// automatically generated, do not modify #include "flatbuffers/flatbuffers.h" namespace MyGame { namespace Example { enum { Color_Red = 0, Color_Green = 1, Color_Blue = 2, }; inline const char **EnumNamesColor() { static const char *names[] = { "Red", "Green", "Blue", nullptr }; return names; } inline const char *EnumNameColor(int e) { return EnumNamesColor()[e]; } enum { Any_NONE = 0, Any_Monster = 1, }; inline const char **EnumNamesAny() { static const char *names[] = { "NONE", "Monster", nullptr }; return names; } inline const char *EnumNameAny(int e) { return EnumNamesAny()[e]; } struct Test; struct Vec3; struct Monster; MANUALLY_ALIGNED_STRUCT(2) Test { private: int16_t a_; int8_t b_; int8_t __padding0; public: Test(int16_t a, int8_t b) : a_(flatbuffers::EndianScalar(a)), b_(flatbuffers::EndianScalar(b)), __padding0(0) {} int16_t a() const { return flatbuffers::EndianScalar(a_); } int8_t b() const { return flatbuffers::EndianScalar(b_); } }; STRUCT_END(Test, 4); MANUALLY_ALIGNED_STRUCT(16) Vec3 { private: float x_; float y_; float z_; int32_t __padding0; double test1_; int8_t test2_; int8_t __padding1; Test test3_; int16_t __padding2; public: Vec3(float x, float y, float z, double test1, int8_t test2, const Test &test3) : x_(flatbuffers::EndianScalar(x)), y_(flatbuffers::EndianScalar(y)), z_(flatbuffers::EndianScalar(z)), __padding0(0), test1_(flatbuffers::EndianScalar(test1)), test2_(flatbuffers::EndianScalar(test2)), __padding1(0), test3_(test3), __padding2(0) {} float x() const { return flatbuffers::EndianScalar(x_); } float y() const { return flatbuffers::EndianScalar(y_); } float z() const { return flatbuffers::EndianScalar(z_); } double test1() const { return flatbuffers::EndianScalar(test1_); } int8_t test2() const { return flatbuffers::EndianScalar(test2_); } const Test &test3() const { return test3_; } }; STRUCT_END(Vec3, 32); struct Monster : private flatbuffers::Table { const Vec3 *pos() const { return GetStruct(4); } int16_t mana() const { return GetField(6, 150); } int16_t hp() const { return GetField(8, 100); } const flatbuffers::String *name() const { return GetPointer(10); } const flatbuffers::Vector *inventory() const { return GetPointer *>(14); } /// an example documentation comment: this will end up in the generated code multiline too int8_t color() const { return GetField(16, 2); } uint8_t test_type() const { return GetField(18, 0); } const void *test() const { return GetPointer(20); } const flatbuffers::Vector *test4() const { return GetPointer *>(22); } }; struct MonsterBuilder { flatbuffers::FlatBufferBuilder &fbb_; flatbuffers::uoffset_t start_; void add_pos(const Vec3 *pos) { fbb_.AddStruct(4, pos); } void add_mana(int16_t mana) { fbb_.AddElement(6, mana, 150); } void add_hp(int16_t hp) { fbb_.AddElement(8, hp, 100); } void add_name(flatbuffers::Offset name) { fbb_.AddOffset(10, name); } void add_inventory(flatbuffers::Offset> inventory) { fbb_.AddOffset(14, inventory); } void add_color(int8_t color) { fbb_.AddElement(16, color, 2); } void add_test_type(uint8_t test_type) { fbb_.AddElement(18, test_type, 0); } void add_test(flatbuffers::Offset test) { fbb_.AddOffset(20, test); } void add_test4(flatbuffers::Offset> test4) { fbb_.AddOffset(22, test4); } MonsterBuilder(flatbuffers::FlatBufferBuilder &_fbb) : fbb_(_fbb) { start_ = fbb_.StartTable(); } flatbuffers::Offset Finish() { return flatbuffers::Offset(fbb_.EndTable(start_, 10)); } }; inline flatbuffers::Offset CreateMonster(flatbuffers::FlatBufferBuilder &_fbb, const Vec3 *pos, int16_t mana, int16_t hp, flatbuffers::Offset name, flatbuffers::Offset> inventory, int8_t color, uint8_t test_type, flatbuffers::Offset test, flatbuffers::Offset> test4) { MonsterBuilder builder_(_fbb); builder_.add_test4(test4); builder_.add_test(test); builder_.add_inventory(inventory); builder_.add_name(name); builder_.add_pos(pos); builder_.add_hp(hp); builder_.add_mana(mana); builder_.add_test_type(test_type); builder_.add_color(color); return builder_.Finish(); } inline const Monster *GetMonster(const void *buf) { return flatbuffers::GetRoot(buf); } }; // namespace MyGame }; // namespace Example