Documentation ¶
Index ¶
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
func NewExecutableSchema ¶
func NewExecutableSchema(cfg Config) graphql.ExecutableSchema
NewExecutableSchema creates an ExecutableSchema from the ResolverRoot interface.
Types ¶
type ComplexityRoot ¶
type ComplexityRoot struct { AbilityBonus struct { AbilityScore func(childComplexity int) int AbilityScoreID func(childComplexity int) int Bonus func(childComplexity int) int ID func(childComplexity int) int Race func(childComplexity int) int Subrace func(childComplexity int) int } AbilityScore struct { AbilityBonuses func(childComplexity int) int Desc func(childComplexity int) int FullName func(childComplexity int) int ID func(childComplexity int) int Indx func(childComplexity int) int Name func(childComplexity int) int Skills func(childComplexity int) int } AbilityScoreConnection struct { Edges func(childComplexity int) int PageInfo func(childComplexity int) int TotalCount func(childComplexity int) int } AbilityScoreEdge struct { Cursor func(childComplexity int) int Node func(childComplexity int) int } Armor struct { ArmorCategory func(childComplexity int) int ArmorClass func(childComplexity int) int Equipment func(childComplexity int) int EquipmentID func(childComplexity int) int ID func(childComplexity int) int Indx func(childComplexity int) int MinStrength func(childComplexity int) int Name func(childComplexity int) int StealthDisadvantage func(childComplexity int) int } ArmorClass struct { Base func(childComplexity int) int DexBonus func(childComplexity int) int ID func(childComplexity int) int MaxBonus func(childComplexity int) int } ArmorConnection struct { Edges func(childComplexity int) int PageInfo func(childComplexity int) int TotalCount func(childComplexity int) int } ArmorEdge struct { Cursor func(childComplexity int) int Node func(childComplexity int) int } Class struct { Equipment func(childComplexity int) int EquipmentChoices func(childComplexity int) int HitDie func(childComplexity int) int ID func(childComplexity int) int Indx func(childComplexity int) int Name func(childComplexity int) int Proficiencies func(childComplexity int) int ProficiencyChoices func(childComplexity int) int } ClassConnection struct { Edges func(childComplexity int) int PageInfo func(childComplexity int) int TotalCount func(childComplexity int) int } ClassEdge struct { Cursor func(childComplexity int) int Node func(childComplexity int) int } Coin struct { Desc func(childComplexity int) int GoldConversionRate func(childComplexity int) int ID func(childComplexity int) int Indx func(childComplexity int) int } DamageType struct { Desc func(childComplexity int) int ID func(childComplexity int) int Indx func(childComplexity int) int Name func(childComplexity int) int WeaponDamage func(childComplexity int) int } DamageTypeConnection struct { Edges func(childComplexity int) int PageInfo func(childComplexity int) int TotalCount func(childComplexity int) int } DamageTypeEdge struct { Cursor func(childComplexity int) int Node func(childComplexity int) int } Equipment struct { Armor func(childComplexity int) int Choice func(childComplexity int) int Class func(childComplexity int) int Cost func(childComplexity int) int EquipmentCategory func(childComplexity int) int Gear func(childComplexity int) int ID func(childComplexity int) int Indx func(childComplexity int) int Name func(childComplexity int) int Tool func(childComplexity int) int Vehicle func(childComplexity int) int Weapon func(childComplexity int) int Weight func(childComplexity int) int } EquipmentCategory struct { Children func(childComplexity int) int Equipment func(childComplexity int) int ID func(childComplexity int) int Name func(childComplexity int) int Parent func(childComplexity int) int ParentCategoryID func(childComplexity int) int } EquipmentChoice struct { Choose func(childComplexity int) int Class func(childComplexity int) int Desc func(childComplexity int) int Equipment func(childComplexity int) int ID func(childComplexity int) int } EquipmentConnection struct { Edges func(childComplexity int) int PageInfo func(childComplexity int) int TotalCount func(childComplexity int) int } EquipmentCost struct { Coin func(childComplexity int) int CoinID func(childComplexity int) int Equipment func(childComplexity int) int EquipmentID func(childComplexity int) int GpValue func(childComplexity int) int ID func(childComplexity int) int Quantity func(childComplexity int) int } EquipmentEdge struct { Cursor func(childComplexity int) int Node func(childComplexity int) int } Gear struct { Equipment func(childComplexity int) int EquipmentID func(childComplexity int) int GearCategory func(childComplexity int) int ID func(childComplexity int) int Indx func(childComplexity int) int Name func(childComplexity int) int Quantity