Exemple #1
0
 private static async void GracefullyExit()
 {
     Memory.TokenSource.Cancel(); // tell task we are done
     //step0. dispose stop sounds
     ModuleMovieTest.Reset();
     AV.Music.Stop();
     AV.Music.KillAudio();
     AV.Sound.KillAudio();
     //step1. kill init task. to prevent exceptions if exiting before fully loaded.
     if (Memory.InitTask != null)
     {
         await Memory.InitTask; // wait for task to finish what it's doing.
     }
 }
Exemple #2
0
        public static async void Update(GameTime gameTime)
        {
            if (lastModule != module)
            {
                //got stuck on this once had to force close.
                //GC.Collect();
                //GC.WaitForPendingFinalizers();
                lastModule = module;
            }
            module = Memory.Module;

//#if DEBUG
            if (Input2.DelayedButton(FF8TextTagKey.Reset)) // || Input2.DelayedButton(FF8TextTagKey.Cancel))
            {
                if (Memory.Module != Module.MainMenuDebug) // && Memory.Module != Module.BattleDebug)
                {
                    Memory.Module   = Module.MainMenuDebug;
                    InputMouse.Mode = MouseLockMode.Screen;
                }
            }
//#endif

            switch (module)
            {
            //doesn't need memory
            case Module.OvertureDebug:
            case 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))
                {
                    //task is still running loading assets blank screen and wait.
                    Memory.SuppressDraw = true;
                    await Memory.InitTask;
                    //fade in doesn't happen because time was set before the await.
                    //ending here causes update to be run again with new time
                    return;
                }
                break;
            }
            switch (module)
            {
            case Module.Battle:
                ModuleBattle.Update();
                break;

            case Module.BattleDebug:
                Menu.UpdateOnce();
                ModuleBattleDebug.Update();
                break;

            case Module.MovieTest:
                ModuleMovieTest.Update();
                break;

            case Module.FieldDebug:
                Fields.Module.Update();
                break;

            case Module.OvertureDebug:
                Module_overture_debug.Update();
                break;

            case Module.MainMenuDebug:
                Menu.UpdateOnce();
                Menu.Module.Update();
                break;

            case Module.WorldDebug:
                Module_world_debug.Update(gameTime);
                break;

            case Module.FaceTest:
                Module_face_test.Update();
                break;

            case Module.IconTest:
                Module_icon_test.Update();
                break;

            case Module.CardTest:
                Module_card_test.Update();
                break;

            case Module.FieldModelTest:
                Fields.ModuleFieldObjectTest.Update();
                break;
            }
        }
Exemple #3
0
        public static void Draw(GameTime gameTime)
        {
            switch (module)
            {
            //doesn't need memory
            case Module.OvertureDebug:
            case 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 Module.Battle:
                ModuleBattle.Draw();
                break;

            case Module.BattleDebug:
                ModuleBattleDebug.Draw();
                break;

            case Module.MovieTest:
                ModuleMovieTest.Draw();
                break;

            case Module.FieldDebug:
                Fields.Module.Draw();
                break;

            case Module.OvertureDebug:
                Module_overture_debug.Draw();
                break;

            case Module.MainMenuDebug:
                Menu.Module.Draw();
                break;

            case Module.WorldDebug:
                Module_world_debug.Draw();
                break;

            case Module.FaceTest:
                Module_face_test.Draw();
                break;

            case Module.IconTest:
                Module_icon_test.Draw();
                break;

            case Module.CardTest:
                Module_card_test.Draw();
                break;

            case Module.BattleSwirl:
                BattleSwirl.Draw();
                break;

            case Module.FieldModelTest:
                Fields.ModuleFieldObjectTest.Draw();
                break;
            }
        }