void Application::RealChangeState(State *s) {
        if (!states.empty()) {
-               states.top()->PauseState(*this, screen.Screen());
-               states.top()->ExitState(*this, screen.Screen());
+               states.top()->OnPauseState(*this, screen.Screen());
+               states.top()->OnExitState(*this, screen.Screen());
                states.pop();
        }
        states.push(s);
-       s->EnterState(*this, screen.Screen());
-       s->ResumeState(*this, screen.Screen());
+       s->OnEnterState(*this, screen.Screen());
+       s->OnResumeState(*this, screen.Screen());
 }
 
 void Application::RealPushState(State *s) {
        if (!states.empty()) {
-               states.top()->PauseState(*this, screen.Screen());
+               states.top()->OnPauseState(*this, screen.Screen());
        }
        states.push(s);
-       s->EnterState(*this, screen.Screen());
-       s->ResumeState(*this, screen.Screen());
+       s->OnEnterState(*this, screen.Screen());
+       s->OnResumeState(*this, screen.Screen());
 }
 
 void Application::RealPopState() {
        if (states.empty()) return;
-       states.top()->PauseState(*this, screen.Screen());
-       states.top()->ExitState(*this, screen.Screen());
+       states.top()->OnPauseState(*this, screen.Screen());
+       states.top()->OnExitState(*this, screen.Screen());
        delete states.top();
        states.pop();
        if (!states.empty()) {
-               states.top()->ResumeState(*this, screen.Screen());
+               states.top()->OnResumeState(*this, screen.Screen());
        }
 }
 
 
 void Application::PopAllStates() {
        while (!states.empty()) {
-               states.top()->PauseState(*this, screen.Screen());
-               states.top()->ExitState(*this, screen.Screen());
+               states.top()->OnPauseState(*this, screen.Screen());
+               states.top()->OnExitState(*this, screen.Screen());
                delete states.top();
                states.pop();
        }
 
        /// can not be done by the constructor.
        /// Called when the state first enters the stack.
        /// @param ctrl the Application running the state
-       virtual void EnterState(Application &ctrl, SDL_Surface *screen) = 0;
+       virtual void OnEnterState(Application &ctrl, SDL_Surface *screen) = 0;
        /// Do some cleanup.
        /// Called when the state is popped from the stack.
-       virtual void ExitState(Application &ctrl, SDL_Surface *screen) = 0;
+       virtual void OnExitState(Application &ctrl, SDL_Surface *screen) = 0;
        /// Called when the state becomes the active one.
-       virtual void ResumeState(Application &ctrl, SDL_Surface *screen) = 0;
+       virtual void OnResumeState(Application &ctrl, SDL_Surface *screen) = 0;
        /// Called when the state becomes inactive.
-       virtual void PauseState(Application &ctrl, SDL_Surface *screen) = 0;
+       virtual void OnPauseState(Application &ctrl, SDL_Surface *screen) = 0;
 
        /// Adapt the state's graphics to given dimensions.
        /// NOTE: currently, this is only called for the stack top and not
 
 }
 
 
-void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
+void BattleState::OnEnterState(Application &ctrl, SDL_Surface *screen) {
        for (int i(0); i < 4; ++i) {
                heroes[i].Position() = heroesLayout->CalculatePosition(i, background->w, background->h);
                heroes[i].SpellMenu() = *res->spellMenuProperties;
        ClearAllAttacks();
 }
 
-void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) {
+void BattleState::OnExitState(Application &ctrl, SDL_Surface *screen) {
 
 }
 
-void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) {
+void BattleState::OnResumeState(Application &ctrl, SDL_Surface *screen) {
        if (ranAway) {
                ctrl.PopState(); // quit the battle scene
                return;
        return true;
 }
 
-void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) {
+void BattleState::OnPauseState(Application &ctrl, SDL_Surface *screen) {
 
 }
 
 
        void AddHero(const Hero &);
 
 public:
-       virtual void EnterState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void ExitState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void ResumeState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void PauseState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnEnterState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnExitState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnResumeState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnPauseState(app::Application &ctrl, SDL_Surface *screen);
 
        virtual void Resize(int width, int height);
 
