namespace app {
-Application::Application(sdl::InitScreen *screen, State *initialState)
+Application::Application(sdl::InitScreen &screen, State *initialState)
: screen(screen)
, states()
, last(SDL_GetTicks())
, inStateChage(false) {
- assert(screen && "cannot create application without screen");
assert(initialState && "cannot create application without initial state");
RealPushState(initialState);
}
void Application::RealChangeState(State *s) {
if (!states.empty()) {
- states.top()->PauseState(*this, screen->Screen());
- states.top()->ExitState(*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->EnterState(*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->EnterState(*this, screen.Screen());
+ s->ResumeState(screen.Screen());
}
void Application::RealPopState() {
if (states.empty()) return;
- states.top()->PauseState(*this, screen->Screen());
- states.top()->ExitState(*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()->ExitState(*this, screen->Screen());
+ states.top()->PauseState(screen.Screen());
+ states.top()->ExitState(*this, screen.Screen());
delete states.top();
states.pop();
}
PopAllStates();
break;
case SDL_VIDEORESIZE:
- screen->Resize(event.resize.w, event.resize.h);
+ screen.Resize(event.resize.w, event.resize.h);
CurrentState()->Resize(event.resize.w, event.resize.h);
break;
case SDL_KEYDOWN:
void Application::Render(void) {
if (!CurrentState()) return;
- CurrentState()->Render(screen->Screen());
- screen->Flip();
+ CurrentState()->Render(screen.Screen());
+ screen.Flip();
}
}