diff --git a/samples/monster_generated.lobster b/samples/monster_generated.lobster index e283e538d..c25b0100c 100644 --- a/samples/monster_generated.lobster +++ b/samples/monster_generated.lobster @@ -1,7 +1,7 @@ // automatically generated by the FlatBuffers compiler, do not modify import flatbuffers -namespace MyGame_Sample +namespace MyGame.Sample enum Color: Color_Red = 0 @@ -18,7 +18,7 @@ class Monster class Weapon -class Vec3 : flatbuffers_handle +class Vec3 : flatbuffers.handle def x() -> float: return buf_.read_float32_le(pos_ + 0) def y() -> float: @@ -26,50 +26,50 @@ class Vec3 : flatbuffers_handle def z() -> float: return buf_.read_float32_le(pos_ + 8) -def CreateVec3(b_:flatbuffers_builder, x:float, y:float, z:float): +def CreateVec3(b_:flatbuffers.builder, x:float, y:float, z:float): b_.Prep(4, 12) b_.PrependFloat32(z) b_.PrependFloat32(y) b_.PrependFloat32(x) return b_.Offset() -class Monster : flatbuffers_handle - def pos() -> MyGame_Sample_Vec3?: - let o = buf_.flatbuffers_field_struct(pos_, 4) - return if o: MyGame_Sample_Vec3 { buf_, o } else: nil +class Monster : flatbuffers.handle + def pos() -> MyGame.Sample.Vec3?: + let o = flatbuffers.field_struct(buf_, pos_, 4) + return if o: MyGame.Sample.Vec3 { buf_, o } else: nil def mana() -> int: - return buf_.flatbuffers_field_int16(pos_, 6, 150) + return flatbuffers.field_int16(buf_, pos_, 6, 150) def hp() -> int: - return buf_.flatbuffers_field_int16(pos_, 8, 100) + return flatbuffers.field_int16(buf_, pos_, 8, 100) def name() -> string: - return buf_.flatbuffers_field_string(pos_, 10) + return flatbuffers.field_string(buf_, pos_, 10) def inventory(i:int) -> int: - return buf_.read_uint8_le(buf_.flatbuffers_field_vector(pos_, 14) + i * 1) + return read_uint8_le(buf_, buf_.flatbuffers.field_vector(pos_, 14) + i * 1) def inventory_length() -> int: - return buf_.flatbuffers_field_vector_len(pos_, 14) + return flatbuffers.field_vector_len(buf_, pos_, 14) def color() -> Color: - return Color(buf_.flatbuffers_field_int8(pos_, 16, 2)) - def weapons(i:int) -> MyGame_Sample_Weapon: - return MyGame_Sample_Weapon { buf_, buf_.flatbuffers_indirect(buf_.flatbuffers_field_vector(pos_, 18) + i * 4) } + return Color(flatbuffers.field_int8(buf_, pos_, 16, 2)) + def weapons(i:int) -> MyGame.Sample.Weapon: + return MyGame.Sample.Weapon { buf_, flatbuffers.indirect(buf_, flatbuffers.field_vector(buf_, pos_, 18) + i * 4) } def weapons_length() -> int: - return buf_.flatbuffers_field_vector_len(pos_, 18) + return flatbuffers.field_vector_len(buf_, pos_, 18) def equipped_type() -> Equipment: - return Equipment(buf_.flatbuffers_field_uint8(pos_, 20, 0)) + return Equipment(flatbuffers.field_uint8(buf_, pos_, 20, 0)) def equipped_as_Weapon(): - return MyGame_Sample_Weapon { buf_, buf_.flatbuffers_field_table(pos_, 22) } - def path(i:int) -> MyGame_Sample_Vec3: - return MyGame_Sample_Vec3 { buf_, buf_.flatbuffers_field_vector(pos_, 24) + i * 12 } + return MyGame.Sample.Weapon { buf_, flatbuffers.field_table(buf_, pos_, 22) } + def path(i:int) -> MyGame.Sample.Vec3: + return MyGame.Sample.Vec3 { buf_, flatbuffers.field_vector(buf_, pos_, 24) + i * 12 } def path_length() -> int: - return buf_.flatbuffers_field_vector_len(pos_, 24) + return