flatbuffers/samples/monster_generated.h

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// automatically generated by the FlatBuffers compiler, do not modify
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
#ifndef FLATBUFFERS_GENERATED_MONSTER_MYGAME_SAMPLE_H_
#define FLATBUFFERS_GENERATED_MONSTER_MYGAME_SAMPLE_H_
#include "flatbuffers/flatbuffers.h"
namespace MyGame {
namespace Sample {
struct Vec3;
struct Monster;
struct MonsterT;
struct Weapon;
struct WeaponT;
inline const flatbuffers::TypeTable *Vec3TypeTable();
inline const flatbuffers::TypeTable *MonsterTypeTable();
inline const flatbuffers::TypeTable *WeaponTypeTable();
enum Color {
Color_Red = 0,
Color_Green = 1,
Color_Blue = 2,
Color_MIN = Color_Red,
Color_MAX = Color_Blue
};
inline const Color (&EnumValuesColor())[3] {
static const Color values[] = {
Color_Red,
Color_Green,
Color_Blue
};
return values;
}
inline const char * const *EnumNamesColor() {
static const char * const names[] = {
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
"Red",
"Green",
"Blue",
nullptr
};
return names;
}
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
inline const char *EnumNameColor(Color e) {
const size_t index = static_cast<int>(e);
return EnumNamesColor()[index];
}
enum Equipment {
Equipment_NONE = 0,
Equipment_Weapon = 1,
Equipment_MIN = Equipment_NONE,
Equipment_MAX = Equipment_Weapon
};
inline const Equipment (&EnumValuesEquipment())[2] {
static const Equipment values[] = {
Equipment_NONE,
Equipment_Weapon
};
return values;
}
inline const char * const *EnumNamesEquipment() {
static const char * const names[] = {
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
"NONE",
"Weapon",
nullptr
};
return names;
}
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
inline const char *EnumNameEquipment(Equipment e) {
const size_t index = static_cast<int>(e);
return EnumNamesEquipment()[index];
}
template<typename T> struct EquipmentTraits {
static const Equipment enum_value = Equipment_NONE;
};
template<> struct EquipmentTraits<Weapon> {
static const Equipment enum_value = Equipment_Weapon;
};
struct EquipmentUnion {
Equipment type;
void *value;
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
EquipmentUnion() : type(Equipment_NONE), value(nullptr) {}
EquipmentUnion(EquipmentUnion&& u) FLATBUFFERS_NOEXCEPT :
type(Equipment_NONE), value(nullptr)
{ std::swap(type, u.type); std::swap(value, u.value); }
EquipmentUnion(const EquipmentUnion &) FLATBUFFERS_NOEXCEPT;
EquipmentUnion &operator=(const EquipmentUnion &u) FLATBUFFERS_NOEXCEPT
{ EquipmentUnion t(u); std::swap(type, t.type); std::swap(value, t.value); return *this; }
EquipmentUnion &operator=(EquipmentUnion &&u) FLATBUFFERS_NOEXCEPT
{ std::swap(type, u.type); std::swap(value, u.value); return *this; }
~EquipmentUnion() { Reset(); }
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
void Reset();
C++98 (stlport) support for core FlatBuffers and FlexBuffers. * Added internal - limited - implementation of flatbuffers::unique_ptr for STLs that don't ship with std::unique_ptr. In C++11 and beyond this is just an alias for std::unique_ptr. * Aliased used type traits structs is_scalar is_floating_point is_unsigned into flatbuffers namespace so they can be replaced in C++98 implementations. Right now these point at stlport's TR1 implementations. * Wrapped vector::data() in vector_data(). * Wrapped vector::emplace_back() in vector_emplace_back(). * Wrapper string::back() in string_back(). * Added variants of FlatBufferBuilder::CreateVector() and FlatBufferBuilder::CreateVectorOfStructs() that allow the use of plain function pointers. Generated code has also been modified to use plain functions to build objects rather than std::function() so all generated code will work in C++98 applications. * Added flexbuffers::Builder::Vector(), flexbuffers::Builder::TypedVector() and flexbuffers::Builder::Map() methods that allow the use of plain function pointers. * Changed Parser to internally use plain function pointers when parsing table and vector delimiters. * Added specializations of NumToString() for 64-bit types that aren't supported by stringstream in stlport. * Overloaded numeric_limits for 64-bit types not supported by stlport. * Replaced build_apk.sh (which was broken by deprecation of the "android" tool in the Android SDK) with build.gradle and the appropriate gradle wrapper to build an APK. * Switched Android build to build against all STL variants. * Updated travis configuration to build Android test and sample. Tested: * Verified all tests continue to work on Linux, OSX and Android. * Verified Travis build is green. Change-Id: I9e634363793f85b9f141d21454b10686020a2065
2017-07-13 13:27:39 +00:00
#ifndef FLATBUFFERS_CPP98_STL
template <typename T>
void Set(T&& val) {
Reset();
type = EquipmentTraits<typename T::TableType>::enum_value;
if (type != Equipment_NONE) {
value = new T(std::forward<T>(val));
}
}
C++98 (stlport) support for core FlatBuffers and FlexBuffers. * Added internal - limited - implementation of flatbuffers::unique_ptr for STLs that don't ship with std::unique_ptr. In C++11 and beyond this is just an alias for std::unique_ptr. * Aliased used type traits structs is_scalar is_floating_point is_unsigned into flatbuffers namespace so they can be replaced in C++98 implementations. Right now these point at stlport's TR1 implementations. * Wrapped vector::data() in vector_data(). * Wrapped vector::emplace_back() in vector_emplace_back(). * Wrapper string::back() in string_back(). * Added variants of FlatBufferBuilder::CreateVector() and FlatBufferBuilder::CreateVectorOfStructs() that allow the use of plain function pointers. Generated code has also been modified to use plain functions to build objects rather than std::function() so all generated code will work in C++98 applications. * Added flexbuffers::Builder::Vector(), flexbuffers::Builder::TypedVector() and flexbuffers::Builder::Map() methods that allow the use of plain function pointers. * Changed Parser to internally use plain function pointers when parsing table and vector delimiters. * Added specializations of NumToString() for 64-bit types that aren't supported by stringstream in stlport. * Overloaded numeric_limits for 64-bit types not supported by stlport. * Replaced build_apk.sh (which was broken by deprecation of the "android" tool in the Android SDK) with build.gradle and the appropriate gradle wrapper to build an APK. * Switched Android build to build against all STL variants. * Updated travis configuration to build Android test and sample. Tested: * Verified all tests continue to work on Linux, OSX and Android. * Verified Travis build is green. Change-Id: I9e634363793f85b9f141d21454b10686020a2065
2017-07-13 13:27:39 +00:00
#endif // FLATBUFFERS_CPP98_STL
static void *UnPack(const void *obj, Equipment type, const flatbuffers::resolver_function_t *resolver);
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
flatbuffers::Offset<void> Pack(flatbuffers::FlatBufferBuilder &_fbb, const flatbuffers::rehasher_function_t *_rehasher = nullptr) const;
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
WeaponT *AsWeapon() {
return type == Equipment_Weapon ?
