/* * 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"); }