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Start implementing Tagged Unions
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+10
-52
@@ -3,62 +3,20 @@
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#load "game.odin"
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main :: proc() {
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print_ints :: proc(args: ..int) {
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for i := 0; i < len(args); i++ {
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print_int(args[i])
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nl()
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Entity :: type union {
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FROG: struct {
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jump_height: f32
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}
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HELICOPTER: struct {
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weight: f32
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blade_code: int
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}
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}
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// print_ints()
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// print_ints(1)
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print_ints(1, 2, 3, 4, 5)
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// print_int(min(1, 2)); nl()
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// print_int(max(1, 2)); nl()
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// print_int(abs(-1337)); nl()
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e: Entity
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f: Entity = Entity.FROG{1};
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h: Entity = Entity.HELICOPTER{123, 4};
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// a, b, c := 1, 2, -1337
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// print_int(min(a, b)); nl()
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// print_int(max(a, b)); nl()
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// print_int(abs(c) as int); nl()
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// nl()
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/*
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Vec3 :: type struct { x, y, z: f32 }
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Entity :: type struct {
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using pos: Vec3
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name: string
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}
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Amp :: type struct {
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using entity: Entity
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jump_height: f32
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}
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Frog :: type struct {
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using amp: Amp
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volume: f64
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}
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f := Frog{};
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f.name = "ribbit"
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f.jump_height = 1337
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e := ^f.entity
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parent := e down_cast ^Frog
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print_name :: proc(using e: Entity, v: Vec3) {
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print_string(name); nl()
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print_int(v.x as int); nl()
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}
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print_f32(f.jump_height); nl()
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print_f32(parent.jump_height); nl()
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print_name(f, Vec3{1, 2, 3})
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print_name(parent, Vec3{3, 2, 1})
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*/
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}
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nl :: proc() { print_nl() }
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@@ -122,12 +122,6 @@ display_window :: proc(w: ^Window) {
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}
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Entity :: type struct {
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pos: Vec2
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dim: Vec2
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}
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run_game :: proc() {
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win32_proc :: proc(hwnd: HWND, msg: u32, wparam: WPARAM, lparam: LPARAM) -> LRESULT #no_inline {
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if msg == WM_DESTROY || msg == WM_CLOSE || msg == WM_QUIT {
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