reinterpret_cast<WeaponT *>(value) : nullptr;
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
}
const WeaponT *AsWeapon() const {
return type == Equipment_Weapon ?
reinterpret_cast<const WeaponT *>(value) : nullptr;
}
};
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
bool VerifyEquipment(flatbuffers::Verifier &verifier, const void *obj, Equipment type);
2017-01-24 19:52:36 +00:00
bool VerifyEquipmentVector(flatbuffers::Verifier &verifier, const flatbuffers::Vector<flatbuffers::Offset<void>> *values, const flatbuffers::Vector<uint8_t> *types);
FLATBUFFERS_MANUALLY_ALIGNED_STRUCT(4) Vec3 FLATBUFFERS_FINAL_CLASS {
private:
float x_;
float y_;
float z_;
public:
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
Vec3() {
memset(this, 0, sizeof(Vec3));
}
Vec3(float _x, float _y, float _z)
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
: x_(flatbuffers::EndianScalar(_x)),
y_(flatbuffers::EndianScalar(_y)),
z_(flatbuffers::EndianScalar(_z)) {
}
float x() const {
return flatbuffers::EndianScalar(x_);
}
void mutate_x(float _x) {
flatbuffers::WriteScalar(&x_, _x);
}
float y() const {
return flatbuffers::EndianScalar(y_);
}
void mutate_y(float _y) {
flatbuffers::WriteScalar(&y_, _y);
}
float z() const {
return flatbuffers::EndianScalar(z_);
}
void mutate_z(float _z) {
flatbuffers::WriteScalar(&z_, _z);
}
};
FLATBUFFERS_STRUCT_END(Vec3, 12);
struct MonsterT : public flatbuffers::NativeTable {
typedef Monster TableType;
C++98 (stlport) support for core FlatBuffers and FlexBuffers. * Added internal - limited - implementation of flatbuffers::unique_ptr for STLs that don't ship with std::unique_ptr. In C++11 and beyond this is just an alias for std::unique_ptr. * Aliased used type traits structs is_scalar is_floating_point is_unsigned into flatbuffers namespace so they can be replaced in C++98 implementations. Right now these point at stlport's TR1 implementations. * Wrapped vector::data() in vector_data(). * Wrapped vector::emplace_back() in vector_emplace_back(). * Wrapper string::back() in string_back(). * Added variants of FlatBufferBuilder::CreateVector() and FlatBufferBuilder::CreateVectorOfStructs() that allow the use of plain function pointers. Generated code has also been modified to use plain functions to build objects rather than std::function() so all generated code will work in C++98 applications. * Added flexbuffers::Builder::Vector(), flexbuffers::Builder::TypedVector() and flexbuffers::Builder::Map() methods that allow the use of plain function pointers. * Changed Parser to internally use plain function pointers when parsing table and vector delimiters. * Added specializations of NumToString() for 64-bit types that aren't supported by stringstream in stlport. * Overloaded numeric_limits for 64-bit types not supported by stlport. * Replaced build_apk.sh (which was broken by deprecation of the "android" tool in the Android SDK) with build.gradle and the appropriate gradle wrapper to build an APK. * Switched Android build to build against all STL variants. * Updated travis configuration to build Android test and sample. Tested: * Verified all tests continue to work on Linux, OSX and Android. * Verified Travis build is green. Change-Id: I9e634363793f85b9f141d21454b10686020a2065
2017-07-13 13:27:39 +00:00
flatbuffers::unique_ptr<Vec3> pos;
int16_t mana;
int16_t hp;
std::string name;
std::vector<uint8_t> inventory;
Color color;
C++98 (stlport) support for core FlatBuffers and FlexBuffers. * Added internal - limited - implementation of flatbuffers::unique_ptr for STLs that don't ship with std::unique_ptr. In C++11 and beyond this is just an alias for std::unique_ptr. * Aliased used type traits structs is_scalar is_floating_point is_unsigned into flatbuffers namespace so they can be replaced in C++98 implementations. Right now these point at stlport's TR1 implementations. * Wrapped vector::data() in vector_data(). * Wrapped vector::emplace_back() in vector_emplace_back(). * Wrapper string::back() in string_back(). * Added variants of FlatBufferBuilder::CreateVector() and FlatBufferBuilder::CreateVectorOfStructs() that allow the use of plain function pointers. Generated code has also been modified to use plain functions to build objects rather than std::function() so all generated code will work in C++98 applications. * Added flexbuffers::Builder::Vector(), flexbuffers::Builder::TypedVector() and flexbuffers::Builder::Map() methods that allow the use of plain function pointers. * Changed Parser to internally use plain function pointers when parsing table and vector delimiters. * Added specializations of NumToString() for 64-bit types that aren't supported by stringstream in stlport. * Overloaded numeric_limits for 64-bit types not supported by stlport. * Replaced build_apk.sh (which was broken by deprecation of the "android" tool in the Android SDK) with build.gradle and the appropriate gradle wrapper to build an APK. * Switched Android build to build against all STL variants. * Updated travis configuration to build Android test and sample. Tested: * Verified all tests continue to work on Linux, OSX and Android. * Verified Travis build is green. Change-Id: I9e634363793f85b9f141d21454b10686020a2065
2017-07-13 13:27:39 +00:00
std::vector<flatbuffers::unique_ptr<WeaponT>> weapons;
EquipmentUnion equipped;
MonsterT()
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
: mana(150),
hp(100),
color(Color_Blue) {
}
};
struct Monster FLATBUFFERS_FINAL_CLASS : private flatbuffers::Table {
typedef MonsterT NativeTableType;
static const flatbuffers::TypeTable *MiniReflectTypeTable() {
return MonsterTypeTable();
}
enum {
VT_POS = 4,
VT_MANA = 6,
VT_HP = 8,
VT_NAME = 10,
VT_INVENTORY = 14,
VT_COLOR = 16,
VT_WEAPONS = 18,
VT_EQUIPPED_TYPE = 20,
VT_EQUIPPED = 22
};
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
