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author | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2020-12-20 22:35:58 -0500 |
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committer | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2020-12-20 22:35:58 -0500 |
commit | 77002d3e9965d9afa843a95129c6acb5d1c4a283 (patch) | |
tree | b4f4a338945cd3f2cc5881e46fb0dd2b075a79ce /src/SMAPI/Framework | |
parent | 1c70736c00e6e70f46f539cb26b5fd253f4eff3b (diff) | |
parent | 5e2f6f565d6ef5330ea2e8c6a5e796f937289255 (diff) | |
download | SMAPI-77002d3e9965d9afa843a95129c6acb5d1c4a283.tar.gz SMAPI-77002d3e9965d9afa843a95129c6acb5d1c4a283.tar.bz2 SMAPI-77002d3e9965d9afa843a95129c6acb5d1c4a283.zip |
Merge branch 'stardew-valley-1.5' into develop
# Conflicts:
# docs/release-notes.md
Diffstat (limited to 'src/SMAPI/Framework')
-rw-r--r-- | src/SMAPI/Framework/ContentManagers/GameContentManager.cs | 76 | ||||
-rw-r--r-- | src/SMAPI/Framework/ContentManagers/ModContentManager.cs | 130 | ||||
-rw-r--r-- | src/SMAPI/Framework/Input/SInputState.cs | 17 | ||||
-rw-r--r-- | src/SMAPI/Framework/InternalExtensions.cs | 18 | ||||
-rw-r--r-- | src/SMAPI/Framework/Logging/LogManager.cs | 9 | ||||
-rw-r--r-- | src/SMAPI/Framework/ModHelpers/DataHelper.cs | 8 | ||||
-rw-r--r-- | src/SMAPI/Framework/ModHelpers/InputHelper.cs | 21 | ||||
-rw-r--r-- | src/SMAPI/Framework/ModHelpers/ModHelper.cs | 6 | ||||
-rw-r--r-- | src/SMAPI/Framework/Monitor.cs | 11 | ||||
-rw-r--r-- | src/SMAPI/Framework/SCore.cs | 358 | ||||
-rw-r--r-- | src/SMAPI/Framework/SGame.cs | 431 | ||||
-rw-r--r-- | src/SMAPI/Framework/SGameRunner.cs | 156 |
12 files changed, 744 insertions, 497 deletions
diff --git a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs index f20580e1..83a63986 100644 --- a/src/SMAPI/Framework/ContentManagers/GameContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/GameContentManager.cs @@ -29,8 +29,8 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <summary>Interceptors which edit matching assets after they're loaded.</summary> private IList<ModLinked<IAssetEditor>> Editors => this.Coordinator.Editors; - /// <summary>A lookup which indicates whether the asset is localizable (i.e. the filename contains the locale), if previously loaded.</summary> - private readonly IDictionary<string, bool> IsLocalizableLookup; + /// <summary>Maps asset names to their localized form, like <c>LooseSprites\Billboard => LooseSprites\Billboard.fr-FR</c> (localized) or <c>Maps\AnimalShop => Maps\AnimalShop</c> (not localized).</summary> + private IDictionary<string, string> LocalizedAssetNames => LocalizedContentManager.localizedAssetNames; /// <summary>Whether the next load is the first for any game content manager.</summary> private static bool IsFirstLoad = true; @@ -55,7 +55,6 @@ namespace StardewModdingAPI.Framework.ContentManagers public GameContentManager(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, Action<BaseContentManager> onDisposing, Action onLoadingFirstAsset) : base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, isNamespaced: false) { - this.IsLocalizableLookup = reflection.GetField<IDictionary<string, bool>>(this, "_localizedAsset").GetValue(); this.OnLoadingFirstAsset = onLoadingFirstAsset; } @@ -124,7 +123,7 @@ namespace StardewModdingAPI.Framework.ContentManagers // find assets for which a translatable version was loaded HashSet<string> removeAssetNames = new HashSet<string>(StringComparer.OrdinalIgnoreCase); - foreach (string key in this.IsLocalizableLookup.Where(p => p.Value).Select(p => p.Key)) + foreach (string key in this.LocalizedAssetNames.Where(p => p.Key != p.Value).Select(p => p.Key)) removeAssetNames.Add(this.TryParseExplicitLanguageAssetKey(key, out string assetName, out _) ? assetName : key); // invalidate translatable assets @@ -154,21 +153,15 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <param name="normalizedAssetName">The normalized asset name.