Fetch event callbacks from love instead of hardcoding it

This commit is contained in:
Matthias Richter 2015-05-30 16:19:26 +02:00
parent c06e8e6ee8
commit 5c9d51d356

View File

@ -57,7 +57,7 @@ end
function GS.pop(...)
assert(#stack > 1, "No more states to pop!")
local pre, to = stack[#stack], stack[#stack-1]
local pre, to = stack[#stack], stack[#stack-1]
stack[#stack] = nil
;(pre.leave or __NULL__)(pre)
return (to.resume or __NULL__)(to, pre, ...)
@ -67,13 +67,11 @@ function GS.current()
return stack[#stack]
end
local all_callbacks = {
'draw', 'errhand', 'focus', 'keypressed', 'keyreleased', 'mousefocus',
'mousemoved', 'mousepressed', 'mousereleased', 'quit', 'resize',
'textinput', 'threaderror', 'update', 'visible', 'gamepadaxis',
'gamepadpressed', 'gamepadreleased', 'joystickadded', 'joystickaxis',
'joystickhat', 'joystickpressed', 'joystickreleased', 'joystickremoved'
}
-- fetch event callbacks from love.handlers
local all_callbacks = { 'draw', 'errhand', 'update' }
for k in pairs(love.handlers) do
all_callbacks[#all_callbacks+1] = k
end
function GS.registerEvents(callbacks)
local registry = {}