Add missing callbacks, make ignorant of passed arguments, bug in Gamestate.keypressed

This commit is contained in:
Matthias Richter 2010-10-31 13:04:08 +01:00
parent f093abdad1
commit 6b2f1f4caa

View File

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