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Add missing callbacks, make ignorant of passed arguments, bug in Gamestate.keypressed
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@ -36,7 +36,10 @@ Gamestate.current = {
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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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@ -47,7 +50,10 @@ function Gamestate.new()
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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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@ -60,44 +66,68 @@ function Gamestate.switch(to, ...)
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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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_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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_draw = love.draw
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love.draw = Gamestate.draw
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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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