func(childComplexity int) int } GearConnection struct { Edges func(childComplexity int) int PageInfo func(childComplexity int) int TotalCount func(childComplexity int) int } GearEdge struct { Cursor func(childComplexity int) int Node func(childComplexity int) int } Language struct { Desc func(childComplexity int) int ID func(childComplexity int) int Indx func(childComplexity int) int LanguageType func(childComplexity int) int Name func(childComplexity int) int RaceSpeakers func(childComplexity int) int Script func(childComplexity int) int } LanguageConnection struct { Edges func(childComplexity int) int PageInfo func(childComplexity int) int TotalCount func(childComplexity int) int } LanguageEdge struct { Cursor func(childComplexity int) int Node func(childComplexity int) int } MagicSchool struct { Desc func(childComplexity int) int ID func(childComplexity int) int Indx func(childComplexity int) int Name func(childComplexity int) int } MagicSchoolConnection struct { Edges func(childComplexity int) int PageInfo func(childComplexity int) int TotalCount func(childComplexity int) int } MagicSchoolEdge struct { Cursor func(childComplexity int) int Node func(childComplexity int) int } PageInfo struct { EndCursor func(childComplexity int) int HasNextPage func(childComplexity int) int HasPreviousPage func(childComplexity int) int StartCursor func(childComplexity int) int } Proficiency struct { Choice func(childComplexity int) int Classes func(childComplexity int) int Equipment func(childComplexity int) int EquipmentCategory func(childComplexity int) int ID func(childComplexity int) int Indx func(childComplexity int) int Name func(childComplexity int) int ProficiencyCategory func(childComplexity int) int Races func(childComplexity int) int SavingThrow func(childComplexity int) int Skill func(childComplexity int) int Subraces func(childComplexity int) int } ProficiencyChoice struct { Choose func(childComplexity int) int Class func(childComplexity int) int Desc func(childComplexity int) int ID func(childComplexity int) int ParentChoice func(childComplexity int) int Proficiency func(childComplexity int) int Race func(childComplexity int) int SubChoice func(childComplexity int) int } ProficiencyConnection struct { Edges func(childComplexity int) int PageInfo func(childComplexity int) int TotalCount func(childComplexity int) int } ProficiencyEdge struct { Cursor func(childComplexity int) int Node func(childComplexity int) int } Query struct { AbilityScores func(childComplexity int, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.AbilityScoreOrder, where *ent.AbilityScoreWhereInput) int Armors func(childComplexity int, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.ArmorOrder, where *ent.ArmorWhereInput) int Classes func(childComplexity int, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.ClassOrder, where *ent.ClassWhereInput) int DamageTypes func(childComplexity int, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.DamageTypeOrder, where *ent.DamageTypeWhereInput) int EquipmentSlice func(childComplexity int, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.EquipmentOrder, where *ent.EquipmentWhereInput) int Gears func(childComplexity int, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.GearOrder, where *ent.GearWhereInput) int Languages func(childComplexity int, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.LanguageOrder, where *ent.LanguageWhereInput) int MagicSchools func(childComplexity int, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.MagicSchoolOrder, where *ent.MagicSchoolWhereInput) int Node func(childComplexity int, id int) int Nodes func(childComplexity int, ids []int) int Proficiencies func(childComplexity int, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.ProficiencyOrder, where *ent.ProficiencyWhereInput) int Races func(childComplexity int, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.RaceOrder, where *ent.RaceWhereInput) int RuleSections func(childComplexity int, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.RuleSectionOrder, where *ent.RuleSectionWhereInput) int Rules func(childComplexity int, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.RuleOrder, where *ent.RuleWhereInput) int Skills func(childComplexity int, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.SkillOrder, where *ent.SkillWhereInput) int Subraces func(childComplexity int, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.SubraceOrder, where *ent.SubraceWhereInput) int Tools func(childComplexity int, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.ToolOrder, where *ent.ToolWhereInput) int Traits func(childComplexity int, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.TraitOrder, where *ent.TraitWhereInput) int Vehicles func(childComplexity int, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.VehicleOrder, where *ent.VehicleWhereInput) int WeaponDamages func(childComplexity int) int WeaponProperties func(childComplexity int, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.WeaponPropertyOrder, where *ent.WeaponPropertyWhereInput) int Weapons func(childComplexity int, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.WeaponOrder, where *ent.WeaponWhereInput) int } Race struct { AbilityBonuses func(childComplexity int) int Age func(childComplexity int) int Alignment func(childComplexity int) int ID func(childComplexity int) int Indx func(childComplexity int) int LanguageDesc func(childComplexity int) int Languages func(childComplexity int) int Name func(childComplexity int) int Proficiencies func(childComplexity int) int ProficiencyChoice func(childComplexity int) int Size func(childComplexity int) int SizeDescription func(childComplexity int) int Speed func(childComplexity int) int Subrace func(childComplexity int) int Traits func(childComplexity int) int } RaceConnection struct { Edges func(childComplexity int) int PageInfo func(childComplexity int) int TotalCount func(childComplexity int) int } RaceEdge struct { Cursor func(childComplexity int) int Node func(childComplexity int) int } Rule struct { Desc func(childComplexity int) int ID func(childComplexity int) int Indx func(childComplexity int) int Name func(childComplexity int) int RuleSections func(childComplexity int) int } RuleConnection struct { Edges func(childComplexity int) int PageInfo func(childComplexity int) int TotalCount func(childComplexity int) int } RuleEdge struct { Cursor func(childComplexity int) int Node func(childComplexity int) int } RuleSection struct { Desc func(childComplexity int) int ID func(childComplexity int) int Indx func(childComplexity int) int Name func(childComplexity int) int Rules func(childComplexity int) int } RuleSectionConnection struct { Edges func(childComplexity int) int PageInfo func(childComplexity int) int TotalCount func(childComplexity int) int } RuleSectionEdge struct { Cursor func(childComplexity int) int Node func(childComplexity int) int } Skill struct { AbilityScore func(childComplexity int) int Desc func(childComplexity int) int ID func(childComplexity int) int Indx func(childComplexity int) int Name func(childComplexity int) int } SkillConnection struct { Edges func(childComplexity int) int PageInfo func(childComplexity int) int TotalCount func(childComplexity int) int } SkillEdge struct { Cursor func(childComplexity int) int Node func(childComplexity int) int } Subrace struct { AbilityBonuses func(childComplexity int) int Desc func(childComplexity int) int ID func(childComplexity int) int Indx func(childComplexity int) int Name func(childComplexity int) int Proficiencies func(childComplexity int) int Race func(childComplexity int) int Traits func(childComplexity int) int } SubraceConnection struct { Edges func(childComplexity int) int PageInfo func(childComplexity int) int TotalCount func(childComplexity int) int } SubraceEdge struct { Cursor func(childComplexity int) int Node func(childComplexity int) int } Tool struct { Equipment func(childComplexity int) int EquipmentID func(childComplexity int) int ID func(childComplexity int) int Indx func(childComplexity int) int Name func(childComplexity int) int ToolCategory func(childComplexity int) int } ToolConnection struct { Edges func(childComplexity int) int PageInfo func(childComplexity int) int TotalCount func(childComplexity int) int } ToolEdge struct { Cursor func(childComplexity int) int Node func(childComplexity int) int } Trait struct { Desc func(childComplexity int) int ID func(childComplexity int) int Indx func(childComplexity int) int Name func(childComplexity int) int Races func(childComplexity int) int Subraces func(childComplexity int) int } TraitConnection struct { Edges func(childComplexity int) int PageInfo func(childComplexity int) int TotalCount func(childComplexity int) int } TraitEdge struct { Cursor func(childComplexity int) int Node func(childComplexity int) int } Vehicle struct { Capacity func(childComplexity int) int Equipment func(childComplexity int) int EquipmentID func(childComplexity int) int ID func(childComplexity int) int Indx func(childComplexity int) int Name func(childComplexity int) int VehicleCategory func(childComplexity int) int } VehicleConnection struct { Edges func(childComplexity int) int PageInfo func(childComplexity int) int TotalCount func(childComplexity int) int } VehicleEdge struct { Cursor func(childComplexity int) int Node func(childComplexity int) int } Weapon struct { Equipment func(childComplexity int) int ID func(childComplexity int) int Indx func(childComplexity int) int Name func(childComplexity int) int WeaponCategory func(childComplexity int) int WeaponDamage