Lobster: added builder API for tables

This commit is contained in:
aardappel
2019-05-22 19:42:13 -07:00
parent 53ea1ab1bd
commit 43dbac5d25
9 changed files with 431 additions and 276 deletions

View File

@@ -64,44 +64,60 @@ class Monster : flatbuffers_handle
def GetRootAsMonster(buf:string): return Monster { buf, buf.flatbuffers_indirect(0) }
def MonsterStart(b_:flatbuffers_builder):
b_.StartObject(11)
def MonsterAddPos(b_:flatbuffers_builder, pos:flatbuffers_offset):
b_.PrependStructSlot(0, pos)
def MonsterAddMana(b_:flatbuffers_builder, mana:int):
b_.PrependInt16Slot(1, mana, 150)
def MonsterAddHp(b_:flatbuffers_builder, hp:int):
b_.PrependInt16Slot(2, hp, 100)
def MonsterAddName(b_:flatbuffers_builder, name:flatbuffers_offset):
b_.PrependUOffsetTRelativeSlot(3, name)
def MonsterAddInventory(b_:flatbuffers_builder, inventory:flatbuffers_offset):
b_.PrependUOffsetTRelativeSlot(5, inventory)
struct MonsterBuilder:
b_:flatbuffers_builder
def start():
b_.StartObject(11)
return this
def add_pos(pos:flatbuffers_offset):
b_.PrependStructSlot(0, pos)
return this
def add_mana(mana:int):
b_.PrependInt16Slot(1, mana, 150)
return this
def add_hp(hp:int):
b_.PrependInt16Slot(2, hp, 100)
return this
def add_name(name:flatbuffers_offset):
b_.PrependUOffsetTRelativeSlot(3, name)
return this
def add_inventory(inventory:flatbuffers_offset):
b_.PrependUOffsetTRelativeSlot(5, inventory)
return this
def add_color(color:Color):
b_.PrependInt8Slot(6, color, 2)
return this
def add_weapons(weapons:flatbuffers_offset):
b_.PrependUOffsetTRelativeSlot(7, weapons)
return this
def add_equipped_type(equipped_type:Equipment):
b_.PrependUint8Slot(8, equipped_type, 0)
return this
def add_equipped(equipped:flatbuffers_offset):
b_.PrependUOffsetTRelativeSlot(9, equipped)
return this
def add_path(path:flatbuffers_offset):
b_.PrependUOffsetTRelativeSlot(10, path)
return this
def end():
return b_.EndObject()
def MonsterStartInventoryVector(b_:flatbuffers_builder, n_:int):
b_.StartVector(1, n_, 1)
def MonsterCreateInventoryVector(b_:flatbuffers_builder, v_:[int]):
b_.StartVector(1, v_.length, 1)
reverse(v_) e_: b_.PrependUint8(e_)
return b_.EndVector(v_.length)
def MonsterAddColor(b_:flatbuffers_builder, color:Color):
b_.PrependInt8Slot(6, color, 2)
def MonsterAddWeapons(b_:flatbuffers_builder, weapons:flatbuffers_offset):
b_.PrependUOffsetTRelativeSlot(7, weapons)
def MonsterStartWeaponsVector(b_:flatbuffers_builder, n_:int):
b_.StartVector(4, n_, 4)
def MonsterCreateWeaponsVector(b_:flatbuffers_builder, v_:[flatbuffers_offset]):
b_.StartVector(4, v_.length, 4)
reverse(v_) e_: b_.PrependUOffsetTRelative(e_)
return b_.EndVector(v_.length)
def MonsterAddEquippedType(b_:flatbuffers_builder, equipped_type:Equipment):
b_.PrependUint8Slot(8, equipped_type, 0)
def MonsterAddEquipped(b_:flatbuffers_builder, equipped:flatbuffers_offset):
b_.PrependUOffsetTRelativeSlot(9, equipped)
def MonsterAddPath(b_:flatbuffers_builder, path:flatbuffers_offset):
b_.PrependUOffsetTRelativeSlot(10, path)
def MonsterStartPathVector(b_:flatbuffers_builder, n_:int):
b_.StartVector(12, n_, 4)
def MonsterEnd(b_:flatbuffers_builder):
return b_.EndObject()
class Weapon : flatbuffers_handle
def name():
@@ -111,12 +127,17 @@ class Weapon : flatbuffers_handle
def GetRootAsWeapon(buf:string): return Weapon { buf, buf.flatbuffers_indirect(0) }
def WeaponStart(b_:flatbuffers_builder):
b_.StartObject(2)
def WeaponAddName(b_:flatbuffers_builder, name:flatbuffers_offset):
b_.PrependUOffsetTRelativeSlot(0, name)
def WeaponAddDamage(b_:flatbuffers_builder, damage:int):
b_.PrependInt16Slot(1, damage, 0)
def WeaponEnd(b_:flatbuffers_builder):
return b_.EndObject()
struct WeaponBuilder:
b_:flatbuffers_builder
def start():
b_.StartObject(2)
return this
def add_name(name:flatbuffers_offset):
b_.PrependUOffsetTRelativeSlot(0, name)
return this
def add_damage(damage:int):
b_.PrependInt16Slot(1, damage, 0)
return this
def end():
return b_.EndObject()

View File

@@ -26,10 +26,11 @@ let weapon_damages = [ 3, 5 ]
let weapon_offsets = map(weapon_names) name, i:
let ns = b.CreateString(name)
b.MyGame_Sample_WeaponStart()
b.MyGame_Sample_WeaponAddName(ns)
b.MyGame_Sample_WeaponAddDamage(weapon_damages[i])
b.MyGame_Sample_WeaponEnd()
MyGame_Sample_WeaponBuilder { b }
.start()
.add_name(ns)
.add_damage(weapon_damages[i])
.end()
let weapons = b.MyGame_Sample_MonsterCreateWeaponsVector(weapon_offsets)
@@ -40,16 +41,17 @@ let name = b.CreateString("Orc")
let inv = b.MyGame_Sample_MonsterCreateInventoryVector(map(10): _)
// Now pack it all together in our root monster object.
b.MyGame_Sample_MonsterStart()
b.MyGame_Sample_MonsterAddPos(b.MyGame_Sample_CreateVec3(1.0, 2.0, 3.0))
b.MyGame_Sample_MonsterAddHp(300)
b.MyGame_Sample_MonsterAddName(name)
b.MyGame_Sample_MonsterAddInventory(inv)
b.MyGame_Sample_MonsterAddColor(MyGame_Sample_Color_Red)
b.MyGame_Sample_MonsterAddWeapons(weapons)
b.MyGame_Sample_MonsterAddEquippedType(MyGame_Sample_Equipment_Weapon)
b.MyGame_Sample_MonsterAddEquipped(weapon_offsets[1])
let orc = b.MyGame_Sample_MonsterEnd()
let orc = MyGame_Sample_MonsterBuilder { b }
.start()
.add_pos(b.MyGame_Sample_CreateVec3(1.0, 2.0, 3.0))
.add_hp(300)
.add_name(name)
.add_inventory(inv)
.add_color(MyGame_Sample_Color_Red)
.add_weapons(weapons)
.add_equipped_type(MyGame_Sample_Equipment_Weapon)
.add_equipped(weapon_offsets[1])
.end()
// Finish the buffer!
b.Finish(orc)