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1 /*
2  * Copyright 2018 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 // import the flatbuffers runtime library
18 extern crate flatbuffers;
19 
20 // import the generated code
21 #[path = "./monster_generated.rs"]
22 mod monster_generated;
23 pub use monster_generated::my_game::sample::{get_root_as_monster,
24                                              Color, Equipment,
25                                              Monster, MonsterArgs,
26                                              Vec3,
27                                              Weapon, WeaponArgs};
28 
29 
30 // Example how to use FlatBuffers to create and read binary buffers.
31 
main()32 fn main() {
33   // Build up a serialized buffer algorithmically.
34   // Initialize it with a capacity of 1024 bytes.
35   let mut builder = flatbuffers::FlatBufferBuilder::new_with_capacity(1024);
36 
37   // Serialize some weapons for the Monster: A 'sword' and an 'axe'.
38   let weapon_one_name = builder.create_string("Sword");
39   let weapon_two_name = builder.create_string("Axe");
40 
41   // Use the `Weapon::create` shortcut to create Weapons with named field
42   // arguments.
43   let sword = Weapon::create(&mut builder, &WeaponArgs{
44       name: Some(weapon_one_name),
45       damage: 3,
46   });
47   let axe = Weapon::create(&mut builder, &WeaponArgs{
48       name: Some(weapon_two_name),
49       damage: 5,
50   });
51 
52   // Name of the Monster.
53   let name = builder.create_string("Orc");
54 
55   // Inventory.
56   let inventory = builder.create_vector(&[0u8, 1, 2, 3, 4, 5, 6, 7, 8, 9]);
57 
58   // Create a FlatBuffer `vector` that contains offsets to the sword and axe
59   // we created above.
60   let weapons = builder.create_vector(&[sword, axe]);
61 
62   // Create the path vector of Vec3 objects:
63   //let x = Vec3::new(1.0, 2.0, 3.0);
64   //let y = Vec3::new(4.0, 5.0, 6.0);
65   //let path = builder.create_vector(&[x, y]);
66 
67   // Note that, for convenience, it is also valid to create a vector of
68   // references to structs, like this:
69   // let path = builder.create_vector(&[&x, &y]);
70 
71   // Create the monster using the `Monster::create` helper function. This
72   // function accepts a `MonsterArgs` struct, which supplies all of the data
73   // needed to build a `Monster`. To supply empty/default fields, just use the
74   // Rust built-in `Default::default()` function, as demononstrated below.
75   let orc = Monster::create(&mut builder, &MonsterArgs{
76       pos: Some(&Vec3::new(1.0f32, 2.0f32, 3.0f32)),
77       mana: 150,
78       hp: 80,
79       name: Some(name),
80       inventory: Some(inventory),
81       color: Color::Red,
82       weapons: Some(weapons),
83       equipped_type: Equipment::Weapon,
84       equipped: Some(axe.as_union_value()),
85       //path: Some(path),
86       ..Default::default()
87   });
88 
89   // Serialize the root of the object, without providing a file identifier.
90   builder.finish(orc, None);
91 
92   // We now have a FlatBuffer we can store on disk or send over a network.
93 
94   // ** file/network code goes here :) **
95 
96   // Instead, we're going to access it right away (as if we just received it).
97   // This must be called after `finish()`.
98   let buf = builder.finished_data(); // Of type `&[u8]`
99 
100   // Get access to the root:
101   let monster = get_root_as_monster(buf);
102 
103   // Get and test some scalar types from the FlatBuffer.
104   let hp = monster.hp();
105   let mana = monster.mana();
106   let name = monster.name();
107 
108   assert_eq!(hp, 80);
109   assert_eq!(mana, 150);  // default
110   assert_eq!(name, Some("Orc"));
111 
112   // Get and test a field of the FlatBuffer's `struct`.
113   assert!(monster.pos().is_some());
114   let pos = monster.pos().unwrap();
115   let x = pos.x();
116   let y = pos.y();
117   let z = pos.z();
118   assert_eq!(x, 1.0f32);
119   assert_eq!(y, 2.0f32);
120   assert_eq!(z, 3.0f32);
121 
122   // Get an element from the `inventory` FlatBuffer's `vector`.
123   assert!(monster.inventory().is_some());
124   let inv = monster.inventory().unwrap();
125 
126   // Note that this vector is returned as a slice, because direct access for
127   // this type, a u8 vector, is safe on all platforms:
128   let third_item = inv[2];
129   assert_eq!(third_item, 2);
130 
131   // Get and test the `weapons` FlatBuffers's `vector`.
132   assert!(monster.weapons().is_some());
133   let weps = monster.weapons().unwrap();
134   //let weps_len = weps.len();
135   let wep2 = weps.get(1);
136   let second_weapon_name = wep2.name();
137   let second_weapon_damage = wep2.damage();
138   assert_eq!(second_weapon_name, Some("Axe"));
139   assert_eq!(second_weapon_damage, 5);
140 
141   // Get and test the `Equipment` union (`equipped` field).
142   assert_eq!(monster.equipped_type(), Equipment::Weapon);
143   let equipped = monster.equipped_as_weapon().unwrap();
144   let weapon_name = equipped.name();
145   let weapon_damage = equipped.damage();
146   assert_eq!(weapon_name, Some("Axe"));
147   assert_eq!(weapon_damage, 5);
148 
149   // Get and test the `path` FlatBuffers's `vector`.
150   //assert_eq!(monster.path().unwrap().len(), 2);
151   //assert_eq!(monster.path().unwrap()[0].x(), 1.0);
152   //assert_eq!(monster.path().unwrap()[1].x(), 4.0);
153 
154   println!("The FlatBuffer was successfully created and accessed!");
155 }
156