mirror of
https://github.com/google/flatbuffers.git
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Initial commit of the FlatBuffers code.
Change-Id: I4c9f0f722490b374257adb3fec63e44ae93da920 Tested: using VS2010 / Xcode / gcc on Linux.
This commit is contained in:
123
tests/monster_test_generated.h
Executable file
123
tests/monster_test_generated.h
Executable file
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// automatically generated, do not modify
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#include "flatbuffers/flatbuffers.h"
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namespace MyGame {
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namespace Example {
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enum {
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Color_Red = 0,
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Color_Green = 1,
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Color_Blue = 2,
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};
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inline const char **EnumNamesColor() {
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static const char *names[] = { "Red", "Green", "Blue", nullptr };
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return names;
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}
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inline const char *EnumNameColor(int e) { return EnumNamesColor()[e]; }
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enum {
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Any_NONE = 0,
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Any_Monster = 1,
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};
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inline const char **EnumNamesAny() {
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static const char *names[] = { "NONE", "Monster", nullptr };
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return names;
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}
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inline const char *EnumNameAny(int e) { return EnumNamesAny()[e]; }
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struct Test;
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struct Vec3;
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struct Monster;
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MANUALLY_ALIGNED_STRUCT(2) Test {
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private:
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int16_t a_;
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int8_t b_;
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int8_t __padding0;
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public:
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Test(int16_t a, int8_t b)
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: a_(flatbuffers::EndianScalar(a)), b_(flatbuffers::EndianScalar(b)), __padding0(0) {}
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int16_t a() const { return flatbuffers::EndianScalar(a_); }
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int8_t b() const { return flatbuffers::EndianScalar(b_); }
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};
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STRUCT_END(Test, 4);
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MANUALLY_ALIGNED_STRUCT(16) Vec3 {
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private:
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float x_;
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float y_;
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float z_;
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int32_t __padding0;
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double test1_;
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int8_t test2_;
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int8_t __padding1;
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Test test3_;
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int16_t __padding2;
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public:
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Vec3(float x, float y, float z, double test1, int8_t test2, const Test &test3)
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: x_(flatbuffers::EndianScalar(x)), y_(flatbuffers::EndianScalar(y)), z_(flatbuffers::EndianScalar(z)), __padding0(0), test1_(flatbuffers::EndianScalar(test1)), test2_(flatbuffers::EndianScalar(test2)), __padding1(0), test3_(test3), __padding2(0) {}
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float x() const { return flatbuffers::EndianScalar(x_); }
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float y() const { return flatbuffers::EndianScalar(y_); }
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float z() const { return flatbuffers::EndianScalar(z_); }
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double test1() const { return flatbuffers::EndianScalar(test1_); }
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int8_t test2() const { return flatbuffers::EndianScalar(test2_); }
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const Test &test3() const { return test3_; }
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};
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STRUCT_END(Vec3, 32);
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struct Monster : private flatbuffers::Table {
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const Vec3 *pos() const { return GetStruct<const Vec3 *>(4); }
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int16_t mana() const { return GetField<int16_t>(6, 150); }
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int16_t hp() const { return GetField<int16_t>(8, 100); }
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const flatbuffers::String *name() const { return GetPointer<const flatbuffers::String *>(10); }
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const flatbuffers::Vector<uint8_t> *inventory() const { return GetPointer<const flatbuffers::Vector<uint8_t> *>(14); }
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/// an example documentation comment: this will end up in the generated code multiline too
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int8_t color() const { return GetField<int8_t>(16, 2); }
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uint8_t test_type() const { return GetField<uint8_t>(18, 0); }
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const void *test() const { return GetPointer<const void *>(20); }
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const flatbuffers::Vector<const Test *> *test4() const { return GetPointer<const flatbuffers::Vector<const Test *> *>(22); }
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};
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struct MonsterBuilder {
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flatbuffers::FlatBufferBuilder &fbb_;
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flatbuffers::uoffset_t start_;
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void add_pos(const Vec3 *pos) { fbb_.AddStruct(4, pos); }
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void add_mana(int16_t mana) { fbb_.AddElement<int16_t>(6, mana, 150); }
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void add_hp(int16_t hp) { fbb_.AddElement<int16_t>(8, hp, 100); }
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void add_name(flatbuffers::Offset<flatbuffers::String> name) { fbb_.AddOffset(10, name); }
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void add_inventory(flatbuffers::Offset<flatbuffers::Vector<uint8_t>> inventory) { fbb_.AddOffset(14, inventory); }
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void add_color(int8_t color) { fbb_.AddElement<int8_t>(16, color, 2); }
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void add_test_type(uint8_t test_type) { fbb_.AddElement<uint8_t>(18, test_type, 0); }
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void add_test(flatbuffers::Offset<void> test) { fbb_.AddOffset(20, test); }
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void add_test4(flatbuffers::Offset<flatbuffers::Vector<const Test *>> test4) { fbb_.AddOffset(22, test4); }
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MonsterBuilder(flatbuffers::FlatBufferBuilder &_fbb) : fbb_(_fbb) { start_ = fbb_.StartTable(); }
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flatbuffers::Offset<Monster> Finish() { return flatbuffers::Offset<Monster>(fbb_.EndTable(start_, 10)); }
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};
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inline flatbuffers::Offset<Monster> CreateMonster(flatbuffers::FlatBufferBuilder &_fbb, const Vec3 *pos, int16_t mana, int16_t hp, flatbuffers::Offset<flatbuffers::String> name, flatbuffers::Offset<flatbuffers::Vector<uint8_t>> inventory, int8_t color, uint8_t test_type, flatbuffers::Offset<void> test, flatbuffers::Offset<flatbuffers::Vector<const Test *>> test4) {
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MonsterBuilder builder_(_fbb);
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builder_.add_test4(test4);
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builder_.add_test(test);
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builder_.add_inventory(inventory);
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builder_.add_name(name);
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builder_.add_pos(pos);
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builder_.add_hp(hp);
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builder_.add_mana(mana);
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builder_.add_test_type(test_type);
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builder_.add_color(color);
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return builder_.Finish();
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}
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inline const Monster *GetMonster(const void *buf) { return flatbuffers::GetRoot<Monster>(buf); }
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}; // namespace MyGame
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}; // namespace Example
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