 
 
 namespace battle {
 
-void PerformAttacks::EnterState(Application &c, SDL_Surface *screen) {
+void PerformAttacks::OnEnterState(Application &c, SDL_Surface *screen) {
        ctrl = &c;
        battle->CalculateAttackOrder();
        numberAnimation.reserve(battle->MaxMonsters() > battle->NumHeroes() + 1 ? battle->MaxMonsters() : battle->NumHeroes() + 1);
        numberPosition.reserve(numberAnimation.size());
 }
 
-void PerformAttacks::ExitState(Application &c, SDL_Surface *screen) {
+void PerformAttacks::OnExitState(Application &c, SDL_Surface *screen) {
        battle->ClearAllAttacks();
        ctrl = 0;
 }
 
-void PerformAttacks::ResumeState(Application &ctrl, SDL_Surface *screen) {
+void PerformAttacks::OnResumeState(Application &ctrl, SDL_Surface *screen) {
 
 }
 
-void PerformAttacks::PauseState(Application &ctrl, SDL_Surface *screen) {
+void PerformAttacks::OnPauseState(Application &ctrl, SDL_Surface *screen) {
 
 }
 
 
        : ctrl(0), battle(battle), moveAnimation(0), targetAnimation(0), titleBarText(0), cursor(-1) { }
 
 public:
-       virtual void EnterState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void ExitState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void ResumeState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void PauseState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnEnterState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnExitState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnResumeState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnPauseState(app::Application &ctrl, SDL_Surface *screen);
 
        virtual void Resize(int width, int height);
 
 
 
 namespace battle {
 
-void RunState::EnterState(Application &c, SDL_Surface *screen) {
+void RunState::OnEnterState(Application &c, SDL_Surface *screen) {
        ctrl = &c;
 }
 
-void RunState::ExitState(Application &c, SDL_Surface *screen) {
+void RunState::OnExitState(Application &c, SDL_Surface *screen) {
        ctrl = 0;
 }
 
-void RunState::ResumeState(Application &ctrl, SDL_Surface *screen) {
+void RunState::OnResumeState(Application &ctrl, SDL_Surface *screen) {
        timer = GraphicsTimers().StartCountdown(2500);
 }
 
-void RunState::PauseState(Application &ctrl, SDL_Surface *screen) {
+void RunState::OnPauseState(Application &ctrl, SDL_Surface *screen) {
 
 }
 
 
        : ctrl(0), battle(battle){ }
 
 public:
-       virtual void EnterState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void ExitState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void ResumeState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void PauseState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnEnterState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnExitState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnResumeState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnPauseState(app::Application &ctrl, SDL_Surface *screen);
 
        virtual void Resize(int width, int height);
 
 
 
 namespace battle {
 
-void SelectAttackType::EnterState(Application &c, SDL_Surface *screen) {
+void SelectAttackType::OnEnterState(Application &c, SDL_Surface *screen) {
        ctrl = &c;
 }
 
-void SelectAttackType::ExitState(Application &c, SDL_Surface *screen) {
+void SelectAttackType::OnExitState(Application &c, SDL_Surface *screen) {
        ctrl = 0;
 }
 
-void SelectAttackType::ResumeState(Application &ctrl, SDL_Surface *screen) {
+void SelectAttackType::OnResumeState(Application &ctrl, SDL_Surface *screen) {
        if (battle->ActiveHero().GetAttackChoice().Selection().HasSelected()) {
                battle->ActiveHero().GetAttackChoice().SetType(battle->GetAttackTypeMenu().Selected());
                battle->NextHero();
        }
 }
 
-void SelectAttackType::PauseState(Application &ctrl, SDL_Surface *screen) {
+void SelectAttackType::OnPauseState(Application &ctrl, SDL_Surface *screen) {
 
