Add scalar type aliases for int8, uint8, ..., f32, f64 (#4400)

* Add type aliases

* Add generated code

* Rebase master
This commit is contained in:
MikkelFJ
2017-08-02 17:07:43 +02:00
committed by Wouter van Oortmerssen
parent 3282a84e30
commit f2b3705c2c
21 changed files with 2461 additions and 65 deletions

View File

@@ -1858,5 +1858,474 @@ MyGame.Example.Monster.finishMonsterBuffer = function(builder, offset) {
builder.finish(offset, 'MONS');
};
/**
* @constructor
*/
MyGame.Example.TypeAliases = function() {
/**
* @type {flatbuffers.ByteBuffer}
*/
this.bb = null;
/**
* @type {number}
*/
this.bb_pos = 0;
};
/**
* @param {number} i
* @param {flatbuffers.ByteBuffer} bb
* @returns {MyGame.Example.TypeAliases}
*/
MyGame.Example.TypeAliases.prototype.__init = function(i, bb) {
this.bb_pos = i;
this.bb = bb;
return this;
};
/**
* @param {flatbuffers.ByteBuffer} bb
* @param {MyGame.Example.TypeAliases=} obj
* @returns {MyGame.Example.TypeAliases}
*/
MyGame.Example.TypeAliases.getRootAsTypeAliases = function(bb, obj) {
return (obj || new MyGame.Example.TypeAliases).__init(bb.readInt32(bb.position()) + bb.position(), bb);
};
/**
* @returns {number}
*/
MyGame.Example.TypeAliases.prototype.i8 = function() {
var offset = this.bb.__offset(this.bb_pos, 4);
return offset ? this.bb.readInt8(this.bb_pos + offset) : 0;
};
/**
* @param {number} value
* @returns {boolean}
*/
MyGame.Example.TypeAliases.prototype.mutate_i8 = function(value) {
var offset = this.bb.__offset(this.bb_pos, 4);
if (offset === 0) {
return false;
}
this.bb.writeInt8(this.bb_pos + offset, value);
return true;
};
/**
* @returns {number}
*/
MyGame.Example.TypeAliases.prototype.u8 = function() {
var offset = this.bb.__offset(this.bb_pos, 6);
return offset ? this.bb.readUint8(this.bb_pos + offset) : 0;
};
/**
* @param {number} value
* @returns {boolean}
*/
MyGame.Example.TypeAliases.prototype.mutate_u8 = function(value) {
var offset = this.bb.__offset(this.bb_pos, 6);
if (offset === 0) {
return false;
}
this.bb.writeUint8(this.bb_pos + offset, value);
return true;
};
/**
* @returns {number}
*/
MyGame.Example.TypeAliases.prototype.i16 = function() {
var offset = this.bb.__offset(this.bb_pos, 8);
return offset ? this.bb.readInt16(this.bb_pos + offset) : 0;
};
/**
* @param {number} value
* @returns {boolean}
*/
MyGame.Example.TypeAliases.prototype.mutate_i16 = function(value) {
var offset = this.bb.__offset(this.bb_pos, 8);
if (offset === 0) {
return false;
}
this.bb.writeInt16(this.bb_pos + offset, value);
return true;
};
/**
* @returns {number}
*/
MyGame.Example.TypeAliases.prototype.u16 = function() {
var offset = this.bb.__offset(this.bb_pos, 10);
return offset ? this.bb.readUint16(this.bb_pos + offset) : 0;
};
/**
* @param {number} value
* @returns {boolean}
*/
MyGame.Example.TypeAliases.prototype.mutate_u16 = function(value) {
var offset = this.bb.__offset(this.bb_pos, 10);
if (offset === 0) {
return false;
}
this.bb.writeUint16(this.bb_pos + offset, value);
return true;
};
/**
* @returns {number}
*/
MyGame.Example.TypeAliases.prototype.i32 = function() {
var offset = this.bb.__offset(this.bb_pos, 12);
return offset ? this.bb.readInt32(this.bb_pos + offset) : 0;
};
/**
* @param {number} value
* @returns {boolean}
*/
MyGame.Example.TypeAliases.prototype.mutate_i32 = function(value) {
var offset = this.bb.__offset(this.bb_pos, 12);
if (offset === 0) {
return false;
}
this.bb.writeInt32(this.bb_pos + offset, value);
return true;
};
/**
* @returns {number}
*/
MyGame.Example.TypeAliases.prototype.u32 = function() {
var offset = this.bb.__offset(this.bb_pos, 14);
return offset ? this.bb.readUint32(this.bb_pos + offset) : 0;
};
/**
