1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159
|
/*
* Copyright 2018 Google Inc. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
// import the flatbuffers runtime library
extern crate flatbuffers;
// import the generated code
#[allow(dead_code, unused_imports)]
#[allow(clippy::all)]
mod rust_generated;
pub use rust_generated::my_game::sample::{Color, Equipment,
Monster, MonsterArgs,
Vec3,
Weapon, WeaponArgs};
// Example how to use FlatBuffers to create and read binary buffers.
#[allow(clippy::float_cmp)]
fn main() {
// Build up a serialized buffer algorithmically.
// Initialize it with a capacity of 1024 bytes.
let mut builder = flatbuffers::FlatBufferBuilder::with_capacity(1024);
// Serialize some weapons for the Monster: A 'sword' and an 'axe'.
let weapon_one_name = builder.create_string("Sword");
let weapon_two_name = builder.create_string("Axe");
// Use the `Weapon::create` shortcut to create Weapons with named field
// arguments.
let sword = Weapon::create(&mut builder, &WeaponArgs{
name: Some(weapon_one_name),
damage: 3,
});
let axe = Weapon::create(&mut builder, &WeaponArgs{
name: Some(weapon_two_name),
damage: 5,
});
// Name of the Monster.
let name = builder.create_string("Orc");
// Inventory.
let inventory = builder.create_vector(&[0u8, 1, 2, 3, 4, 5, 6, 7, 8, 9]);
// Create a FlatBuffer `vector` that contains offsets to the sword and axe
// we created above.
let weapons = builder.create_vector(&[sword, axe]);
// Create the path vector of Vec3 objects:
//let x = Vec3::new(1.0, 2.0, 3.0);
//let y = Vec3::new(4.0, 5.0, 6.0);
//let path = builder.create_vector(&[x, y]);
// Note that, for convenience, it is also valid to create a vector of
// references to structs, like this:
// let path = builder.create_vector(&[&x, &y]);
// Create the monster using the `Monster::create` helper function. This
// function accepts a `MonsterArgs` struct, which supplies all of the data
// needed to build a `Monster`. To supply empty/default fields, just use the
// Rust built-in `Default::default()` function, as demonstrated below.
let orc = Monster::create(&mut builder, &MonsterArgs{
pos: Some(&Vec3::new(1.0f32, 2.0f32, 3.0f32)),
mana: 150,
hp: 80,
name: Some(name),
inventory: Some(inventory),
color: Color::Red,
weapons: Some(weapons),
equipped_type: Equipment::Weapon,
equipped: Some(axe.as_union_value()),
//path: Some(path),
..Default::default()
});
// Serialize the root of the object, without providing a file identifier.
builder.finish(orc, None);
// We now have a FlatBuffer we can store on disk or send over a network.
// ** file/network code goes here :) **
// Instead, we're going to access it right away (as if we just received it).
// This must be called after `finish()`.
let buf = builder.finished_data(); // Of type `&[u8]`
// Get access to the root:
let monster = flatbuffers::root::<Monster>(buf).unwrap();
// Get and test some scalar types from the FlatBuffer.
let hp = monster.hp();
let mana = monster.mana();
let name = monster.name();
assert_eq!(hp, 80);
assert_eq!(mana, 150); // default
assert_eq!(name, Some("Orc"));
// Get and test a field of the FlatBuffer's `struct`.
assert!(monster.pos().is_some());
let pos = monster.pos().unwrap();
let x = pos.x();
let y = pos.y();
let z = pos.z();
assert_eq!(x, 1.0f32);
assert_eq!(y, 2.0f32);
assert_eq!(z, 3.0f32);
// Get an element from the `inventory` FlatBuffer's `vector`.
assert!(monster.inventory().is_some());
let inv = monster.inventory().unwrap();
let third_item = inv.get(2);
assert_eq!(third_item, 2);
// Get and test the `weapons` FlatBuffers's `vector`.
assert!(monster.weapons().is_some());
let weps = monster.weapons().unwrap();
//let weps_len = weps.len();
let wep2 = weps.get(1);
let second_weapon_name = wep2.name();
let second_weapon_damage = wep2.damage();
assert_eq!(second_weapon_name, Some("Axe"));
assert_eq!(second_weapon_damage, 5);
// Get and test the `Equipment` union (`equipped` field).
assert_eq!(monster.equipped_type(), Equipment::Weapon);
let equipped = monster.equipped_as_weapon().unwrap();
let weapon_name = equipped.name();
let weapon_damage = equipped.damage();
assert_eq!(weapon_name, Some("Axe"));
assert_eq!(weapon_damage, 5);
// Get and test the `path` FlatBuffers's `vector`.
//assert_eq!(monster.path().unwrap().len(), 2);
//assert_eq!(monster.path().unwrap()[0].x(), 1.0);
//assert_eq!(monster.path().unwrap()[1].x(), 4.0);
println!("The FlatBuffer was successfully created and accessed!");
dbg!(monster);
}
#[cfg(test)]
#[test]
fn test_main() {
main()
}
|