Metatable magic in gamestate

This commit is contained in:
Matthias Richter 2011-11-19 20:41:43 +01:00
parent cd3df0c49f
commit 99ece87eb6

View File

@ -25,25 +25,13 @@ THE SOFTWARE.
]]--
local function __NULL__() end
-- default gamestate produces error on every callback
local function __ERROR__() error("Gamestate not initialized. Use Gamestate.switch()") end
current = {
init = __ERROR__,
enter = __ERROR__,
leave = __NULL__,
update = __ERROR__,
draw = __ERROR__,
focus = __ERROR__,
keyreleased = __ERROR__,
keypressed = __ERROR__,
mousepressed = __ERROR__,
mousereleased = __ERROR__,
joystickpressed = __ERROR__,
joystickreleased = __ERROR__,
quit = __ERROR__,
}
local current = setmetatable({leave = __NULL__}, {__index = __ERROR__})
local function new()
local GS = {}
function GS.new()
return {
init = __NULL__,
enter = __NULL__,
@ -61,7 +49,7 @@ local function new()
}
end
local function switch(to, ...)
function GS.switch(to, ...)
assert(to, "Missing argument: Gamestate to switch to")
current:leave()
local pre = current
@ -71,102 +59,30 @@ local function switch(to, ...)
return current:enter(pre, ...)
end
local _update
local function update(...)
if _update then _update(...) end
return current:update(...)
end
-- holds all defined love callbacks after GS.registerEvents is called
-- returns empty function on undefined callback
local registry = setmetatable({}, {__index = function() return __NULL__ end})
local _draw
local function draw(...)
if _draw then _draw(...) end
return current:draw(...)
end
local _focus
local function focus(...)
if _focus then _focus(...) end
return current:focus(...)
end
local _keypressed
local function keypressed(...)
if _keypressed then _keypressed(...) end
return current:keypressed(...)
end
local _keyreleased
local function keyreleased(...)
if _keyreleased then _keyreleased(...) end
return current:keyreleased(...)
end
local _mousepressed
local function mousepressed(...)
if _mousepressed then _mousepressed(...) end
return current:mousepressed(...)
end
local _mousereleased
local function mousereleased(...)
if _mousereleased then _mousereleased(...) end
return current:mousereleased(...)
end
local _joystickpressed
local function joystickpressed(...)
if _joystickpressed then _joystickpressed(...) end
return current:joystickpressed(...)
end
local _joystickreleased
local function joystickreleased(...)
if _joystickreleased then _joystickreleased(...) end
return current:joystickreleased(...)
end
local _quit
local function quit(...)
if _quit then _quit(...) end
return current:quit(...)
end
local function registerEvents()
_update = love.update
love.update = update
_draw = love.draw
love.draw = draw
_focus = love.focus
love.focus = focus
_keypressed = love.keypressed
love.keypressed = keypressed
_keyreleased = love.keyreleased
love.keyreleased = keyreleased
_mousepressed = love.mousepressed
love.mousepressed = mousepressed
_mousereleased = love.mousereleased
love.mousereleased = mousereleased
_joystickpressed = love.joystickpressed
love.joystickpressed = joystickpressed
_joystickreleased = love.joystickreleased
love.joystickreleased = joystickreleased
_quit = love.quit
love.quit = quit
end
-- the module
return {
new = new,
switch = switch,
update = update,
draw = draw,
focus = focus,
keypressed = keypressed,
keyreleased = keyreleased,
mousepressed = mousepressed,
mousereleased = mousereleased,
joystickpressed = joystickpressed,
joystickreleased = joystickreleased,
quit = quit,
registerEvents = registerEvents
local all_callbacks = {
'update', 'draw', 'focus', 'keypressed', 'keyreleased',
'mousepressed', 'mousereleased', 'joystickpressed',
'joystickreleased', 'quit'
}
function GS.registerEvents(callbacks)
callbacks = callbacks or all_callbacks
for _, f in ipairs(callbacks) do
registry[f] = love[f]
love[f] = function(...) GS[f](...) end
end
end
-- forward any undefined functions
setmetatable(GS, {__index = function(_, func)
return function(...)
registry[func](...)
current[func](current, ...)
end
end})
return GS