</param> protected override bool IsNormalizedKeyLoaded(string normalizedAssetName) { - // default English - if (this.Language == LocalizedContentManager.LanguageCode.en || this.Coordinator.IsManagedAssetKey(normalizedAssetName)) - return this.Cache.ContainsKey(normalizedAssetName); - - // translated - string keyWithLocale = $"{normalizedAssetName}.{this.GetLocale(this.GetCurrentLanguage())}"; - if (this.IsLocalizableLookup.TryGetValue(keyWithLocale, out bool localizable)) - { - return localizable - ? this.Cache.ContainsKey(keyWithLocale) - : this.Cache.ContainsKey(normalizedAssetName); - } - - // not loaded yet - return false; + string cachedKey = null; + bool localized = + this.Language != LocalizedContentManager.LanguageCode.en + && !this.Coordinator.IsManagedAssetKey(normalizedAssetName) + && this.LocalizedAssetNames.TryGetValue(normalizedAssetName, out cachedKey); + + return localized + ? this.Cache.ContainsKey(cachedKey) + : this.Cache.ContainsKey(normalizedAssetName); } /// <summary>Add tracking data to an asset and add it to the cache.</summary> @@ -197,22 +190,16 @@ namespace StardewModdingAPI.Framework.ContentManagers // doesn't change the instance stored in the cache, e.g. using `asset.ReplaceWith`. if (useCache) { - string keyWithLocale = $"{assetName}.{this.GetLocale(language)}"; + string translatedKey = $"{assetName}.{this.GetLocale(language)}"; base.TrackAsset(assetName, value, language, useCache: true); - if (this.Cache.ContainsKey(keyWithLocale)) - base.TrackAsset(keyWithLocale, value, language, useCache: true); + if (this.Cache.ContainsKey(translatedKey)) + base.TrackAsset(translatedKey, value, language, useCache: true); // track whether the injected asset is translatable for is-loaded lookups - if (this.Cache.ContainsKey(keyWithLocale)) - { - this.IsLocalizableLookup[assetName] = true; - this.IsLocalizableLookup[keyWithLocale] = true; - } + if (this.Cache.ContainsKey(translatedKey)) + this.LocalizedAssetNames[assetName] = translatedKey; else if (this.Cache.ContainsKey(assetName)) - { - this.IsLocalizableLookup[assetName] = false; - this.IsLocalizableLookup[keyWithLocale] = false; - } + this.LocalizedAssetNames[assetName] = assetName; else this.Monitor.Log($"Asset '{assetName}' could not be found in the cache immediately after injection.", LogLevel.Error); } @@ -226,24 +213,23 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <remarks>Derived from <see cref="LocalizedContentManager.Load{T}(string, LocalizedContentManager.LanguageCode)"/>.</remarks> private T RawLoad<T>(string assetName, LanguageCode language, bool useCache) { - // try translated asset + // use cached key + if (this.LocalizedAssetNames.TryGetValue(assetName, out string cachedKey)) + return base.RawLoad<T>(cachedKey, useCache); + + // try translated key if (language != LocalizedContentManager.LanguageCode.en) { string translatedKey = $"{assetName}.{this.GetLocale(language)}"; - if (!this.IsLocalizableLookup.TryGetValue(translatedKey, out bool isTranslatable) || isTranslatable) + try { - try - { - T obj = base.RawLoad<T>(translatedKey, useCache); - this.IsLocalizableLookup[assetName] = true; - this.IsLocalizableLookup[translatedKey] = true; - return obj; - } - catch (ContentLoadException) - { - this.IsLocalizableLookup[assetName] = false; - this.IsLocalizableLookup[translatedKey] = false; - } + T obj = base.RawLoad<T>(translatedKey, useCache); + this.LocalizedAssetNames[assetName] = translatedKey; + return obj; + } + catch (ContentLoadException) + { + this.LocalizedAssetNames[assetName] = assetName; } } diff --git a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs index 12d672cf..127705ea 100644 --- a/src/SMAPI/Framework/ContentManagers/ModContentManager.cs +++ b/src/SMAPI/Framework/ContentManagers/ModContentManager.cs @@ -12,7 +12,6 @@ using StardewModdingAPI.Toolkit.Utilities; using StardewValley; using xTile; using xTile.Format; -using xTile.ObjectModel; using xTile.Tiles; namespace StardewModdingAPI.Framework.ContentManagers @@ -127,8 +126,8 @@ namespace StardewModdingAPI.Framework.ContentManagers asset = this.RawLoad<T>(assetName, useCache: false); if (asset is Map map) { - this.NormalizeTilesheetPaths(map); - this.FixCustomTilesheetPaths(map, relativeMapPath: assetName); + map.assetPath = assetName; + this.FixTilesheetPaths(map, relativeMapPath: assetName); } } break; @@ -168,8 +167,8 @@ namespace StardewModdingAPI.Framework.ContentManagers // fetch & cache FormatManager formatManager = FormatManager.Instance; Map map = formatManager.LoadMap(file.FullName); - this.NormalizeTilesheetPaths(map); - this.FixCustomTilesheetPaths(map, relativeMapPath: assetName); + map.assetPath = assetName; + this.FixTilesheetPaths(map, relativeMapPath: assetName); asset = (T)(object)map; } break; @@ -257,44 +256,21 @@ namespace StardewModdingAPI.Framework.ContentManagers return texture; } - /// <summary>Normalize map tilesheet paths for the current platform.</summary> - /// <param name="map">The map whose tilesheets to fix.</param> - private void NormalizeTilesheetPaths(Map map) - { - foreach (TileSheet tilesheet in map.TileSheets) - tilesheet.ImageSource = this.NormalizePathSeparators(tilesheet.ImageSource); - } - /// <summary>Fix custom map tilesheet paths so they can be found by the content manager.</summary> /// <param name="map">The map whose tilesheets to fix.</param> /// <param name="relativeMapPath">The relative map path within the mod folder.</param> /// <exception cref="ContentLoadException">A map tilesheet couldn't be resolved.</exception> - /// <remarks> - /// The game's logic for tilesheets in <see cref="Game1.setGraphicsForSeason"/> is a bit specialized. It boils - /// down to this: - /// * If the location is indoors or the desert, or the image source contains 'path' or 'object', it's loaded - /// as-is relative to the <c>Content</c> folder. - /// * Else it's loaded from <c>Content\Maps</c> with a seasonal prefix. - /// - /// That logic doesn't work well in our case, mainly because we have no location metadata at this point. - /// Instead we use a more heuristic approach: check relative to the map file first, then relative to - /// <c>Content\Maps</c>, then <c>Content</c>. If the image source filename contains a seasonal prefix, try for a - /// seasonal variation and then an exact match. - /// - /// While that doesn't exactly match the game logic, it's close enough that it's unlikely to make a difference. - /// </remarks> - private void FixCustomTilesheetPaths(Map map, string relativeMapPath) + private void FixTilesheetPaths(Map map, string relativeMapPath) { // get map info - if (!map.TileSheets.Any()) - return; relativeMapPath = this.AssertAndNormalizeAssetName(relativeMapPath); // Mono's Path.GetDirectoryName doesn't handle Windows dir separators string relativeMapFolder = Path.GetDirectoryName(relativeMapPath) ?? ""; // folder path containing the map, relative to the mod folder - bool isOutdoors = map.Properties.TryGetValue("Outdoors", out PropertyValue outdoorsProperty) && outdoorsProperty != null; // fix tilesheets foreach (TileSheet tilesheet in map.TileSheets) { + tilesheet.ImageSource = this.NormalizePathSeparators(tilesheet.ImageSource); + string imageSource = tilesheet.ImageSource; string errorPrefix = $"{this.ModName} loaded map '{relativeMapPath}' with invalid tilesheet path '{imageSource}'."; @@ -305,7 +281,7 @@ namespace StardewModdingAPI.Framework.ContentManagers // load best match try { - if (!this.TryGetTilesheetAssetName(relativeMapFolder, imageSource, isOutdoors, out string assetName, out string error)) + if (!this.TryGetTilesheetAssetName(relativeMapFolder, imageSource, out string assetName, out string error)) throw new SContentLoadException($"{errorPrefix} {error}"); tilesheet.ImageSource = assetName; @@ -319,37 +295,23 @@ namespace StardewModdingAPI.Framework.ContentManagers /// <summary>Get the actual asset name for a tilesheet.</summary> /// <param name="modRelativeMapFolder">The folder path containing the map, relative to the mod folder.