const Vec3 *pos() const {
return GetStruct<const Vec3 *>(VT_POS);
}
Vec3 *mutable_pos() {
return GetStruct<Vec3 *>(VT_POS);
}
int16_t mana() const {
return GetField<int16_t>(VT_MANA, 150);
}
bool mutate_mana(int16_t _mana) {
return SetField<int16_t>(VT_MANA, _mana, 150);
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
}
int16_t hp() const {
return GetField<int16_t>(VT_HP, 100);
}
bool mutate_hp(int16_t _hp) {
return SetField<int16_t>(VT_HP, _hp, 100);
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
}
const flatbuffers::String *name() const {
return GetPointer<const flatbuffers::String *>(VT_NAME);
}
flatbuffers::String *mutable_name() {
return GetPointer<flatbuffers::String *>(VT_NAME);
}
const flatbuffers::Vector<uint8_t> *inventory() const {
return GetPointer<const flatbuffers::Vector<uint8_t> *>(VT_INVENTORY);
}
flatbuffers::Vector<uint8_t> *mutable_inventory() {
return GetPointer<flatbuffers::Vector<uint8_t> *>(VT_INVENTORY);
}
Color color() const {
return static_cast<Color>(GetField<int8_t>(VT_COLOR, 2));
}
bool mutate_color(Color _color) {
return SetField<int8_t>(VT_COLOR, static_cast<int8_t>(_color), 2);
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
}
const flatbuffers::Vector<flatbuffers::Offset<Weapon>> *weapons() const {
return GetPointer<const flatbuffers::Vector<flatbuffers::Offset<Weapon>> *>(VT_WEAPONS);
}
flatbuffers::Vector<flatbuffers::Offset<Weapon>> *mutable_weapons() {
return GetPointer<flatbuffers::Vector<flatbuffers::Offset<Weapon>> *>(VT_WEAPONS);
}
Equipment equipped_type() const {
return static_cast<Equipment>(GetField<uint8_t>(VT_EQUIPPED_TYPE, 0));
}
bool mutate_equipped_type(Equipment _equipped_type) {
return SetField<uint8_t>(VT_EQUIPPED_TYPE, static_cast<uint8_t>(_equipped_type), 0);
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
}
const void *equipped() const {
return GetPointer<const void *>(VT_EQUIPPED);
}
template<typename T> const T *equipped_as() const;
const Weapon *equipped_as_Weapon() const {
return equipped_type() == Equipment_Weapon ? static_cast<const Weapon *>(equipped()) : nullptr;
}
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
void *mutable_equipped() {
return GetPointer<void *>(VT_EQUIPPED);
}
bool Verify(flatbuffers::Verifier &verifier) const {
return VerifyTableStart(verifier) &&
VerifyField<Vec3>(verifier, VT_POS) &&
VerifyField<int16_t>(verifier, VT_MANA) &&
VerifyField<int16_t>(verifier, VT_HP) &&
VerifyOffset(verifier, VT_NAME) &&
verifier.Verify(name()) &&
VerifyOffset(verifier, VT_INVENTORY) &&
verifier.Verify(inventory()) &&
VerifyField<int8_t>(verifier, VT_COLOR) &&
VerifyOffset(verifier, VT_WEAPONS) &&
verifier.Verify(weapons()) &&
verifier.VerifyVectorOfTables(weapons()) &&
VerifyField<uint8_t>(verifier, VT_EQUIPPED_TYPE) &&
VerifyOffset(verifier, VT_EQUIPPED) &&
VerifyEquipment(verifier, equipped(), equipped_type()) &&
verifier.EndTable();
}
MonsterT *UnPack(const flatbuffers::resolver_function_t *_resolver = nullptr) const;
void UnPackTo(MonsterT *_o, const flatbuffers::resolver_function_t *_resolver = nullptr) const;
static flatbuffers::Offset<Monster> Pack(flatbuffers::FlatBufferBuilder &_fbb, const MonsterT* _o, const flatbuffers::rehasher_function_t *_rehasher = nullptr);
};
template<> inline const Weapon *Monster::equipped_as<Weapon>() const {
return equipped_as_Weapon();
}
struct MonsterBuilder {
flatbuffers::FlatBufferBuilder &fbb_;
flatbuffers::uoffset_t start_;
void add_pos(const Vec3 *pos) {
fbb_.AddStruct(Monster::VT_POS, pos);
}
void add_mana(int16_t mana) {
fbb_.AddElement<int16_t>(Monster::VT_MANA, mana, 150);
}
void add_hp(int16_t hp) {
fbb_.AddElement<int16_t>(Monster::VT_HP, hp, 100);
}
void add_name(flatbuffers::Offset<flatbuffers::String> name) {
fbb_.AddOffset(Monster::VT_NAME, name);
}
void add_inventory(flatbuffers::Offset<flatbuffers::Vector<uint8_t>> inventory) {
fbb_.AddOffset(Monster::VT_INVENTORY, inventory);
}
void add_color(Color color) {
fbb_.AddElement<int8_t>(Monster::VT_COLOR, static_cast<int8_t>(color), 2);
}
void add_weapons(flatbuffers::Offset<flatbuffers::Vector<flatbuffers::Offset<Weapon>>> weapons) {
fbb_.AddOffset(Monster::VT_WEAPONS, weapons);
}
void add_equipped_type(Equipment equipped_type) {
fbb_.AddElement<uint8_t>(Monster::VT_EQUIPPED_TYPE, static_cast<uint8_t>(equipped_type), 0);
}
void add_equipped(flatbuffers::Offset<void> equipped) {
fbb_.AddOffset(Monster::VT_EQUIPPED, equipped);
}
explicit MonsterBuilder(flatbuffers::FlatBufferBuilder &_fbb)
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
: fbb_(_fbb) {
start_ = fbb_.StartTable();
}
MonsterBuilder &operator=(const MonsterBuilder &);
flatbuffers::Offset<Monster> Finish() {
const auto end = fbb_.EndTable(start_);
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
auto o = flatbuffers::Offset<Monster>(end);
return o;
}
};
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
inline flatbuffers::Offset<Monster> CreateMonster(
flatbuffers::FlatBufferBuilder &_fbb,
2016-07-14 17:15:06 +00:00
const Vec3 *pos = 0,
int16_t mana = 150,
int16_t hp = 100,
flatbuffers::Offset<flatbuffers::String> name = 0,
flatbuffers::Offset<flatbuffers::Vector<uint8_t>> inventory = 0,
Color color = Color_Blue,
flatbuffers::Offset<flatbuffers::Vector<flatbuffers::Offset<Weapon>>> weapons = 0,
Equipment equipped_type = Equipment_NONE,
flatbuffers::Offset<void> equipped = 0) {
MonsterBuilder builder_(_fbb);
builder_.add_equipped(equipped);
builder_.add_weapons(weapons);
builder_.add_inventory(inventory);
builder_.add_name(name);
builder_.add_pos(pos);
builder_.add_hp(hp);
builder_.add_mana(mana);
builder_.add_equipped_type(equipped_type);
builder_.add_color(color);
return builder_.Finish();
}
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
inline flatbuffers::Offset<Monster> CreateMonsterDirect(
