// automatically generated by the FlatBuffers compiler, do not modify #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; enum Color { Color_Red = 0, Color_Green = 1, Color_Blue = 2, Color_MIN = Color_Red, Color_MAX = Color_Blue }; inline Color (&EnumValuesColor())[3] { static Color values[] = { Color_Red, Color_Green, Color_Blue }; return values; } inline const char **EnumNamesColor() { static const char *names[] = { "Red", "Green", "Blue", nullptr }; return names; } inline const char *EnumNameColor(Color e) { const size_t index = static_cast(e); return EnumNamesColor()[index]; } enum Equipment { Equipment_NONE = 0, Equipment_Weapon = 1, Equipment_MIN = Equipment_NONE, Equipment_MAX = Equipment_Weapon }; inline Equipment (&EnumValuesEquipment())[2] { static Equipment values[] = { Equipment_NONE, Equipment_Weapon }; return values; } inline const char **EnumNamesEquipment() { static const char *names[] = { "NONE", "Weapon", nullptr }; return names; } inline const char *EnumNameEquipment(Equipment e) { const size_t index = static_cast(e); return EnumNamesEquipment()[index]; } template struct EquipmentTraits { static const Equipment enum_value = Equipment_NONE; }; template<> struct EquipmentTraits { static const Equipment enum_value = Equipment_Weapon; }; struct EquipmentUnion { Equipment type; void *value; 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(); } void Reset(); #ifndef FLATBUFFERS_CPP98_STL template void Set(T&& val) { Reset(); type = EquipmentTraits::enum_value; if (type != Equipment_NONE) { value = new T(std::forward(val)); } } #endif // FLATBUFFERS_CPP98_STL static void *UnPack(const void *obj, Equipment type, const flatbuffers::resolver_function_t *resolver); flatbuffers::Offset Pack(flatbuffers::FlatBufferBuilder &_fbb, const flatbuffers::rehasher_function_t *_rehasher = nullptr) const; WeaponT *AsWeapon() { return type == Equipment_Weapon ? reinterpret_cast(value) : nullptr; } const WeaponT *AsWeapon() const { return type == Equipment_Weapon ? reinterpret_cast(value) : nullptr; } }; bool VerifyEquipment(flatbuffers::Verifier &verifier, const void *obj, Equipment type); bool VerifyEquipmentVector(flatbuffers::Verifier &verifier, const flatbuffers::Vector> *values, const flatbuffers::Vector *types); MANUALLY_ALIGNED_STRUCT(4) Vec3 FLATBUFFERS_FINAL_CLASS { private: float x_; float y_; float z_; public: Vec3() { memset(this, 0, sizeof(Vec3)); } Vec3(const Vec3 &_o) { memcpy(this, &_o, sizeof(Vec3)); } Vec3(float _x, float _y, float _z) : 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); } }; STRUCT_END(Vec3, 12); struct MonsterT : public flatbuffers::NativeTable { typedef Monster TableType; flatbuffers::unique_ptr pos; int16_t mana; int16_t hp; std::string name; std::vector inventory; Color color; std::vector> weapons; EquipmentUnion equipped; MonsterT() : mana(150), hp(100), color(Color_Blue) { } }; struct Monster FLATBUFFERS_FINAL_CLASS : private flatbuffers::Table { typedef MonsterT NativeTableType; 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 }; const Vec3 *pos() const { return GetStruct(VT_POS); } Vec3 *mutable_pos() { return GetStruct(VT_POS); } int16_t mana() const { return GetField(VT_MANA, 150); } bool mutate_mana(int16_t _mana) { return SetField(VT_MANA, _mana, 150); } int16_t hp() const { return GetField(VT_HP, 100); } bool mutate_hp(int16_t _hp) { return SetField(VT_HP, _hp, 100); } const flatbuffers::String *name() const { return GetPointer(VT_NAME); } flatbuffers::String *mutable_name() { return