add swift flatbuffers

This commit is contained in:
William Casarin
2023-08-26 20:43:54 -07:00
parent 35b67dc08d
commit 4c0166bd31
47 changed files with 3955 additions and 0 deletions

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enum Color:byte { red, green, blue }

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enum Color:byte { red, green, blue }
struct Vec3 {
x:float;
y:float;
}

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enum Color:byte { red, green, blue }
struct Vec3 {
x:float;
y:float;
}
table Monster {
pos:Vec3;
color:Color = Blue;
}

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enum Color:byte { red, green, blue }
struct Vec3 {
x:float;
y:float;
}
table Monster {
pos:Vec3;
color:Color = Blue;
mana:short = 150;
hp:short = 100;
name:string;
equipped:Equipment;
weapons:[Weapon];
path:[Vec3];
}

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enum Color:byte { red, green, blue }
union Equipment { Weapon } // Optionally add more tables.
struct Vec3 {
x:float;
y:float;
}
table Monster {
pos:Vec3;
color:Color = Blue;
mana:short = 150;
hp:short = 100;
name:string;
equipped:Equipment;
weapons:[Weapon];
path:[Vec3];
}
table Weapon {
name:string;
damage:short;
}

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enum Color:byte { red, green, blue }
union Equipment { Weapon } // Optionally add more tables.
struct Vec3 {
x:float;
y:float;
}
table Monster {
pos:Vec3;
color:Color = Blue;
mana:short = 150;
hp:short = 100;
name:string;
equipped:Equipment;
weapons:[Weapon];
path:[Vec3];
}
table Weapon {
name:string;
damage:short;
}
root_type Monster; // flatc --swift monster.fbs

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import Foundation

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import FlatBuffers
import Foundation
func run() {
// create a `FlatBufferBuilder`, which will be used to serialize objects
let builder = FlatBufferBuilder(initialSize: 1024)
let weapon1Name = builder.create(string: "Sword")
let weapon2Name = builder.create(string: "Axe")
// start creating the weapon by calling startWeapon
let weapon1Start = Weapon.startWeapon(&builder)
Weapon.add(name: weapon1Name, &builder)
Weapon.add(damage: 3, &builder)
// end the object by passing the start point for the weapon 1
let sword = Weapon.endWeapon(&builder, start: weapon1Start)
let weapon2Start = Weapon.startWeapon(&builder)
Weapon.add(name: weapon2Name, &builder)
Weapon.add(damage: 5, &builder)
let axe = Weapon.endWeapon(&builder, start: weapon2Start)
// Create a FlatBuffer `vector` that contains offsets to the sword and axe
// we created above.
let weaponsOffset = builder.createVector(ofOffsets: [sword, axe])
// Name of the Monster.
let name = builder.create(string: "Orc")
let pathOffset = fbb.createVector(ofStructs: [
Vec3(x: 0, y: 0),
Vec3(x: 5, y: 5),
])
// startVector(len, elementSize: MemoryLayout<Offset>.size)
// for o in offsets.reversed() {
// push(element: o)
// }
// endVector(len: len)
let orc = Monster.createMonster(
&builder,
pos: Vec3(x: 1, y: 2),
hp: 300,
nameOffset: name,
color: .red,
weaponsVectorOffset: weaponsOffset,
equippedType: .weapon,
equippedOffset: axe,
pathOffset: pathOffset)
// let start = Monster.startMonster(&builder)
// Monster.add(pos: Vec3(x: 1, y: 2), &builder)
// Monster.add(hp: 300, &builder)
// Monster.add(name: name, &builder)
// Monster.add(color: .red, &builder)
// Monster.addVectorOf(weapons: weaponsOffset, &builder)
// Monster.add(equippedType: .weapon, &builder)
// Monster.addVectorOf(paths: weaponsOffset, &builder)
// Monster.add(equipped: axe, &builder)
// var orc = Monster.endMonster(&builder, start: start)
// Call `finish(offset:)` to instruct the builder that this monster is complete.
builder.finish(offset: orc)
// This must be called after `finish()`.
// `sizedByteArray` returns the finished buf of type [UInt8].
let buf = builder.sizedByteArray
// or you can use to get an object of type Data
let bufData = ByteBuffer(data: builder.sizedBuffer)
}

