void Application::RealChangeState(State *s) {
if (!states.empty()) {
- states.top()->PauseState(*this, screen.Screen());
+ states.top()->PauseState(screen.Screen());
states.top()->ExitState(*this, screen.Screen());
states.pop();
}
states.push(s);
s->EnterState(*this, screen.Screen());
- s->ResumeState(*this, screen.Screen());
+ s->ResumeState(screen.Screen());
}
void Application::RealPushState(State *s) {
if (!states.empty()) {
- states.top()->PauseState(*this, screen.Screen());
+ states.top()->PauseState(screen.Screen());
}
states.push(s);
s->EnterState(*this, screen.Screen());
- s->ResumeState(*this, screen.Screen());
+ s->ResumeState(screen.Screen());
}
void Application::RealPopState() {
if (states.empty()) return;
- states.top()->PauseState(*this, screen.Screen());
+ states.top()->PauseState(screen.Screen());
states.top()->ExitState(*this, screen.Screen());
delete states.top();
states.pop();
if (!states.empty()) {
- states.top()->ResumeState(*this, screen.Screen());
+ states.top()->ResumeState(screen.Screen());
}
}
void Application::PopAllStates() {
while (!states.empty()) {
- states.top()->PauseState(*this, screen.Screen());
+ states.top()->PauseState(screen.Screen());
states.top()->ExitState(*this, screen.Screen());
delete states.top();
states.pop();