GetPointer(VT_NAME); } const flatbuffers::Vector *inventory() const { return GetPointer *>(VT_INVENTORY); } flatbuffers::Vector *mutable_inventory() { return GetPointer *>(VT_INVENTORY); } Color color() const { return static_cast(GetField(VT_COLOR, 2)); } bool mutate_color(Color _color) { return SetField(VT_COLOR, static_cast(_color), 2); } const flatbuffers::Vector> *weapons() const { return GetPointer> *>(VT_WEAPONS); } flatbuffers::Vector> *mutable_weapons() { return GetPointer> *>(VT_WEAPONS); } Equipment equipped_type() const { return static_cast(GetField(VT_EQUIPPED_TYPE, 0)); } bool mutate_equipped_type(Equipment _equipped_type) { return SetField(VT_EQUIPPED_TYPE, static_cast(_equipped_type), 0); } const void *equipped() const { return GetPointer(VT_EQUIPPED); } template const T *equipped_as() const; const Weapon *equipped_as_Weapon() const { return equipped_type() == Equipment_Weapon ? static_cast(equipped()) : nullptr; } void *mutable_equipped() { return GetPointer(VT_EQUIPPED); } bool Verify(flatbuffers::Verifier &verifier) const { return VerifyTableStart(verifier) && VerifyField(verifier, VT_POS) && VerifyField(verifier, VT_MANA) && VerifyField(verifier, VT_HP) && VerifyOffset(verifier, VT_NAME) && verifier.Verify(name()) && VerifyOffset(verifier, VT_INVENTORY) && verifier.Verify(inventory()) && VerifyField(verifier, VT_COLOR) && VerifyOffset(verifier, VT_WEAPONS) && verifier.Verify(weapons()) && verifier.VerifyVectorOfTables(weapons()) && VerifyField(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 Pack(flatbuffers::FlatBufferBuilder &_fbb, const MonsterT* _o, const flatbuffers::rehasher_function_t *_rehasher = nullptr); }; template<> inline const Weapon *Monster::equipped_as() 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(Monster::VT_MANA, mana, 150); } void add_hp(int16_t hp) { fbb_.AddElement(Monster::VT_HP, hp, 100); } void add_name(flatbuffers::Offset name) { fbb_.AddOffset(Monster::VT_NAME, name); } void add_inventory(flatbuffers::Offset> inventory) { fbb_.AddOffset(Monster::VT_INVENTORY, inventory); } void add_color(Color color) { fbb_.AddElement(Monster::VT_COLOR, static_cast(color), 2); } void add_weapons(flatbuffers::Offset>> weapons) { fbb_.AddOffset(Monster::VT_WEAPONS, weapons); } void add_equipped_type(Equipment equipped_type) { fbb_.AddElement(Monster::VT_EQUIPPED_TYPE, static_cast(equipped_type), 0); } void add_equipped(flatbuffers::Offset equipped) { fbb_.AddOffset(Monster::VT_EQUIPPED, equipped); } MonsterBuilder(flatbuffers::FlatBufferBuilder &_fbb) : fbb_(_fbb) { start_ = fbb_.StartTable(); } MonsterBuilder &operator=(const MonsterBuilder &); flatbuffers::Offset Finish() { const auto end = fbb_.EndTable(start_); auto o = flatbuffers::Offset(end); return o; } }; inline flatbuffers::Offset CreateMonster( flatbuffers::FlatBufferBuilder &_fbb, const Vec3 *pos = 0, int16_t mana = 150, int16_t hp = 100, flatbuffers::Offset name = 0, flatbuffers::Offset> inventory = 0, Color color = Color_Blue, flatbuffers::Offset>> weapons = 0, Equipment equipped_type = Equipment_NONE, flatbuffers::Offset 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(); } inline flatbuffers::Offset CreateMonsterDirect( flatbuffers::FlatBufferBuilder &_fbb, const Vec3 *pos = 0, int16_t mana = 150, int16_t hp = 100, const char *name = nullptr, const std::vector *inventory = nullptr, Color color = Color_Blue, const std::vector> *weapons = nullptr, Equipment equipped_type = Equipment_NONE, flatbuffers::Offset equipped = 0) { return