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* [TS/JS] Entry point per namespace * Fix handling of outputpath and array_test * Attempt to fix generate_code * Fix cwd for ts in generate_code * Attempt to fixup bazel and some docs * Add --ts-flat-files to bazel build to get bundle * Move to DEFAULT_FLATC_TS_ARGS * Attempt to add esbuild * Attempt to use npm instead * Remove futile attempt to add esbuild * Attempt to as bazel esbuild * Shuffle * Upgrade bazel deps * Revert failed attempts to get bazel working * Ignore flatc tests for now * Add esbuild dependency * `package.json` Include esbuild * `WORKSPACE` Add fetching esbuild binary * Update WORKSPACE * Unfreeze Lockfile * Update WORKSPACE * Update BUILD.bazel * Rework to suggest instead of running external bundler * Add esbuild generation to test script * Prelim bundle test * Run test JavaScriptTest from flatbuffers 1.x * Deps upgrade * Clang format fix * Revert bazel changes * Fix newline * Generate with type declarations * Handle "empty" root namespace * Adjust tests for typescript_keywords.ts * Separate test procedure for old node resolution module output * Fix rel path for root level re-exports * Bazel support for esbuild-based flatc Unfortunately, we lose typing information because the new esbuild method of generating single files does not generate type information. The method used here is a bit hack-ish because it relies on parsing the console output of flatc to figure out what to do. * Try to fix bazel build for when node isn't present on host * Auto formatting fixes * Fix missing generated code Co-authored-by: Derek Bailey <derekbailey@google.com> Co-authored-by: James Kuszmaul <jabukuszmaul+collab@gmail.com>
62 lines
2.0 KiB
JavaScript
62 lines
2.0 KiB
JavaScript
// automatically generated by the FlatBuffers compiler, do not modify
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import { Ability } from '../../my-game/example/ability.js';
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import { Test } from '../../my-game/example/test.js';
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export class StructOfStructs {
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constructor() {
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this.bb = null;
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this.bb_pos = 0;
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}
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__init(i, bb) {
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this.bb_pos = i;
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this.bb = bb;
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return this;
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}
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a(obj) {
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return (obj || new Ability()).__init(this.bb_pos, this.bb);
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}
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b(obj) {
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return (obj || new Test()).__init(this.bb_pos + 8, this.bb);
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}
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c(obj) {
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return (obj || new Ability()).__init(this.bb_pos + 12, this.bb);
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}
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static getFullyQualifiedName() {
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return 'MyGame.Example.StructOfStructs';
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}
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static sizeOf() {
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return 20;
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}
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static createStructOfStructs(builder, a_id, a_distance, b_a, b_b, c_id, c_distance) {
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builder.prep(4, 20);
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builder.prep(4, 8);
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builder.writeInt32(c_distance);
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builder.writeInt32(c_id);
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builder.prep(2, 4);
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builder.pad(1);
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builder.writeInt8(b_b);
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builder.writeInt16(b_a);
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builder.prep(4, 8);
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builder.writeInt32(a_distance);
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builder.writeInt32(a_id);
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return builder.offset();
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}
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unpack() {
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return new StructOfStructsT((this.a() !== null ? this.a().unpack() : null), (this.b() !== null ? this.b().unpack() : null), (this.c() !== null ? this.c().unpack() : null));
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}
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unpackTo(_o) {
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_o.a = (this.a() !== null ? this.a().unpack() : null);
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_o.b = (this.b() !== null ? this.b().unpack() : null);
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_o.c = (this.c() !== null ? this.c().unpack() : null);
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}
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}
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export class StructOfStructsT {
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constructor(a = null, b = null, c = null) {
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this.a = a;
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this.b = b;
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this.c = c;
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}
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pack(builder) {
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return StructOfStructs.createStructOfStructs(builder, (this.a?.id ?? 0), (this.a?.distance ?? 0), (this.b?.a ?? 0), (this.b?.b ?? 0), (this.c?.id ?? 0), (this.c?.distance ?? 0));
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}
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}
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