Refactor idl_gen_rust and Rust generated code to use consistent whitespace (#6809)

* Remove dead code in idl_gen_rust

* Use 2space indentation in mod.rs

* use In/DecrementIdentValue in idl_gen_rust

Fix some whitespace too in generated code.

* make default fn 2space ident

* More 2space formatting

* git clang format

* make vs2015 happy

Co-authored-by: Casper Neo <cneo@google.com>
This commit is contained in:
Casper
2021-08-23 18:53:10 -04:00
committed by GitHub
parent 273f6084e5
commit f89e0b1a6c
42 changed files with 1904 additions and 1879 deletions

View File

@@ -1,17 +1,17 @@
// Automatically generated by the Flatbuffers compiler. Do not modify.
pub mod my_game {
use super::*;
pub mod sample {
use super::*;
pub mod sample {
use super::*;
mod color_generated;
pub use self::color_generated::*;
mod equipment_generated;
pub use self::equipment_generated::*;
mod vec_3_generated;
pub use self::vec_3_generated::*;
mod monster_generated;
pub use self::monster_generated::*;
mod weapon_generated;
pub use self::weapon_generated::*;
} // sample
mod color_generated;
pub use self::color_generated::*;
mod equipment_generated;
pub use self::equipment_generated::*;
mod vec_3_generated;
pub use self::vec_3_generated::*;
mod monster_generated;
pub use self::monster_generated::*;
mod weapon_generated;
pub use self::weapon_generated::*;
} // sample
} // my_game

