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[Swift] Adds a format file and reformats the swift project (#6250)
* Formats files & adds licence * Revert arrays * Keeps array indentation as is * Adds licence to code formatter * Updates code generators
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@@ -1,4 +1,19 @@
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// THIS IS JUST TO SHOW THE CODE, PLEASE DO IMPORT FLATBUFFERS WITH SPM..
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/*
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* Copyright 2020 Google Inc. All rights reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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import FlatBuffers
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typealias Monster = MyGame.Sample.Monster
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@@ -7,61 +22,62 @@ typealias Color = MyGame.Sample.Color
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typealias Vec3 = MyGame.Sample.Vec3
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func main() {
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let expectedDMG: [Int16] = [3, 5]
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let expectedNames = ["Sword", "Axe"]
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let expectedDMG: [Int16] = [3, 5]
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let expectedNames = ["Sword", "Axe"]
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var builder = FlatBufferBuilder(initialSize: 1024)
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let weapon1Name = builder.create(string: expectedNames[0])
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let weapon2Name = builder.create(string: expectedNames[1])
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let weapon1Start = Weapon.startWeapon(&builder)
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Weapon.add(name: weapon1Name, &builder)
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Weapon.add(damage: expectedDMG[0], &builder)
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let sword = Weapon.endWeapon(&builder, start: weapon1Start)
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let weapon2Start = Weapon.startWeapon(&builder)
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Weapon.add(name: weapon2Name, &builder)
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Weapon.add(damage: expectedDMG[1], &builder)
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let axe = Weapon.endWeapon(&builder, start: weapon2Start)
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let name = builder.create(string: "Orc")
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let inventory: [Byte] = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9]
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let inventoryOffset = builder.createVector(inventory)
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var builder = FlatBufferBuilder(initialSize: 1024)
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let weapon1Name = builder.create(string: expectedNames[0])
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let weapon2Name = builder.create(string: expectedNames[1])
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let weaponsOffset = builder.createVector(ofOffsets: [sword, axe])
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let pos = MyGame.Sample.createVec3(x: 1, y: 2, z: 3)
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let weapon1Start = Weapon.startWeapon(&builder)
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Weapon.add(name: weapon1Name, &builder)
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Weapon.add(damage: expectedDMG[0], &builder)
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let sword = Weapon.endWeapon(&builder, start: weapon1Start)
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let weapon2Start = Weapon.startWeapon(&builder)
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Weapon.add(name: weapon2Name, &builder)
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Weapon.add(damage: expectedDMG[1], &builder)
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let axe = Weapon.endWeapon(&builder, start: weapon2Start)
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let orc = Monster.createMonster(&builder,
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structOfPos: pos,
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hp: 300,
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offsetOfName: name,
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vectorOfInventory: inventoryOffset,
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color: .red,
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vectorOfWeapons: weaponsOffset,
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equippedType: .weapon,
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offsetOfEquipped: axe)
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builder.finish(offset: orc)
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let buf = builder.sizedByteArray
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let monster = Monster.getRootAsMonster(bb: ByteBuffer(bytes: buf))
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let name = builder.create(string: "Orc")
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let inventory: [Byte] = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9]
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let inventoryOffset = builder.createVector(inventory)
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assert(monster.mana == 150)
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assert(monster.hp == 300)
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assert(monster.name == "Orc")
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assert(monster.color == MyGame.Sample.Color.red)
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assert(monster.pos != nil)
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for i in 0..<monster.inventoryCount {
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assert(i == monster.inventory(at: i))
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}
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for i in 0..<monster.weaponsCount {
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let weap = monster.weapons(at: i)
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let index = Int(i)
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assert(weap?.damage == expectedDMG[index])
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assert(weap?.name == expectedNames[index])
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}
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assert(monster.equippedType == .weapon)
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let equipped = monster.equipped(type: Weapon.self)
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assert(equipped?.name == "Axe")
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assert(equipped?.damage == 5)
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print("Monster Object is Verified")
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let weaponsOffset = builder.createVector(ofOffsets: [sword, axe])
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let pos = MyGame.Sample.createVec3(x: 1, y: 2, z: 3)
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let orc = Monster.createMonster(
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&builder,
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structOfPos: pos,
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hp: 300,
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offsetOfName: name,
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vectorOfInventory: inventoryOffset,
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color: .red,
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vectorOfWeapons: weaponsOffset,
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equippedType: .weapon,
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offsetOfEquipped: axe)
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builder.finish(offset: orc)
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let buf = builder.sizedByteArray
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let monster = Monster.getRootAsMonster(bb: ByteBuffer(bytes: buf))
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assert(monster.mana == 150)
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assert(monster.hp == 300)
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assert(monster.name == "Orc")
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assert(monster.color == MyGame.Sample.Color.red)
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assert(monster.pos != nil)
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for i in 0..<monster.inventoryCount {
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assert(i == monster.inventory(at: i))
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}
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for i in 0..<monster.weaponsCount {
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let weap = monster.weapons(at: i)
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let index = Int(i)
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assert(weap?.damage == expectedDMG[index])
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assert(weap?.name == expectedNames[index])
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}
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assert(monster.equippedType == .weapon)
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let equipped = monster.equipped(type: Weapon.self)
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assert(equipped?.name == "Axe")
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assert(equipped?.damage == 5)
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print("Monster Object is Verified")
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}
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