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
main(int,const char * [])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