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monster_generated.h
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monster_generated.h
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// automatically generated by the FlatBuffers compiler, do not modify
#ifndef FLATBUFFERS_GENERATED_MONSTER_MYGAME_SAMPLE_H_
#define FLATBUFFERS_GENERATED_MONSTER_MYGAME_SAMPLE_H_
#include "flatbuffers/flatbuffers.h"
namespace MyGame {
namespace Sample {
struct Vec3;
struct Monster;
struct Weapon;
enum Color {
Color_Red = 0,
Color_Green = 1,
Color_Blue = 2,
Color_MIN = Color_Red,
Color_MAX = Color_Blue
};
inline const Color (&EnumValuesColor())[3] {
static const Color values[] = {
Color_Red,
Color_Green,
Color_Blue
};
return values;
}
inline const char * const *EnumNamesColor() {
static const char * const names[] = {
"Red",
"Green",
"Blue",
nullptr
};
return names;
}
inline const char *EnumNameColor(Color e) {
const size_t index = static_cast<int>(e);
return EnumNamesColor()[index];
}
enum Equipment {
Equipment_NONE = 0,
Equipment_Weapon = 1,
Equipment_MIN = Equipment_NONE,
Equipment_MAX = Equipment_Weapon
};
inline const Equipment (&EnumValuesEquipment())[2] {
static const Equipment values[] = {
Equipment_NONE,
Equipment_Weapon
};
return values;
}
inline const char * const *EnumNamesEquipment() {
static const char * const names[] = {
"NONE",
"Weapon",
nullptr
};
return names;
}
inline const char *EnumNameEquipment(Equipment e) {
const size_t index = static_cast<int>(e);
return EnumNamesEquipment()[index];
}
template<typename T> struct EquipmentTraits {
static const Equipment enum_value = Equipment_NONE;
};
template<> struct EquipmentTraits<Weapon> {
static const Equipment enum_value = Equipment_Weapon;
};
bool VerifyEquipment(flatbuffers::Verifier &verifier, const void *obj, Equipment type);
bool VerifyEquipmentVector(flatbuffers::Verifier &verifier, const flatbuffers::Vector<flatbuffers::Offset<void>> *values, const flatbuffers::Vector<uint8_t> *types);
MANUALLY_ALIGNED_STRUCT(4) Vec3 FLATBUFFERS_FINAL_CLASS {
private:
float x_;
float y_;
float z_;
public:
Vec3() {
memset(this, 0, sizeof(Vec3));
}
Vec3(float _x, float _y, float _z)
: x_(flatbuffers::EndianScalar(_x)),
y_(flatbuffers::EndianScalar(_y)),
z_(flatbuffers::EndianScalar(_z)) {
}
float x() const {
return flatbuffers::EndianScalar(x_);
}
float y() const {
return flatbuffers::EndianScalar(y_);
}
float z() const {
return flatbuffers::EndianScalar(z_);
}
};
STRUCT_END(Vec3, 12);
struct Monster FLATBUFFERS_FINAL_CLASS : private flatbuffers::Table {
enum {
VT_POS = 4,
VT_MANA = 6,
VT_HP = 8,
VT_NAME = 10,
VT_INVENTORY = 14,
VT_COLOR = 16,
VT_WEAPONS = 18,
VT_EQUIPPED_TYPE = 20,
VT_EQUIPPED = 22,
VT_PATH = 24
};
const Vec3 *pos() const {
return GetStruct<const Vec3 *>(VT_POS);
}
int16_t mana() const {
return GetField<int16_t>(VT_MANA, 150);
}
int16_t hp() const {
return GetField<int16_t>(VT_HP, 100);
}
const flatbuffers::String *name() const {
return GetPointer<const flatbuffers::String *>(VT_NAME);
}
const flatbuffers::Vector<uint8_t> *inventory() const {
return GetPointer<const flatbuffers::Vector<uint8_t> *>(VT_INVENTORY);
}
Color color() const {
return static_cast<Color>(GetField<int8_t>(VT_COLOR, 2));
}
const flatbuffers::Vector<flatbuffers::Offset<Weapon>> *weapons() const {
return GetPointer<const flatbuffers::Vector<flatbuffers::Offset<Weapon>> *>(VT_WEAPONS);
}
Equipment equipped_type() const {
return static_cast<Equipment>(GetField<uint8_t>(VT_EQUIPPED_TYPE, 0));
}
const void *equipped() const {
return GetPointer<const void *>(VT_EQUIPPED);
}
template<typename T> const T *equipped_as() const;
const Weapon *equipped_as_Weapon() const {
return equipped_type() == Equipment_Weapon ? static_cast<const Weapon *>(equipped()) : nullptr;