 }
 
 
        : ctrl(0), battle(battle) { }
 
 public:
-       virtual void EnterState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void ExitState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void ResumeState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void PauseState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnEnterState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnExitState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnResumeState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnPauseState(app::Application &ctrl, SDL_Surface *screen);
 
        virtual void Resize(int width, int height);
 
 
 
 namespace battle {
 
-void SelectIkari::EnterState(Application &c, SDL_Surface *screen) {
+void SelectIkari::OnEnterState(Application &c, SDL_Surface *screen) {
        ctrl = &c;
 }
 
-void SelectIkari::ExitState(Application &c, SDL_Surface *screen) {
+void SelectIkari::OnExitState(Application &c, SDL_Surface *screen) {
        ctrl = 0;
 }
 
-void SelectIkari::ResumeState(Application &ctrl, SDL_Surface *screen) {
+void SelectIkari::OnResumeState(Application &ctrl, SDL_Surface *screen) {
        if (battle->ActiveHero().GetAttackChoice().Selection().HasSelected()) {
                battle->ActiveHero().GetAttackChoice().SetType(AttackChoice::IKARI);
                battle->ActiveHero().GetAttackChoice().SetItem(battle->ActiveHero().IkariMenu().Selected());
        }
 }
 
-void SelectIkari::PauseState(Application &ctrl, SDL_Surface *screen) {
+void SelectIkari::OnPauseState(Application &ctrl, SDL_Surface *screen) {
 
 }
 
 
        : ctrl(0), battle(battle), parent(parent) { }
 
 public:
-       virtual void EnterState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void ExitState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void ResumeState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void PauseState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnEnterState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnExitState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnResumeState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnPauseState(app::Application &ctrl, SDL_Surface *screen);
 
        virtual void Resize(int width, int height);
 
 
 
 namespace battle {
 
-void SelectItem::EnterState(Application &c, SDL_Surface *screen) {
+void SelectItem::OnEnterState(Application &c, SDL_Surface *screen) {
        ctrl = &c;
 }
 
-void SelectItem::ExitState(Application &c, SDL_Surface *screen) {
+void SelectItem::OnExitState(Application &c, SDL_Surface *screen) {
        ctrl = 0;
 }
 
-void SelectItem::ResumeState(Application &ctrl, SDL_Surface *screen) {
+void SelectItem::OnResumeState(Application &ctrl, SDL_Surface *screen) {
        if (battle->ActiveHero().GetAttackChoice().Selection().HasSelected()) {
                battle->ActiveHero().GetAttackChoice().SetType(AttackChoice::ITEM);
                battle->ActiveHero().GetAttackChoice().SetItem(battle->ItemMenu().Selected());
        }
 }
 
-void SelectItem::PauseState(Application &ctrl, SDL_Surface *screen) {
+void SelectItem::OnPauseState(Application &ctrl, SDL_Surface *screen) {
 
 }
 
 
        : ctrl(0), battle(battle), parent(parent) { }
 
 public:
-       virtual void EnterState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void ExitState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void ResumeState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void PauseState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnEnterState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnExitState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnResumeState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnPauseState(app::Application &ctrl, SDL_Surface *screen);
 
        virtual void Resize(int width, int height);
 
 
 
 namespace battle {
 
-void SelectMoveAction::EnterState(Application &c, SDL_Surface *screen) {
+void SelectMoveAction::OnEnterState(Application &c, SDL_Surface *screen) {
        ctrl = &c;
 }
 
-void SelectMoveAction::ExitState(Application &c, SDL_Surface *screen) {
+void SelectMoveAction::OnExitState(Application &c, SDL_Surface *screen) {
        ctrl = 0;
 }
 
-void SelectMoveAction::ResumeState(Application &ctrl, SDL_Surface *screen) {
+void SelectMoveAction::OnResumeState(Application &ctrl, SDL_Surface *screen) {
 
 }
 
-void SelectMoveAction::PauseState(Application &ctrl, SDL_Surface *screen) {
+void SelectMoveAction::OnPauseState(Application &ctrl, SDL_Surface *screen) {
 