flatbuffers::FlatBufferBuilder &_fbb,
2016-07-14 17:15:06 +00:00
const Vec3 *pos = 0,
int16_t mana = 150,
int16_t hp = 100,
const char *name = nullptr,
const std::vector<uint8_t> *inventory = nullptr,
Color color = Color_Blue,
const std::vector<flatbuffers::Offset<Weapon>> *weapons = nullptr,
Equipment equipped_type = Equipment_NONE,
flatbuffers::Offset<void> equipped = 0) {
return MyGame::Sample::CreateMonster(
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
_fbb,
pos,
mana,
hp,
name ? _fbb.CreateString(name) : 0,
inventory ? _fbb.CreateVector<uint8_t>(*inventory) : 0,
color,
weapons ? _fbb.CreateVector<flatbuffers::Offset<Weapon>>(*weapons) : 0,
equipped_type,
equipped);
2016-07-14 17:15:06 +00:00
}
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
flatbuffers::Offset<Monster> CreateMonster(flatbuffers::FlatBufferBuilder &_fbb, const MonsterT *_o, const flatbuffers::rehasher_function_t *_rehasher = nullptr);
struct WeaponT : public flatbuffers::NativeTable {
typedef Weapon TableType;
std::string name;
int16_t damage;
WeaponT()
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
: damage(0) {
}
};
struct Weapon FLATBUFFERS_FINAL_CLASS : private flatbuffers::Table {
typedef WeaponT NativeTableType;
static const flatbuffers::TypeTable *MiniReflectTypeTable() {
return WeaponTypeTable();
}
enum {
VT_NAME = 4,
VT_DAMAGE = 6
};
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
const flatbuffers::String *name() const {
return GetPointer<const flatbuffers::String *>(VT_NAME);
}
flatbuffers::String *mutable_name() {
return GetPointer<flatbuffers::String *>(VT_NAME);
}
int16_t damage() const {
return GetField<int16_t>(VT_DAMAGE, 0);
}
bool mutate_damage(int16_t _damage) {
return SetField<int16_t>(VT_DAMAGE, _damage, 0);
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
}
bool Verify(flatbuffers::Verifier &verifier) const {
return VerifyTableStart(verifier) &&
VerifyOffset(verifier, VT_NAME) &&
verifier.Verify(name()) &&
VerifyField<int16_t>(verifier, VT_DAMAGE) &&
verifier.EndTable();
}
WeaponT *UnPack(const flatbuffers::resolver_function_t *_resolver = nullptr) const;
void UnPackTo(WeaponT *_o, const flatbuffers::resolver_function_t *_resolver = nullptr) const;
static flatbuffers::Offset<Weapon> Pack(flatbuffers::FlatBufferBuilder &_fbb, const WeaponT* _o, const flatbuffers::rehasher_function_t *_rehasher = nullptr);
};
struct WeaponBuilder {
flatbuffers::FlatBufferBuilder &fbb_;
flatbuffers::uoffset_t start_;
void add_name(flatbuffers::Offset<flatbuffers::String> name) {
fbb_.AddOffset(Weapon::VT_NAME, name);
}
void add_damage(int16_t damage) {
fbb_.AddElement<int16_t>(Weapon::VT_DAMAGE, damage, 0);
}
explicit WeaponBuilder(flatbuffers::FlatBufferBuilder &_fbb)
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
: fbb_(_fbb) {
start_ = fbb_.StartTable();
}
WeaponBuilder &operator=(const WeaponBuilder &);
flatbuffers::Offset<Weapon> Finish() {
const auto end = fbb_.EndTable(start_);
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
auto o = flatbuffers::Offset<Weapon>(end);
return o;
}
};
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
inline flatbuffers::Offset<Weapon> CreateWeapon(
flatbuffers::FlatBufferBuilder &_fbb,
2016-07-14 17:15:06 +00:00
flatbuffers::Offset<flatbuffers::String> name = 0,
int16_t damage = 0) {
WeaponBuilder builder_(_fbb);
builder_.add_name(name);
builder_.add_damage(damage);
return builder_.Finish();
}
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
inline flatbuffers::Offset<Weapon> CreateWeaponDirect(
flatbuffers::FlatBufferBuilder &_fbb,
2016-07-14 17:15:06 +00:00
const char *name = nullptr,
int16_t damage = 0) {
return MyGame::Sample::CreateWeapon(
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
_fbb,
name ? _fbb.CreateString(name) : 0,
damage);
2016-07-14 17:15:06 +00:00
}
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
flatbuffers::Offset<Weapon> CreateWeapon(flatbuffers::FlatBufferBuilder &_fbb, const WeaponT *_o, const flatbuffers::rehasher_function_t *_rehasher = nullptr);
inline MonsterT *Monster::UnPack(const flatbuffers::resolver_function_t *_resolver) const {
auto _o = new MonsterT();
UnPackTo(_o, _resolver);
return _o;
}
inline void Monster::UnPackTo(MonsterT *_o, const flatbuffers::resolver_function_t *_resolver) const {
(void)_o;
(void)_resolver;
C++98 (stlport) support for core FlatBuffers and FlexBuffers. * Added internal - limited - implementation of flatbuffers::unique_ptr for STLs that don't ship with std::unique_ptr. In C++11 and beyond this is just an alias for std::unique_ptr. * Aliased used type traits structs is_scalar is_floating_point is_unsigned into flatbuffers namespace so they can be replaced in C++98 implementations. Right now these point at stlport's TR1 implementations. * Wrapped vector::data() in vector_data(). * Wrapped vector::emplace_back() in vector_emplace_back(). * Wrapper string::back() in string_back(). * Added variants of FlatBufferBuilder::CreateVector() and FlatBufferBuilder::CreateVectorOfStructs() that allow the use of plain function pointers. Generated code has also been modified to use plain functions to build objects rather than std::function() so all generated code will work in C++98 applications. * Added flexbuffers::Builder::Vector(), flexbuffers::Builder::TypedVector() and flexbuffers::Builder::Map() methods that allow the use of plain function pointers. * Changed Parser to internally use plain function pointers when parsing table and vector delimiters. * Added specializations of NumToString() for 64-bit types that aren't supported by stringstream in stlport. * Overloaded numeric_limits for 64-bit types not supported by stlport. * Replaced build_apk.sh (which was broken by deprecation of the "android" tool in the Android SDK) with build.gradle and the appropriate gradle wrapper to build an APK. * Switched Android build to build against all STL variants. * Updated travis configuration to build Android test and sample. Tested: * Verified all tests continue to work on Linux, OSX and Android. * Verified Travis build is green. Change-Id: I9e634363793f85b9f141d21454b10686020a2065
2017-07-13 13:27:39 +00:00
{ auto _e = pos(); if (_e) _o->pos = flatbuffers::unique_ptr<Vec3>(new Vec3(*_e)); };
{ auto _e = mana(); _o->mana = _e; };
{ auto _e = hp(); _o->hp = _e; };
{ auto _e = name(); if (_e) _o->name = _e->str(); };
{ auto _e = inventory(); if (_e) { _o->inventory.resize(_e->size()); for (flatbuffers::uoffset_t _i = 0; _i < _e->size(); _i++) { _o->inventory[_i] = _e->Get(_i); } } };
{ auto _e = color(); _o->color = _e; };
C++98 (stlport) support for core FlatBuffers and FlexBuffers. * Added internal - limited - implementation of flatbuffers::unique_ptr for STLs that don't ship with std::unique_ptr. In C++11 and beyond this is just an alias for std::unique_ptr. * Aliased used type traits structs is_scalar is_floating_point is_unsigned into flatbuffers namespace so they can be replaced in C++98 implementations. Right now these point at stlport's TR1 implementations. * Wrapped vector::data() in vector_data(). * Wrapped vector::emplace_back() in vector_emplace_back(). * Wrapper string::back() in string_back(). * Added variants of FlatBufferBuilder::CreateVector() and FlatBufferBuilder::CreateVectorOfStructs() that allow the use of plain function pointers. Generated code has also been modified to use plain functions to build objects rather than std::function() so all generated code will work in C++98 applications. * Added flexbuffers::Builder::Vector(), flexbuffers::Builder::TypedVector() and flexbuffers::Builder::Map() methods that allow the use of plain function pointers. * Changed Parser to internally use plain function pointers when parsing table and vector delimiters. * Added specializations of NumToString() for 64-bit types that aren't supported by stringstream in stlport. * Overloaded numeric_limits for 64-bit types not supported by stlport. * Replaced build_apk.sh (which was broken by deprecation of the "android" tool in the Android SDK) with build.gradle and the appropriate gradle wrapper to build an APK. * Switched Android build to build against all STL variants. * Updated travis configuration to build Android test and sample. Tested: * Verified all tests continue to work on Linux, OSX and Android. * Verified Travis build is green. Change-Id: I9e634363793f85b9f141d21454b10686020a2065
2017-07-13 13:27:39 +00:00
{ auto _e = weapons(); if (_e) { _o->weapons.resize(_e->size()); for (flatbuffers::uoffset_t _i = 0; _i < _e->size(); _i++) { _o->weapons[_i] = flatbuffers::unique_ptr<WeaponT>(_e->Get(_i)->UnPack(_resolver)); } } };
{ auto _e = equipped_type(); _o->equipped.type = _e; };
{ auto _e = equipped(); if (_e) _o->equipped.value = EquipmentUnion::UnPack(_e, equipped_type(), _resolver); };
}
inline flatbuffers::Offset<Monster> Monster::Pack(flatbuffers::FlatBufferBuilder &_fbb, const MonsterT* _o, const flatbuffers::rehasher_function_t *_rehasher) {
return CreateMonster(_fbb, _o, _rehasher);
}
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
inline flatbuffers::Offset<Monster> CreateMonster(flatbuffers::FlatBufferBuilder &_fbb, const MonsterT *_o, const flatbuffers::rehasher_function_t *_rehasher) {
(void)_rehasher;
(void)_o;
C++98 (stlport) support for core FlatBuffers and FlexBuffers. * Added internal - limited - implementation of flatbuffers::unique_ptr for STLs that don't ship with std::unique_ptr. In C++11 and beyond this is just an alias for std::unique_ptr. * Aliased used type traits structs is_scalar is_floating_point is_unsigned into flatbuffers namespace so they can be replaced in C++98 implementations. Right now these point at stlport's TR1 implementations. * Wrapped vector::data() in vector_data(). * Wrapped vector::emplace_back() in vector_emplace_back(). * Wrapper string::back() in string_back(). * Added variants of FlatBufferBuilder::CreateVector() and FlatBufferBuilder::CreateVectorOfStructs() that allow the use of plain function pointers. Generated code has also been modified to use plain functions to build objects rather than std::function() so all generated code will work in C++98 applications. * Added flexbuffers::Builder::Vector(), flexbuffers::Builder::TypedVector() and flexbuffers::Builder::Map() methods that allow the use of plain function pointers. * Changed Parser to internally use plain function pointers when parsing table and vector delimiters. * Added specializations of NumToString() for 64-bit types that aren't supported by stringstream in stlport. * Overloaded numeric_limits for 64-bit types not supported by stlport. * Replaced build_apk.sh (which was broken by deprecation of the "android" tool in the Android SDK) with build.gradle and the appropriate gradle wrapper to build an APK. * Switched Android build to build against all STL variants. * Updated travis configuration to build Android test and sample. Tested: * Verified all tests continue to work on Linux, OSX and Android. * Verified Travis build is green. Change-Id: I9e634363793f85b9f141d21454b10686020a2065
2017-07-13 13:27:39 +00:00
struct _VectorArgs { flatbuffers::FlatBufferBuilder *__fbb; const MonsterT* __o; const flatbuffers::rehasher_function_t *__rehasher; } _va = { &_fbb, _o, _rehasher}; (void)_va;
auto _pos = _o->pos ? _o->pos.get() : 0;
auto _mana = _o->mana;
auto _hp = _o->hp;
auto _name = _o->name.empty() ? 0 : _fbb.CreateString(_o->name);
auto _inventory = _o->inventory.size() ? _fbb.CreateVector(_o->inventory) : 0;
auto _color = _o->color;
