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I created my own Menu System that is event driven.

In order to have a loading screen and multithreaded loading to work, I devised this sort of implementation:

//Let's check if the game is done loading.
if (_game != null) 
    _gameLoaded = _game.DoneLoading;

//This means the game is loading still, 
//therefore the loading screen should be active.
if (!_gameLoaded && _gameActive) 

//The loading screen was selected.
if (_gameScreenList[2].CurrentState == GameScreen.State.Shown && !_gameActive) 
     Components.Add(_game = new ParadoxGame(this));
     _game.Initialize(); //Initializes the Game so that the loading can begin.
     _gameActive = true;

In the XNA Game Component that contains the actual game, in the LoadContent method I simply created a new Thread that calls another method ThreadLoad that has all the actual loading.

I also have a boolean variable called DoneLoading in the XNA Game Component that is set to true at the end of the ThreadLoad.

I am wondering if this is a poor implementation.

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migrated from Jul 24 '12 at 23:41

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Instead of polling the game to see if it's done, why not have it just fire an event when the loading thread finishes? – LKIM Jul 24 '12 at 19:52
I am not sure how it is supposed to be done in XNA, but using a boolean flag in a multithreaded application = shooting yourself in a foot. Also (_game != null) is rather a parameter validation then a condition to check if the game has finished loading. – oleksii Jul 24 '12 at 19:53
@LKIM If I use an event, regarding the Update and Draw methods of the ParadoxGame Component, how would I make sure the objects aren't use when they are not loaded? @ oleksii I am not checking if the game has finished loading, but I am checking the state of the load boolean variable. – Rob Jul 24 '12 at 20:04
In your event handler you set a boolean _gaveLoaded = true. Then everywhere else, you just need to poll that value instead of continually asking the game. – LKIM Jul 24 '12 at 20:14
@LKIM Tell me if this implementation is good: – Rob Jul 24 '12 at 21:29

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