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Besides making the generated code looking a lot more readable, it also allows you to use these offsets in calls to Table::CheckField, to see if a field is present in a table. Change-Id: I1b4cc350c4f27c4e474c31add40c701ef4ae63b2 Tested: On Linux.
150 lines
5.6 KiB
C++
150 lines
5.6 KiB
C++
// automatically generated by the FlatBuffers compiler, do not modify
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#ifndef FLATBUFFERS_GENERATED_MONSTER_MYGAME_SAMPLE_H_
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#define FLATBUFFERS_GENERATED_MONSTER_MYGAME_SAMPLE_H_
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#include "flatbuffers/flatbuffers.h"
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namespace MyGame {
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namespace Sample {
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struct Vec3;
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struct Monster;
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enum Color {
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Color_Red = 0,
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Color_Green = 1,
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Color_Blue = 2
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};
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inline const char **EnumNamesColor() {
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static const char *names[] = { "Red", "Green", "Blue", nullptr };
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return names;
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}
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inline const char *EnumNameColor(Color e) { return EnumNamesColor()[static_cast<int>(e)]; }
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enum Any {
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Any_NONE = 0,
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Any_Monster = 1
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};
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inline const char **EnumNamesAny() {
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static const char *names[] = { "NONE", "Monster", nullptr };
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return names;
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}
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inline const char *EnumNameAny(Any e) { return EnumNamesAny()[static_cast<int>(e)]; }
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inline bool VerifyAny(flatbuffers::Verifier &verifier, const void *union_obj, Any type);
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MANUALLY_ALIGNED_STRUCT(4) Vec3 FLATBUFFERS_FINAL_CLASS {
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private:
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float x_;
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float y_;
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float z_;
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public:
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Vec3(float _x, float _y, float _z)
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: x_(flatbuffers::EndianScalar(_x)), y_(flatbuffers::EndianScalar(_y)), z_(flatbuffers::EndianScalar(_z)) { }
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float x() const { return flatbuffers::EndianScalar(x_); }
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void mutate_x(float _x) { flatbuffers::WriteScalar(&x_, _x); }
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float y() const { return flatbuffers::EndianScalar(y_); }
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void mutate_y(float _y) { flatbuffers::WriteScalar(&y_, _y); }
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float z() const { return flatbuffers::EndianScalar(z_); }
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void mutate_z(float _z) { flatbuffers::WriteScalar(&z_, _z); }
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};
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STRUCT_END(Vec3, 12);
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struct Monster FLATBUFFERS_FINAL_CLASS : private flatbuffers::Table {
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enum {
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VT_POS = 4,
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VT_MANA = 6,
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VT_HP = 8,
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VT_NAME = 10,
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VT_INVENTORY = 14,
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VT_COLOR = 16,
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};
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const Vec3 *pos() const { return GetStruct<const Vec3 *>(VT_POS); }
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Vec3 *mutable_pos() { return GetStruct<Vec3 *>(VT_POS); }
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int16_t mana() const { return GetField<int16_t>(VT_MANA, 150); }
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bool mutate_mana(int16_t _mana) { return SetField(VT_MANA, _mana); }
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int16_t hp() const { return GetField<int16_t>(VT_HP, 100); }
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bool mutate_hp(int16_t _hp) { return SetField(VT_HP, _hp); }
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const flatbuffers::String *name() const { return GetPointer<const flatbuffers::String *>(VT_NAME); }
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flatbuffers::String *mutable_name() { return GetPointer<flatbuffers::String *>(VT_NAME); }
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const flatbuffers::Vector<uint8_t> *inventory() const { return GetPointer<const flatbuffers::Vector<uint8_t> *>(VT_INVENTORY); }
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flatbuffers::Vector<uint8_t> *mutable_inventory() { return GetPointer<flatbuffers::Vector<uint8_t> *>(VT_INVENTORY); }