func(childComplexity int) int WeaponProperties func(childComplexity int) int WeaponRange func(childComplexity int) int } WeaponConnection struct { Edges func(childComplexity int) int PageInfo func(childComplexity int) int TotalCount func(childComplexity int) int } WeaponDamage struct { DamageType func(childComplexity int) int DamageTypeID func(childComplexity int) int Dice func(childComplexity int) int ID func(childComplexity int) int Weapon func(childComplexity int) int WeaponID func(childComplexity int) int } WeaponEdge struct { Cursor func(childComplexity int) int Node func(childComplexity int) int } WeaponProperty struct { Desc func(childComplexity int) int ID func(childComplexity int) int Indx func(childComplexity int) int Name func(childComplexity int) int Weapons func(childComplexity int) int } WeaponPropertyConnection struct { Edges func(childComplexity int) int PageInfo func(childComplexity int) int TotalCount func(childComplexity int) int } WeaponPropertyEdge struct { Cursor func(childComplexity int) int Node func(childComplexity int) int } }
type Config ¶
type Config struct { Resolvers ResolverRoot Directives DirectiveRoot Complexity ComplexityRoot }
type DirectiveRoot ¶
type DirectiveRoot struct { }
type QueryResolver ¶
type QueryResolver interface { Node(ctx context.Context, id int) (ent.Noder, error) Nodes(ctx context.Context, ids []int) ([]ent.Noder, error) AbilityScores(ctx context.Context, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.AbilityScoreOrder, where *ent.AbilityScoreWhereInput) (*ent.AbilityScoreConnection, error) Armors(ctx context.Context, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.ArmorOrder, where *ent.ArmorWhereInput) (*ent.ArmorConnection, error) Classes(ctx context.Context, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.ClassOrder, where *ent.ClassWhereInput) (*ent.ClassConnection, error) DamageTypes(ctx context.Context, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.DamageTypeOrder, where *ent.DamageTypeWhereInput) (*ent.DamageTypeConnection, error) EquipmentSlice(ctx context.Context, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.EquipmentOrder, where *ent.EquipmentWhereInput) (*ent.EquipmentConnection, error) Gears(ctx context.Context, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.GearOrder, where *ent.GearWhereInput) (*ent.GearConnection, error) Languages(ctx context.Context, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.LanguageOrder, where *ent.LanguageWhereInput) (*ent.LanguageConnection, error) MagicSchools(ctx context.Context, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.MagicSchoolOrder, where *ent.MagicSchoolWhereInput) (*ent.MagicSchoolConnection, error) Proficiencies(ctx context.Context, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.ProficiencyOrder, where *ent.ProficiencyWhereInput) (*ent.ProficiencyConnection, error) Races(ctx context.Context, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.RaceOrder, where *ent.RaceWhereInput) (*ent.RaceConnection, error) Rules(ctx context.Context, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.RuleOrder, where *ent.RuleWhereInput) (*ent.RuleConnection, error) RuleSections(ctx context.Context, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.RuleSectionOrder, where *ent.RuleSectionWhereInput) (*ent.RuleSectionConnection, error) Skills(ctx context.Context, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.SkillOrder, where *ent.SkillWhereInput) (*ent.SkillConnection, error) Subraces(ctx context.Context, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.SubraceOrder, where *ent.SubraceWhereInput) (*ent.SubraceConnection, error) Tools(ctx context.Context, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.ToolOrder, where *ent.ToolWhereInput) (*ent.ToolConnection, error) Traits(ctx context.Context, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.TraitOrder, where *ent.TraitWhereInput) (*ent.TraitConnection, error) Vehicles(ctx context.Context, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.VehicleOrder, where *ent.VehicleWhereInput) (*ent.VehicleConnection, error) Weapons(ctx context.Context, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.WeaponOrder, where *ent.WeaponWhereInput) (*ent.WeaponConnection, error) WeaponDamages(ctx context.Context) ([]*ent.WeaponDamage, error) WeaponProperties(ctx context.Context, after *entgql.Cursor[int], first *int, before *entgql.Cursor[int], last *int, orderBy *ent.WeaponPropertyOrder, where *ent.WeaponPropertyWhereInput) (*ent.WeaponPropertyConnection, error) }
type Resolver ¶
func (*Resolver) Query ¶
func (r *Resolver) Query() QueryResolver
Query returns QueryResolver implementation.
type ResolverRoot ¶
type ResolverRoot interface {
Query() QueryResolver
}
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