 }
 
 
        : ctrl(0), battle(battle) { }
 
 public:
-       virtual void EnterState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void ExitState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void ResumeState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void PauseState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnEnterState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnExitState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnResumeState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnPauseState(app::Application &ctrl, SDL_Surface *screen);
 
        virtual void Resize(int width, int height);
 
 
 
 namespace battle {
 
-void SelectSpell::EnterState(Application &c, SDL_Surface *screen) {
+void SelectSpell::OnEnterState(Application &c, SDL_Surface *screen) {
        ctrl = &c;
 }
 
-void SelectSpell::ExitState(Application &c, SDL_Surface *screen) {
+void SelectSpell::OnExitState(Application &c, SDL_Surface *screen) {
        ctrl = 0;
 }
 
-void SelectSpell::ResumeState(Application &ctrl, SDL_Surface *screen) {
+void SelectSpell::OnResumeState(Application &ctrl, SDL_Surface *screen) {
        if (battle->ActiveHero().GetAttackChoice().Selection().HasSelected()) {
                battle->ActiveHero().GetAttackChoice().SetType(AttackChoice::MAGIC);
                battle->ActiveHero().GetAttackChoice().SetSpell(battle->ActiveHero().SpellMenu().Selected());
        }
 }
 
-void SelectSpell::PauseState(Application &ctrl, SDL_Surface *screen) {
+void SelectSpell::OnPauseState(Application &ctrl, SDL_Surface *screen) {
 
 }
 
 
        : ctrl(0), battle(battle), parent(parent) { }
 
 public:
-       virtual void EnterState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void ExitState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void ResumeState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void PauseState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnEnterState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnExitState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnResumeState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnPauseState(app::Application &ctrl, SDL_Surface *screen);
 
        virtual void Resize(int width, int height);
 
 
 
 namespace battle {
 
-void SelectTarget::EnterState(Application &c, SDL_Surface *screen) {
+void SelectTarget::OnEnterState(Application &c, SDL_Surface *screen) {
        ctrl = &c;
 }
 
-void SelectTarget::ExitState(Application &c, SDL_Surface *screen) {
+void SelectTarget::OnExitState(Application &c, SDL_Surface *screen) {
        ctrl = 0;
 }
 
-void SelectTarget::ResumeState(Application &ctrl, SDL_Surface *screen) {
+void SelectTarget::OnResumeState(Application &ctrl, SDL_Surface *screen) {
 
 }
 
-void SelectTarget::PauseState(Application &ctrl, SDL_Surface *screen) {
+void SelectTarget::OnPauseState(Application &ctrl, SDL_Surface *screen) {
 
 }
 
 
        : ctrl(0), battle(battle), parent(parent), selection(selection), cursorIcon(cursorIcon), flipFlop(true) { }
 
 public:
-       virtual void EnterState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void ExitState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void ResumeState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void PauseState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnEnterState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnExitState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnResumeState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnPauseState(app::Application &ctrl, SDL_Surface *screen);
 
        virtual void Resize(int width, int height);
 
 
 
 namespace battle {
 
-void SwapHeroes::EnterState(Application &c, SDL_Surface *screen) {
+void SwapHeroes::OnEnterState(Application &c, SDL_Surface *screen) {
        ctrl = &c;
 }
 
-void SwapHeroes::ExitState(Application &c, SDL_Surface *screen) {
+void SwapHeroes::OnExitState(Application &c, SDL_Surface *screen) {
        ctrl = 0;
 }
 
-void SwapHeroes::ResumeState(Application &ctrl, SDL_Surface *screen) {
+void SwapHeroes::OnResumeState(Application &ctrl, SDL_Surface *screen) {
 
 }
 
-void SwapHeroes::PauseState(Application &ctrl, SDL_Surface *screen) {
+void SwapHeroes::OnPauseState(Application &ctrl, SDL_Surface *screen) {
 
