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- using Microsoft.Xna.Framework;
- using System;
- namespace OpenVIII
- {
- public class MenuModule : Menu
- {
- #region Fields
- private static Mode state = 0;
- #endregion Fields
- #region Events
- public static event EventHandler<Mode> MainMenuStateChangedEvent;
- #endregion Events
- #region Enums
- protected override void Init()
- {
- Memory.ModuleChangeEvent += ModuleChanged;
- MainMenuStateChangedEvent += MainMenuStateChanged;
- base.Init();
- }
- private void MainMenuStateChanged(object sender, Mode e) => Refresh();
- private void ModuleChanged(object sender, Module e)
- {
- if(e == OpenVIII.Module.MainMenuDebug)
- {
- Refresh();
- }
- }
- /// <summary>
- /// What state the menus are in.
- /// </summary>
- public enum Mode
- {
- //Init,
- MainLobby,
- DebugScreen,
- NewGameChoosed,
- LoadGameChooseSlot,
- SaveGameChooseSlot,
- LoadGameChooseGame,
- SaveGameChooseGame,
- LoadGameCheckingSlot,
- SaveGameCheckingSlot,
- LoadGameLoading,
- SaveGameSaving,
- IGM,
- IGM_Junction,
- IGM_Items,
- //BattleMenu
- }
- #endregion Enums
- #region Properties
- public Mode State
- {
- get => state; set
- {
- // Draw will call before the next update(). This prevents that.
- Memory.SuppressDraw = true;
- if (state != value)
- {
- state = value;
- MainMenuStateChangedEvent?.Invoke(null, value);
- }
- }
- }
- #endregion Properties
- #region Methods
- public static MenuModule Create() => Create<MenuModule>();
- public override void Draw()
- {
- Memory.Graphics.GraphicsDevice.Clear(Color.Black);
- switch (State)
- {
- case Mode.MainLobby:
- IGM_Lobby.Draw();
- break;
- case Mode.DebugScreen:
- Debug_Menu.Draw();
- break;
- case Mode.LoadGameChooseSlot:
- case Mode.LoadGameCheckingSlot:
- case Mode.LoadGameChooseGame:
- case Mode.LoadGameLoading:
- case Mode.SaveGameChooseSlot:
- case Mode.SaveGameCheckingSlot:
- case Mode.SaveGameChooseGame:
- case Mode.SaveGameSaving:
- IGMLoadSaveGame.Draw();
- break;
- case Mode.IGM:
- IGM.Draw();
- break;
- case Mode.IGM_Junction:
- Junction.Draw();
- break;
- case Mode.IGM_Items:
- IGMItems.Draw();
- break;
- case Mode.NewGameChoosed:
- goto case Mode.MainLobby;
- default:
- State = Mode.MainLobby;
- goto case Mode.MainLobby;
- }
- base.Draw();
- }
- public override void Refresh()
- {
- switch (State)
- {
- case Mode.MainLobby:
- IGM_Lobby.Refresh();
- break;
- case Mode.DebugScreen:
- Debug_Menu.Refresh();
- break;
- case Mode.LoadGameChooseSlot:
- case Mode.LoadGameCheckingSlot:
- case Mode.LoadGameChooseGame:
- case Mode.LoadGameLoading:
- case Mode.SaveGameChooseSlot:
- case Mode.SaveGameCheckingSlot:
- case Mode.SaveGameChooseGame:
- case Mode.SaveGameSaving:
- break;
- case Mode.IGM:
- IGM.Refresh();
- break;
- case Mode.IGM_Junction:
- Junction.Refresh();
- break;
- case Mode.IGM_Items:
- IGMItems.Refresh();
- break;
- // case Mode.NewGameChoosed:
- // goto case Mode.MainLobby;
- default:
- State = Mode.MainLobby;
- goto case Mode.MainLobby;
- }
- base.Refresh();
- }
- public override bool Update()
- {
- switch (State)
- {
- case Mode.NewGameChoosed:
- case Mode.LoadGameCheckingSlot:
- case Mode.LoadGameLoading:
- case Mode.SaveGameCheckingSlot:
- case Mode.SaveGameSaving:
- Memory.IsMouseVisible = false;
- break;
- default:
- Memory.IsMouseVisible = true;
- break;
- }
- var forceupdate = false;
- switch (State)
- {
- case Mode.MainLobby:
- forceupdate = IGM_Lobby.Update();
- break;
- case Mode.DebugScreen:
- forceupdate = Debug_Menu.Update();
- break;
- case Mode.LoadGameChooseSlot:
- case Mode.LoadGameCheckingSlot:
- case Mode.LoadGameChooseGame:
- case Mode.LoadGameLoading:
- case Mode.SaveGameChooseSlot:
- case Mode.SaveGameCheckingSlot:
- case Mode.SaveGameChooseGame:
- case Mode.SaveGameSaving:
- forceupdate = IGMLoadSaveGame.Update();
- break;
- case Mode.IGM:
- forceupdate = IGM.Update();
- break;
- case Mode.IGM_Junction:
- forceupdate = Junction.Update();
- break;
- case Mode.IGM_Items:
- forceupdate = IGMItems.Update();
- break;
- case Mode.NewGameChoosed:
- goto case Mode.MainLobby;
- default:
- State = Mode.MainLobby;
- goto case Mode.MainLobby;
- }
- SkipFocus = true;
- forceupdate = base.Update() || forceupdate;
- //if (!forceupdate)
- // Memory.SuppressDraw = false;
- return forceupdate;
- }
- #endregion Methods
- }
- }
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