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authorJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2021-01-15 18:34:05 -0500
committerJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2021-01-15 18:34:05 -0500
commit5953fc3bd083ae0a579d2da1ad833e6163848086 (patch)
treefb4b0ec17ac2627b61624edba23b714a31eecd6f /src/SMAPI/Framework
parentbdb7b04b3edecdf7dfa665d8b5a50a1bbff62699 (diff)
parent415047bf8e44057d6aeeffc6191d00817f6b0d1b (diff)
downloadSMAPI-5953fc3bd083ae0a579d2da1ad833e6163848086.tar.gz
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Merge branch 'develop' into stable
Diffstat (limited to 'src/SMAPI/Framework')
-rw-r--r--src/SMAPI/Framework/SCore.cs1
-rw-r--r--src/SMAPI/Framework/SGame.cs12
2 files changed, 9 insertions, 4 deletions
diff --git a/src/SMAPI/Framework/SCore.cs b/src/SMAPI/Framework/SCore.cs
index 3a51b418..f9a36593 100644
--- a/src/SMAPI/Framework/SCore.cs
+++ b/src/SMAPI/Framework/SCore.cs
@@ -619,6 +619,7 @@ namespace StardewModdingAPI.Framework
if (Game1.currentLoader != null)
{
this.Monitor.Log("Game loader synchronizing...");
+ this.Reflection.GetMethod(Game1.game1, "UpdateTitleScreen").Invoke(Game1.currentGameTime); // run game logic to change music on load, etc
while (Game1.currentLoader?.MoveNext() == true)
{
// raise load stage changed
diff --git a/src/SMAPI/Framework/SGame.cs b/src/SMAPI/Framework/SGame.cs
index 2ede40ae..42a712ee 100644
--- a/src/SMAPI/Framework/SGame.cs
+++ b/src/SMAPI/Framework/SGame.cs
@@ -740,16 +740,20 @@ namespace StardewModdingAPI.Framework
Game1.spriteBatch.Draw(Game1.staminaRect, new Microsoft.Xna.Framework.Rectangle(startingX, (int)y, Game1.graphics.GraphicsDevice.Viewport.Width, 1), Microsoft.Xna.Framework.Color.Red * 0.5f);
}
}
+ if (Game1.ShouldShowOnscreenUsernames() && Game1.currentLocation != null)
+ {
+ Game1.currentLocation.DrawFarmerUsernames(Game1.spriteBatch);
+ }
if (Game1.currentBillboard != 0 && !this.takingMapScreenshot)
{
this.drawBillboard();
}
if (!Game1.eventUp && Game1.farmEvent == null && Game1.currentBillboard == 0 && Game1.gameMode == 3 && !this.takingMapScreenshot && Game1.isOutdoorMapSmallerThanViewport())
{
- Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(0, 0, -Math.Min(Game1.viewport.X, 4096), Game1.graphics.GraphicsDevice.Viewport.Height), Microsoft.Xna.Framework.Color.Black);
- Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(-Game1.viewport.X + Game1.currentLocation.map.Layers[0].LayerWidth * 64, 0, Math.Min(4096, Game1.graphics.GraphicsDevice.Viewport.Width - (-Game1.viewport.X + Game1.currentLocation.map.Layers[0].LayerWidth * 64)), Game1.graphics.GraphicsDevice.Viewport.Height), Microsoft.Xna.Framework.Color.Black);
- Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(0, 0, Game1.graphics.GraphicsDevice.Viewport.Width, -Math.Min(Game1.viewport.Y, 4096)), Microsoft.Xna.Framework.Color.Black);
- Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(0, -Game1.viewport.Y + Game1.currentLocation.map.Layers[0].LayerHeight * 64, Game1.graphics.GraphicsDevice.Viewport.Width, Math.Min(4096, Game1.graphics.GraphicsDevice.Viewport.Height - (-Game1.viewport.Y + Game1.currentLocation.map.Layers[0].LayerHeight * 64))), Microsoft.Xna.Framework.Color.Black);
+ Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(0, 0, -Math.Min(Game1.viewport.X, GameRunner.MaxTextureSize), Game1.graphics.GraphicsDevice.Viewport.Height), Microsoft.Xna.Framework.Color.Black);
+ Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(-Game1.viewport.X + Game1.currentLocation.map.Layers[0].LayerWidth * 64, 0, Math.Min(GameRunner.MaxTextureSize, Game1.graphics.GraphicsDevice.Viewport.Width - (-Game1.viewport.X + Game1.currentLocation.map.Layers[0].LayerWidth * 64)), Game1.graphics.GraphicsDevice.Viewport.Height), Microsoft.Xna.Framework.Color.Black);
+ Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(0, 0, Game1.graphics.GraphicsDevice.Viewport.Width, -Math.Min(Game1.viewport.Y, GameRunner.MaxTextureSize)), Microsoft.Xna.Framework.Color.Black);
+ Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(0, -Game1.viewport.Y + Game1.currentLocation.map.Layers[0].LayerHeight * 64, Game1.graphics.GraphicsDevice.Viewport.Width, Math.Min(GameRunner.MaxTextureSize, Game1.graphics.GraphicsDevice.Viewport.Height - (-Game1.viewport.Y + Game1.currentLocation.map.Layers[0].LayerHeight * 64))), Microsoft.Xna.Framework.Color.Black);
}
Game1.spriteBatch.End();
Game1.PushUIMode();