Squashed 'third_party/flatbuffers/' content from commit acc9990ab
Change-Id: I48550d40d78fea996ebe74e9723a5d1f910de491
git-subtree-dir: third_party/flatbuffers
git-subtree-split: acc9990abd2206491480291b0f85f925110102ea
diff --git a/samples/sample_binary.py b/samples/sample_binary.py
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+#!/usr/bin/python
+# 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.
+
+# To run this file, use `python_sample.sh`.
+
+# Append paths to the `flatbuffers` and `MyGame` modules. This is necessary
+# to facilitate executing this script in the `samples` folder, and to root
+# folder (where it gets placed when using `cmake`).
+import os
+import sys
+sys.path.append(os.path.join(os.path.dirname(__file__), '../python'))
+
+import flatbuffers
+import MyGame.Sample.Color
+import MyGame.Sample.Equipment
+import MyGame.Sample.Monster
+import MyGame.Sample.Vec3
+import MyGame.Sample.Weapon
+
+# Example of how to use FlatBuffers to create and read binary buffers.
+
+def main():
+ builder = flatbuffers.Builder(0)
+
+ # Create some weapons for our Monster ('Sword' and 'Axe').
+ weapon_one = builder.CreateString('Sword')
+ weapon_two = builder.CreateString('Axe')
+
+ MyGame.Sample.Weapon.WeaponStart(builder)
+ MyGame.Sample.Weapon.WeaponAddName(builder, weapon_one)
+ MyGame.Sample.Weapon.WeaponAddDamage(builder, 3)
+ sword = MyGame.Sample.Weapon.WeaponEnd(builder)
+
+ MyGame.Sample.Weapon.WeaponStart(builder)
+ MyGame.Sample.Weapon.WeaponAddName(builder, weapon_two)
+ MyGame.Sample.Weapon.WeaponAddDamage(builder, 5)
+ axe = MyGame.Sample.Weapon.WeaponEnd(builder)
+
+ # Serialize the FlatBuffer data.
+ name = builder.CreateString('Orc')
+
+ MyGame.Sample.Monster.MonsterStartInventoryVector(builder, 10)
+ # Note: Since we prepend the bytes, this loop iterates in reverse order.
+ for i in reversed(range(0, 10)):
+ builder.PrependByte(i)
+ inv = builder.EndVector(10)
+
+ MyGame.Sample.Monster.MonsterStartWeaponsVector(builder, 2)
+ # Note: Since we prepend the data, prepend the weapons in reverse order.
+ builder.PrependUOffsetTRelative(axe)
+ builder.PrependUOffsetTRelative(sword)
+ weapons = builder.EndVector(2)
+
+ pos = MyGame.Sample.Vec3.CreateVec3(builder, 1.0, 2.0, 3.0)
+
+ MyGame.Sample.Monster.MonsterStart(builder)
+ MyGame.Sample.Monster.MonsterAddPos(builder, pos)
+ MyGame.Sample.Monster.MonsterAddHp(builder, 300)
+ MyGame.Sample.Monster.MonsterAddName(builder, name)
+ MyGame.Sample.Monster.MonsterAddInventory(builder, inv)
+ MyGame.Sample.Monster.MonsterAddColor(builder,
+ MyGame.Sample.Color.Color().Red)
+ MyGame.Sample.Monster.MonsterAddWeapons(builder, weapons)
+ MyGame.Sample.Monster.MonsterAddEquippedType(
+ builder, MyGame.Sample.Equipment.Equipment().Weapon)
+ MyGame.Sample.Monster.MonsterAddEquipped(builder, axe)
+ orc = MyGame.Sample.Monster.MonsterEnd(builder)
+
+ builder.Finish(orc)
+
+ # We now have a FlatBuffer that we could store on disk or send over a network.
+
+ # ...Saving to file or sending over a network code goes here...
+
+ # Instead, we are going to access this buffer right away (as if we just
+ # received it).
+
+ buf = builder.Output()
+
+ # Note: We use `0` for the offset here, since we got the data using the
+ # `builder.Output()` method. This simulates the data you would store/receive
+ # in your FlatBuffer. If you wanted to read from the `builder.Bytes` directly,
+ # you would need to pass in the offset of `builder.Head()`, as the builder
+ # actually constructs the buffer backwards.
+ monster = MyGame.Sample.Monster.Monster.GetRootAsMonster(buf, 0)
+
+ # Note: We did not set the `Mana` field explicitly, so we get a default value.
+ assert monster.Mana() == 150
+ assert monster.Hp() == 300
+ assert monster.Name() == 'Orc'
+ assert monster.Color() == MyGame.Sample.Color.Color().Red
+ assert monster.Pos().X() == 1.0
+ assert monster.Pos().Y() == 2.0
+ assert monster.Pos().Z() == 3.0
+
+ # Get and test the `inventory` FlatBuffer `vector`.
+ for i in xrange(monster.InventoryLength()):
+ assert monster.Inventory(i) == i
+
+ # Get and test the `weapons` FlatBuffer `vector` of `table`s.
+ expected_weapon_names = ['Sword', 'Axe']
+ expected_weapon_damages = [3, 5]
+ for i in xrange(monster.WeaponsLength()):
+ assert monster.Weapons(i).Name() == expected_weapon_names[i]
+ assert monster.Weapons(i).Damage() == expected_weapon_damages[i]
+
+ # Get and test the `equipped` FlatBuffer `union`.
+ assert monster.EquippedType() == MyGame.Sample.Equipment.Equipment().Weapon
+
+ # An example of how you can appropriately convert the table depending on the
+ # FlatBuffer `union` type. You could add `elif` and `else` clauses to handle
+ # the other FlatBuffer `union` types for this field.
+ if monster.EquippedType() == MyGame.Sample.Equipment.Equipment().Weapon:
+ # `monster.Equipped()` returns a `flatbuffers.Table`, which can be used
+ # to initialize a `MyGame.Sample.Weapon.Weapon()`, in this case.
+ union_weapon = MyGame.Sample.Weapon.Weapon()
+ union_weapon.Init(monster.Equipped().Bytes, monster.Equipped().Pos)
+
+ assert union_weapon.Name() == "Axe"
+ assert union_weapon.Damage() == 5
+
+ print 'The FlatBuffer was successfully created and verified!'
+
+if __name__ == '__main__':
+ main()