flatbuffers/samples/monster_generated.h

878 lines
29 KiB
C++

// 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;
bool operator==(const Vec3 &lhs, const Vec3 &rhs);
bool operator!=(const Vec3 &lhs, const Vec3 &rhs);
bool operator==(const MonsterT &lhs, const MonsterT &rhs);
bool operator!=(const MonsterT &lhs, const MonsterT &rhs);
bool operator==(const WeaponT &lhs, const WeaponT &rhs);
bool operator!=(const WeaponT &lhs, const WeaponT &rhs);
inline const flatbuffers::TypeTable *Vec3TypeTable();
inline const flatbuffers::TypeTable *MonsterTypeTable();
inline const flatbuffers::TypeTable *WeaponTypeTable();
enum Color {
Color_Red = 0,
Color_Green = 1,
Color_Blue = 2,
Color_MIN = Color_Red,
Color_MAX = Color_Blue
};
inline const Color (&EnumValuesColor())[3] {
static const Color values[] = {
Color_Red,
Color_Green,
Color_Blue
};
return values;
}
inline const char * const *EnumNamesColor() {
static const char * const names[4] = {
"Red",
"Green",
"Blue",
nullptr
};
return names;
}
inline const char *EnumNameColor(Color e) {
if (e < Color_Red || e > Color_Blue) return "";
const size_t index = static_cast<size_t>(e);
return EnumNamesColor()[index];
}
enum Equipment {
Equipment_NONE = 0,
Equipment_Weapon = 1,
Equipment_MIN = Equipment_NONE,
Equipment_MAX = Equipment_Weapon
};
inline const Equipment (&EnumValuesEquipment())[2] {
static const Equipment values[] = {
Equipment_NONE,
Equipment_Weapon
};
return values;
}
inline const char * const *EnumNamesEquipment() {
static const char * const names[3] = {
"NONE",
"Weapon",
nullptr
};
return names;
}
inline const char *EnumNameEquipment(Equipment e) {
if (e < Equipment_NONE || e > Equipment_Weapon) return "";
const size_t index = static_cast<size_t>(e);
return EnumNamesEquipment()[index];
}
template<typename T> struct EquipmentTraits {
static const Equipment enum_value = Equipment_NONE;
};
template<> struct EquipmentTraits<MyGame::Sample::Weapon> {
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 <typename T>
void Set(T&& val) {
using RT = typename std::remove_reference<T>::type;
Reset();
type = EquipmentTraits<typename RT::TableType>::enum_value;
if (type != Equipment_NONE) {
value = new RT(std::forward<T>(val));
}
}
#endif // FLATBUFFERS_CPP98_STL
static void *UnPack(const void *obj, Equipment type, const flatbuffers::resolver_function_t *resolver);
flatbuffers::Offset<void> Pack(flatbuffers::FlatBufferBuilder &_fbb, const flatbuffers::rehasher_function_t *_rehasher = nullptr) const;
MyGame::Sample::WeaponT *AsWeapon() {
return type == Equipment_Weapon ?
reinterpret_cast<MyGame::Sample::WeaponT *>(value) : nullptr;
}
const MyGame::Sample::WeaponT *AsWeapon() const {
return type == Equipment_Weapon ?
