Austin Schuh | e89fa2d | 2019-08-14 20:24:23 -0700 | [diff] [blame] | 1 | // Copyright 2018 Google Inc. All rights reserved. |
| 2 | // |
| 3 | // Licensed under the Apache License, Version 2.0 (the "License"); |
| 4 | // you may not use this file except in compliance with the License. |
| 5 | // You may obtain a copy of the License at |
| 6 | // |
| 7 | // http://www.apache.org/licenses/LICENSE-2.0 |
| 8 | // |
| 9 | // Unless required by applicable law or agreed to in writing, software |
| 10 | // distributed under the License is distributed on an "AS IS" BASIS, |
| 11 | // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| 12 | // See the License for the specific language governing permissions and |
| 13 | // limitations under the License. |
| 14 | |
| 15 | import from "../lobster/" |
| 16 | import monster_generated |
| 17 | |
| 18 | // Example of how to use FlatBuffers to create and read binary buffers. |
| 19 | |
| 20 | // Create a builder. |
| 21 | let b = flatbuffers_builder {} |
| 22 | |
| 23 | // Create some weapons for our monster. |
| 24 | let weapon_names = [ "Sword", "Axe" ] |
| 25 | let weapon_damages = [ 3, 5 ] |
| 26 | |
| 27 | let weapon_offsets = map(weapon_names) name, i: |
| 28 | let ns = b.CreateString(name) |
| 29 | MyGame_Sample_WeaponBuilder { b } |
| 30 | .start() |
| 31 | .add_name(ns) |
| 32 | .add_damage(weapon_damages[i]) |
| 33 | .end() |
| 34 | |
| 35 | let weapons = b.MyGame_Sample_MonsterCreateWeaponsVector(weapon_offsets) |
| 36 | |
| 37 | // Name of the monster. |
| 38 | let name = b.CreateString("Orc") |
| 39 | |
| 40 | // Inventory. |
| 41 | let inv = b.MyGame_Sample_MonsterCreateInventoryVector(map(10): _) |
| 42 | |
| 43 | // Now pack it all together in our root monster object. |
| 44 | let orc = MyGame_Sample_MonsterBuilder { b } |
| 45 | .start() |
| 46 | .add_pos(b.MyGame_Sample_CreateVec3(1.0, 2.0, 3.0)) |
| 47 | .add_hp(300) |
| 48 | .add_name(name) |
| 49 | .add_inventory(inv) |
| 50 | .add_color(MyGame_Sample_Color_Red) |
| 51 | .add_weapons(weapons) |
| 52 | .add_equipped_type(MyGame_Sample_Equipment_Weapon) |
| 53 | .add_equipped(weapon_offsets[1]) |
| 54 | .end() |
| 55 | |
| 56 | // Finish the buffer! |
| 57 | b.Finish(orc) |
| 58 | |
| 59 | // We now have a FlatBuffer that we could store on disk or send over a network. |
| 60 | |
| 61 | let buf = b.SizedCopy() |
| 62 | |
| 63 | // ...Saving to file or sending over a network code goes here... |
| 64 | |
| 65 | // Instead, we are going to access this buffer right away (as if we just |
| 66 | // received it). |
| 67 | |
| 68 | // Get the root object accessor. |
| 69 | let monster = MyGame_Sample_GetRootAsMonster(buf) |
| 70 | |
| 71 | // Note: We did not set the `mana` field explicitly, so we get a default value. |
| 72 | assert monster.mana == 150 |
| 73 | assert monster.hp == 300 |
| 74 | assert monster.name == "Orc" |
| 75 | assert monster.color == MyGame_Sample_Color_Red |
| 76 | let pos = monster.pos |
| 77 | assert pos |
| 78 | assert pos.x == 1.0 |
| 79 | assert pos.y == 2.0 |
| 80 | assert pos.z == 3.0 |
| 81 | |
| 82 | // Get and test the `inventory` FlatBuffer vector. |
| 83 | for(monster.inventory_length) e, i: |
| 84 | assert monster.inventory(i) == e |
| 85 | |
| 86 | // Get and test the `weapons` FlatBuffer vector of tables. |
| 87 | for(monster.weapons_length) i: |
| 88 | assert monster.weapons(i).name == weapon_names[i] |
| 89 | assert monster.weapons(i).damage == weapon_damages[i] |
| 90 | |
| 91 | // Get and test the `equipped` FlatBuffer union. |
| 92 | assert monster.equipped_type() == MyGame_Sample_Equipment_Weapon |
| 93 | |
| 94 | // Now that we know the union value is a weapon, we can safely call as_Weapon: |
| 95 | let union_weapon = monster.equipped_as_Weapon |
| 96 | |
| 97 | assert union_weapon.name == "Axe" |
| 98 | assert union_weapon.damage == 5 |
| 99 | |
| 100 | print "The FlatBuffer was successfully created and verified!" |