| /* |
| * 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"); |
| } |