* @param {number} value
* @returns {boolean}
*/
MyGame.Example.TypeAliases.prototype.mutate_u32 = function(value) {
var offset = this.bb.__offset(this.bb_pos, 14);
if (offset === 0) {
return false;
}
this.bb.writeUint32(this.bb_pos + offset, value);
return true;
};
/**
* @returns {flatbuffers.Long}
*/
MyGame.Example.TypeAliases.prototype.i64 = function() {
var offset = this.bb.__offset(this.bb_pos, 16);
return offset ? this.bb.readInt64(this.bb_pos + offset) : this.bb.createLong(0, 0);
};
/**
* @param {flatbuffers.Long} value
* @returns {boolean}
*/
MyGame.Example.TypeAliases.prototype.mutate_i64 = function(value) {
var offset = this.bb.__offset(this.bb_pos, 16);
if (offset === 0) {
return false;
}
this.bb.writeInt64(this.bb_pos + offset, value);
return true;
};
/**
* @returns {flatbuffers.Long}
*/
MyGame.Example.TypeAliases.prototype.u64 = function() {
var offset = this.bb.__offset(this.bb_pos, 18);
return offset ? this.bb.readUint64(this.bb_pos + offset) : this.bb.createLong(0, 0);
};
/**
* @param {flatbuffers.Long} value
* @returns {boolean}
*/
MyGame.Example.TypeAliases.prototype.mutate_u64 = function(value) {
var offset = this.bb.__offset(this.bb_pos, 18);
if (offset === 0) {
return false;
}
this.bb.writeUint64(this.bb_pos + offset, value);
return true;
};
/**
* @returns {number}
*/
MyGame.Example.TypeAliases.prototype.f32 = function() {
var offset = this.bb.__offset(this.bb_pos, 20);
return offset ? this.bb.readFloat32(this.bb_pos + offset) : 0.0;
};
/**
* @param {number} value
* @returns {boolean}
*/
MyGame.Example.TypeAliases.prototype.mutate_f32 = function(value) {
var offset = this.bb.__offset(this.bb_pos, 20);
if (offset === 0) {
return false;
}
this.bb.writeFloat32(this.bb_pos + offset, value);
return true;
};
/**
* @returns {number}
*/
MyGame.Example.TypeAliases.prototype.f64 = function() {
var offset = this.bb.__offset(this.bb_pos, 22);
return offset ? this.bb.readFloat64(this.bb_pos + offset) : 0.0;
};
/**
* @param {number} value
* @returns {boolean}
*/
MyGame.Example.TypeAliases.prototype.mutate_f64 = function(value) {
var offset = this.bb.__offset(this.bb_pos, 22);
if (offset === 0) {
return false;
}
this.bb.writeFloat64(this.bb_pos + offset, value);
return true;
};
/**
* @param {number} index
* @returns {number}
*/
MyGame.Example.TypeAliases.prototype.v8 = function(index) {
var offset = this.bb.__offset(this.bb_pos, 24);
return offset ? this.bb.readInt8(this.bb.__vector(this.bb_pos + offset) + index) : 0;
};
/**
* @returns {number}
*/
MyGame.Example.TypeAliases.prototype.v8Length = function() {
var offset = this.bb.__offset(this.bb_pos, 24);
return offset ? this.bb.__vector_len(this.bb_pos + offset) : 0;
};
/**
* @returns {Int8Array}
*/
MyGame.Example.TypeAliases.prototype.v8Array = function() {
var offset = this.bb.__offset(this.bb_pos, 24);
return offset ? new Int8Array(this.bb.bytes().buffer, this.bb.bytes().byteOffset + this.bb.__vector(this.bb_pos + offset), this.bb.__vector_len(this.bb_pos + offset)) : null;
};
/**
* @param {number} index
* @returns {number}
*/
MyGame.Example.TypeAliases.prototype.vf64 = function(index) {
var offset = this.bb.__offset(this.bb_pos, 26);
return offset ? this.bb.readFloat64(this.bb.__vector(this.bb_pos + offset) + index * 8) : 0;
};
/**
* @returns {number}
*/
MyGame.Example.TypeAliases.prototype.vf64Length = function() {
var offset = this.bb.__offset(this.bb_pos, 26);
return offset ? this.bb.__vector_len(this.bb_pos + offset) : 0;
};
/**
* @returns {Float64Array}
*/
MyGame.Example.TypeAliases.prototype.vf64Array = function() {
var offset = this.bb.__offset(this.bb_pos, 26);
