states.top()->ExitState(*this, screen.Screen());
states.pop();
}
states.push(s);
s->EnterState(*this, screen.Screen());
states.top()->ExitState(*this, screen.Screen());
states.pop();
}
states.push(s);
s->EnterState(*this, screen.Screen());
void Application::UpdateWorld(Uint32 deltaT) {
if (!CurrentState()) return;
for (Uint32 i(0); i < deltaT && !StateChangePending(); ++i) {
void Application::UpdateWorld(Uint32 deltaT) {
if (!CurrentState()) return;
for (Uint32 i(0); i < deltaT && !StateChangePending(); ++i) {