flatbuffers/samples/sample_binary.cpp

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1.9 KiB
C++
Executable File

/*
* 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(!strcmp(monster->name()->c_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;
}