reinterpret_cast<const MyGame::Sample::WeaponT *>(value) : nullptr;
}
};
inline bool operator==(const EquipmentUnion &lhs, const EquipmentUnion &rhs) {
if (lhs.type != rhs.type) return false;
switch (lhs.type) {
case Equipment_NONE: {
return true;
}
case Equipment_Weapon: {
return *(reinterpret_cast<const MyGame::Sample::WeaponT *>(lhs.value)) ==
*(reinterpret_cast<const MyGame::Sample::WeaponT *>(rhs.value));
}
default: {
return false;
}
}
}
inline bool operator!=(const EquipmentUnion &lhs, const EquipmentUnion &rhs) {
return !(lhs == rhs);
}
bool VerifyEquipment(flatbuffers::Verifier &verifier, const void *obj, Equipment type);
bool VerifyEquipmentVector(flatbuffers::Verifier &verifier, const flatbuffers::Vector<flatbuffers::Offset<void>> *values, const flatbuffers::Vector<uint8_t> *types);
FLATBUFFERS_MANUALLY_ALIGNED_STRUCT(4) Vec3 FLATBUFFERS_FINAL_CLASS {
private:
float x_;
float y_;
float z_;
public:
static const flatbuffers::TypeTable *MiniReflectTypeTable() {
return Vec3TypeTable();
}
Vec3() {
memset(static_cast<void *>(this), 0, 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);
}
};
FLATBUFFERS_STRUCT_END(Vec3, 12);
inline bool operator==(const Vec3 &lhs, const Vec3 &rhs) {
return
(lhs.x() == rhs.x()) &&
(lhs.y() == rhs.y()) &&
(lhs.z() == rhs.z());
}
inline bool operator!=(const Vec3 &lhs, const Vec3 &rhs) {
return !(lhs == rhs);
}
struct MonsterT : public flatbuffers::NativeTable {
typedef Monster TableType;
flatbuffers::unique_ptr<MyGame::Sample::Vec3> pos;
int16_t mana;
int16_t hp;
std::string name;
std::vector<uint8_t> inventory;
MyGame::Sample::Color color;
std::vector<flatbuffers::unique_ptr<MyGame::Sample::WeaponT>> weapons;
EquipmentUnion equipped;
std::vector<MyGame::Sample::Vec3> path;
MonsterT()
: mana(150),
hp(100),
color(MyGame::Sample::Color_Blue) {
}
};
inline bool operator==(const MonsterT &lhs, const MonsterT &rhs) {
return
(lhs.pos == rhs.pos) &&
(lhs.mana == rhs.mana) &&
(lhs.hp == rhs.hp) &&
(lhs.name == rhs.name) &&
(lhs.inventory == rhs.inventory) &&
(lhs.color == rhs.color) &&
(lhs.weapons == rhs.weapons) &&
(lhs.equipped == rhs.equipped) &&
(lhs.path == rhs.path);
}
inline bool operator!=(const MonsterT &lhs, const MonsterT &rhs) {
return !(lhs == rhs);
}
struct Monster FLATBUFFERS_FINAL_CLASS : private flatbuffers::Table {
typedef MonsterT NativeTableType;
static const flatbuffers::TypeTable *MiniReflectTypeTable() {
return MonsterTypeTable();
}
enum FlatBuffersVTableOffset FLATBUFFERS_VTABLE_UNDERLYING_TYPE {
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,
VT_PATH = 24
};
const MyGame::Sample::Vec3 *pos() const {
return GetStruct<const MyGame::Sample::Vec3 *>(VT_POS);
}
MyGame::Sample::Vec3 *mutable_pos() {
return GetStruct<MyGame::Sample::Vec3 *>(VT_POS);
}
int16_t mana() const {
return GetField<int16_t>(VT_MANA, 150);
}
bool mutate_mana(int16_t _mana) {
return SetField<int16_t>(VT_MANA, _mana, 150);
}
int16_t hp() const {
return GetField<int16_t>(VT_HP, 100);
}
bool mutate_hp(int16_t _hp) {
return SetField<int16_t>(VT_HP, _hp, 100);
}
const flatbuffers::String *name() const {
return GetPointer<const flatbuffers::String *>(VT_NAME);
}
flatbuffers::String *mutable_name() {
return GetPointer<flatbuffers::String *>(VT_NAME);
}
const flatbuffers::Vector<uint8_t> *inventory() const {
return GetPointer<const flatbuffers::Vector<uint8_t> *>(VT_INVENTORY);
}
flatbuffers::Vector<uint8_t> *mutable_inventory() {
return GetPointer<flatbuffers::Vector<uint8_t> *>(VT_INVENTORY);
}
MyGame::Sample::Color color() const {
return static_cast<MyGame::Sample::Color>(GetField<int8_t>(VT_COLOR, 2));
}