}
const flatbuffers::Vector<const Vec3 *> *path() const {
return GetPointer<const flatbuffers::Vector<const Vec3 *> *>(VT_PATH);
}
bool Verify(flatbuffers::Verifier &verifier) const {
return VerifyTableStart(verifier) &&
VerifyField<Vec3>(verifier, VT_POS) &&
VerifyField<int16_t>(verifier, VT_MANA) &&
VerifyField<int16_t>(verifier, VT_HP) &&
VerifyOffset(verifier, VT_NAME) &&
verifier.Verify(name()) &&
VerifyOffset(verifier, VT_INVENTORY) &&
verifier.Verify(inventory()) &&
VerifyField<int8_t>(verifier, VT_COLOR) &&
VerifyOffset(verifier, VT_WEAPONS) &&
verifier.Verify(weapons()) &&
verifier.VerifyVectorOfTables(weapons()) &&
VerifyField<uint8_t>(verifier, VT_EQUIPPED_TYPE) &&
VerifyOffset(verifier, VT_EQUIPPED) &&
VerifyEquipment(verifier, equipped(), equipped_type()) &&
VerifyOffset(verifier, VT_PATH) &&
verifier.Verify(path()) &&
verifier.EndTable();
}
};
template<> inline const Weapon *Monster::equipped_as<Weapon>() const {
return equipped_as_Weapon();
}
struct MonsterBuilder {
flatbuffers::FlatBufferBuilder &fbb_;
flatbuffers::uoffset_t start_;
void add_pos(const Vec3 *pos) {
fbb_.AddStruct(Monster::VT_POS, pos);
}
void add_mana(int16_t mana) {
fbb_.AddElement<int16_t>(Monster::VT_MANA, mana, 150);
}
void add_hp(int16_t hp) {
fbb_.AddElement<int16_t>(Monster::VT_HP, hp, 100);
}
void add_name(flatbuffers::Offset<flatbuffers::String> name) {
fbb_.AddOffset(Monster::VT_NAME, name);
}
void add_inventory(flatbuffers::Offset<flatbuffers::Vector<uint8_t>> inventory) {
fbb_.AddOffset(Monster::VT_INVENTORY, inventory);
}
void add_color(Color color) {
fbb_.AddElement<int8_t>(Monster::VT_COLOR, static_cast<int8_t>(color), 2);
}
void add_weapons(flatbuffers::Offset<flatbuffers::Vector<flatbuffers::Offset<Weapon>>> weapons) {
fbb_.AddOffset(Monster::VT_WEAPONS, weapons);
}
void add_equipped_type(Equipment equipped_type) {
fbb_.AddElement<uint8_t>(Monster::VT_EQUIPPED_TYPE, static_cast<uint8_t>(equipped_type), 0);
}
void add_equipped(flatbuffers::Offset<void> equipped) {
fbb_.AddOffset(Monster::VT_EQUIPPED, equipped);
}
void add_path(flatbuffers::Offset<flatbuffers::Vector<const Vec3 *>> path) {
fbb_.AddOffset(Monster::VT_PATH, path);
}
explicit MonsterBuilder(flatbuffers::FlatBufferBuilder &_fbb)
: fbb_(_fbb) {
start_ = fbb_.StartTable();
}
MonsterBuilder &operator=(const MonsterBuilder &);
flatbuffers::Offset<Monster> Finish() {
const auto end = fbb_.EndTable(start_);
auto o = flatbuffers::Offset<Monster>(end);
return o;
}
};
inline flatbuffers::Offset<Monster> CreateMonster(
flatbuffers::FlatBufferBuilder &_fbb,
const Vec3 *pos = 0,
int16_t mana = 150,
int16_t hp = 100,
flatbuffers::Offset<flatbuffers::String> name = 0,
flatbuffers::Offset<flatbuffers::Vector<uint8_t>> inventory = 0,
Color color = Color_Blue,
flatbuffers::Offset<flatbuffers::Vector<flatbuffers::Offset<Weapon>>> weapons = 0,
Equipment equipped_type = Equipment_NONE,
flatbuffers::Offset<void> equipped = 0,
flatbuffers::Offset<flatbuffers::Vector<const Vec3 *>> path = 0) {
MonsterBuilder builder_(_fbb);
builder_.add_path(path);
builder_.add_equipped(equipped);
builder_.add_weapons(weapons);
builder_.add_inventory(inventory);
builder_.add_name(name);
builder_.add_pos(pos);
builder_.add_hp(hp);
builder_.add_mana(mana);
builder_.add_equipped_type(equipped_type);
builder_.add_color(color);
return builder_.Finish();
}
inline flatbuffers::Offset<Monster> CreateMonsterDirect(
flatbuffers::FlatBufferBuilder &_fbb,
const Vec3 *pos = 0,
int16_t mana = 150,
int16_t hp = 100,
const char *name = nullptr,
const std::vector<uint8_t> *inventory = nullptr,
Color color = Color_Blue,
const std::vector<flatbuffers::Offset<Weapon>> *weapons = nullptr,
Equipment equipped_type = Equipment_NONE,
