and Pokemon).
The Pokemon database – all 151 species, keyed by name.
The map-scripts database, keyed by name.
The sprite-sets database, keyed by name.
The sprites database, keyed by name.
The curated list of "good starter" species, for the randomizer.
The tilesets database, keyed by name.
The TM/HM database – the ordered list of TM/HM moves and their items.
The in-game trades database.
The trainers database – every trainer class, keyed by name.
The types database – the type list, keyed by name.
Import/export macro for the db library, plus the central list of DB entry pointer types declared opaq...
#define DB_AUTOPORT
Expands to the correct dllexport/dllimport decoration for this library.