bool mutate_color(MyGame::Sample::Color _color) {
return SetField<int8_t>(VT_COLOR, static_cast<int8_t>(_color), 2);
}
const flatbuffers::Vector<flatbuffers::Offset<MyGame::Sample::Weapon>> *weapons() const {
return GetPointer<const flatbuffers::Vector<flatbuffers::Offset<MyGame::Sample::Weapon>> *>(VT_WEAPONS);
}
flatbuffers::Vector<flatbuffers::Offset<MyGame::Sample::Weapon>> *mutable_weapons() {
return GetPointer<flatbuffers::Vector<flatbuffers::Offset<MyGame::Sample::Weapon>> *>(VT_WEAPONS);
}
MyGame::Sample::Equipment equipped_type() const {
return static_cast<MyGame::Sample::Equipment>(GetField<uint8_t>(VT_EQUIPPED_TYPE, 0));
}
bool mutate_equipped_type(MyGame::Sample::Equipment _equipped_type) {
return SetField<uint8_t>(VT_EQUIPPED_TYPE, static_cast<uint8_t>(_equipped_type), 0);
}
const void *equipped() const {
return GetPointer<const void *>(VT_EQUIPPED);
}
template<typename T> const T *equipped_as() const;
const MyGame::Sample::Weapon *equipped_as_Weapon() const {
return equipped_type() == MyGame::Sample::Equipment_Weapon ? static_cast<const MyGame::Sample::Weapon *>(equipped()) : nullptr;
}
void *mutable_equipped() {
return GetPointer<void *>(VT_EQUIPPED);
}
const flatbuffers::Vector<const MyGame::Sample::Vec3 *> *path() const {
return GetPointer<const flatbuffers::Vector<const MyGame::Sample::Vec3 *> *>(VT_PATH);
}
flatbuffers::Vector<const MyGame::Sample::Vec3 *> *mutable_path() {
return GetPointer<flatbuffers::Vector<const MyGame::Sample::Vec3 *> *>(VT_PATH);
}
bool Verify(flatbuffers::Verifier &verifier) const {
return VerifyTableStart(verifier) &&
VerifyField<MyGame::Sample::Vec3>(verifier, VT_POS) &&
VerifyField<int16_t>(verifier, VT_MANA) &&
VerifyField<int16_t>(verifier, VT_HP) &&
VerifyOffset(verifier, VT_NAME) &&
verifier.VerifyString(name()) &&
VerifyOffset(verifier, VT_INVENTORY) &&
verifier.VerifyVector(inventory()) &&
VerifyField<int8_t>(verifier, VT_COLOR) &&
VerifyOffset(verifier, VT_WEAPONS) &&
verifier.VerifyVector(weapons()) &&
verifier.VerifyVectorOfTables(weapons()) &&
VerifyField<uint8_t>(verifier, VT_EQUIPPED_TYPE) &&
VerifyOffset(verifier, VT_EQUIPPED) &&
VerifyEquipment(verifier, equipped(), equipped_type()) &&
VerifyOffset(verifier, VT_PATH) &&
verifier.VerifyVector(path()) &&
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<Monster> Pack(flatbuffers::FlatBufferBuilder &_fbb, const MonsterT* _o, const flatbuffers::rehasher_function_t *_rehasher = nullptr);
};
template<> inline const MyGame::Sample::Weapon *Monster::equipped_as<MyGame::Sample::Weapon>() const {
return equipped_as_Weapon();
}
struct MonsterBuilder {
flatbuffers::FlatBufferBuilder &fbb_;
flatbuffers::uoffset_t start_;
void add_pos(const MyGame::Sample::Vec3 *pos) {
fbb_.AddStruct(Monster::VT_POS, pos);
}
void add_mana(int16_t mana) {
fbb_.AddElement<int16_t>(Monster::VT_MANA, mana, 150);
}
void add_hp(int16_t hp) {
fbb_.AddElement<int16_t>(Monster::VT_HP, hp, 100);
}
void add_name(flatbuffers::Offset<flatbuffers::String> name) {
fbb_.AddOffset(Monster::VT_NAME, name);
}
void add_inventory(flatbuffers::Offset<flatbuffers::Vector<uint8_t>> inventory) {
fbb_.AddOffset(Monster::VT_INVENTORY, inventory);
}
void add_color(MyGame::Sample::Color color) {
fbb_.AddElement<int8_t>(Monster::VT_COLOR, static_cast<int8_t>(color), 2);
}
void add_weapons(flatbuffers::Offset<flatbuffers::Vector<flatbuffers::Offset<MyGame::Sample::Weapon>>> weapons) {
fbb_.AddOffset(Monster::VT_WEAPONS, weapons);
}
void add_equipped_type(MyGame::Sample::Equipment equipped_type) {
fbb_.AddElement<uint8_t>(Monster::VT_EQUIPPED_TYPE, static_cast<uint8_t>(equipped_type), 0);
