[SDL] Re: Game event loop and input

Calvin Spealman calvin at ironfroggy.com
Fri Jan 31 07:21:01 PST 2003


Another possible solution to several of the questions asked in this 
thread might be to create an array of function points that handle the 
different states.

DoStateFunc(current_state);

void DoStateFunc(int & state) {
	State_Function_Array[state](state); // takes a state reference
         // to change it
}






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