Squashed 'third_party/flatbuffers/' content from commit acc9990ab

Change-Id: I48550d40d78fea996ebe74e9723a5d1f910de491
git-subtree-dir: third_party/flatbuffers
git-subtree-split: acc9990abd2206491480291b0f85f925110102ea
diff --git a/dart/example/example.dart b/dart/example/example.dart
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+/*
+ * Copyright 2018 Dan Field. 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.
+ */
+
+import 'package:flat_buffers/flat_buffers.dart' as fb;
+import './monster_my_game.sample_generated.dart' as myGame;
+
+// Example how to use FlatBuffers to create and read binary buffers.
+
+void main() {
+  builderTest();
+  objectBuilderTest();
+}
+
+void builderTest() {
+  final builder = new fb.Builder(initialSize: 1024);
+  final int weaponOneName = builder.writeString("Sword");
+  final int weaponOneDamage = 3;
+
+  final int weaponTwoName = builder.writeString("Axe");
+  final int weaponTwoDamage = 5;
+
+  final swordBuilder = new myGame.WeaponBuilder(builder)
+    ..begin()
+    ..addNameOffset(weaponOneName)
+    ..addDamage(weaponOneDamage);
+  final int sword = swordBuilder.finish();
+
+  final axeBuilder = new myGame.WeaponBuilder(builder)
+    ..begin()
+    ..addNameOffset(weaponTwoName)
+    ..addDamage(weaponTwoDamage);
+  final int axe = axeBuilder.finish();
+
+  // Serialize a name for our monster, called "Orc".
+  final int name = builder.writeString('Orc');
+
+  // Create a list representing the inventory of the Orc. Each number
+  // could correspond to an item that can be claimed after he is slain.
+  final List<int> treasure = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9];
+  final inventory = builder.writeListUint8(treasure);
+  final weapons = builder.writeList([sword, axe]);
+
+  // Struct builders are very easy to reuse.
+  final vec3Builder = new myGame.Vec3Builder(builder);
+
+  vec3Builder.finish(4.0, 5.0, 6.0);
+  vec3Builder.finish(1.0, 2.0, 3.0);
+  // Set his hit points to 300 and his mana to 150.
+  final int hp = 300;
+  final int mana = 150;
+
+  final monster = new myGame.MonsterBuilder(builder)
+    ..begin()
+    ..addNameOffset(name)
+    ..addInventoryOffset(inventory)
+    ..addWeaponsOffset(weapons)
+    ..addEquippedType(myGame.EquipmentTypeId.Weapon)
+    ..addEquippedOffset(axe)
+    ..addHp(hp)
+    ..addMana(mana)
+    ..addPos(vec3Builder.finish(1.0, 2.0, 3.0))
+    ..addColor(myGame.Color.Red);
+
+  final int monsteroff = monster.finish();
+  final buffer = builder.finish(monsteroff);
+  if (verify(buffer)) {
+    print(
+        "The FlatBuffer was successfully created with a builder and verified!");
+  }
+}
+
+void objectBuilderTest() {
+  // Create the builder here so we can use it for both weapons and equipped
+  // the actual data will only be written to the buffer once.
+  var axe = new myGame.WeaponObjectBuilder(name: 'Axe', damage: 5);
+
+  var monsterBuilder = new myGame.MonsterObjectBuilder(
+    pos: new myGame.Vec3ObjectBuilder(x: 1.0, y: 2.0, z: 3.0),
+    mana: 150,
+    hp: 300,
+    name: 'Orc',
+    inventory: [0, 1, 2, 3, 4, 5, 6, 7, 8, 9],
+    color: myGame.Color.Red,
+    weapons: [new myGame.WeaponObjectBuilder(name: 'Sword', damage: 3), axe],
+    equippedType: myGame.EquipmentTypeId.Weapon,
+    equipped: axe,
+  );
+
+  var buffer = monsterBuilder.toBytes();
+
+  // We now have a FlatBuffer we can store on disk or send over a network.
+
+  // ** file/network code goes here :) **
+
+  // Instead, we're going to access it right away (as if we just received it).
+  if (verify(buffer)) {
+    print(
+        "The FlatBuffer was successfully created with an object builder and verified!");
+  }
+}
+
+bool verify(List<int> buffer) {
+  // Get access to the root:
+  var monster = new myGame.Monster(buffer);
+
+  // Get and test some scalar types from the FlatBuffer.
+  assert(monster.hp == 80);
+  assert(monster.mana == 150); // default
+  assert(monster.name == "MyMonster");
+
+  // Get and test a field of the FlatBuffer's `struct`.
+  var pos = monster.pos;
+  assert(pos != null);
+  assert(pos.z == 3.0);
+
+  // Get a test an element from the `inventory` FlatBuffer's `vector`.
+  var inv = monster.inventory;
+  assert(inv != null);
+  assert(inv.length == 10);
+  assert(inv[9] == 9);
+
+  // Get and test the `weapons` FlatBuffers's `vector`.
+  var expected_weapon_names = ["Sword", "Axe"];
+  var expected_weapon_damages = [3, 5];
+  var weps = monster.weapons;
+  for (int i = 0; i < weps.length; i++) {
+    assert(weps[i].name == expected_weapon_names[i]);
+    assert(weps[i].damage == expected_weapon_damages[i]);
+  }
+
+  // Get and test the `Equipment` union (`equipped` field).
+  assert(monster.equippedType.value == myGame.EquipmentTypeId.Weapon.value);
+  assert(monster.equippedType == myGame.EquipmentTypeId.Weapon);
+
+  assert(monster.equipped is myGame.Weapon);
+  var equipped = monster.equipped as myGame.Weapon;
+  assert(equipped.name == "Axe");
+  assert(equipped.damage == 5);
+
+  print(monster);
+  return true;
+}