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