View File

@@ -12,90 +12,92 @@ pub struct Monster<'a> {
}
impl<'a> flatbuffers::Follow<'a> for Monster<'a> {
type Inner = Monster<'a>;
#[inline]
fn follow(buf: &'a [u8], loc: usize) -> Self::Inner {
Self { _tab: flatbuffers::Table { buf, loc } }
}
type Inner = Monster<'a>;
#[inline]
fn follow(buf: &'a [u8], loc: usize) -> Self::Inner {
Self { _tab: flatbuffers::Table { buf, loc } }
}
}
impl<'a> Monster<'a> {
pub const fn get_fully_qualified_name() -> &'static str {
"MyGame.Sample.Monster"
}
pub const VT_POS: flatbuffers::VOffsetT = 4;
pub const VT_MANA: flatbuffers::VOffsetT = 6;
pub const VT_HP: flatbuffers::VOffsetT = 8;
pub const VT_NAME: flatbuffers::VOffsetT = 10;
pub const VT_INVENTORY: flatbuffers::VOffsetT = 14;
pub const VT_COLOR: flatbuffers::VOffsetT = 16;
pub const VT_WEAPONS: flatbuffers::VOffsetT = 18;
pub const VT_EQUIPPED_TYPE: flatbuffers::VOffsetT = 20;
pub const VT_EQUIPPED: flatbuffers::VOffsetT = 22;
pub const VT_PATH: flatbuffers::VOffsetT = 24;
#[inline]
pub fn init_from_table(table: flatbuffers::Table<'a>) -> Self {
Monster { _tab: table }
}
#[allow(unused_mut)]
pub fn create<'bldr: 'args, 'args: 'mut_bldr, 'mut_bldr>(
_fbb: &'mut_bldr mut flatbuffers::FlatBufferBuilder<'bldr>,
args: &'args MonsterArgs<'args>) -> flatbuffers::WIPOffset<Monster<'bldr>> {
let mut builder = MonsterBuilder::new(_fbb);
if let Some(x) = args.path { builder.add_path(x); }
if let Some(x) = args.equipped { builder.add_equipped(x); }
if let Some(x) = args.weapons { builder.add_weapons(x); }
if let Some(x) = args.inventory { builder.add_inventory(x); }
if let Some(x) = args.name { builder.add_name(x); }
if let Some(x) = args.pos { builder.add_pos(x); }
builder.add_hp(args.hp);
builder.add_mana(args.mana);
builder.add_equipped_type(args.equipped_type);
builder.add_color(args.color);
builder.finish()
}
pub const fn get_fully_qualified_name() -> &'static str {
"MyGame.Sample.Monster"
}
pub fn unpack(&self) -> MonsterT {
let pos = self.pos().map(|x| {
x.unpack()
});
let mana = self.mana();
let hp = self.hp();
let name = self.name().map(|x| {
x.to_string()
});
let inventory = self.inventory().map(|x| {
x.to_vec()
});
let color = self.color();
let weapons = self.weapons().map(|x| {
x.iter().map(|t| t.unpack()).collect()
});
let equipped = match self.equipped_type() {
Equipment::NONE => EquipmentT::NONE,
Equipment::Weapon => EquipmentT::Weapon(Box::new(
self.equipped_as_weapon()
.expect("Invalid union table, expected `Equipment::Weapon`.")
.unpack()
)),
_ => EquipmentT::NONE,
};
let path = self.path().map(|x| {
x.iter().map(|t| t.unpack()).collect()
});
MonsterT {
pos,
mana,
hp,
name,
inventory,
color,
weapons,
equipped,
path,
}
#[inline]
pub fn init_from_table(table: flatbuffers::Table<'a>) -> Self {
Monster { _tab: table }
}
#[allow(unused_mut)]
pub fn create<'bldr: 'args, 'args: 'mut_bldr, 'mut_bldr>(
_fbb: &'mut_bldr mut flatbuffers::FlatBufferBuilder<'bldr>,
args: &'args MonsterArgs<'args>
) -> flatbuffers::WIPOffset<Monster<'bldr>> {
let mut builder = MonsterBuilder::new(_fbb);
if let Some(x) = args.path { builder.add_path(x); }
if let Some(x) = args.equipped { builder.add_equipped(x); }
if let Some(x) = args.weapons { builder.add_weapons(x); }
if let Some(x) = args.inventory { builder.add_inventory(x); }
if let Some(x) = args.name { builder.add_name(x); }
if let Some(x) = args.pos { builder.add_pos(x); }
builder.add_hp(args.hp);
builder.add_mana(args.mana);
builder.add_equipped_type(args.equipped_type);
builder.add_color(args.color);
builder.finish()
}
pub fn unpack(&self) -> MonsterT {
let pos = self.pos().map(|x| {
x.unpack()
});
let mana = self.mana();
let hp = self.hp();
let name = self.name().map(|x| {
x.to_string()
});
let inventory = self.inventory().map(|x| {
x.to_vec()
});
let color = self.color();
let weapons = self.weapons().map(|x| {
x.iter().map(|t| t.unpack()).collect()
});
let equipped = match self.equipped_type() {
Equipment::NONE => EquipmentT::NONE,
Equipment::Weapon => EquipmentT::Weapon(Box::new(
self.equipped_as_weapon()
.expect("Invalid union table, expected `Equipment::Weapon`.")
.unpack()
)),
_ => EquipmentT::NONE,
};
let path = self.path().map(|x| {
x.iter().map(|t| t.unpack()).collect()
});
MonsterT {
pos,
mana,
hp,
name,
inventory,
color,
weapons,
equipped,
path,
}
pub const VT_POS: flatbuffers::VOffsetT = 4;
pub const VT_MANA: flatbuffers::VOffsetT = 6;
pub const VT_HP: flatbuffers::VOffsetT = 8;
pub const VT_NAME: flatbuffers::VOffsetT = 10;
pub const VT_INVENTORY: flatbuffers::VOffsetT = 14;
pub const VT_COLOR: flatbuffers::VOffsetT = 16;
pub const VT_WEAPONS: flatbuffers::VOffsetT = 18;
pub const VT_EQUIPPED_TYPE: flatbuffers::VOffsetT = 20;
pub const VT_EQUIPPED: flatbuffers::VOffsetT = 22;
pub const VT_PATH: flatbuffers::VOffsetT = 24;
}
#[inline]
pub fn pos(&self) -> Option<&'a Vec3> {
@@ -187,21 +189,21 @@ pub struct MonsterArgs<'a> {
pub path: Option<flatbuffers::WIPOffset<flatbuffers::Vector<'a, Vec3>>>,
}
impl<'a> Default for MonsterArgs<'a> {
#[inline]
fn default() -> Self {
MonsterArgs {
pos: None,
mana: 150,
hp: 100,
name: None,
inventory: None,
color: Color::Blue,
weapons: None,
equipped_type: Equipment::NONE,
equipped: None,
path: None,
}
#[inline]
fn default() -> Self {
MonsterArgs {
pos: None,
mana: 150,
hp: 100,
name: None,
inventory: None,
color: Color::Blue,
weapons: None,
equipped_type: Equipment::NONE,
equipped: None,
path: None,
}
}
}
pub struct MonsterBuilder<'a: 'b, 'b> {
fbb_: &'b mut flatbuffers::FlatBufferBuilder<'a>,