C++98 (stlport) support for core FlatBuffers and FlexBuffers. * Added internal - limited - implementation of flatbuffers::unique_ptr for STLs that don't ship with std::unique_ptr. In C++11 and beyond this is just an alias for std::unique_ptr. * Aliased used type traits structs is_scalar is_floating_point is_unsigned into flatbuffers namespace so they can be replaced in C++98 implementations. Right now these point at stlport's TR1 implementations. * Wrapped vector::data() in vector_data(). * Wrapped vector::emplace_back() in vector_emplace_back(). * Wrapper string::back() in string_back(). * Added variants of FlatBufferBuilder::CreateVector() and FlatBufferBuilder::CreateVectorOfStructs() that allow the use of plain function pointers. Generated code has also been modified to use plain functions to build objects rather than std::function() so all generated code will work in C++98 applications. * Added flexbuffers::Builder::Vector(), flexbuffers::Builder::TypedVector() and flexbuffers::Builder::Map() methods that allow the use of plain function pointers. * Changed Parser to internally use plain function pointers when parsing table and vector delimiters. * Added specializations of NumToString() for 64-bit types that aren't supported by stringstream in stlport. * Overloaded numeric_limits for 64-bit types not supported by stlport. * Replaced build_apk.sh (which was broken by deprecation of the "android" tool in the Android SDK) with build.gradle and the appropriate gradle wrapper to build an APK. * Switched Android build to build against all STL variants. * Updated travis configuration to build Android test and sample. Tested: * Verified all tests continue to work on Linux, OSX and Android. * Verified Travis build is green. Change-Id: I9e634363793f85b9f141d21454b10686020a2065
2017-07-13 13:27:39 +00:00
auto _weapons = _o->weapons.size() ? _fbb.CreateVector<flatbuffers::Offset<Weapon>> (_o->weapons.size(), [](size_t i, _VectorArgs *__va) { return CreateWeapon(*__va->__fbb, __va->__o->weapons[i].get(), __va->__rehasher); }, &_va ) : 0;
auto _equipped_type = _o->equipped.type;
auto _equipped = _o->equipped.Pack(_fbb);
return MyGame::Sample::CreateMonster(
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
_fbb,
_pos,
_mana,
_hp,
_name,
_inventory,
_color,
_weapons,
_equipped_type,
_equipped);
}
inline WeaponT *Weapon::UnPack(const flatbuffers::resolver_function_t *_resolver) const {
auto _o = new WeaponT();
UnPackTo(_o, _resolver);
return _o;
}
inline void Weapon::UnPackTo(WeaponT *_o, const flatbuffers::resolver_function_t *_resolver) const {
(void)_o;
(void)_resolver;
{ auto _e = name(); if (_e) _o->name = _e->str(); };
{ auto _e = damage(); _o->damage = _e; };
}
inline flatbuffers::Offset<Weapon> Weapon::Pack(flatbuffers::FlatBufferBuilder &_fbb, const WeaponT* _o, const flatbuffers::rehasher_function_t *_rehasher) {
return CreateWeapon(_fbb, _o, _rehasher);
}
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
inline flatbuffers::Offset<Weapon> CreateWeapon(flatbuffers::FlatBufferBuilder &_fbb, const WeaponT *_o, const flatbuffers::rehasher_function_t *_rehasher) {
(void)_rehasher;
(void)_o;
C++98 (stlport) support for core FlatBuffers and FlexBuffers. * Added internal - limited - implementation of flatbuffers::unique_ptr for STLs that don't ship with std::unique_ptr. In C++11 and beyond this is just an alias for std::unique_ptr. * Aliased used type traits structs is_scalar is_floating_point is_unsigned into flatbuffers namespace so they can be replaced in C++98 implementations. Right now these point at stlport's TR1 implementations. * Wrapped vector::data() in vector_data(). * Wrapped vector::emplace_back() in vector_emplace_back(). * Wrapper string::back() in string_back(). * Added variants of FlatBufferBuilder::CreateVector() and FlatBufferBuilder::CreateVectorOfStructs() that allow the use of plain function pointers. Generated code has also been modified to use plain functions to build objects rather than std::function() so all generated code will work in C++98 applications. * Added flexbuffers::Builder::Vector(), flexbuffers::Builder::TypedVector() and flexbuffers::Builder::Map() methods that allow the use of plain function pointers. * Changed Parser to internally use plain function pointers when parsing table and vector delimiters. * Added specializations of NumToString() for 64-bit types that aren't supported by stringstream in stlport. * Overloaded numeric_limits for 64-bit types not supported by stlport. * Replaced build_apk.sh (which was broken by deprecation of the "android" tool in the Android SDK) with build.gradle and the appropriate gradle wrapper to build an APK. * Switched Android build to build against all STL variants. * Updated travis configuration to build Android test and sample. Tested: * Verified all tests continue to work on Linux, OSX and Android. * Verified Travis build is green. Change-Id: I9e634363793f85b9f141d21454b10686020a2065
2017-07-13 13:27:39 +00:00
struct _VectorArgs { flatbuffers::FlatBufferBuilder *__fbb; const WeaponT* __o; const flatbuffers::rehasher_function_t *__rehasher; } _va = { &_fbb, _o, _rehasher}; (void)_va;
auto _name = _o->name.empty() ? 0 : _fbb.CreateString(_o->name);
auto _damage = _o->damage;
return MyGame::Sample::CreateWeapon(
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
_fbb,
_name,
_damage);
}
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
inline bool VerifyEquipment(flatbuffers::Verifier &verifier, const void *obj, Equipment type) {
switch (type) {
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
case Equipment_NONE: {
return true;
}
case Equipment_Weapon: {
auto ptr = reinterpret_cast<const Weapon *>(obj);
return verifier.VerifyTable(ptr);
}
default: return false;
}
}
2017-01-24 19:52:36 +00:00
inline bool VerifyEquipmentVector(flatbuffers::Verifier &verifier, const flatbuffers::Vector<flatbuffers::Offset<void>> *values, const flatbuffers::Vector<uint8_t> *types) {