}
void add_equipped(flatbuffers::Offset<void> equipped) {
fbb_.AddOffset(Monster::VT_EQUIPPED, equipped);
}
void add_path(flatbuffers::Offset<flatbuffers::Vector<const MyGame::Sample::Vec3 *>> path) {
fbb_.AddOffset(Monster::VT_PATH, path);
}
explicit MonsterBuilder(flatbuffers::FlatBufferBuilder &_fbb)
: fbb_(_fbb) {
start_ = fbb_.StartTable();
}
MonsterBuilder &operator=(const MonsterBuilder &);
flatbuffers::Offset<Monster> Finish() {
const auto end = fbb_.EndTable(start_);
auto o = flatbuffers::Offset<Monster>(end);
return o;
}
};
inline flatbuffers::Offset<Monster> CreateMonster(
flatbuffers::FlatBufferBuilder &_fbb,
const MyGame::Sample::Vec3 *pos = 0,
int16_t mana = 150,
int16_t hp = 100,
flatbuffers::Offset<flatbuffers::String> name = 0,
flatbuffers::Offset<flatbuffers::Vector<uint8_t>> inventory = 0,
MyGame::Sample::Color color = MyGame::Sample::Color_Blue,
flatbuffers::Offset<flatbuffers::Vector<flatbuffers::Offset<MyGame::Sample::Weapon>>> weapons = 0,
MyGame::Sample::Equipment equipped_type = MyGame::Sample::Equipment_NONE,
flatbuffers::Offset<void> equipped = 0,
flatbuffers::Offset<flatbuffers::Vector<const MyGame::Sample::Vec3 *>> path = 0) {
MonsterBuilder builder_(_fbb);
builder_.add_path(path);
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<Monster> CreateMonsterDirect(
flatbuffers::FlatBufferBuilder &_fbb,
const MyGame::Sample::Vec3 *pos = 0,
int16_t mana = 150,
int16_t hp = 100,
const char *name = nullptr,
const std::vector<uint8_t> *inventory = nullptr,
MyGame::Sample::Color color = MyGame::Sample::Color_Blue,
const std::vector<flatbuffers::Offset<MyGame::Sample::Weapon>> *weapons = nullptr,
MyGame::Sample::Equipment equipped_type = MyGame::Sample::Equipment_NONE,
flatbuffers::Offset<void> equipped = 0,
const std::vector<MyGame::Sample::Vec3> *path = nullptr) {
auto name__ = name ? _fbb.CreateString(name) : 0;
auto inventory__ = inventory ? _fbb.CreateVector<uint8_t>(*inventory) : 0;
auto weapons__ = weapons ? _fbb.CreateVector<flatbuffers::Offset<MyGame::Sample::Weapon>>(*weapons) : 0;
auto path__ = path ? _fbb.CreateVectorOfStructs<MyGame::Sample::Vec3>(*path) : 0;
return MyGame::Sample::CreateMonster(
_fbb,
pos,
mana,
hp,
name__,
inventory__,
color,
weapons__,
equipped_type,
equipped,
path__);
}
flatbuffers::Offset<Monster> 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) {
}
};
inline bool operator==(const WeaponT &lhs, const WeaponT &rhs) {
return
(lhs.name == rhs.name) &&
(lhs.damage == rhs.damage);
}
inline bool operator!=(const WeaponT &lhs, const WeaponT &rhs) {
return !(lhs == rhs);
}
struct Weapon FLATBUFFERS_FINAL_CLASS : private flatbuffers::Table {
typedef WeaponT NativeTableType;
static const flatbuffers::TypeTable *MiniReflectTypeTable() {
return WeaponTypeTable();
}
enum FlatBuffersVTableOffset FLATBUFFERS_VTABLE_UNDERLYING_TYPE {
VT_NAME = 4,
VT_DAMAGE = 6
};
const flatbuffers::String *name() const {
return GetPointer<const flatbuffers::String *>(VT_NAME);
}
flatbuffers::String *mutable_name() {
return GetPointer<flatbuffers::String *>(VT_NAME);
}
int16_t damage() const {
return GetField<int16_t>(VT_DAMAGE, 0);
}
bool mutate_damage(int16_t _damage) {
return SetField<int16_t>(VT_DAMAGE, _damage, 0);
}
bool Verify(flatbuffers::Verifier &verifier) const {
return VerifyTableStart(verifier) &&
VerifyOffset(verifier, VT_NAME) &&
verifier.VerifyString(name()) &&
VerifyField<int16_t>(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<Weapon> 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<flatbuffers::String> name) {
fbb_.AddOffset(Weapon::VT_NAME, name);
}
void add_damage(int16_t damage) {