flatbuffers::Offset<void> equipped = 0,
const std::vector<Vec3> *path = nullptr) {
return MyGame::Sample::CreateMonster(
_fbb,
pos,
mana,
hp,
name ? _fbb.CreateString(name) : 0,
inventory ? _fbb.CreateVector<uint8_t>(*inventory) : 0,
color,
weapons ? _fbb.CreateVector<flatbuffers::Offset<Weapon>>(*weapons) : 0,
equipped_type,
equipped,
path ? _fbb.CreateVectorOfStructs<Vec3>(*path) : 0);
}
struct Weapon FLATBUFFERS_FINAL_CLASS : private flatbuffers::Table {
enum {
VT_NAME = 4,
VT_DAMAGE = 6
};
const flatbuffers::String *name() const {
return GetPointer<const flatbuffers::String *>(VT_NAME);
}
int16_t damage() const {
return GetField<int16_t>(VT_DAMAGE, 0);
}
bool Verify(flatbuffers::Verifier &verifier) const {
return VerifyTableStart(verifier) &&
VerifyOffset(verifier, VT_NAME) &&
verifier.Verify(name()) &&
VerifyField<int16_t>(verifier, VT_DAMAGE) &&
verifier.EndTable();
}
};
struct WeaponBuilder {
flatbuffers::FlatBufferBuilder &fbb_;
flatbuffers::uoffset_t start_;
void add_name(flatbuffers::Offset<flatbuffers::String> name) {
fbb_.AddOffset(Weapon::VT_NAME, name);
}
void add_damage(int16_t damage) {
fbb_.AddElement<int16_t>(Weapon::VT_DAMAGE, damage, 0);
}
explicit WeaponBuilder(flatbuffers::FlatBufferBuilder &_fbb)
: fbb_(_fbb) {
start_ = fbb_.StartTable();
}
WeaponBuilder &operator=(const WeaponBuilder &);
flatbuffers::Offset<Weapon> Finish() {
const auto end = fbb_.EndTable(start_);
auto o = flatbuffers::Offset<Weapon>(end);
return o;
}
};
inline flatbuffers::Offset<Weapon> CreateWeapon(
flatbuffers::FlatBufferBuilder &_fbb,
flatbuffers::Offset<flatbuffers::String> name = 0,
int16_t damage = 0) {
WeaponBuilder builder_(_fbb);
builder_.add_name(name);
builder_.add_damage(damage);
return builder_.Finish();
}
inline flatbuffers::Offset<Weapon> CreateWeaponDirect(
flatbuffers::FlatBufferBuilder &_fbb,
const char *name = nullptr,
int16_t damage = 0) {
return MyGame::Sample::CreateWeapon(
_fbb,
name ? _fbb.CreateString(name) : 0,
damage);
}
inline bool VerifyEquipment(flatbuffers::Verifier &verifier, const void *obj, Equipment type) {
switch (type) {
case Equipment_NONE: {
return true;
}
case Equipment_Weapon: {
auto ptr = reinterpret_cast<const Weapon *>(obj);
return verifier.VerifyTable(ptr);
}
default: return false;
}
}
inline bool VerifyEquipmentVector(flatbuffers::Verifier &verifier, const flatbuffers::Vector<flatbuffers::Offset<void>> *values, const flatbuffers::Vector<uint8_t> *types) {
if (!values || !types) return !values && !types;
if (values->size() != types->size()) return false;
for (flatbuffers::uoffset_t i = 0; i < values->size(); ++i) {
if (!VerifyEquipment(
verifier, values->Get(i), types->GetEnum<Equipment>(i))) {
return false;
}
}
return true;
}
inline const MyGame::Sample::Monster *GetMonster(const void *buf) {
return flatbuffers::GetRoot<MyGame::Sample::Monster>(buf);
}
inline const MyGame::Sample::Monster *GetSizePrefixedMonster(const void *buf) {
return flatbuffers::GetSizePrefixedRoot<MyGame::Sample::Monster>(buf);
}
inline bool VerifyMonsterBuffer(
flatbuffers::Verifier &verifier) {
return verifier.VerifyBuffer<MyGame::Sample::Monster>(nullptr);
}
inline bool VerifySizePrefixedMonsterBuffer(
flatbuffers::Verifier &verifier) {
return verifier.VerifySizePrefixedBuffer<MyGame::Sample::Monster>(nullptr);
}
inline void FinishMonsterBuffer(
flatbuffers::FlatBufferBuilder &fbb,
flatbuffers::Offset<MyGame::Sample::Monster> root) {
fbb.Finish(root);
}
inline void FinishSizePrefixedMonsterBuffer(
flatbuffers::FlatBufferBuilder &fbb,
flatbuffers::Offset<MyGame::Sample::Monster> root) {
fbb.FinishSizePrefixed(root);
}
} // namespace Sample
} // namespace MyGame
#endif // FLATBUFFERS_GENERATED_MONSTER_MYGAME_SAMPLE_H_