// Code generated by the FlatBuffers compiler. DO NOT EDIT. package scrabblefb import ( flatbuffers "github.com/google/flatbuffers/go" ) type GameView struct { _tab flatbuffers.Table } func GetRootAsGameView(buf []byte, offset flatbuffers.UOffsetT) *GameView { n := flatbuffers.GetUOffsetT(buf[offset:]) x := &GameView{} x.Init(buf, n+offset) return x } func FinishGameViewBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) { builder.Finish(offset) } func GetSizePrefixedRootAsGameView(buf []byte, offset flatbuffers.UOffsetT) *GameView { n := flatbuffers.GetUOffsetT(buf[offset+flatbuffers.SizeUint32:]) x := &GameView{} x.Init(buf, n+offset+flatbuffers.SizeUint32) return x } func FinishSizePrefixedGameViewBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) { builder.FinishSizePrefixed(offset) } func (rcv *GameView) Init(buf []byte, i flatbuffers.UOffsetT) { rcv._tab.Bytes = buf rcv._tab.Pos = i } func (rcv *GameView) Table() flatbuffers.Table { return rcv._tab } func (rcv *GameView) Id() []byte { o := flatbuffers.UOffsetT(rcv._tab.Offset(4)) if o != 0 { return rcv._tab.ByteVector(o + rcv._tab.Pos) } return nil } func (rcv *GameView) Variant() []byte { o := flatbuffers.UOffsetT(rcv._tab.Offset(6)) if o != 0 { return rcv._tab.ByteVector(o + rcv._tab.Pos) } return nil } func (rcv *GameView) DictVersion() []byte { o := flatbuffers.UOffsetT(rcv._tab.Offset(8)) if o != 0 { return rcv._tab.ByteVector(o + rcv._tab.Pos) } return nil } func (rcv *GameView) Status() []byte { o := flatbuffers.UOffsetT(rcv._tab.Offset(10)) if o != 0 { return rcv._tab.ByteVector(o + rcv._tab.Pos) } return nil } func (rcv *GameView) Players() int32 { o := flatbuffers.UOffsetT(rcv._tab.Offset(12)) if o != 0 { return rcv._tab.GetInt32(o + rcv._tab.Pos) } return 0 } func (rcv *GameView) MutatePlayers(n int32) bool { return rcv._tab.MutateInt32Slot(12, n) } func (rcv *GameView) ToMove() int32 { o := flatbuffers.UOffsetT(rcv._tab.Offset(14)) if o != 0 { return rcv._tab.GetInt32(o + rcv._tab.Pos) } return 0 } func (rcv *GameView) MutateToMove(n int32) bool { return rcv._tab.MutateInt32Slot(14, n) } func (rcv *GameView) TurnTimeoutSecs() int32 { o := flatbuffers.UOffsetT(rcv._tab.Offset(16)) if o != 0 { return rcv._tab.GetInt32(o + rcv._tab.Pos) } return 0 } func (rcv *GameView) MutateTurnTimeoutSecs(n int32) bool { return rcv._tab.MutateInt32Slot(16, n) } func (rcv *GameView) MoveCount() int32 { o := flatbuffers.UOffsetT(rcv._tab.Offset(18)) if o != 0 { return rcv._tab.GetInt32(o + rcv._tab.Pos) } return 0 } func (rcv *GameView) MutateMoveCount(n int32) bool { return rcv._tab.MutateInt32Slot(18, n) } func (rcv *GameView) EndReason() []byte { o := flatbuffers.UOffsetT(rcv._tab.Offset(20)) if o != 0 { return rcv._tab.ByteVector(o + rcv._tab.Pos) } return nil } func (rcv *GameView) Seats(obj *SeatView, j int) bool { o := flatbuffers.UOffsetT(rcv._tab.Offset(22)) if o != 0 { x := rcv._tab.Vector(o) x += flatbuffers.UOffsetT(j) * 4 x = rcv._tab.Indirect(x) obj.Init(rcv._tab.Bytes, x) return true } return false } func (rcv *GameView) SeatsLength() int { o := flatbuffers.UOffsetT(rcv._tab.Offset(22)) if o != 0 { return rcv._tab.VectorLen(o) } return 0 } func GameViewStart(builder *flatbuffers.Builder) { builder.StartObject(10) } func GameViewAddId(builder *flatbuffers.Builder, id flatbuffers.UOffsetT) { builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(id), 0) } func GameViewAddVariant(builder *flatbuffers.Builder, variant flatbuffers.UOffsetT) { builder.PrependUOffsetTSlot(1, flatbuffers.UOffsetT(variant), 0) } func GameViewAddDictVersion(builder *flatbuffers.Builder, dictVersion flatbuffers.UOffsetT) { builder.PrependUOffsetTSlot(2, flatbuffers.UOffsetT(dictVersion), 0) } func GameViewAddStatus(builder *flatbuffers.Builder, status flatbuffers.UOffsetT) { builder.PrependUOffsetTSlot(3, flatbuffers.UOffsetT(status), 0) } func GameViewAddPlayers(builder *flatbuffers.Builder, players int32) { builder.PrependInt32Slot(4, players, 0) } func GameViewAddToMove(builder *flatbuffers.Builder, toMove int32) { builder.PrependInt32Slot(5, toMove, 0) } func GameViewAddTurnTimeoutSecs(builder *flatbuffers.Builder, turnTimeoutSecs int32) { builder.PrependInt32Slot(6, turnTimeoutSecs, 0) } func GameViewAddMoveCount(builder *flatbuffers.Builder, moveCount int32) { builder.PrependInt32Slot(7, moveCount, 0) } func GameViewAddEndReason(builder *flatbuffers.Builder, endReason flatbuffers.UOffsetT) { builder.PrependUOffsetTSlot(8, flatbuffers.UOffsetT(endReason), 0) } func GameViewAddSeats(builder *flatbuffers.Builder, seats flatbuffers.UOffsetT) { builder.PrependUOffsetTSlot(9, flatbuffers.UOffsetT(seats), 0) } func GameViewStartSeatsVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT { return builder.StartVector(4, numElems, 4) } func GameViewEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT { return builder.EndObject() }