101 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			101 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| // Copyright 2018 Google Inc. All rights reserved.
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| //
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| // Licensed under the Apache License, Version 2.0 (the "License");
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| // you may not use this file except in compliance with the License.
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| // You may obtain a copy of the License at
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| //
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| //     http://www.apache.org/licenses/LICENSE-2.0
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| //
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| // Unless required by applicable law or agreed to in writing, software
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| // distributed under the License is distributed on an "AS IS" BASIS,
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| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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| // See the License for the specific language governing permissions and
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| // limitations under the License.
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| 
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| import from "../lobster/"
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| import monster_generated
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| 
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| // Example of how to use FlatBuffers to create and read binary buffers.
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| 
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| // Create a builder.
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| let b = flatbuffers_builder {}
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| 
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| // Create some weapons for our monster.
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| let weapon_names = [ "Sword", "Axe" ]
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| let weapon_damages = [ 3, 5 ]
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| 
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| let weapon_offsets = map(weapon_names) name, i:
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|     let ns = b.CreateString(name)
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|     MyGame_Sample_WeaponBuilder { b }
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|         .start()
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|         .add_name(ns)
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|         .add_damage(weapon_damages[i])
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|         .end()
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| 
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| let weapons = b.MyGame_Sample_MonsterCreateWeaponsVector(weapon_offsets)
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| 
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| // Name of the monster.
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| let name = b.CreateString("Orc")
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| 
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| // Inventory.
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| let inv = b.MyGame_Sample_MonsterCreateInventoryVector(map(10): _)
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| 
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| // Now pack it all together in our root monster object.
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| let orc = MyGame_Sample_MonsterBuilder { b }
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|     .start()
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|     .add_pos(b.MyGame_Sample_CreateVec3(1.0, 2.0, 3.0))
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|     .add_hp(300)
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|     .add_name(name)
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|     .add_inventory(inv)
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|     .add_color(MyGame_Sample_Color_Red)
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|     .add_weapons(weapons)
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|     .add_equipped_type(MyGame_Sample_Equipment_Weapon)
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|     .add_equipped(weapon_offsets[1])
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|     .end()
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| 
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| // Finish the buffer!
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| b.Finish(orc, "MONS")
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| 
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| // We now have a FlatBuffer that we could store on disk or send over a network.
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| 
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| let buf = b.SizedCopy()
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| 
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| // ...Saving to file or sending over a network code goes here...
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| 
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| // Instead, we are going to access this buffer right away (as if we just
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| // received it).
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| 
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| // Get the root object accessor.
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| let monster = MyGame_Sample_GetRootAsMonster(buf)
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| 
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| // Note: We did not set the `mana` field explicitly, so we get a default value.
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| assert monster.mana == 150
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| assert monster.hp == 300
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| assert monster.name == "Orc"
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| assert monster.color == MyGame_Sample_Color_Red
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| let pos = monster.pos
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| assert pos
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| assert pos.x == 1.0
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| assert pos.y == 2.0
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| assert pos.z == 3.0
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| 
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| // Get and test the `inventory` FlatBuffer vector.
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| for(monster.inventory_length) e, i:
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|   assert monster.inventory(i) == e
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| 
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| // Get and test the `weapons` FlatBuffer vector of tables.
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| for(monster.weapons_length) i:
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|   assert monster.weapons(i).name == weapon_names[i]
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|   assert monster.weapons(i).damage == weapon_damages[i]
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| 
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| // Get and test the `equipped` FlatBuffer union.
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| assert monster.equipped_type() == MyGame_Sample_Equipment_Weapon
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| 
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| // Now that we know the union value is a weapon, we can safely call as_Weapon:
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| let union_weapon = monster.equipped_as_Weapon
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| 
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| assert union_weapon.name == "Axe"
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| assert union_weapon.damage == 5
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| 
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| print "The FlatBuffer was successfully created and verified!"
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