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authorJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2019-10-02 21:56:59 -0400
committerJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2019-11-16 17:31:26 -0500
commit31db556d02b27aa246ea3a5ae0c94dcdd7a5f7f0 (patch)
treeae1f9b62066147a0c55ac56898a1a11a0aae6a1f /src/SMAPI/Framework/SGame.cs
parent41a809a2e063eec9c39868768512084e0a14256f (diff)
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update for more draw changes (#638)
Diffstat (limited to 'src/SMAPI/Framework/SGame.cs')
-rw-r--r--src/SMAPI/Framework/SGame.cs18
1 files changed, 8 insertions, 10 deletions
diff --git a/src/SMAPI/Framework/SGame.cs b/src/SMAPI/Framework/SGame.cs
index aa84295c..47261862 100644
--- a/src/SMAPI/Framework/SGame.cs
+++ b/src/SMAPI/Framework/SGame.cs
@@ -762,12 +762,14 @@ namespace StardewModdingAPI.Framework
/// <summary>The method called to draw everything to the screen.</summary>
/// <param name="gameTime">A snapshot of the game timing state.</param>
- protected override void Draw(GameTime gameTime)
+ /// <param name="target_screen">The render target, if any.</param>
+ [SuppressMessage("ReSharper", "InconsistentNaming", Justification = "copied from game code as-is")]
+ protected override void _draw(GameTime gameTime, RenderTarget2D target_screen)
{
Context.IsInDrawLoop = true;
try
{
- this.DrawImpl(gameTime);
+ this.DrawImpl(gameTime, target_screen);
this.DrawCrashTimer.Reset();
}
catch (Exception ex)
@@ -801,8 +803,10 @@ namespace StardewModdingAPI.Framework
/// <summary>Replicate the game's draw logic with some changes for SMAPI.</summary>
/// <param name="gameTime">A snapshot of the game timing state.</param>
+ /// <param name="target_screen">The render target, if any.</param>
/// <remarks>This implementation is identical to <see cref="Game1.Draw"/>, except for try..catch around menu draw code, private field references replaced by wrappers, and added events.</remarks>
[SuppressMessage("ReSharper", "CompareOfFloatsByEqualityOperator", Justification = "copied from game code as-is")]
+ [SuppressMessage("ReSharper", "InconsistentNaming", Justification = "copied from game code as-is")]
[SuppressMessage("ReSharper", "LocalVariableHidesMember", Justification = "copied from game code as-is")]
[SuppressMessage("ReSharper", "PossibleLossOfFraction", Justification = "copied from game code as-is")]
[SuppressMessage("ReSharper", "RedundantArgumentDefaultValue", Justification = "copied from game code as-is")]
@@ -811,16 +815,10 @@ namespace StardewModdingAPI.Framework
[SuppressMessage("ReSharper", "RedundantTypeArgumentsOfMethod", Justification = "copied from game code as-is")]
[SuppressMessage("SMAPI.CommonErrors", "AvoidNetField", Justification = "copied from game code as-is")]
[SuppressMessage("SMAPI.CommonErrors", "AvoidImplicitNetFieldCast", Justification = "copied from game code as-is")]
- private void DrawImpl(GameTime gameTime)
+ private void DrawImpl(GameTime gameTime, RenderTarget2D target_screen)
{
var events = this.Events;
- // from Game1.Draw
- RenderTarget2D target_screen = (RenderTarget2D)null;
- if ((double)Game1.options.zoomLevel != 1.0)
- target_screen = this.screen;
-
- // from Game1._draw
if (Game1._newDayTask != null)
{
this.GraphicsDevice.Clear(Game1.bgColor);
@@ -1039,7 +1037,7 @@ namespace StardewModdingAPI.Framework
continue;
}
if (Utility.isOnScreen((Vector2)((NetFieldBase<Vector2, NetVector2>)Game1.currentLightSources.ElementAt<LightSource>(index).position), (int)((double)(float)((NetFieldBase<float, NetFloat>)Game1.currentLightSources.ElementAt<LightSource>(index).radius) * 64.0 * 4.0)))
- Game1.spriteBatch.Draw(Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture, Game1.GlobalToLocal(Game1.viewport, (Vector2)((NetFieldBase<Vector2, NetVector2>)Game1.currentLightSources.ElementAt<LightSource>(index).position)) / (float)(Game1.options.lightingQuality / 2), new Microsoft.Xna.Framework.Rectangle?(Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture.Bounds), (Microsoft.Xna.Framework.Color) ((NetFieldBase<Microsoft.Xna.Framework.Color, NetColor>)Game1.currentLightSources.ElementAt<LightSource>(index).color), 0.0f, new Vector2((float)Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture.Bounds.Center.X, (float)Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture.Bounds.Center.Y), (float)((NetFieldBase<float, NetFloat>)Game1.currentLightSources.ElementAt<LightSource>(index).radius) / (float)(Game1.options.lightingQuality / 2), SpriteEffects.None, 0.9f);
+ Game1.spriteBatch.Draw(Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture, Game1.GlobalToLocal(Game1.viewport, (Vector2)((NetFieldBase<Vector2, NetVector2>)Game1.currentLightSources.ElementAt<LightSource>(index).position)) / (float)(Game1.options.lightingQuality / 2), new Microsoft.Xna.Framework.Rectangle?(Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture.Bounds), (Microsoft.Xna.Framework.Color)((NetFieldBase<Microsoft.Xna.Framework.Color, NetColor>)Game1.currentLightSources.ElementAt<LightSource>(index).color), 0.0f, new Vector2((float)Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture.Bounds.Center.X, (float)Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture.Bounds.Center.Y), (float)((NetFieldBase<float, NetFloat>)Game1.currentLightSources.ElementAt<LightSource>(index).radius) / (float)(Game1.options.lightingQuality / 2), SpriteEffects.None, 0.9f);
}
}
Game1.spriteBatch.End();