--[[ Copyright (c) 2010-2013 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. ]]-- local function __NULL__() end -- default gamestate produces error on every callback local state_init = setmetatable({leave = __NULL__}, {__index = function() error("Gamestate not initialized. Use Gamestate.switch()") end}) local stack = {state_init} local GS = {} function GS.new(t) return t or {} end -- constructor - deprecated! function GS.switch(to, ...) assert(to, "Missing argument: Gamestate to switch to") assert(to ~= GS, "Can't call switch with colon operator") local pre = stack[#stack] ;(pre.leave or __NULL__)(pre) ;(to.load or __NULL__)(to) to.load = nil stack[#stack] = to return (to.enter or __NULL__)(to, pre, ...) end function GS.push(to, ...) assert(to, "Missing argument: Gamestate to switch to") assert(to ~= GS, "Can't call push with colon operator") local pre = stack[#stack] ;(to.load or __NULL__)(to) -- modified to use load instead of init so as -- to not interfere with 30log. to.load = nil stack[#stack+1] = to return (to.enter or __NULL__)(to, pre, ...) end function GS.pop(...) assert(#stack > 1, "No more states to pop!") local pre, to = stack[#stack], stack[#stack-1] stack[#stack] = nil ;(pre.leave or __NULL__)(pre) return (to.resume or __NULL__)(to, pre, ...) end function GS.current() return stack[#stack] end local all_callbacks = { 'draw', 'errhand', 'focus', 'keypressed', 'keyreleased', 'mousefocus', 'mousemoved', 'mousepressed', 'mousereleased', 'quit', 'resize', 'textinput', 'threaderror', 'update', 'visible', 'gamepadaxis', 'gamepadpressed', 'gamepadreleased', 'joystickadded', 'joystickaxis', 'joystickhat', 'joystickpressed', 'joystickreleased', 'joystickremoved' } function GS.registerEvents(callbacks) local registry = {} callbacks = callbacks or all_callbacks for _, f in ipairs(callbacks) do registry[f] = love[f] or __NULL__ love[f] = function(...) registry[f](...) return GS[f](...) end end end -- forward any undefined functions setmetatable(GS, {__index = function(_, func) return function(...) return (stack[#stack][func] or __NULL__)(stack[#stack], ...) end end}) return GS