MyGame::Sample::CreateMonster( _fbb, pos, mana, hp, name ? _fbb.CreateString(name) : 0, inventory ? _fbb.CreateVector(*inventory) : 0, color, weapons ? _fbb.CreateVector>(*weapons) : 0, equipped_type, equipped); } flatbuffers::Offset 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() : damage(0) { } }; struct Weapon FLATBUFFERS_FINAL_CLASS : private flatbuffers::Table { typedef WeaponT NativeTableType; enum { VT_NAME = 4, VT_DAMAGE = 6 }; const flatbuffers::String *name() const { return GetPointer(VT_NAME); } flatbuffers::String *mutable_name() { return GetPointer(VT_NAME); } int16_t damage() const { return GetField(VT_DAMAGE, 0); } bool mutate_damage(int16_t _damage) { return SetField(VT_DAMAGE, _damage, 0); } bool Verify(flatbuffers::Verifier &verifier) const { return VerifyTableStart(verifier) && VerifyOffset(verifier, VT_NAME) && verifier.Verify(name()) && VerifyField(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 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 name) { fbb_.AddOffset(Weapon::VT_NAME, name); } void add_damage(int16_t damage) { fbb_.AddElement(Weapon::VT_DAMAGE, damage, 0); } WeaponBuilder(flatbuffers::FlatBufferBuilder &_fbb) : fbb_(_fbb) { start_ = fbb_.StartTable(); } WeaponBuilder &operator=(const WeaponBuilder &); flatbuffers::Offset Finish() { const auto end = fbb_.EndTable(start_); auto o = flatbuffers::Offset(end); return o; } }; inline flatbuffers::Offset CreateWeapon( flatbuffers::FlatBufferBuilder &_fbb, flatbuffers::Offset name = 0, int16_t damage = 0) { WeaponBuilder builder_(_fbb); builder_.add_name(name); builder_.add_damage(damage); return builder_.Finish(); } inline flatbuffers::Offset CreateWeaponDirect( flatbuffers::FlatBufferBuilder &_fbb, const char *name = nullptr, int16_t damage = 0) { return MyGame::Sample::CreateWeapon( _fbb, name ? _fbb.CreateString(name) : 0, damage); } flatbuffers::Offset 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; { auto _e = pos(); if (_e) _o->pos = flatbuffers::unique_ptr(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; }; { 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(_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::Pack(flatbuffers::FlatBufferBuilder &_fbb, const MonsterT* _o, const flatbuffers::rehasher_function_t *_rehasher) { return CreateMonster(_fbb, _o, _rehasher); } inline flatbuffers::Offset CreateMonster(flatbuffers::FlatBufferBuilder &_fbb, const MonsterT *_o, const flatbuffers::rehasher_function_t *_rehasher) { (void)_rehasher; (void)_o; 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; auto _weapons = _o->weapons.size() ? _fbb.CreateVector> (_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( _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::Pack(flatbuffers::FlatBufferBuilder &_fbb, const WeaponT* _o, const flatbuffers::rehasher_function_t *_rehasher) { return CreateWeapon(_fbb, _o, _rehasher); } inline flatbuffers::Offset CreateWeapon(flatbuffers::FlatBufferBuilder &_fbb, const WeaponT *_o, const flatbuffers::rehasher_function_t *_rehasher) { (void)_rehasher; (void)_o; 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( _fbb, _name, _damage); } inline bool VerifyEquipment(flatbuffers::Verifier &verifier, const void *obj, Equipment type) { switch (type) { case Equipment_NONE: { return true; } case Equipment_Weapon: { auto ptr = reinterpret_cast(obj); return verifier.VerifyTable(ptr); } default: return false; } } inline bool VerifyEquipmentVector(flatbuffers::Verifier &verifier, const flatbuffers::Vector> *values, const