--[[ 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 initialized_states = setmetatable({}, {__mode = "k"}) local state_is_dirty = true local GS = {} function GS.new(t) return t or {} end -- constructor - deprecated! local function change_state(stack_offset, to, ...) local pre = stack[#stack] -- initialize only on first call ;(initialized_states[to] or to.init or __NULL__)(to) initialized_states[to] = __NULL__ stack[#stack+stack_offset] = to state_is_dirty = true return (to.enter or __NULL__)(to, pre, ...) end function GS.switch(to, ...) assert(to, "Missing argument: Gamestate to switch to") assert(to ~= GS, "Can't call switch with colon operator") ;(stack[#stack].leave or __NULL__)(stack[#stack]) return change_state(0, to, ...) end function GS.push(to, ...) assert(to, "Missing argument: Gamestate to switch to") assert(to ~= GS, "Can't call push with colon operator") return change_state(1, to, ...) 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) state_is_dirty = true return (to.resume or __NULL__)(to, pre, ...) end function GS.current() return stack[#stack] end -- XXX: don't overwrite love.errorhandler by default: -- this callback is different than the other callbacks -- (see http://love2d.org/wiki/love.errorhandler) -- overwriting thi callback can result in random crashes (issue #95) local all_callbacks = { 'draw', 'update' } -- fetch event callbacks from love.handlers for k in pairs(love.handlers) do all_callbacks[#all_callbacks+1] = k end 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) -- call function only if at least one 'update' was called beforehand -- (see issue #46) if not state_is_dirty or func == 'update' then state_is_dirty = false return function(...) return (stack[#stack][func] or __NULL__)(stack[#stack], ...) end end return __NULL__ end}) return GS