if (!values || !types) return !values && !types;
2017-01-24 19:52:36 +00:00
if (values->size() != types->size()) return false;
for (flatbuffers::uoffset_t i = 0; i < values->size(); ++i) {
if (!VerifyEquipment(
verifier, values->Get(i), types->GetEnum<Equipment>(i))) {
return false;
2017-01-24 19:52:36 +00:00
}
}
return true;
}
inline void *EquipmentUnion::UnPack(const void *obj, Equipment type, const flatbuffers::resolver_function_t *resolver) {
switch (type) {
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
case Equipment_Weapon: {
auto ptr = reinterpret_cast<const Weapon *>(obj);
return ptr->UnPack(resolver);
}
default: return nullptr;
}
}
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
inline flatbuffers::Offset<void> EquipmentUnion::Pack(flatbuffers::FlatBufferBuilder &_fbb, const flatbuffers::rehasher_function_t *_rehasher) const {
switch (type) {
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
case Equipment_Weapon: {
auto ptr = reinterpret_cast<const WeaponT *>(value);
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
return CreateWeapon(_fbb, ptr, _rehasher).Union();
}
default: return 0;
}
}
inline EquipmentUnion::EquipmentUnion(const EquipmentUnion &u) FLATBUFFERS_NOEXCEPT : type(u.type), value(nullptr) {
switch (type) {
case Equipment_Weapon: {
value = new WeaponT(*reinterpret_cast<WeaponT *>(u.value));
break;
}
default:
break;
}
}
inline void EquipmentUnion::Reset() {
switch (type) {
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
case Equipment_Weapon: {
auto ptr = reinterpret_cast<WeaponT *>(value);
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
delete ptr;
break;
}
default: break;
}
value = nullptr;
type = Equipment_NONE;
}
inline const flatbuffers::TypeTable *ColorTypeTable() {
static const flatbuffers::TypeCode type_codes[] = {
{ flatbuffers::ET_CHAR, 0, 0 },
{ flatbuffers::ET_CHAR, 0, 0 },
{ flatbuffers::ET_CHAR, 0, 0 }
};
static const flatbuffers::TypeFunction type_refs[] = {
ColorTypeTable
};
static const char * const names[] = {
"Red",
"Green",
"Blue"
};
static const flatbuffers::TypeTable tt = {
flatbuffers::ST_ENUM, 3, type_codes, type_refs, nullptr, names
};
return &tt;
}
inline const flatbuffers::TypeTable *EquipmentTypeTable() {
static const flatbuffers::TypeCode type_codes[] = {
{ flatbuffers::ET_SEQUENCE, 0, -1 },
{ flatbuffers::ET_SEQUENCE, 0, 0 }
};
static const flatbuffers::TypeFunction type_refs[] = {
WeaponTypeTable
};
static const char * const names[] = {
"NONE",
"Weapon"
};
static const flatbuffers::TypeTable tt = {
flatbuffers::ST_UNION, 2, type_codes, type_refs, nullptr, names
};
return &tt;
}
inline const flatbuffers::TypeTable *Vec3TypeTable() {
static const flatbuffers::TypeCode type_codes[] = {
{ flatbuffers::ET_FLOAT, 0, -1 },
{ flatbuffers::ET_FLOAT, 0, -1 },
{ flatbuffers::ET_FLOAT, 0, -1 }
};
static const int32_t values[] = { 0, 4, 8, 12 };
static const char * const names[] = {
"x",
"y",
"z"
};
static const flatbuffers::TypeTable tt = {
flatbuffers::ST_STRUCT, 3, type_codes, nullptr, values, names
};
return &tt;
}
inline const flatbuffers::TypeTable *MonsterTypeTable() {
static const flatbuffers::TypeCode type_codes[] = {
{ flatbuffers::ET_SEQUENCE, 0, 0 },
{ flatbuffers::ET_SHORT, 0, -1 },
{ flatbuffers::ET_SHORT, 0, -1 },
{ flatbuffers::ET_STRING, 0, -1 },
{ flatbuffers::ET_BOOL, 0, -1 },
{ flatbuffers::ET_UCHAR, 1, -1 },
{ flatbuffers::ET_CHAR, 0, 1 },
{ flatbuffers::ET_SEQUENCE, 1, 2 },
{ flatbuffers::ET_UTYPE, 0, 3 },
{ flatbuffers::ET_SEQUENCE, 0, 3 }
};
static const flatbuffers::TypeFunction type_refs[] = {
Vec3TypeTable,
ColorTypeTable,
WeaponTypeTable,
EquipmentTypeTable
};
static const char * const names[] = {
"pos",
"mana",
"hp",
"name",
"friendly",
"inventory",
"color",
"weapons",
"equipped_type",
"equipped"
};
static const flatbuffers::TypeTable tt = {
flatbuffers::ST_TABLE, 10, type_codes, type_refs, nullptr, names
};
return &tt;
}
inline const flatbuffers::TypeTable *WeaponTypeTable() {
static const flatbuffers::TypeCode type_codes[] = {
{ flatbuffers::ET_STRING, 0, -1 },
{ flatbuffers::ET_SHORT, 0, -1 }
};
static const char * const names[] = {
"name",
"damage"
};
static const flatbuffers::TypeTable tt = {
flatbuffers::ST_TABLE, 2, type_codes, nullptr, nullptr, names
};
return &tt;
}
inline const MyGame::Sample::Monster *GetMonster(const void *buf) {
return flatbuffers::GetRoot<MyGame::Sample::Monster>(buf);
}
inline const MyGame::Sample::Monster *GetSizePrefixedMonster(const void *buf) {
return flatbuffers::GetSizePrefixedRoot<MyGame::Sample::Monster>(buf);
}
inline Monster *GetMutableMonster(void *buf) {
return flatbuffers::GetMutableRoot<Monster>(buf);
}
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
inline bool VerifyMonsterBuffer(
flatbuffers::Verifier &verifier) {
return verifier.VerifyBuffer<MyGame::Sample::Monster>(nullptr);
}
inline bool VerifySizePrefixedMonsterBuffer(
flatbuffers::Verifier &verifier) {
return verifier.VerifySizePrefixedBuffer<MyGame::Sample::Monster>(nullptr);
}
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
inline void FinishMonsterBuffer(
flatbuffers::FlatBufferBuilder &fbb,
flatbuffers::Offset<MyGame::Sample::Monster> root) {
fbb.Finish(root);
}
inline void FinishSizePrefixedMonsterBuffer(
flatbuffers::FlatBufferBuilder &fbb,
flatbuffers::Offset<MyGame::Sample::Monster> root) {
fbb.FinishSizePrefixed(root);
}
