Fixed Lobster implementation to work with latest language features

This commit is contained in:
aardappel
2019-05-22 11:48:10 -07:00
parent b04736f9bd
commit 30ac512a54
9 changed files with 309 additions and 312 deletions

View File

@@ -1,31 +1,30 @@
// automatically generated by the FlatBuffers compiler, do not modify
include "flatbuffers.lobster"
import flatbuffers
namespace MyGame_Sample
enum +
Color_Red = 0,
Color_Green = 1,
enum Color:
Color_Red = 0
Color_Green = 1
Color_Blue = 2
enum +
Equipment_NONE = 0,
enum Equipment:
Equipment_NONE = 0
Equipment_Weapon = 1
struct Vec3
class Vec3
struct Monster
class Monster
struct Weapon
class Weapon
struct Vec3 : flatbuffers_handle
class Vec3 : flatbuffers_handle
def x():
buf_.read_float32_le(pos_ + 0)
return buf_.read_float32_le(pos_ + 0)
def y():
buf_.read_float32_le(pos_ + 4)
return buf_.read_float32_le(pos_ + 4)
def z():
buf_.read_float32_le(pos_ + 8)
return buf_.read_float32_le(pos_ + 8)
def CreateVec3(b_:flatbuffers_builder, x:float, y:float, z:float):
b_.Prep(4, 12)
@@ -34,36 +33,36 @@ def CreateVec3(b_:flatbuffers_builder, x:float, y:float, z:float):
b_.PrependFloat32(x)
return b_.Offset()
struct Monster : flatbuffers_handle
class Monster : flatbuffers_handle
def pos():
o := buf_.flatbuffers_field_struct(pos_, 4)
if o: MyGame_Sample_Vec3 { buf_, o } else: nil
let o = buf_.flatbuffers_field_struct(pos_, 4)
return if o: MyGame_Sample_Vec3 { buf_, o } else: nil
def mana():
buf_.flatbuffers_field_int16(pos_, 6, 150)
return buf_.flatbuffers_field_int16(pos_, 6, 150)
def hp():
buf_.flatbuffers_field_int16(pos_, 8, 100)
return buf_.flatbuffers_field_int16(pos_, 8, 100)
def name():
buf_.flatbuffers_field_string(pos_, 10)
return buf_.flatbuffers_field_string(pos_, 10)
def inventory(i:int):
buf_.read_int8_le(buf_.flatbuffers_field_vector(pos_, 14) + i * 1)
return buf_.read_int8_le(buf_.flatbuffers_field_vector(pos_, 14) + i * 1)
def inventory_length():
buf_.flatbuffers_field_vector_len(pos_, 14)
return buf_.flatbuffers_field_vector_len(pos_, 14)
def color():
buf_.flatbuffers_field_int8(pos_, 16, 2)
return buf_.flatbuffers_field_int8(pos_, 16, 2)
def weapons(i:int):
MyGame_Sample_Weapon { buf_, buf_.flatbuffers_indirect(buf_.flatbuffers_field_vector(pos_, 18) + i * 4) }
return MyGame_Sample_Weapon { buf_, buf_.flatbuffers_indirect(buf_.flatbuffers_field_vector(pos_, 18) + i * 4) }
def weapons_length():
buf_.flatbuffers_field_vector_len(pos_, 18)
return buf_.flatbuffers_field_vector_len(pos_, 18)
def equipped_type():
buf_.flatbuffers_field_int8(pos_, 20, 0)
return buf_.flatbuffers_field_int8(pos_, 20, 0)
def equipped_as_Weapon():
MyGame_Sample_Weapon { buf_, buf_.flatbuffers_field_table(pos_, 22) }
return MyGame_Sample_Weapon { buf_, buf_.flatbuffers_field_table(pos_, 22) }
def path(i:int):
MyGame_Sample_Vec3 { buf_, buf_.flatbuffers_field_vector(pos_, 24) + i * 12 }
return MyGame_Sample_Vec3 { buf_, buf_.flatbuffers_field_vector(pos_, 24) + i * 12 }
def path_length():
buf_.flatbuffers_field_vector_len(pos_, 24)
return buf_.flatbuffers_field_vector_len(pos_, 24)
def GetRootAsMonster(buf:string): Monster { buf, buf.flatbuffers_indirect(0) }
def GetRootAsMonster(buf:string): return Monster { buf, buf.flatbuffers_indirect(0) }
def MonsterStart(b_:flatbuffers_builder):
b_.StartObject(11)
@@ -82,7 +81,7 @@ def MonsterStartInventoryVector(b_:flatbuffers_builder, n_:int):
def MonsterCreateInventoryVector(b_:flatbuffers_builder, v_:[int]):
b_.StartVector(1, v_.length, 1)
reverse(v_) e_: b_.PrependUint8(e_)
b_.EndVector(v_.length)
return b_.EndVector(v_.length)
def MonsterAddColor(b_:flatbuffers_builder, color:int):
b_.PrependInt8Slot(6, color, 2)
def MonsterAddWeapons(b_:flatbuffers_builder, weapons:int):
@@ -92,7 +91,7 @@ def MonsterStartWeaponsVector(b_:flatbuffers_builder, n_:int):
def MonsterCreateWeaponsVector(b_:flatbuffers_builder, v_:[int]):
b_.StartVector(4, v_.length, 4)
reverse(v_) e_: b_.PrependUOffsetTRelative(e_)
b_.EndVector(v_.length)
return b_.EndVector(v_.length)
def MonsterAddEquippedType(b_:flatbuffers_builder, equipped_type:int):
b_.PrependUint8Slot(8, equipped_type, 0)
def MonsterAddEquipped(b_:flatbuffers_builder, equipped:int):
@@ -102,15 +101,15 @@ def MonsterAddPath(b_:flatbuffers_builder, path:int):
def MonsterStartPathVector(b_:flatbuffers_builder, n_:int):
b_.StartVector(12, n_, 4)
def MonsterEnd(b_:flatbuffers_builder):
b_.EndObject()
return b_.EndObject()
struct Weapon : flatbuffers_handle
class Weapon : flatbuffers_handle
def name():
buf_.flatbuffers_field_string(pos_, 4)
return buf_.flatbuffers_field_string(pos_, 4)
def damage():
buf_.flatbuffers_field_int16(pos_, 6, 0)
return buf_.flatbuffers_field_int16(pos_, 6, 0)
def GetRootAsWeapon(buf:string): Weapon { buf, buf.flatbuffers_indirect(0) }
def GetRootAsWeapon(buf:string): return Weapon { buf, buf.flatbuffers_indirect(0) }
def WeaponStart(b_:flatbuffers_builder):
b_.StartObject(2)
@@ -119,5 +118,5 @@ def WeaponAddName(b_:flatbuffers_builder, name:int):
def WeaponAddDamage(b_:flatbuffers_builder, damage:int):
b_.PrependInt16Slot(1, damage, 0)
def WeaponEnd(b_:flatbuffers_builder):
b_.EndObject()
return b_.EndObject()

