internal static void Draw() { switch (internalModule) { case OvertureInternalModule._0InitSound: case OvertureInternalModule._1WaitBeforeFirst: Memory.graphics.GraphicsDevice.Clear(Color.Black); break; case OvertureInternalModule._2PlaySequence: Memory.graphics.GraphicsDevice.Clear(Color.Black); DrawSplash(); break; //actually this is our entry point for draw; case OvertureInternalModule._3SequenceFinishedPlayMainMenu: DrawLogo(); //after this ends, jump into main menu module break; case OvertureInternalModule._4Squaresoft: internalModule = OvertureInternalModule._0InitSound; Module_movie_test.Index = 103;//103; Module_movie_test.ReturnState = Memory.MODULE_OVERTURE_DEBUG; Memory.module = Memory.MODULE_MOVIETEST; break; } }
public static void ResetModule() { internalModule = 0; internalTimer = 0.0f; bFadingIn = true; bWaitingSplash = false; fSplashWait = 0.0f; bFadingOut = false; Fade = 0; Memory.spriteBatch.GraphicsDevice.Clear(Color.Black); Memory.module = Memory.MODULE_OVERTURE_DEBUG; internalModule = OvertureInternalModule._4Squaresoft; Module_movie_test.ReturnState = Memory.MODULE_OVERTURE_DEBUG; aw = null; // was getting exception when running the overture again as the aw target changed. }