fbb_.AddElement<int16_t>(Weapon::VT_DAMAGE, damage, 0);
}
explicit WeaponBuilder(flatbuffers::FlatBufferBuilder &_fbb)
: fbb_(_fbb) {
start_ = fbb_.StartTable();
}
WeaponBuilder &operator=(const WeaponBuilder &);
flatbuffers::Offset<Weapon> Finish() {
const auto end = fbb_.EndTable(start_);
auto o = flatbuffers::Offset<Weapon>(end);
return o;
}
};
inline flatbuffers::Offset<Weapon> CreateWeapon(
flatbuffers::FlatBufferBuilder &_fbb,
flatbuffers::Offset<flatbuffers::String> name = 0,
int16_t damage = 0) {
WeaponBuilder builder_(_fbb);
builder_.add_name(name);
builder_.add_damage(damage);
return builder_.Finish();
}
inline flatbuffers::Offset<Weapon> CreateWeaponDirect(
flatbuffers::FlatBufferBuilder &_fbb,
const char *name = nullptr,
int16_t damage = 0) {
auto name__ = name ? _fbb.CreateString(name) : 0;
return MyGame::Sample::CreateWeapon(
_fbb,
name__,
damage);
}
flatbuffers::Offset<Weapon> 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<MyGame::Sample::Vec3>(new MyGame::Sample::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<MyGame::Sample::WeaponT>(_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); };
{ auto _e = path(); if (_e) { _o->path.resize(_e->size()); for (flatbuffers::uoffset_t _i = 0; _i < _e->size(); _i++) { _o->path[_i] = *_e->Get(_i); } } };
}
inline flatbuffers::Offset<Monster> Monster::Pack(flatbuffers::FlatBufferBuilder &_fbb, const MonsterT* _o, const flatbuffers::rehasher_function_t *_rehasher) {
return CreateMonster(_fbb, _o, _rehasher);
}
inline flatbuffers::Offset<Monster> 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<flatbuffers::Offset<MyGame::Sample::Weapon>> (_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);
auto _path = _o->path.size() ? _fbb.CreateVectorOfStructs(_o->path) : 0;
return MyGame::Sample::CreateMonster(
_fbb,
_pos,
_mana,
_hp,
_name,
_inventory,
_color,
_weapons,
_equipped_type,
_equipped,
_path);
}
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> Weapon::Pack(flatbuffers::FlatBufferBuilder &_fbb, const WeaponT* _o, const flatbuffers::rehasher_function_t *_rehasher) {
return CreateWeapon(_fbb, _o, _rehasher);
}
inline flatbuffers::Offset<Weapon> 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<const MyGame::Sample::Weapon *>(obj);
return verifier.VerifyTable(ptr);
}
default: return false;
}
}
inline bool VerifyEquipmentVector(flatbuffers::Verifier &verifier, const flatbuffers::Vector<flatbuffers::Offset<void>> *values, const flatbuffers::Vector<uint8_t> *types) {
if (!values || !types) return !values && !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<Equipment>(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<const MyGame::Sample::Weapon *>(obj);
return ptr->UnPack(resolver);
}
default: return nullptr;
}
}
inline flatbuffers::Offset<void> EquipmentUnion::Pack(flatbuffers::FlatBufferBuilder &_fbb, const flatbuffers::rehasher_function_t *_rehasher) const {
switch (type) {
case Equipment_Weapon: {
auto ptr = reinterpret_cast<const MyGame::Sample::WeaponT *>(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 MyGame::Sample::WeaponT(*reinterpret_cast<MyGame::Sample::WeaponT *>(u.value));
break;
}
default:
break;
}
}
inline void EquipmentUnion::Reset() {
switch (type) {
case Equipment_Weapon: {
auto ptr = reinterpret_cast<MyGame::Sample::WeaponT *>(value);
delete ptr;
break;
}
default: break;
}
value = nullptr;
type = Equipment_NONE;
}
inline const flatbuffers::TypeTable *ColorTypeTable() {
static const flatbuffers::TypeCode type_codes[] = {
{ flatbuffers::ET_CHAR, 0, 0 },
{ flatbuffers::ET_CHAR, 0, 0 },
{ flatbuffers::ET_CHAR, 0, 0 }