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@@ -12,8 +12,8 @@
// See the License for the specific language governing permissions and
// limitations under the License.
include from "../lobster/"
include "monster_generated.lobster"
import from "../lobster/"
import monster_generated
// Example of how to use FlatBuffers to create and read binary buffers.
@@ -24,7 +24,7 @@ let b = flatbuffers_builder {}
let weapon_names = [ "Sword", "Axe" ]
let weapon_damages = [ 3, 5 ]
weapon_offsets := map(weapon_names) name, i:
let weapon_offsets = map(weapon_names) name, i:
let ns = b.CreateString(name)
b.MyGame_Sample_WeaponStart()
b.MyGame_Sample_WeaponAddName(ns)

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@@ -12,20 +12,20 @@
// See the License for the specific language governing permissions and
// limitations under the License.
include from "../lobster/"
include "monster_generated.lobster"
import from "../lobster/"
import monster_generated
// Example how to interop with JSON.
// Test loading some JSON, converting it to a binary FlatBuffer and back again.
// First read the schema and JSON data.
schema := read_file("monster.fbs", true)
json := read_file("monsterdata.json", true)
let schema = read_file("monster.fbs", true)
let json = read_file("monsterdata.json", true)
assert schema and json
// Parse JSON to binary:
fb, err1 := flatbuffers_json_to_binary(schema, json, [])
let fb, err1 = flatbuffers_json_to_binary(schema, json, [])
assert not err1
// Access one field in it, just to check:
@@ -33,7 +33,7 @@ let monster = MyGame_Sample_GetRootAsMonster(fb)
assert monster.name == "Orc"
// Convert binary back to JSON:
json2, err2 := flatbuffers_binary_to_json(schema, fb, [])
let json2, err2 = flatbuffers_binary_to_json(schema, fb, [])
assert not err2
// The generated JSON should be exactly equal to the original!