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__, mousereleased = __ERROR__, } function Gamestate.new() return { enter = __NULL__, leave = __NULL__, update = __NULL__, draw = __NULL__, keyreleased = __NULL__, keypressed = __NULL__, mousereleased = __NULL__, } end function Gamestate.switch(to, ...) if not to then return end 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) end local _draw function Gamestate.draw() if _draw then _draw() end Gamestate.current:draw() 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 end