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import FlatBuffers
import Foundation
func run() {
// create a ByteBuffer(:) from an [UInt8] or Data()
let buf = [] // Get your data
var byteBuffer = ByteBuffer(bytes: buf)
// Get an accessor to the root object inside the buffer.
let monster: Monster = try! getCheckedRoot(byteBuffer: &byteBuffer)
// let monster: Monster = getRoot(byteBuffer: &byteBuffer)
}

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import FlatBuffers
import Foundation
func run() {
// create a ByteBuffer(:) from an [UInt8] or Data()
let buf = [] // Get your data
var byteBuffer = ByteBuffer(bytes: buf)
// Get an accessor to the root object inside the buffer.
let monster: Monster = try! getCheckedRoot(byteBuffer: &byteBuffer)
// let monster: Monster = getRoot(byteBuffer: &byteBuffer)
let hp = monster.hp
let mana = monster.mana
let name = monster.name // returns an optional string
let pos = monster.pos
let x = pos.x
let y = pos.y
}

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import FlatBuffers
import Foundation
func run() {
// create a ByteBuffer(:) from an [UInt8] or Data()
let buf = [] // Get your data
var byteBuffer = ByteBuffer(bytes: buf)
// Get an accessor to the root object inside the buffer.
let monster: Monster = try! getCheckedRoot(byteBuffer: &byteBuffer)
// let monster: Monster = getRoot(byteBuffer: &byteBuffer)
let hp = monster.hp
let mana = monster.mana
let name = monster.name // returns an optional string
let pos = monster.pos
let x = pos.x
let y = pos.y
// Get and check if the monster has an equipped item
if monster.equippedType == .weapon {
let _weapon = monster.equipped(type: Weapon.self)
let name = _weapon.name // should return "Axe"
let dmg = _weapon.damage // should return 5
}
}

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import FlatBuffers
import Foundation

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import FlatBuffers
import Foundation
func run() {
// create a `FlatBufferBuilder`, which will be used to serialize objects
let builder = FlatBufferBuilder(initialSize: 1024)
}

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import FlatBuffers
import Foundation
func run() {
// create a `FlatBufferBuilder`, which will be used to serialize objects
let builder = FlatBufferBuilder(initialSize: 1024)
let weapon1Name = builder.create(string: "Sword")
let weapon2Name = builder.create(string: "Axe")
}

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import FlatBuffers
import Foundation
func run() {
// create a `FlatBufferBuilder`, which will be used to serialize objects
let builder = FlatBufferBuilder(initialSize: 1024)
let weapon1Name = builder.create(string: "Sword")
let weapon2Name = builder.create(string: "Axe")
// start creating the weapon by calling startWeapon
let weapon1Start = Weapon.startWeapon(&builder)
Weapon.add(name: weapon1Name, &builder)
Weapon.add(damage: 3, &builder)
// end the object by passing the start point for the weapon 1
let sword = Weapon.endWeapon(&builder, start: weapon1Start)
let weapon2Start = Weapon.startWeapon(&builder)
Weapon.add(name: weapon2Name, &builder)
Weapon.add(damage: 5, &builder)
let axe = Weapon.endWeapon(&builder, start: weapon2Start)
}

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import FlatBuffers
import Foundation
func run() {
// create a `FlatBufferBuilder`, which will be used to serialize objects
let builder = FlatBufferBuilder(initialSize: 1024)
let weapon1Name = builder.create(string: "Sword")
let weapon2Name = builder.create(string: "Axe")
// start creating the weapon by calling startWeapon
let weapon1Start = Weapon.startWeapon(&builder)
Weapon.add(name: weapon1Name, &builder)
Weapon.add(damage: 3, &builder)
// end the object by passing the start point for the weapon 1
let sword = Weapon.endWeapon(&builder, start: weapon1Start)
let weapon2Start = Weapon.startWeapon(&builder)
Weapon.add(name: weapon2Name, &builder)
Weapon.add(damage: 5, &builder)
let axe = Weapon.endWeapon(&builder, start: weapon2Start)
// Create a FlatBuffer `vector` that contains offsets to the sword and axe
// we created above.
let weaponsOffset = builder.createVector(ofOffsets: [sword, axe])
}

