/* * Copyright 2014 Google Inc. All rights reserved. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include "flatbuffers/flatbuffers.h" #include "monster_generated.h" using namespace MyGame::Sample; // Example how to use FlatBuffers to create and read binary buffers. int main(int /*argc*/, const char * /*argv*/[]) { // Build up a serialized buffer algorithmically: flatbuffers::FlatBufferBuilder builder; auto vec = Vec3(1, 2, 3); auto name = builder.CreateString("MyMonster"); unsigned char inv_data[] = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 }; auto inventory = builder.CreateVector(inv_data, 10); // Shortcut for creating monster with all fields set: auto mloc = CreateMonster(builder, &vec, 150, 80, name, inventory, Color_Blue); builder.Finish(mloc); // We now have a FlatBuffer we can store or send somewhere. // ** file/network code goes here :) ** // access builder.GetBufferPointer() for builder.GetSize() bytes // Instead, we're going to access it straight away. // Get access to the root: auto monster = GetMonster(builder.GetBufferPointer()); assert(monster->hp() == 80); assert(monster->mana() == 150); // default assert(monster->name()->str() == "MyMonster"); auto pos = monster->pos(); assert(pos); assert(pos->z() == 3); (void)pos; auto inv = monster->inventory(); assert(inv); assert(inv->Get(9) == 9); (void)inv; }