</param> - /// <param name="originalPath">The tilesheet path to load.</param> - /// <param name="willSeasonalize">Whether the game will apply seasonal logic to the tilesheet.</param> + /// <param name="relativePath">The tilesheet path to load.</param> /// <param name="assetName">The found asset name.</param> /// <param name="error">A message indicating why the file couldn't be loaded.</param> /// <returns>Returns whether the asset name was found.</returns> - /// <remarks>See remarks on <see cref="FixCustomTilesheetPaths"/>.</remarks> - private bool TryGetTilesheetAssetName(string modRelativeMapFolder, string originalPath, bool willSeasonalize, out string assetName, out string error) + /// <remarks>See remarks on <see cref="FixTilesheetPaths"/>.</remarks> + private bool TryGetTilesheetAssetName(string modRelativeMapFolder, string relativePath, out string assetName, out string error) { assetName = null; error = null; // nothing to do - if (string.IsNullOrWhiteSpace(originalPath)) + if (string.IsNullOrWhiteSpace(relativePath)) { - assetName = originalPath; + assetName = relativePath; return true; } - // parse path - string filename = Path.GetFileName(originalPath); - bool isSeasonal = filename.StartsWith("spring_", StringComparison.CurrentCultureIgnoreCase) - || filename.StartsWith("summer_", StringComparison.CurrentCultureIgnoreCase) - || filename.StartsWith("fall_", StringComparison.CurrentCultureIgnoreCase) - || filename.StartsWith("winter_", StringComparison.CurrentCultureIgnoreCase); - string relativePath = originalPath; - if (willSeasonalize && isSeasonal) - { - string dirPath = Path.GetDirectoryName(originalPath); - relativePath = Path.Combine(dirPath, $"{Game1.currentSeason}_{filename.Substring(filename.IndexOf("_", StringComparison.CurrentCultureIgnoreCase) + 1)}"); - } - // get relative to map file { string localKey = Path.Combine(modRelativeMapFolder, relativePath); @@ -361,38 +323,24 @@ namespace StardewModdingAPI.Framework.ContentManagers } // get from game assets - // Map tilesheet keys shouldn't include the "Maps/" prefix (the game will add it automatically) or ".png" extension. + string contentKey = this.GetContentKeyForTilesheetImageSource(relativePath); + try { - string contentKey = relativePath; - foreach (char separator in PathUtilities.PossiblePathSeparators) - { - if (contentKey.StartsWith($"Maps{separator}")) - { - contentKey = contentKey.Substring(5); - break; - } - } - if (contentKey.EndsWith(".png", StringComparison.OrdinalIgnoreCase)) - contentKey = contentKey.Substring(0, contentKey.Length - 4); - - try - { - this.GameContentManager.Load<Texture2D>(Path.Combine("Maps", contentKey), this.Language, useCache: true); // no need to bypass cache here, since we're not storing the asset - assetName = contentKey; - return true; - } - catch - { - // ignore file-not-found errors - // TODO: while it's useful to suppress an asset-not-found error here to avoid - // confusion, this is a pretty naive approach. Even if the file doesn't exist, - // the file may have been loaded through an IAssetLoader which failed. So even - // if the content file doesn't exist, that doesn't mean the error here is a - // content-not-found error. Unfortunately XNA doesn't provide a good way to - // detect the error type. - if (this.GetContentFolderFileExists(contentKey)) - throw; - } + this.GameContentManager.Load<Texture2D>(contentKey, this.Language, useCache: true); // no need to bypass cache here, since we're not storing the asset + assetName = contentKey; + return true; + } + catch + { + // ignore file-not-found errors + // TODO: while it's useful to suppress an asset-not-found error here to avoid + // confusion, this is a pretty naive approach. Even if the file doesn't exist, + // the file may have been loaded through an IAssetLoader which failed. So even + // if the content file doesn't exist, that doesn't mean the error here is a + // content-not-found error. Unfortunately XNA doesn't provide a good way to + // detect the error type. + if (this.GetContentFolderFileExists(contentKey)) + throw; } // not found @@ -412,5 +360,23 @@ namespace StardewModdingAPI.Framework.ContentManagers // get file return new FileInfo(path).Exists; } + + /// <summary>Get the asset key for a tilesheet in the game's <c>Maps</c> content folder.</summary> + /// <param name="relativePath">The tilesheet image source.</param> + private string GetContentKeyForTilesheetImageSource(string relativePath) + { + string key = relativePath; + string topFolder = PathUtilities.GetSegments(key, limit: 2)[0]; + + // convert image source relative to map file into asset key + if (!topFolder.Equals("Maps", StringComparison.OrdinalIgnoreCase)) + key = Path.Combine("Maps", key); + + // remove file extension from unpacked file + if (key.EndsWith(".png", StringComparison.OrdinalIgnoreCase)) + key = key.Substring(0, key.Length - 4); + + return key; + } } } diff --git a/src/SMAPI/Framework/Input/SInputState.cs b/src/SMAPI/Framework/Input/SInputState.cs index f618608a..23670202 100644 --- a/src/SMAPI/Framework/Input/SInputState.cs +++ b/src/SMAPI/Framework/Input/SInputState.cs @@ -65,13 +65,16 @@ namespace StardewModdingAPI.Framework.Input // update SMAPI extended data try { - float zoomMultiplier = (1f / Game1.options.zoomLevel); + float scale = Game1.options.uiScale; // get real values var controller = new GamePadStateBuilder(base.GetGamePadState()); var keyboard = new KeyboardStateBuilder(base.GetKeyboardState()); var mouse = new MouseStateBuilder(base.GetMouseState()); - Vector2 cursorAbsolutePos = new Vector2((mouse.X * zoomMultiplier) + Game1.viewport.X, (mouse.Y * zoomMultiplier) + Game1.viewport.Y); + Vector2 cursorAbsolutePos = new Vector2( + x: (mouse.X / scale) + Game1.uiViewport.X, + y: (mouse.Y / scale) + Game1.uiViewport.Y + ); Vector2? playerTilePos = Context.IsPlayerFree ? Game1.player.getTileLocation() : (Vector2?)null; HashSet<SButton> reallyDown = new HashSet<SButton>(this.GetPressedButtons(keyboard, mouse, controller)); @@ -106,7 +109,7 @@ namespace StardewModdingAPI.Framework.Input if (cursorAbsolutePos != this.CursorPositionImpl?.AbsolutePixels || playerTilePos != this.LastPlayerTile) { this.LastPlayerTile = playerTilePos; - this.CursorPositionImpl = this.GetCursorPosition(this.MouseState, cursorAbsolutePos, zoomMultiplier); + this.CursorPositionImpl = this.GetCursorPosition(this.MouseState, cursorAbsolutePos, scale); } } catch (InvalidOperationException) @@ -199,11 +202,11 @@ namespace StardewModdingAPI.Framework.Input /// <summary>Get the current cursor position.</summary> /// <param name="mouseState">The current mouse state.</param> /// <param name="absolutePixels">The absolute pixel position relative to the map, adjusted for pixel zoom.</param> - /// <param name="zoomMultiplier">The multiplier applied to pixel coordinates to adjust them for pixel zoom.</param> - private CursorPosition GetCursorPosition(MouseState mouseState, Vector2 absolutePixels, float zoomMultiplier) + /// <param name="scale">The UI scale applied to pixel coordinates.</param> + private CursorPosition GetCursorPosition(MouseState mouseState, Vector2 absolutePixels, float scale) { - Vector2 screenPixels = new Vector2(mouseState.X * zoomMultiplier, mouseState.Y * zoomMultiplier); - Vector2 tile = new Vector2((int)((Game1.viewport.X + screenPixels.X) / Game1.tileSize), (int)((Game1.viewport.Y + screenPixels.Y) / Game1.tileSize)); + Vector2 screenPixels = new Vector2(mouseState.X / scale, mouseState.Y / scale); + Vector2 tile = new Vector2((int)((Game1.uiViewport.X + screenPixels.X) / Game1.tileSize), (int)((Game1.uiViewport.Y + screenPixels.Y) / Game1.tileSize)); Vector2 grabTile = (Game1.mouseCursorTransparency > 0 && Utility.tileWithinRadiusOfPlayer((int)tile.X, (int)tile.Y, 1, Game1.player)) // derived from Game1.pressActionButton ? tile : Game1.player.GetGrabTile(); diff --git a/src/SMAPI/Framework/InternalExtensions.cs b/src/SMAPI/Framework/InternalExtensions.cs index