View File

@@ -84,9 +84,9 @@ impl<'a> Vec3 {
s
}
pub const fn get_fully_qualified_name() -> &'static str {
"MyGame.Sample.Vec3"
}
pub const fn get_fully_qualified_name() -> &'static str {
"MyGame.Sample.Vec3"
}
pub fn x(&self) -> f32 {
let mut mem = core::mem::MaybeUninit::<f32>::uninit();

View File

@@ -12,44 +12,46 @@ pub struct Weapon<'a> {
}
impl<'a> flatbuffers::Follow<'a> for Weapon<'a> {
type Inner = Weapon<'a>;
#[inline]
fn follow(buf: &'a [u8], loc: usize) -> Self::Inner {
Self { _tab: flatbuffers::Table { buf, loc } }
}
type Inner = Weapon<'a>;
#[inline]
fn follow(buf: &'a [u8], loc: usize) -> Self::Inner {
Self { _tab: flatbuffers::Table { buf, loc } }
}
}
impl<'a> Weapon<'a> {
pub const fn get_fully_qualified_name() -> &'static str {
"MyGame.Sample.Weapon"
}
pub const VT_NAME: flatbuffers::VOffsetT = 4;
pub const VT_DAMAGE: flatbuffers::VOffsetT = 6;
#[inline]
pub fn init_from_table(table: flatbuffers::Table<'a>) -> Self {
Weapon { _tab: table }
}
#[allow(unused_mut)]
pub fn create<'bldr: 'args, 'args: 'mut_bldr, 'mut_bldr>(
_fbb: &'mut_bldr mut flatbuffers::FlatBufferBuilder<'bldr>,
args: &'args WeaponArgs<'args>) -> flatbuffers::WIPOffset<Weapon<'bldr>> {
let mut builder = WeaponBuilder::new(_fbb);
if let Some(x) = args.name { builder.add_name(x); }
builder.add_damage(args.damage);
builder.finish()
}
pub const fn get_fully_qualified_name() -> &'static str {
"MyGame.Sample.Weapon"
}
pub fn unpack(&self) -> WeaponT {
let name = self.name().map(|x| {
x.to_string()
});
let damage = self.damage();
WeaponT {
name,
damage,
}
#[inline]
pub fn init_from_table(table: flatbuffers::Table<'a>) -> Self {
Weapon { _tab: table }
}
#[allow(unused_mut)]
pub fn create<'bldr: 'args, 'args: 'mut_bldr, 'mut_bldr>(
_fbb: &'mut_bldr mut flatbuffers::FlatBufferBuilder<'bldr>,
args: &'args WeaponArgs<'args>
) -> flatbuffers::WIPOffset<Weapon<'bldr>> {
let mut builder = WeaponBuilder::new(_fbb);
if let Some(x) = args.name { builder.add_name(x); }
builder.add_damage(args.damage);
builder.finish()
}
pub fn unpack(&self) -> WeaponT {
let name = self.name().map(|x| {
x.to_string()
});
let damage = self.damage();
WeaponT {
name,
damage,
}
pub const VT_NAME: flatbuffers::VOffsetT = 4;
pub const VT_DAMAGE: flatbuffers::VOffsetT = 6;
}
#[inline]
pub fn name(&self) -> Option<&'a str> {
@@ -79,13 +81,13 @@ pub struct WeaponArgs<'a> {
pub damage: i16,
}
impl<'a> Default for WeaponArgs<'a> {
#[inline]
fn default() -> Self {
WeaponArgs {
name: None,
damage: 0,
}
#[inline]
fn default() -> Self {
WeaponArgs {
name: None,
damage: 0,
}
}
}
pub struct WeaponBuilder<'a: 'b, 'b> {
fbb_: &'b mut flatbuffers::FlatBufferBuilder<'a>,