 }
 
 
        : ctrl(0), battle(battle), parent(parent), cursor(0), selected(-1), flipFlop(true) { }
 
 public:
-       virtual void EnterState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void ExitState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void ResumeState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void PauseState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnEnterState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnExitState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnResumeState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnPauseState(app::Application &ctrl, SDL_Surface *screen);
 
        virtual void Resize(int width, int height);
 
 
 
 }
 
-void ColorFade::EnterState(Application &c, SDL_Surface *screen) {
+void ColorFade::OnEnterState(Application &c, SDL_Surface *screen) {
        ctrl = &c;
        if (leadIn > 0) {
                timer = GraphicsTimers().StartCountdown(leadIn);
        }
 }
 
-void ColorFade::ExitState(Application &, SDL_Surface *screen) {
+void ColorFade::OnExitState(Application &, SDL_Surface *screen) {
        if (blinds) {
                SDL_FreeSurface(blinds);
                blinds = 0;
        }
 }
 
-void ColorFade::ResumeState(Application &ctrl, SDL_Surface *screen) {
+void ColorFade::OnResumeState(Application &ctrl, SDL_Surface *screen) {
        UpdateBlinds(screen->w, screen->h);
 }
 
-void ColorFade::PauseState(Application &ctrl, SDL_Surface *screen) {
+void ColorFade::OnPauseState(Application &ctrl, SDL_Surface *screen) {
 
 }
 
 
        void SetLeadOutTime(int ms) { leadOut = ms; }
 
 public:
-       virtual void EnterState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void ExitState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void ResumeState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void PauseState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnEnterState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnExitState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnResumeState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnPauseState(app::Application &ctrl, SDL_Surface *screen);
 
        virtual void Resize(int width, int height);
 
 
 }
 
 
-void MapState::EnterState(Application &c, SDL_Surface *screen) {
+void MapState::OnEnterState(Application &c, SDL_Surface *screen) {
        ctrl = &c;
        camera.Resize(screen->w, screen->h);
        LoadMap(map);
 }
 
-void MapState::ExitState(Application &ctrl, SDL_Surface *screen) {
+void MapState::OnExitState(Application &ctrl, SDL_Surface *screen) {
 
 }
 
-void MapState::ResumeState(Application &ctrl, SDL_Surface *screen) {
+void MapState::OnResumeState(Application &ctrl, SDL_Surface *screen) {
        camera.Resize(screen->w, screen->h);
 }
 
-void MapState::PauseState(Application &ctrl, SDL_Surface *screen) {
+void MapState::OnPauseState(Application &ctrl, SDL_Surface *screen) {
 
 }
 
 
        virtual ~MapState() { }
 
 public:
-       virtual void EnterState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void ExitState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void ResumeState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void PauseState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnEnterState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnExitState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnResumeState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnPauseState(app::Application &ctrl, SDL_Surface *screen);
        virtual void Resize(int width, int height);
 
        virtual void HandleEvents(const app::Input &);
 
 
 }
 
-void TransitionState::EnterState(Application &c, SDL_Surface *screen) {
+void TransitionState::OnEnterState(Application &c, SDL_Surface *screen) {
        ctrl = &c;
 }
 
-void TransitionState::ExitState(Application &, SDL_Surface *screen) {
+void TransitionState::OnExitState(Application &, SDL_Surface *screen) {
 
 }
 
-void TransitionState::ResumeState(Application &ctrl, SDL_Surface *screen) {
+void TransitionState::OnResumeState(Application &ctrl, SDL_Surface *screen) {
 
 }
 
-void TransitionState::PauseState(Application &ctrl, SDL_Surface *screen) {
+void TransitionState::OnPauseState(Application &ctrl, SDL_Surface *screen) {
 
 }
 
 
        virtual ~TransitionState() { }
 
 public:
-       virtual void EnterState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void ExitState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void ResumeState(app::Application &ctrl, SDL_Surface *screen);
-       virtual void PauseState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnEnterState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnExitState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnResumeState(app::Application &ctrl, SDL_Surface *screen);
+       virtual void OnPauseState(app::Application &ctrl, SDL_Surface *screen);
 
        virtual void Resize(int width, int height);