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Color color() const { return static_cast<Color>(GetField<int8_t>(VT_COLOR, 2)); }
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bool mutate_color(Color _color) { return SetField(VT_COLOR, static_cast<int8_t>(_color)); }
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bool Verify(flatbuffers::Verifier &verifier) const {
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return VerifyTableStart(verifier) &&
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VerifyField<Vec3>(verifier, VT_POS) &&
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VerifyField<int16_t>(verifier, VT_MANA) &&
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VerifyField<int16_t>(verifier, VT_HP) &&
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VerifyField<flatbuffers::uoffset_t>(verifier, VT_NAME) &&
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verifier.Verify(name()) &&
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VerifyField<flatbuffers::uoffset_t>(verifier, VT_INVENTORY) &&
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verifier.Verify(inventory()) &&
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VerifyField<int8_t>(verifier, VT_COLOR) &&
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verifier.EndTable();
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}
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};
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struct MonsterBuilder {
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flatbuffers::FlatBufferBuilder &fbb_;
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flatbuffers::uoffset_t start_;
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void add_pos(const Vec3 *pos) { fbb_.AddStruct(Monster::VT_POS, pos); }
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void add_mana(int16_t mana) { fbb_.AddElement<int16_t>(Monster::VT_MANA, mana, 150); }
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void add_hp(int16_t hp) { fbb_.AddElement<int16_t>(Monster::VT_HP, hp, 100); }
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void add_name(flatbuffers::Offset<flatbuffers::String> name) { fbb_.AddOffset(Monster::VT_NAME, name); }
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void add_inventory(flatbuffers::Offset<flatbuffers::Vector<uint8_t>> inventory) { fbb_.AddOffset(Monster::VT_INVENTORY, inventory); }
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void add_color(Color color) { fbb_.AddElement<int8_t>(Monster::VT_COLOR, static_cast<int8_t>(color), 2); }
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MonsterBuilder(flatbuffers::FlatBufferBuilder &_fbb) : fbb_(_fbb) { start_ = fbb_.StartTable(); }
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MonsterBuilder &operator=(const MonsterBuilder &);
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flatbuffers::Offset<Monster> Finish() {
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auto o = flatbuffers::Offset<Monster>(fbb_.EndTable(start_, 7));
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return o;
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}
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};
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inline flatbuffers::Offset<Monster> CreateMonster(flatbuffers::FlatBufferBuilder &_fbb,
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const Vec3 *pos = 0,
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int16_t mana = 150,
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int16_t hp = 100,
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flatbuffers::Offset<flatbuffers::String> name = 0,
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flatbuffers::Offset<flatbuffers::Vector<uint8_t>> inventory = 0,
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Color color = Color_Blue) {
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MonsterBuilder builder_(_fbb);
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builder_.add_inventory(inventory);
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builder_.add_name(name);
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builder_.add_pos(pos);
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builder_.add_hp(hp);
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builder_.add_mana(mana);
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builder_.add_color(color);
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return builder_.Finish();
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}
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inline bool VerifyAny(flatbuffers::Verifier &verifier, const void *union_obj, Any type) {
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switch (type) {
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case Any_NONE: return true;
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case Any_Monster: return verifier.VerifyTable(reinterpret_cast<const Monster *>(union_obj));
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default: return false;
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}
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}
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inline const MyGame::Sample::Monster *GetMonster(const void *buf) { return flatbuffers::GetRoot<MyGame::Sample::Monster>(buf); }
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inline Monster *GetMutableMonster(void *buf) { return flatbuffers::GetMutableRoot<Monster>(buf); }
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inline bool VerifyMonsterBuffer(flatbuffers::Verifier &verifier) { return verifier.VerifyBuffer<MyGame::Sample::Monster>(); }
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inline void FinishMonsterBuffer(flatbuffers::FlatBufferBuilder &fbb, flatbuffers::Offset<MyGame::Sample::Monster> root) { fbb.Finish(root); }
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} // namespace Sample
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} // namespace MyGame
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#endif // FLATBUFFERS_GENERATED_MONSTER_MYGAME_SAMPLE_H_
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