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+/*
+ * Copyright 2014 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.
+ */
+
+#include "flatbuffers/flatbuffers.h"
+
+#include "monster_generated.h"
+
+using namespace MyGame::Sample;
+
+// Example how to use FlatBuffers to create and read binary buffers.
+
+int main(int argc, const char *argv[]) {
+ // Build up a serialized buffer algorithmically:
+ flatbuffers::FlatBufferBuilder builder;
+
+ auto vec = Vec3(1, 2, 3);
+
+ auto name = builder.CreateString("MyMonster");
+
+ unsigned char inv_data[] = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 };
+ auto inventory = builder.CreateVector(inv_data, 10);
+
+ // Shortcut for creating monster with all fields set:
+ auto mloc = CreateMonster(builder, &vec, 150, 80, name, inventory,
+ Color_Blue);
+
+ builder.Finish(mloc);
+ // We now have a FlatBuffer we can store or send somewhere.
+
+ // ** file/network code goes here :) **
+ // access builder.GetBufferPointer() for builder.GetSize() bytes
+
+ // Instead, we're going to access it straight away.
+ // Get access to the root:
+ auto monster = GetMonster(builder.GetBufferPointer());
+
+ assert(monster->hp() == 80);
+ assert(monster->mana() == 150); // default
+ assert(!strcmp(monster->name()->c_str(), "MyMonster"));
+
+ auto pos = monster->pos();
+ assert(pos);
+ assert(pos->z() == 3);
+
+ auto inv = monster->inventory();
+ assert(inv);
+ assert(inv->Get(9) == 9);
+}
+