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import FlatBuffers
import Foundation
func run() {
// create a `FlatBufferBuilder`, which will be used to serialize objects
let builder = FlatBufferBuilder(initialSize: 1024)
let weapon1Name = builder.create(string: "Sword")
let weapon2Name = builder.create(string: "Axe")
// start creating the weapon by calling startWeapon
let weapon1Start = Weapon.startWeapon(&builder)
Weapon.add(name: weapon1Name, &builder)
Weapon.add(damage: 3, &builder)
// end the object by passing the start point for the weapon 1
let sword = Weapon.endWeapon(&builder, start: weapon1Start)
let weapon2Start = Weapon.startWeapon(&builder)
Weapon.add(name: weapon2Name, &builder)
Weapon.add(damage: 5, &builder)
let axe = Weapon.endWeapon(&builder, start: weapon2Start)
// Create a FlatBuffer `vector` that contains offsets to the sword and axe
// we created above.
let weaponsOffset = builder.createVector(ofOffsets: [sword, axe])
// Name of the Monster.
let name = builder.create(string: "Orc")
}

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import FlatBuffers
import Foundation
func run() {
// create a `FlatBufferBuilder`, which will be used to serialize objects
let builder = FlatBufferBuilder(initialSize: 1024)
let weapon1Name = builder.create(string: "Sword")
let weapon2Name = builder.create(string: "Axe")
// start creating the weapon by calling startWeapon
let weapon1Start = Weapon.startWeapon(&builder)
Weapon.add(name: weapon1Name, &builder)
Weapon.add(damage: 3, &builder)
// end the object by passing the start point for the weapon 1
let sword = Weapon.endWeapon(&builder, start: weapon1Start)
let weapon2Start = Weapon.startWeapon(&builder)
Weapon.add(name: weapon2Name, &builder)
Weapon.add(damage: 5, &builder)
let axe = Weapon.endWeapon(&builder, start: weapon2Start)
// Create a FlatBuffer `vector` that contains offsets to the sword and axe
// we created above.
let weaponsOffset = builder.createVector(ofOffsets: [sword, axe])
// Name of the Monster.
let name = builder.create(string: "Orc")
let pathOffset = fbb.createVector(ofStructs: [
Vec3(x: 0, y: 0),
Vec3(x: 5, y: 5),
])
// startVector(len, elementSize: MemoryLayout<Offset>.size)
// for o in offsets.reversed() {
// push(element: o)
// }
// endVector(len: len)
}

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import FlatBuffers
import Foundation
func run() {
// create a `FlatBufferBuilder`, which will be used to serialize objects
let builder = FlatBufferBuilder(initialSize: 1024)
let weapon1Name = builder.create(string: "Sword")
let weapon2Name = builder.create(string: "Axe")
// start creating the weapon by calling startWeapon
let weapon1Start = Weapon.startWeapon(&builder)
Weapon.add(name: weapon1Name, &builder)
Weapon.add(damage: 3, &builder)
// end the object by passing the start point for the weapon 1
let sword = Weapon.endWeapon(&builder, start: weapon1Start)
let weapon2Start = Weapon.startWeapon(&builder)
Weapon.add(name: weapon2Name, &builder)
Weapon.add(damage: 5, &builder)
let axe = Weapon.endWeapon(&builder, start: weapon2Start)
// Create a FlatBuffer `vector` that contains offsets to the sword and axe
// we created above.
let weaponsOffset = builder.createVector(ofOffsets: [sword, axe])
// Name of the Monster.
let name = builder.create(string: "Orc")
let pathOffset = fbb.createVector(ofStructs: [
Vec3(x: 0, y: 0),
Vec3(x: 5, y: 5),
])
// startVector(len, elementSize: MemoryLayout<Offset>.size)
// for o in offsets.reversed() {
// push(element: o)
// }
// endVector(len: len)
let orc = Monster.createMonster(
&builder,
pos: Vec3(x: 1, y: 2),
hp: 300,
nameOffset: name,
color: .red,
weaponsVectorOffset: weaponsOffset,
equippedType: .weapon,
equippedOffset: axe,
pathOffset: pathOffset)
// let start = Monster.startMonster(&builder)
// Monster.add(pos: Vec3(x: 1, y: 2), &builder)
// Monster.add(hp: 300, &builder)
// Monster.add(name: name, &builder)
// Monster.add(color: .red, &builder)
// Monster.addVectorOf(weapons: weaponsOffset, &builder)
// Monster.add(equippedType: .weapon, &builder)
// Monster.addVectorOf(paths: weaponsOffset, &builder)
// Monster.add(equipped: axe, &builder)
// var orc = Monster.endMonster(&builder, start: start)
}