};
static const flatbuffers::TypeFunction type_refs[] = {
MyGame::Sample::ColorTypeTable
};
static const char * const names[] = {
"Red",
"Green",
"Blue"
};
static const flatbuffers::TypeTable tt = {
flatbuffers::ST_ENUM, 3, type_codes, type_refs, nullptr, names
};
return &tt;
}
inline const flatbuffers::TypeTable *EquipmentTypeTable() {
static const flatbuffers::TypeCode type_codes[] = {
{ flatbuffers::ET_SEQUENCE, 0, -1 },
{ flatbuffers::ET_SEQUENCE, 0, 0 }
};
static const flatbuffers::TypeFunction type_refs[] = {
MyGame::Sample::WeaponTypeTable
};
static const char * const names[] = {
"NONE",
"Weapon"
};
static const flatbuffers::TypeTable tt = {
flatbuffers::ST_UNION, 2, type_codes, type_refs, nullptr, names
};
return &tt;
}
inline const flatbuffers::TypeTable *Vec3TypeTable() {
static const flatbuffers::TypeCode type_codes[] = {
{ flatbuffers::ET_FLOAT, 0, -1 },
{ flatbuffers::ET_FLOAT, 0, -1 },
{ flatbuffers::ET_FLOAT, 0, -1 }
};
static const int64_t values[] = { 0, 4, 8, 12 };
static const char * const names[] = {
"x",
"y",
"z"
};
static const flatbuffers::TypeTable tt = {
flatbuffers::ST_STRUCT, 3, type_codes, nullptr, values, names
};
return &tt;
}
inline const flatbuffers::TypeTable *MonsterTypeTable() {
static const 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 },
{ flatbuffers::ET_SEQUENCE, 1, 0 }
};
static const flatbuffers::TypeFunction type_refs[] = {
MyGame::Sample::Vec3TypeTable,
MyGame::Sample::ColorTypeTable,
MyGame::Sample::WeaponTypeTable,
MyGame::Sample::EquipmentTypeTable
};
static const char * const names[] = {
"pos",
"mana",
"hp",
"name",
"friendly",
"inventory",
"color",
"weapons",
"equipped_type",
"equipped",
"path"
};
static const flatbuffers::TypeTable tt = {
flatbuffers::ST_TABLE, 11, type_codes, type_refs, nullptr, names
};
return &tt;
}
inline const flatbuffers::TypeTable *WeaponTypeTable() {
static const flatbuffers::TypeCode type_codes[] = {
{ flatbuffers::ET_STRING, 0, -1 },
{ flatbuffers::ET_SHORT, 0, -1 }
};
static const char * const names[] = {
"name",
"damage"
};
static const 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<MyGame::Sample::Monster>(buf);
}
inline const MyGame::Sample::Monster *GetSizePrefixedMonster(const void *buf) {
return flatbuffers::GetSizePrefixedRoot<MyGame::Sample::Monster>(buf);
}
inline Monster *GetMutableMonster(void *buf) {
return flatbuffers::GetMutableRoot<Monster>(buf);
}
inline bool VerifyMonsterBuffer(
flatbuffers::Verifier &verifier) {
return verifier.VerifyBuffer<MyGame::Sample::Monster>(nullptr);
}
inline bool VerifySizePrefixedMonsterBuffer(
flatbuffers::Verifier &verifier) {
return verifier.VerifySizePrefixedBuffer<MyGame::Sample::Monster>(nullptr);
}
inline void FinishMonsterBuffer(
flatbuffers::FlatBufferBuilder &fbb,
flatbuffers::Offset<MyGame::Sample::Monster> root) {
fbb.Finish(root);
}
inline void FinishSizePrefixedMonsterBuffer(
flatbuffers::FlatBufferBuilder &fbb,
flatbuffers::Offset<MyGame::Sample::Monster> root) {
fbb.FinishSizePrefixed(root);
}
inline flatbuffers::unique_ptr<MyGame::Sample::MonsterT> UnPackMonster(
const void *buf,
const flatbuffers::resolver_function_t *res = nullptr) {
return flatbuffers::unique_ptr<MyGame::Sample::MonsterT>(GetMonster(buf)->UnPack(res));
}
inline flatbuffers::unique_ptr<MyGame::Sample::MonsterT> UnPackSizePrefixedMonster(
const void *buf,
const flatbuffers::resolver_function_t *res = nullptr) {
return flatbuffers::unique_ptr<MyGame::Sample::MonsterT>(GetSizePrefixedMonster(buf)->UnPack(res));
}
} // namespace Sample
} // namespace MyGame
#endif // FLATBUFFERS_GENERATED_MONSTER_MYGAME_SAMPLE_H_