105 lines
3.8 KiB
C++
105 lines
3.8 KiB
C++
/*
|
|
* Copyright 2015 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 "monster_generated.h" // Already includes "flatbuffers/flatbuffers.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;
|
|
|
|
// First, lets serialize some weapons for the Monster: A 'sword' and an 'axe'.
|
|
auto weapon_one_name = builder.CreateString("Sword");
|
|
short weapon_one_damage = 3;
|
|
|
|
auto weapon_two_name = builder.CreateString("Axe");
|
|
short weapon_two_damage = 5;
|
|
|
|
// Use the `CreateWeapon` shortcut to create Weapons with all fields set.
|
|
auto sword = CreateWeapon(builder, weapon_one_name, weapon_one_damage);
|
|
auto axe = CreateWeapon(builder, weapon_two_name, weapon_two_damage);
|
|
|
|
// Create a FlatBuffer's `vector` from the `std::vector`.
|
|
std::vector<flatbuffers::Offset<Weapon>> weapons_vector;
|
|
weapons_vector.push_back(sword);
|
|
weapons_vector.push_back(axe);
|
|
auto weapons = builder.CreateVector(weapons_vector);
|
|
|
|
// Second, serialize the rest of the objects needed by the Monster.
|
|
auto position = Vec3(1.0f, 2.0f, 3.0f);
|
|
|
|
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 orc = CreateMonster(builder, &position, 150, 80, name, inventory,
|
|
Color_Red, weapons, Equipment_Weapon, axe.Union());
|
|
|
|
builder.Finish(orc); // Serialize the root of the object.
|
|
|
|
// We now have a FlatBuffer we can store on disk or send over a network.
|
|
|
|
// ** file/network code goes here :) **
|
|
// access builder.GetBufferPointer() for builder.GetSize() bytes
|
|
|
|
// Instead, we're going to access it right away (as if we just received it).
|
|
|
|
// Get access to the root:
|
|
auto monster = GetMonster(builder.GetBufferPointer());
|
|
|
|
// Get and test some scalar types from the FlatBuffer.
|
|
assert(monster->hp() == 80);
|
|
assert(monster->mana() == 150); // default
|
|
assert(monster->name()->str() == "MyMonster");
|
|
|
|
// Get and test a field of the FlatBuffer's `struct`.
|
|
auto pos = monster->pos();
|
|
assert(pos);
|
|
assert(pos->z() == 3.0f);
|
|
(void)pos;
|
|
|
|
// Get a test an element from the `inventory` FlatBuffer's `vector`.
|
|
auto inv = monster->inventory();
|
|
assert(inv);
|
|
assert(inv->Get(9) == 9);
|
|
(void)inv;
|
|
|
|
// Get and test the `weapons` FlatBuffers's `vector`.
|
|
std::string expected_weapon_names[] = { "Sword", "Axe" };
|
|
short expected_weapon_damages[] = { 3, 5 };
|
|
auto weps = monster->weapons();
|
|
for (unsigned int i = 0; i < weps->size(); i++) {
|
|
assert(weps->Get(i)->name()->str() == expected_weapon_names[i]);
|
|
assert(weps->Get(i)->damage() == expected_weapon_damages[i]);
|
|
}
|
|
(void)expected_weapon_names;
|
|
(void)expected_weapon_damages;
|
|
|
|
// Get and test the `Equipment` union (`equipped` field).
|
|
assert(monster->equipped_type() == Equipment_Weapon);
|
|
auto equipped = static_cast<const Weapon *>(monster->equipped());
|
|
assert(equipped->name()->str() == "Axe");
|
|
assert(equipped->damage() == 5);
|
|
(void)equipped;
|
|
|
|
printf("The FlatBuffer was successfully created and verified!\n");
|
|
}
|