--[[ Copyright (c) 2010 Matthias Richter Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. Except as contained in this notice, the name(s) of the above copyright holders shall not be used in advertising or otherwise to promote the sale, use or other dealings in this Software without prior written authorization. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ]]-- Gamestate = {} 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__, mousepressed = __ERROR__, mousereleased = __ERROR__, joystickpressed = __ERROR__, joystickreleased = __ERROR__, } function Gamestate.new() return { 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, ...) assert(to, "Missing argument: Gamestate to switch to") Gamestate.current:leave() local pre = Gamestate.current Gamestate.current = to Gamestate.current:enter(pre, ...) end local _update 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(...) 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 _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