-/*
- * Application.cpp
- *
- * Created on: Apr 8, 2012
- * Author: holy
- */
-
#include "Application.h"
#include "State.h"
+#include "../sdl/InitScreen.h"
#include <cassert>
void Application::RealChangeState(State *s) {
if (!states.empty()) {
- states.top()->OnPauseState(*this, screen.Screen());
- states.top()->OnExitState(*this, screen.Screen());
+ states.top()->PauseState(screen.Screen());
+ states.top()->ExitState(*this, screen.Screen());
states.pop();
}
states.push(s);
- s->OnEnterState(*this, screen.Screen());
- s->OnResumeState(*this, screen.Screen());
+ s->EnterState(*this, screen.Screen());
+ s->ResumeState(screen.Screen());
}
void Application::RealPushState(State *s) {
if (!states.empty()) {
- states.top()->OnPauseState(*this, screen.Screen());
+ states.top()->PauseState(screen.Screen());
}
states.push(s);
- s->OnEnterState(*this, screen.Screen());
- s->OnResumeState(*this, screen.Screen());
+ s->EnterState(*this, screen.Screen());
+ s->ResumeState(screen.Screen());
}
void Application::RealPopState() {
if (states.empty()) return;
- states.top()->OnPauseState(*this, screen.Screen());
- states.top()->OnExitState(*this, screen.Screen());
+ states.top()->PauseState(screen.Screen());
+ states.top()->ExitState(*this, screen.Screen());
delete states.top();
states.pop();
if (!states.empty()) {
- states.top()->OnResumeState(*this, screen.Screen());
+ states.top()->ResumeState(screen.Screen());
}
}
void Application::PopAllStates() {
while (!states.empty()) {
- states.top()->OnPauseState(*this, screen.Screen());
- states.top()->OnExitState(*this, screen.Screen());
+ states.top()->PauseState(screen.Screen());
+ states.top()->ExitState(*this, screen.Screen());
delete states.top();
states.pop();
}
break;
case SDL_VIDEORESIZE:
screen.Resize(event.resize.w, event.resize.h);
- CurrentState()->OnResize(event.resize.w, event.resize.h);
+ CurrentState()->Resize(event.resize.w, event.resize.h);
break;
case SDL_KEYDOWN:
case SDL_KEYUP:
void Application::UpdateWorld(Uint32 deltaT) {
if (!CurrentState()) return;
for (Uint32 i(0); i < deltaT && !StateChangePending(); ++i) {
- CurrentState()->PhysicsTimers().Update(0.001f);
- CurrentState()->UpdateWorld(0.001f);
+ CurrentState()->PhysicsTimers().Update(1);
+ CurrentState()->UpdateWorld(1);
}
}