hump/gamestate.lua

134 lines
4.1 KiB
Lua

--[[
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, ...)
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(...)
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