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      1 /*
      2  * Copyright 2015 Google Inc. All rights reserved.
      3  *
      4  * Licensed under the Apache License, Version 2.0 (the "License");
      5  * you may not use this file except in compliance with the License.
      6  * You may obtain a copy of the License at
      7  *
      8  *     http://www.apache.org/licenses/LICENSE-2.0
      9  *
     10  * Unless required by applicable law or agreed to in writing, software
     11  * distributed under the License is distributed on an "AS IS" BASIS,
     12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     13  * See the License for the specific language governing permissions and
     14  * limitations under the License.
     15  */
     16 
     17 #include "monster_generated.h"  // Already includes "flatbuffers/flatbuffers.h".
     18 
     19 using namespace MyGame::Sample;
     20 
     21 // Example how to use FlatBuffers to create and read binary buffers.
     22 
     23 int main(int /*argc*/, const char * /*argv*/ []) {
     24   // Build up a serialized buffer algorithmically:
     25   flatbuffers::FlatBufferBuilder builder;
     26 
     27   // First, lets serialize some weapons for the Monster: A 'sword' and an 'axe'.
     28   auto weapon_one_name = builder.CreateString("Sword");
     29   short weapon_one_damage = 3;
     30 
     31   auto weapon_two_name = builder.CreateString("Axe");
     32   short weapon_two_damage = 5;
     33 
     34   // Use the `CreateWeapon` shortcut to create Weapons with all fields set.
     35   auto sword = CreateWeapon(builder, weapon_one_name, weapon_one_damage);
     36   auto axe = CreateWeapon(builder, weapon_two_name, weapon_two_damage);
     37 
     38   // Create a FlatBuffer's `vector` from the `std::vector`.
     39   std::vector<flatbuffers::Offset<Weapon>> weapons_vector;
     40   weapons_vector.push_back(sword);
     41   weapons_vector.push_back(axe);
     42   auto weapons = builder.CreateVector(weapons_vector);
     43 
     44   // Second, serialize the rest of the objects needed by the Monster.
     45   auto position = Vec3(1.0f, 2.0f, 3.0f);
     46 
     47   auto name = builder.CreateString("MyMonster");
     48 
     49   unsigned char inv_data[] = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 };
     50   auto inventory = builder.CreateVector(inv_data, 10);
     51 
     52   // Shortcut for creating monster with all fields set:
     53   auto orc = CreateMonster(builder, &position, 150, 80, name, inventory,
     54                            Color_Red, weapons, Equipment_Weapon, axe.Union());
     55 
     56   builder.Finish(orc);  // Serialize the root of the object.
     57 
     58   // We now have a FlatBuffer we can store on disk or send over a network.
     59 
     60   // ** file/network code goes here :) **
     61   // access builder.GetBufferPointer() for builder.GetSize() bytes
     62 
     63   // Instead, we're going to access it right away (as if we just received it).
     64 
     65   // Get access to the root:
     66   auto monster = GetMonster(builder.GetBufferPointer());
     67 
     68   // Get and test some scalar types from the FlatBuffer.
     69   assert(monster->hp() == 80);
     70   assert(monster->mana() == 150);  // default
     71   assert(monster->name()->str() == "MyMonster");
     72 
     73   // Get and test a field of the FlatBuffer's `struct`.
     74   auto pos = monster->pos();
     75   assert(pos);
     76   assert(pos->z() == 3.0f);
     77   (void)pos;
     78 
     79   // Get a test an element from the `inventory` FlatBuffer's `vector`.
     80   auto inv = monster->inventory();
     81   assert(inv);
     82   assert(inv->Get(9) == 9);
     83   (void)inv;
     84 
     85   // Get and test the `weapons` FlatBuffers's `vector`.
     86   std::string expected_weapon_names[] = { "Sword", "Axe" };
     87   short expected_weapon_damages[] = { 3, 5 };
     88   auto weps = monster->weapons();
     89   for (unsigned int i = 0; i < weps->size(); i++) {
     90     assert(weps->Get(i)->name()->str() == expected_weapon_names[i]);
     91     assert(weps->Get(i)->damage() == expected_weapon_damages[i]);
     92   }
     93   (void)expected_weapon_names;
     94   (void)expected_weapon_damages;
     95 
     96   // Get and test the `Equipment` union (`equipped` field).
     97   assert(monster->equipped_type() == Equipment_Weapon);
     98   auto equipped = static_cast<const Weapon *>(monster->equipped());
     99   assert(equipped->name()->str() == "Axe");
    100   assert(equipped->damage() == 5);
    101   (void)equipped;
    102 
    103   printf("The FlatBuffer was successfully created and verified!\n");
    104 }
    105