flatbuffers/samples/monster_generated.h

220 lines
9.2 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 Weapon;
enum Color {
Color_Red = 0,
Color_Green = 1,
Color_Blue = 2,
Color_MIN = Color_Red,
Color_MAX = Color_Blue
};
inline const char **EnumNamesColor() {
static const char *names[] = { "Red", "Green", "Blue", nullptr };
return names;
}
inline const char *EnumNameColor(Color e) { return EnumNamesColor()[static_cast<int>(e)]; }
enum Equipment {
Equipment_NONE = 0,
Equipment_Weapon = 1,
Equipment_MIN = Equipment_NONE,
Equipment_MAX = Equipment_Weapon
};
inline const char **EnumNamesEquipment() {
static const char *names[] = { "NONE", "Weapon", nullptr };
return names;
}
inline const char *EnumNameEquipment(Equipment e) { return EnumNamesEquipment()[static_cast<int>(e)]; }
inline bool VerifyEquipment(flatbuffers::Verifier &verifier, const void *union_obj, Equipment type);
MANUALLY_ALIGNED_STRUCT(4) Vec3 FLATBUFFERS_FINAL_CLASS {
private:
float x_;
float y_;
float z_;
public:
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 Monster FLATBUFFERS_FINAL_CLASS : private flatbuffers::Table {
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<const Vec3 *>(VT_POS); }
Vec3 *mutable_pos() { return GetStruct<Vec3 *>(VT_POS); }
int16_t mana() const { return GetField<int16_t>(VT_MANA, 150); }
bool mutate_mana(int16_t _mana) { return SetField(VT_MANA, _mana); }
int16_t hp() const { return GetField<int16_t>(VT_HP, 100); }
bool mutate_hp(int16_t _hp) { return SetField(VT_HP, _hp); }
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); }
Color color() const { return static_cast<Color>(GetField<int8_t>(VT_COLOR, 2)); }
bool mutate_color(Color _color) { return SetField(VT_COLOR, static_cast<int8_t>(_color)); }
const flatbuffers::Vector<flatbuffers::Offset<Weapon>> *weapons() const { return GetPointer<const flatbuffers::Vector<flatbuffers::Offset<Weapon>> *>(VT_WEAPONS); }
flatbuffers::Vector<flatbuffers::Offset<Weapon>> *mutable_weapons() { return GetPointer<flatbuffers::Vector<flatbuffers::Offset<Weapon>> *>(VT_WEAPONS); }
Equipment equipped_type() const { return static_cast<Equipment>(GetField<uint8_t>(VT_EQUIPPED_TYPE, 0)); }
bool mutate_equipped_type(Equipment _equipped_type) { return SetField(VT_EQUIPPED_TYPE, static_cast<uint8_t>(_equipped_type)); }
const void *equipped() const { return GetPointer<const void *>(VT_EQUIPPED); }
void *mutable_equipped() { return GetPointer<void *>(VT_EQUIPPED); }
bool Verify(flatbuffers::Verifier &verifier) const {
return VerifyTableStart(verifier) &&
VerifyField<Vec3>(verifier, VT_POS) &&
VerifyField<int16_t>(verifier, VT_MANA) &&
VerifyField<int16_t>(verifier, VT_HP) &&
VerifyField<flatbuffers::uoffset_t>(verifier, VT_NAME) &&
verifier.Verify(name()) &&
VerifyField<flatbuffers::uoffset_t>(verifier, VT_INVENTORY) &&
verifier.Verify(inventory()) &&
VerifyField<int8_t>(verifier, VT_COLOR) &&
VerifyField<flatbuffers::uoffset_t>(verifier, VT_WEAPONS) &&
verifier.Verify(weapons()) &&
verifier.VerifyVectorOfTables(weapons()) &&
VerifyField<uint8_t>(verifier, VT_EQUIPPED_TYPE) &&
VerifyField<flatbuffers::uoffset_t>(verifier, VT_EQUIPPED) &&
VerifyEquipment(verifier, equipped(), equipped_type()) &&
verifier.EndTable();
}
};
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<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(Color color) { fbb_.AddElement<int8_t>(Monster::VT_COLOR, static_cast<int8_t>(color), 2); }
void add_weapons(flatbuffers::Offset<flatbuffers::Vector<flatbuffers::Offset<Weapon>>> weapons) { fbb_.AddOffset(Monster::VT_WEAPONS, weapons); }
void add_equipped_type(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); }
MonsterBuilder(flatbuffers::FlatBufferBuilder &_fbb) : fbb_(_fbb) { start_ = fbb_.StartTable(); }
MonsterBuilder &operator=(const MonsterBuilder &);
flatbuffers::Offset<Monster> Finish() {
auto o = flatbuffers::Offset<Monster>(fbb_.EndTable(start_, 10));
return o;
}
};
inline flatbuffers::Offset<Monster> CreateMonster(flatbuffers::FlatBufferBuilder &_fbb,
const 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,
Color color = Color_Blue,
flatbuffers::Offset<flatbuffers::Vector<flatbuffers::Offset<Weapon>>> weapons = 0,
Equipment equipped_type = Equipment_NONE,
flatbuffers::Offset<void> 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();
}
struct Weapon FLATBUFFERS_FINAL_CLASS : private flatbuffers::Table {
enum {
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(VT_DAMAGE, _damage); }
bool Verify(flatbuffers::Verifier &verifier) const {
return VerifyTableStart(verifier) &&
VerifyField<flatbuffers::uoffset_t>(verifier, VT_NAME) &&
verifier.Verify(name()) &&
VerifyField<int16_t>(verifier, VT_DAMAGE) &&
verifier.EndTable();
}
};
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); }
WeaponBuilder(flatbuffers::FlatBufferBuilder &_fbb) : fbb_(_fbb) { start_ = fbb_.StartTable(); }
WeaponBuilder &operator=(const WeaponBuilder &);
flatbuffers::Offset<Weapon> Finish() {
auto o = flatbuffers::Offset<Weapon>(fbb_.EndTable(start_, 2));
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 bool VerifyEquipment(flatbuffers::Verifier &verifier, const void *union_obj, Equipment type) {
switch (type) {
case Equipment_NONE: return true;
case Equipment_Weapon: return verifier.VerifyTable(reinterpret_cast<const Weapon *>(union_obj));
default: return false;
}
}
inline const MyGame::Sample::Monster *GetMonster(const void *buf) { return flatbuffers::GetRoot<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>(); }
inline void FinishMonsterBuffer(flatbuffers::FlatBufferBuilder &fbb, flatbuffers::Offset<MyGame::Sample::Monster> root) { fbb.Finish(root); }
} // namespace Sample
} // namespace MyGame
#endif // FLATBUFFERS_GENERATED_MONSTER_MYGAME_SAMPLE_H_