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