GestureState::GestureState(int userId) { state = OFF; name = NULL; id = userId; updateDebug(); }
// Very well might not be used, but avoids confusion with the other // assignment operator GestureState& GestureState::operator=(GestureState& other) { state = other.state; updateDebug(); return *this; }
void GestureState::set(GestureStateEnum newState) { state = newState; updateDebug(); }
void StateManager::update(const sf::Time& dt){ updateDebug(); stateStack_.back()->update(dt); }