C++98 (stlport) support for core FlatBuffers and FlexBuffers. * Added internal - limited - implementation of flatbuffers::unique_ptr for STLs that don't ship with std::unique_ptr. In C++11 and beyond this is just an alias for std::unique_ptr. * Aliased used type traits structs is_scalar is_floating_point is_unsigned into flatbuffers namespace so they can be replaced in C++98 implementations. Right now these point at stlport's TR1 implementations. * Wrapped vector::data() in vector_data(). * Wrapped vector::emplace_back() in vector_emplace_back(). * Wrapper string::back() in string_back(). * Added variants of FlatBufferBuilder::CreateVector() and FlatBufferBuilder::CreateVectorOfStructs() that allow the use of plain function pointers. Generated code has also been modified to use plain functions to build objects rather than std::function() so all generated code will work in C++98 applications. * Added flexbuffers::Builder::Vector(), flexbuffers::Builder::TypedVector() and flexbuffers::Builder::Map() methods that allow the use of plain function pointers. * Changed Parser to internally use plain function pointers when parsing table and vector delimiters. * Added specializations of NumToString() for 64-bit types that aren't supported by stringstream in stlport. * Overloaded numeric_limits for 64-bit types not supported by stlport. * Replaced build_apk.sh (which was broken by deprecation of the "android" tool in the Android SDK) with build.gradle and the appropriate gradle wrapper to build an APK. * Switched Android build to build against all STL variants. * Updated travis configuration to build Android test and sample. Tested: * Verified all tests continue to work on Linux, OSX and Android. * Verified Travis build is green. Change-Id: I9e634363793f85b9f141d21454b10686020a2065
2017-07-13 13:27:39 +00:00
inline flatbuffers::unique_ptr<MonsterT> UnPackMonster(
Add CodeWriter utility class. Helps simplify code generation code. Instead of this: code += "inline const " + cpp_qualified_name + " *Get"; code += name; code += "(const void *buf) {\n return flatbuffers::GetRoot<"; code += cpp_qualified_name + ">(buf);\n}\n\n"; You do this: code.SetValue("NAME", struct_def.name); code.SetValue("CPP_NAME", cpp_qualified_name); code += "inline const {{CPP_NAME}} *Get{{NAME}}(const void *buf) {"; code += " return flatbuffers::GetRoot<{{CPP_NAME}}>(buf);"; code += "}"; code += ""; Updated the CPP code generator to use the CodeWriter class. Most of the changes in the generated code are white-space changes, esp. around new lines (since the code generator class automatically appends new lines when appending a string). Actual code changes include: * Renamed "rehasher" to "_rehasher" for consistency with other args in Pack function. * Renamed "union_obj" to "obj: in UnPack function. * Always do "(void)_o;" to prevent unused variable warning in Create function (instead of only doing it if there are no fields) in order to avoid two-passes. * Renamed padding variables from __paddingX to paddingX__. "Each name that contains a double underscore (_ _) [...] is reserved to the implementation for any use." C++ standards 17.4.3.1.2. * Add braces around switch cases. * Calculate index as a separate statement in EnumName function, eg. const size_t index = ...; return EnumNamesX()[index]; vs. return EnumNamesX()[...]; * Stored end table offset in variable in Finish() functions, eg. const auto end = fbb_.EndTable(start_, ...); auto o = flatbuffers::Offset<T>(end); vs. auto o = flatbuffers::Offset<T>(fbb_.EndTable(start, ...)); * Separate reinterpret_cast calls from function calls in Union functions, eg. auto ptr = reinterpret_cast<const T *>(obj); return ptr->UnPack(resolver); vs. return reinterpret_cast<const T *>(obj)->UnPack(resolver); * Removed unecessary (void)(padding__X) no-ops from constructors, eg. Test(int16_t a, int8_t b) : ... { (void)__padding0; // <-- Removed this line. } In the idl_gen_cpp.cpp file itself, I refactored some code generation into new functions: GenParam, GenNativeTable, GenVerifyCall, GenBuilders, GenUnpackFieldStatement, and GenCreateParam. Change-Id: I727b1bd8719d05b7ce33cbce00eb58fda817b25d
2017-01-14 01:44:42 +00:00
const void *buf,
const flatbuffers::resolver_function_t *res = nullptr) {
C++98 (stlport) support for core FlatBuffers and FlexBuffers. * Added internal - limited - implementation of flatbuffers::unique_ptr for STLs that don't ship with std::unique_ptr. In C++11 and beyond this is just an alias for std::unique_ptr. * Aliased used type traits structs is_scalar is_floating_point is_unsigned into flatbuffers namespace so they can be replaced in C++98 implementations. Right now these point at stlport's TR1 implementations. * Wrapped vector::data() in vector_data(). * Wrapped vector::emplace_back() in vector_emplace_back(). * Wrapper string::back() in string_back(). * Added variants of FlatBufferBuilder::CreateVector() and FlatBufferBuilder::CreateVectorOfStructs() that allow the use of plain function pointers. Generated code has also been modified to use plain functions to build objects rather than std::function() so all generated code will work in C++98 applications. * Added flexbuffers::Builder::Vector(), flexbuffers::Builder::TypedVector() and flexbuffers::Builder::Map() methods that allow the use of plain function pointers. * Changed Parser to internally use plain function pointers when parsing table and vector delimiters. * Added specializations of NumToString() for 64-bit types that aren't supported by stringstream in stlport. * Overloaded numeric_limits for 64-bit types not supported by stlport. * Replaced build_apk.sh (which was broken by deprecation of the "android" tool in the Android SDK) with build.gradle and the appropriate gradle wrapper to build an APK. * Switched Android build to build against all STL variants. * Updated travis configuration to build Android test and sample. Tested: * Verified all tests continue to work on Linux, OSX and Android. * Verified Travis build is green. Change-Id: I9e634363793f85b9f141d21454b10686020a2065
2017-07-13 13:27:39 +00:00
return flatbuffers::unique_ptr<MonsterT>(GetMonster(buf)->UnPack(res));
}
} // namespace Sample
} // namespace MyGame
#endif // FLATBUFFERS_GENERATED_MONSTER_MYGAME_SAMPLE_H_