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81 lines
1.9 KiB
Zig
81 lines
1.9 KiB
Zig
//
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// Passing integer pointers around is generally not something you're going
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// to do. Integers are cheap to copy.
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//
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// But you know what IS useful? Pointers to structs:
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//
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// const Vertex = struct{ x: u32, y: u32, z: u32 };
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//
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// var v1 = Vertex{ .x=3, .y=2, .z=5 };
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//
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// var pv: *Vertex = &v1; // <-- a pointer to our struct
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//
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// Note that you don't need to dereference the "pv" pointer to access
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// the struct's fields:
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//
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// YES: pv.x
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// NO: pv.*.x
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//
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// We can write functions that take pointer arguments:
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//
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// fn foo(v: *Vertex) void {
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// v.x += 2;
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// v.y += 3;
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// v.z += 7;
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// }
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//
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// And pass references to them:
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//
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// foo(&v1);
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//
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//
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// Let's revisit our RPG example and make a printCharacter() function
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// that takes a Character pointer.
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//
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const std = @import("std");
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const Class = enum {
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wizard,
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thief,
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bard,
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warrior,
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};
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const Character = struct {
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class: Class,
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gold: u32,
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health: u8 = 100, // <--- You can also provide fields a default value!
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experience: u32,
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};
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pub fn main() void {
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var glorp = Character{
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.class = Class.wizard,
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.gold = 10,
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.experience = 20,
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};
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// FIX ME!
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// Please pass our Character "glorp" to printCharacter():
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printCharacter(???);
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}
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// Note how this function's "c" parameter is a pointer to a Character struct.
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fn printCharacter(c: *Character) void {
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// Here's something you haven't seen before: when switching an enum, you
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// don't have to write the full enum name. Zig understands that ".wizard"
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// means "Class.wizard" when we switch on a Class enum value:
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const class_name = switch (c.class) {
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.wizard => "Wizard",
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.thief => "Thief",
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.bard => "Bard",
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.warrior => "Warrior",
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};
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std.debug.print("{s} (G:{} H:{} XP:{})\n", .{
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class_name,
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c.gold,
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c.health,
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c.experience,
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});
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}
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