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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>
75 lines
2.6 KiB
JavaScript
75 lines
2.6 KiB
JavaScript
// automatically generated by the FlatBuffers compiler, do not modify
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import * as flatbuffers from 'flatbuffers';
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import { ArrayStruct } from '../../my-game/example/array-struct.js';
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export class ArrayTable {
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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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static getRootAsArrayTable(bb, obj) {
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return (obj || new ArrayTable()).__init(bb.readInt32(bb.position()) + bb.position(), bb);
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}
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static getSizePrefixedRootAsArrayTable(bb, obj) {
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bb.setPosition(bb.position() + flatbuffers.SIZE_PREFIX_LENGTH);
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return (obj || new ArrayTable()).__init(bb.readInt32(bb.position()) + bb.position(), bb);
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}
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static bufferHasIdentifier(bb) {
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return bb.__has_identifier('RHUB');
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}
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a(optionalEncoding) {
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const offset = this.bb.__offset(this.bb_pos, 4);
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return offset ? this.bb.__string(this.bb_pos + offset, optionalEncoding) : null;
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}
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cUnderscore(obj) {
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const offset = this.bb.__offset(this.bb_pos, 6);
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return offset ? (obj || new ArrayStruct()).__init(this.bb_pos + offset, this.bb) : null;
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}
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static getFullyQualifiedName() {
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return 'MyGame.Example.ArrayTable';
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}
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static startArrayTable(builder) {
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builder.startObject(2);
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}
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static addA(builder, aOffset) {
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builder.addFieldOffset(0, aOffset, 0);
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}
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static addCUnderscore(builder, cUnderscoreOffset) {
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builder.addFieldStruct(1, cUnderscoreOffset, 0);
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}
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static endArrayTable(builder) {
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const offset = builder.endObject();
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return offset;
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}
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static finishArrayTableBuffer(builder, offset) {
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builder.finish(offset, 'RHUB');
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}
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static finishSizePrefixedArrayTableBuffer(builder, offset) {
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builder.finish(offset, 'RHUB', true);
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}
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unpack() {
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return new ArrayTableT(this.a(), (this.cUnderscore() !== null ? this.cUnderscore().unpack() : null));
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}
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unpackTo(_o) {
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_o.a = this.a();
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_o.cUnderscore = (this.cUnderscore() !== null ? this.cUnderscore().unpack() : null);
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}
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}
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export class ArrayTableT {
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constructor(a = null, cUnderscore = null) {
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this.a = a;
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this.cUnderscore = cUnderscore;
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}
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pack(builder) {
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const a = (this.a !== null ? builder.createString(this.a) : 0);
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ArrayTable.startArrayTable(builder);
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ArrayTable.addA(builder, a);
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ArrayTable.addCUnderscore(builder, (this.cUnderscore !== null ? this.cUnderscore.pack(builder) : 0));
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return ArrayTable.endArrayTable(builder);
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}
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}
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