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: