- states.top()->OnPauseState(*this, screen.Screen());
- states.top()->OnExitState(*this, screen.Screen());
+ states.top()->PauseState(screen.Screen());
+ states.top()->ExitState(*this, screen.Screen());
- s->OnEnterState(*this, screen.Screen());
- s->OnResumeState(*this, screen.Screen());
+ s->EnterState(*this, screen.Screen());
+ s->ResumeState(screen.Screen());
- s->OnEnterState(*this, screen.Screen());
- s->OnResumeState(*this, screen.Screen());
+ s->EnterState(*this, screen.Screen());
+ s->ResumeState(screen.Screen());
- states.top()->OnPauseState(*this, screen.Screen());
- states.top()->OnExitState(*this, screen.Screen());
+ states.top()->PauseState(screen.Screen());
+ states.top()->ExitState(*this, screen.Screen());
- states.top()->OnPauseState(*this, screen.Screen());
- states.top()->OnExitState(*this, screen.Screen());
+ states.top()->PauseState(screen.Screen());
+ states.top()->ExitState(*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) {