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Add missing callbacks, make ignorant of passed arguments, bug in Gamestate.keypressed
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parent
f093abdad1
commit
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128
gamestate.lua
128
gamestate.lua
@ -30,74 +30,104 @@ local function __NULL__() end
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-- default gamestate produces error on every callback
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local function __ERROR__() error("Gamestate not initialized. Use Gamestate.switch()") end
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Gamestate.current = {
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enter = __ERROR__,
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leave = __NULL__,
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update = __ERROR__,
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draw = __ERROR__,
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keyreleased = __ERROR__,
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keypressed = __ERROR__,
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mousereleased = __ERROR__,
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enter = __ERROR__,
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leave = __NULL__,
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update = __ERROR__,
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draw = __ERROR__,
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keyreleased = __ERROR__,
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keypressed = __ERROR__,
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mousepressed = __ERROR__,
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mousereleased = __ERROR__,
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joystickpressed = __ERROR__,
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joystickreleased = __ERROR__,
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}
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function Gamestate.new()
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return {
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enter = __NULL__,
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leave = __NULL__,
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update = __NULL__,
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draw = __NULL__,
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keyreleased = __NULL__,
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keypressed = __NULL__,
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mousereleased = __NULL__,
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enter = __NULL__,
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leave = __NULL__,
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update = __NULL__,
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draw = __NULL__,
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keyreleased = __NULL__,
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keypressed = __NULL__,
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mousepressed = __NULL__,
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mousereleased = __NULL__,
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joystickpressed = __NULL__,
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joystickreleased = __NULL__,
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}
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end
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function Gamestate.switch(to, ...)
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if not to then return end
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Gamestate.current:leave()
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Gamestate.current:leave()
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local pre = Gamestate.current
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Gamestate.current = to
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Gamestate.current:enter(pre, ...)
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end
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local _update
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function Gamestate.update(dt)
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if _update then _update(dt) end
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Gamestate.current:update(dt)
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end
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local _keypressed
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function Gamestate.keypressed(key, unicode)
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if _keypressed then _keyreleased(key) end
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Gamestate.current:keypressed(key, unicode)
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end
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local _keyreleased
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function Gamestate.keyreleased(key)
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if _keyreleased then _keyreleased(key) end
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Gamestate.current:keyreleased(key)
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end
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local _mousereleased
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function Gamestate.mousereleased(x,y,btn)
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if _mousereleased then _mousereleased(x,y,btn) end
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Gamestate.current:mousereleased(x,y,btn)
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function Gamestate.update(...)
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if _update then _update(...) end
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Gamestate.current:update(...)
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end
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local _draw
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function Gamestate.draw()
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if _draw then _draw() end
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Gamestate.current:draw()
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function Gamestate.draw(...)
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if _draw then _draw(...) end
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Gamestate.current:draw(...)
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end
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local _keypressed
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function Gamestate.keypressed(...)
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if _keypressed then _keypressed(...) end
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Gamestate.current:keypressed(...)
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end
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local _keyreleased
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function Gamestate.keyreleased(...)
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if _keyreleased then _keyreleased(...) end
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Gamestate.current:keyreleased(...)
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end
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local _mousepressed
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function Gamestate.mousepressed(...)
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if _mousereleased then _mousepressed(...) end
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Gamestate.current:mousepressed(...)
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end
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local _mousereleased
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function Gamestate.mousereleased(...)
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if _mousereleased then _mousereleased(...) end
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Gamestate.current:mousereleased(...)
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end
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local _joystickpressed
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function Gamestate.joystickpressed(...)
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if _joystickpressed then _joystickpressed(...) end
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Gamestate.current:joystickpressed(...)
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end
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local _joystickreleased
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function Gamestate.joystickreleased(...)
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if _joystickreleased then _joystickreleased(...) end
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Gamestate.current:joystickreleased(...)
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end
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function Gamestate.registerEvents()
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_update = love.update
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love.update = Gamestate.update
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_keypressed = love.keypressed
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love.keypressed = Gamestate.keypressed
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_keyreleased = love.keyreleased
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love.keyreleased = Gamestate.keyreleased
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_mousereleased = love.mousereleased
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love.mousereleased = Gamestate.mousereleased
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_draw = love.draw
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love.draw = Gamestate.draw
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_update = love.update
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love.update = Gamestate.update
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_draw = love.draw
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love.draw = Gamestate.draw
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_keypressed = love.keypressed
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love.keypressed = Gamestate.keypressed
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_keyreleased = love.keyreleased
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love.keyreleased = Gamestate.keyreleased
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_mousepressed = love.mousepressed
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love.mousepressed = Gamestate.mousepressed
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_mousereleased = love.mousereleased
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love.mousereleased = Gamestate.mousereleased
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_joystickpressed = love.joystickpressed
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love.joystickpressed = Gamestate.joystickpressed
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_joystickreleased = love.joystickreleased
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love.joystickreleased = Gamestate.joystickreleased
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end
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