// BlockyFroggy
// Copyright © 2017 John Ryland.
// All rights reserved.
#include "BaseGameState.h"
#include "Log.h"
DECLARE_LOG_CONTEXT(BGS)
/*
//! @todo make the state mapping dynamically created from the state registation
void GameStateRegistrationFunction(const char* name, GameStateFactory createStateCallback)
{
Log(LL_Debug, "Registered state: %s", name);
}
*/
void ListGameStates()
{
const GameStateFactoryItem* item = GameStateFactoryItem::getFactoryHead();
while (item)
{
Log(LL_Debug, item->m_name);
item = item->m_next;
}
}