return offset ? new Float64Array(this.bb.bytes().buffer, this.bb.bytes().byteOffset + this.bb.__vector(this.bb_pos + offset), this.bb.__vector_len(this.bb_pos + offset)) : null;
};
/**
* @param {flatbuffers.Builder} builder
*/
MyGame.Example.TypeAliases.startTypeAliases = function(builder) {
builder.startObject(12);
};
/**
* @param {flatbuffers.Builder} builder
* @param {number} i8
*/
MyGame.Example.TypeAliases.addI8 = function(builder, i8) {
builder.addFieldInt8(0, i8, 0);
};
/**
* @param {flatbuffers.Builder} builder
* @param {number} u8
*/
MyGame.Example.TypeAliases.addU8 = function(builder, u8) {
builder.addFieldInt8(1, u8, 0);
};
/**
* @param {flatbuffers.Builder} builder
* @param {number} i16
*/
MyGame.Example.TypeAliases.addI16 = function(builder, i16) {
builder.addFieldInt16(2, i16, 0);
};
/**
* @param {flatbuffers.Builder} builder
* @param {number} u16
*/
MyGame.Example.TypeAliases.addU16 = function(builder, u16) {
builder.addFieldInt16(3, u16, 0);
};
/**
* @param {flatbuffers.Builder} builder
* @param {number} i32
*/
MyGame.Example.TypeAliases.addI32 = function(builder, i32) {
builder.addFieldInt32(4, i32, 0);
};
/**
* @param {flatbuffers.Builder} builder
* @param {number} u32
*/
MyGame.Example.TypeAliases.addU32 = function(builder, u32) {
builder.addFieldInt32(5, u32, 0);
};
/**
* @param {flatbuffers.Builder} builder
* @param {flatbuffers.Long} i64
*/
MyGame.Example.TypeAliases.addI64 = function(builder, i64) {
builder.addFieldInt64(6, i64, builder.createLong(0, 0));
};
/**
* @param {flatbuffers.Builder} builder
* @param {flatbuffers.Long} u64
*/
MyGame.Example.TypeAliases.addU64 = function(builder, u64) {
builder.addFieldInt64(7, u64, builder.createLong(0, 0));
};
/**
* @param {flatbuffers.Builder} builder
* @param {number} f32
*/
MyGame.Example.TypeAliases.addF32 = function(builder, f32) {
builder.addFieldFloat32(8, f32, 0.0);
};
/**
* @param {flatbuffers.Builder} builder
* @param {number} f64
*/
MyGame.Example.TypeAliases.addF64 = function(builder, f64) {
builder.addFieldFloat64(9, f64, 0.0);
};
/**
* @param {flatbuffers.Builder} builder
* @param {flatbuffers.Offset} v8Offset
*/
MyGame.Example.TypeAliases.addV8 = function(builder, v8Offset) {
builder.addFieldOffset(10, v8Offset, 0);
};
/**
* @param {flatbuffers.Builder} builder
* @param {Array.<number>} data
* @returns {flatbuffers.Offset}
*/
MyGame.Example.TypeAliases.createV8Vector = function(builder, data) {
builder.startVector(1, data.length, 1);
for (var i = data.length - 1; i >= 0; i--) {
builder.addInt8(data[i]);
}
return builder.endVector();
};
/**
* @param {flatbuffers.Builder} builder
* @param {number} numElems
*/
MyGame.Example.TypeAliases.startV8Vector = function(builder, numElems) {
builder.startVector(1, numElems, 1);
};
/**
* @param {flatbuffers.Builder} builder
* @param {flatbuffers.Offset} vf64Offset
*/
MyGame.Example.TypeAliases.addVf64 = function(builder, vf64Offset) {
builder.addFieldOffset(11, vf64Offset, 0);
};
/**
* @param {flatbuffers.Builder} builder
* @param {Array.<number>} data
* @returns {flatbuffers.Offset}
*/
MyGame.Example.TypeAliases.createVf64Vector = function(builder, data) {
builder.startVector(8, data.length, 8);
for (var i = data.length - 1; i >= 0; i--) {
builder.addFloat64(data[i]);
}
return builder.endVector();
};
/**
* @param {flatbuffers.Builder} builder
* @param {number} numElems
*/
MyGame.Example.TypeAliases.startVf64Vector = function(builder, numElems) {
builder.startVector(8, numElems, 8);
};
/**
* @param {flatbuffers.Builder} builder
* @returns {flatbuffers.Offset}
*/
MyGame.Example.TypeAliases.endTypeAliases = function(builder) {
var offset = builder.endObject();
return offset;
};
// Exports for Node.js and RequireJS
this.MyGame = MyGame;