flatbuffers::Vector *types) { 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(i))) { return false; } } return true; } inline void *EquipmentUnion::UnPack(const void *obj, Equipment type, const flatbuffers::resolver_function_t *resolver) { switch (type) { case Equipment_Weapon: { auto ptr = reinterpret_cast(obj); return ptr->UnPack(resolver); } default: return nullptr; } } inline flatbuffers::Offset EquipmentUnion::Pack(flatbuffers::FlatBufferBuilder &_fbb, const flatbuffers::rehasher_function_t *_rehasher) const { switch (type) { case Equipment_Weapon: { auto ptr = reinterpret_cast(value); 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(u.value)); break; } default: break; } } inline void EquipmentUnion::Reset() { switch (type) { case Equipment_Weapon: { auto ptr = reinterpret_cast(value); delete ptr; break; } default: break; } value = nullptr; type = Equipment_NONE; } inline flatbuffers::TypeTable *Vec3TypeTable(); inline flatbuffers::TypeTable *MonsterTypeTable(); inline flatbuffers::TypeTable *WeaponTypeTable(); inline flatbuffers::TypeTable *ColorTypeTable() { static flatbuffers::TypeCode type_codes[] = { { flatbuffers::ET_CHAR, 0, 0 }, { flatbuffers::ET_CHAR, 0, 0 }, { flatbuffers::ET_CHAR, 0, 0 } }; static flatbuffers::TypeFunction type_refs[] = { ColorTypeTable }; static const char *names[] = { "Red", "Green", "Blue" }; static flatbuffers::TypeTable tt = { flatbuffers::ST_ENUM, 3, type_codes, type_refs, nullptr, names }; return &tt; } inline flatbuffers::TypeTable *EquipmentTypeTable() { static flatbuffers::TypeCode type_codes[] = { { flatbuffers::ET_SEQUENCE, 0, -1 }, { flatbuffers::ET_SEQUENCE, 0, 0 } }; static flatbuffers::TypeFunction type_refs[] = { WeaponTypeTable }; static const char *names[] = { "NONE", "Weapon" }; static flatbuffers::TypeTable tt = { flatbuffers::ST_UNION, 2, type_codes, type_refs, nullptr, names }; return &tt; } inline flatbuffers::TypeTable *Vec3TypeTable() { static 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 *names[] = { "x", "y", "z" }; static flatbuffers::TypeTable tt = { flatbuffers::ST_STRUCT, 3, type_codes, nullptr, values, names }; return &tt; } inline flatbuffers::TypeTable *MonsterTypeTable() { static 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 flatbuffers::TypeFunction type_refs[] = { Vec3TypeTable, ColorTypeTable, WeaponTypeTable, EquipmentTypeTable }; static const char *names[] = { "pos", "mana", "hp", "name", "friendly", "inventory", "color", "weapons", "equipped_type", "equipped" }; static flatbuffers::TypeTable tt = { flatbuffers::ST_TABLE, 10, type_codes, type_refs, nullptr, names }; return &tt; } inline flatbuffers::TypeTable *WeaponTypeTable() { static flatbuffers::TypeCode type_codes[] = { { flatbuffers::ET_STRING, 0, -1 }, { flatbuffers::ET_SHORT, 0, -1 } }; static const char *names[] = { "name", "damage" }; static 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(buf); } inline Monster *GetMutableMonster(void *buf) { return flatbuffers::GetMutableRoot(buf); } inline bool VerifyMonsterBuffer( flatbuffers::Verifier &verifier) { return verifier.VerifyBuffer(nullptr); } inline void FinishMonsterBuffer( flatbuffers::FlatBufferBuilder &fbb, flatbuffers::Offset root) { fbb.Finish(root); } inline flatbuffers::unique_ptr UnPackMonster( const void *buf, const flatbuffers::resolver_function_t *res = nullptr) { return flatbuffers::unique_ptr(GetMonster(buf)->UnPack(res)); } } // namespace Sample } // namespace MyGame #endif // FLATBUFFERS_GENERATED_MONSTER_MYGAME_SAMPLE_H_