public static void Draw(GameTime gameTime) { switch (module) { case Memory.MODULE_BATTLE: module_battle.Draw(); break; case Memory.MODULE_BATTLE_DEBUG: Module_battle_debug.Draw(); break; case Memory.MODULE_MOVIETEST: Module_movie_test.Draw(); break; case Memory.MODULE_FIELD_DEBUG: Module_field_debug.Draw(); break; case Memory.MODULE_OVERTURE_DEBUG: Module_overture_debug.Draw(); break; case Memory.MODULE_MAINMENU_DEBUG: Module_main_menu_debug.Draw(); break; case Memory.MODULE_WORLD_DEBUG: Module_world_debug.Draw(); break; case Memory.MODULE_FACE_TEST: Module_face_test.Draw(); break; case Memory.MODULE_ICON_TEST: Module_icon_test.Draw(); break; } }
public static void Draw(GameTime gameTime) { switch (module) { //doesn't need memory case Memory.MODULE_OVERTURE_DEBUG: case Memory.MODULE_MOVIETEST: break; default: //requires memory to be loaded. if ((Memory.InitTask != null) && (Memory.InitTask.IsCompleted == false || Memory.InitTask.Status == TaskStatus.Running || Memory.InitTask.Status == TaskStatus.WaitingToRun || Memory.InitTask.Status == TaskStatus.WaitingForActivation)) { //suppress draw in update but if draw happens before update, blank screen, and end here Memory.graphics.GraphicsDevice.Clear(Color.Black); return; } break; } switch (module) { case Memory.MODULE_BATTLE: module_battle.Draw(); break; case Memory.MODULE_BATTLE_DEBUG: Module_battle_debug.Draw(); break; case Memory.MODULE_MOVIETEST: Module_movie_test.Draw(); break; case Memory.MODULE_FIELD_DEBUG: Module_field_debug.Draw(); break; case Memory.MODULE_OVERTURE_DEBUG: Module_overture_debug.Draw(); break; case Memory.MODULE_MAINMENU_DEBUG: Module_main_menu_debug.Draw(); break; case Memory.MODULE_WORLD_DEBUG: Module_world_debug.Draw(); break; case Memory.MODULE_FACE_TEST: Module_face_test.Draw(); break; case Memory.MODULE_ICON_TEST: Module_icon_test.Draw(); break; case Memory.MODULE_CARD_TEST: Module_card_test.Draw(); break; } }