flatbuffers.field_vector_len(buf_, pos_, 24) -def GetRootAsMonster(buf:string): return Monster { buf, buf.flatbuffers_indirect(0) } +def GetRootAsMonster(buf:string): return Monster { buf, flatbuffers.indirect(buf, 0) } struct MonsterBuilder: - b_:flatbuffers_builder + b_:flatbuffers.builder def start(): b_.StartObject(11) return this - def add_pos(pos:flatbuffers_offset): + def add_pos(pos:flatbuffers.offset): b_.PrependStructSlot(0, pos) return this def add_mana(mana:int): @@ -78,61 +78,61 @@ struct MonsterBuilder: def add_hp(hp:int): b_.PrependInt16Slot(2, hp, 100) return this - def add_name(name:flatbuffers_offset): + def add_name(name:flatbuffers.offset): b_.PrependUOffsetTRelativeSlot(3, name) return this - def add_inventory(inventory:flatbuffers_offset): + def add_inventory(inventory:flatbuffers.offset): b_.PrependUOffsetTRelativeSlot(5, inventory) return this def add_color(color:Color): b_.PrependInt8Slot(6, color, 2) return this - def add_weapons(weapons:flatbuffers_offset): + def add_weapons(weapons:flatbuffers.offset): b_.PrependUOffsetTRelativeSlot(7, weapons) return this def add_equipped_type(equipped_type:Equipment): b_.PrependUint8Slot(8, equipped_type, 0) return this - def add_equipped(equipped:flatbuffers_offset): + def add_equipped(equipped:flatbuffers.offset): b_.PrependUOffsetTRelativeSlot(9, equipped) return this - def add_path(path:flatbuffers_offset): + def add_path(path:flatbuffers.offset): b_.PrependUOffsetTRelativeSlot(10, path) return this def end(): return b_.EndObject() -def MonsterStartInventoryVector(b_:flatbuffers_builder, n_:int): +def MonsterStartInventoryVector(b_:flatbuffers.builder, n_:int): b_.StartVector(1, n_, 1) -def MonsterCreateInventoryVector(b_:flatbuffers_builder, v_:[int]): +def MonsterCreateInventoryVector(b_:flatbuffers.builder, v_:[int]): b_.StartVector(1, v_.length, 1) reverse(v_) e_: b_.PrependUint8(e_) return b_.EndVector(v_.length) -def MonsterStartWeaponsVector(b_:flatbuffers_builder, n_:int): +def MonsterStartWeaponsVector(b_:flatbuffers.builder, n_:int): b_.StartVector(4, n_, 4) -def MonsterCreateWeaponsVector(b_:flatbuffers_builder, v_:[flatbuffers_offset]): +def MonsterCreateWeaponsVector(b_:flatbuffers.builder, v_:[flatbuffers.offset]): b_.StartVector(4, v_.length, 4) reverse(v_) e_: b_.PrependUOffsetTRelative(e_) return b_.EndVector(v_.length) -def MonsterStartPathVector(b_:flatbuffers_builder, n_:int): +def MonsterStartPathVector(b_:flatbuffers.builder, n_:int): b_.StartVector(12, n_, 4) -class Weapon : flatbuffers_handle +class Weapon : flatbuffers.handle def name() -> string: - return buf_.flatbuffers_field_string(pos_, 4) + return flatbuffers.field_string(buf_, pos_, 4) def damage() -> int: - return buf_.flatbuffers_field_int16(pos_, 6, 0) + return flatbuffers.field_int16(buf_, pos_, 6, 0) -def GetRootAsWeapon(buf:string): return Weapon { buf, buf.flatbuffers_indirect(0) } +def GetRootAsWeapon(buf:string): return Weapon { buf, flatbuffers.indirect(buf, 0) } struct WeaponBuilder: - b_:flatbuffers_builder + b_:flatbuffers.builder def start(): b_.StartObject(2) return this - def add_name(name:flatbuffers_offset): + def add_name(name:flatbuffers.offset): b_.PrependUOffsetTRelativeSlot(0, name) return this def add_damage(damage:int):