After more thought, I think that using Löve's event queue is easier and cleaner than patching love.graphics.present, because it will better keep track of all gamestate stack operations. It unfortunately brings a few limitations.
Here's the modified gamestate.lua:
Code: Select all
--[[
Copyright (c) 2010-2013 Matthias Richter
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local function __NULL__() end
-- default gamestate produces error on every callback
local state_init = setmetatable({leave = __NULL__},
{__index = function() error("Gamestate not initialized. Use Gamestate.switch()") end})
local stack = {state_init}
local initialized_states = setmetatable({}, {__mode = "k"})
local state_to_key = setmetatable({}, {__mode = "k"})
local key_to_state = setmetatable({}, {__mode = "v"})
local GS = {}
function GS.new(t) return t or {} end -- constructor - deprecated!
local function change_state(stack_offset, to, ...)
local pre = stack[#stack]
-- initialize only on first call
if not initialized_states[to] then
initialized_states[to] = true
;(to.init or __NULL__)(to)
end
stack[#stack+stack_offset] = to
return (to.enter or __NULL__)(to, pre, ...)
end
function love.handlers.gsswitch(to, ...)
to = key_to_state[to]
;(stack[#stack].leave or __NULL__)(stack[#stack])
return change_state(0, to, ...)
end
function love.handlers.gspush(to, ...)
to = key_to_state[to]
return change_state(1, to, ...)
end
function love.handlers.gspop(...)
assert(#stack > 1, "No more states to pop!")
local pre, to = stack[#stack], stack[#stack-1]
stack[#stack] = nil
;(pre.leave or __NULL__)(pre)
return (to.resume or __NULL__)(to, pre, ...)
end
function GS.switch(to, ...)
assert(to, "Missing argument: Gamestate to switch to")
assert(to ~= GS, "Can't call switch with colon operator")
local k = state_to_key[to]
if not k then
k = tostring(to)
state_to_key[to] = k
key_to_state[k] = to
end
love.event.push("gsswitch", k, ...)
end
function GS.push(to, ...)
assert(to, "Missing argument: Gamestate to switch to")
assert(to ~= GS, "Can't call push with colon operator")
local k = state_to_key[to]
if not k then
k = tostring(to)
state_to_key[to] = k
key_to_state[k] = to
end
love.event.push("gspush", k, ...)
end
function GS.pop(...)
love.event.push("gspop", ...)
end
function GS.current()
return stack[#stack]
end
-- XXX: don't overwrite love.errorhandler by default:
-- this callback is different than the other callbacks
-- (see http://love2d.org/wiki/love.errorhandler)
-- overwriting thi callback can result in random crashes (issue #95)
local all_callbacks = { 'draw', 'update' }
-- fetch event callbacks from love.handlers
for k in pairs(love.handlers) do
all_callbacks[#all_callbacks+1] = k
end
function GS.registerEvents(callbacks)
local registry = {}
callbacks = callbacks or all_callbacks
for _, f in ipairs(callbacks) do
registry[f] = love[f] or __NULL__
love[f] = function(...)
registry[f](...)
return GS[f](...)
end
end
end
-- forward any undefined functions
setmetatable(GS, {__index = function(_, func)
return function(...)
return (stack[#stack][func] or __NULL__)(stack[#stack], ...)
end
end})
return GS
This is the result with the above:
Code: Select all
...
menu.update
menu.draw
menu.update
menu.draw
assault.update
assault.draw
assault.update
assault.draw
...
Note that the state switch command is issued in the last menu.update, but menu.draw is still called and the state switch is effective immediately afterwards, including all associated side effects (the leave, enter, resume callbacks will be called at that point).
A caveat with the modified gamestate.lua is that it does not support passing tables that contain functions, as arguments for enter or resume, which means you can't pass objects, for instance. You can only pass the same kind of values that you can send through love.thread channels. And of course, you can't change states from a thread.