b6704f26..ba1879da 100644 --- a/src/SMAPI/Framework/InternalExtensions.cs +++ b/src/SMAPI/Framework/InternalExtensions.cs @@ -1,11 +1,13 @@ using System; using System.Collections.Generic; +using System.Linq; using System.Reflection; using System.Threading; using Microsoft.Xna.Framework.Graphics; using StardewModdingAPI.Framework.Events; using StardewModdingAPI.Framework.Reflection; using StardewValley; +using StardewValley.Menus; namespace StardewModdingAPI.Framework { @@ -154,6 +156,22 @@ namespace StardewModdingAPI.Framework } /**** + ** IActiveClickableMenu + ****/ + /// <summary>Get a string representation of the menu chain to the given menu (including the specified menu), in parent to child order.</summary> + /// <param name="menu">The menu whose chain to get.</param> + public static string GetMenuChainLabel(this IClickableMenu menu) + { + static IEnumerable<IClickableMenu> GetAncestors(IClickableMenu menu) + { + for (; menu != null; menu = menu.GetParentMenu()) + yield return menu; + } + + return string.Join(" > ", GetAncestors(menu).Reverse().Select(p => p.GetType().FullName)); + } + + /**** ** Sprite batch ****/ /// <summary>Get whether the sprite batch is between a begin and end pair.</summary> diff --git a/src/SMAPI/Framework/Logging/LogManager.cs b/src/SMAPI/Framework/Logging/LogManager.cs index 1e484709..ee013a85 100644 --- a/src/SMAPI/Framework/Logging/LogManager.cs +++ b/src/SMAPI/Framework/Logging/LogManager.cs @@ -32,10 +32,10 @@ namespace StardewModdingAPI.Framework.Logging private readonly Regex[] SuppressConsolePatterns = { new Regex(@"^TextBox\.Selected is now '(?:True|False)'\.$", RegexOptions.Compiled | RegexOptions.CultureInvariant), - new Regex(@"^(?:FRUIT )?TREE: IsClient:(?:True|False) randomOutput: \d+$", RegexOptions.Compiled | RegexOptions.CultureInvariant), new Regex(@"^loadPreferences\(\); begin", RegexOptions.Compiled | RegexOptions.CultureInvariant), new Regex(@"^savePreferences\(\); async=", RegexOptions.Compiled | RegexOptions.CultureInvariant), - new Regex(@"^DebugOutput:\s+(?:added CLOUD|added cricket|dismount tile|Ping|playerPos)", RegexOptions.Compiled | RegexOptions.CultureInvariant) + new Regex(@"^DebugOutput:\s+(?:added cricket|dismount tile|Ping|playerPos)", RegexOptions.Compiled | RegexOptions.CultureInvariant), + new Regex(@"^Ignoring keys: ", RegexOptions.Compiled | RegexOptions.CultureInvariant) }; /// <summary>Regex patterns which match console messages to show a more friendly error for.</summary> @@ -84,10 +84,11 @@ namespace StardewModdingAPI.Framework.Logging /// <param name="writeToConsole">Whether to output log messages to the console.</param> /// <param name="isVerbose">Whether verbose logging is enabled. This enables more detailed diagnostic messages than are normally needed.</param> /// <param name="isDeveloperMode">Whether to enable full console output for developers.</param> - public LogManager(string logPath, ColorSchemeConfig colorConfig, bool writeToConsole, bool isVerbose, bool isDeveloperMode) + /// <param name="getScreenIdForLog">Get the screen ID that should be logged to distinguish between players in split-screen mode, if any.</param> + public LogManager(string logPath, ColorSchemeConfig colorConfig, bool writeToConsole, bool isVerbose, bool isDeveloperMode, Func<int?> getScreenIdForLog) { // init construction logic - this.GetMonitorImpl = name => new Monitor(name, this.IgnoreChar, this.LogFile, colorConfig, isVerbose) + this.GetMonitorImpl = name => new Monitor(name, this.IgnoreChar, this.LogFile, colorConfig, isVerbose, getScreenIdForLog) { WriteToConsole = writeToConsole, ShowTraceInConsole = isDeveloperMode, diff --git a/src/SMAPI/Framework/ModHelpers/DataHelper.cs b/src/SMAPI/Framework/ModHelpers/DataHelper.cs index 41612387..0fe3209f 100644 --- a/src/SMAPI/Framework/ModHelpers/DataHelper.cs +++ b/src/SMAPI/Framework/ModHelpers/DataHelper.cs @@ -69,8 +69,8 @@ namespace StardewModdingAPI.Framework.ModHelpers { if (Context.LoadStage == LoadStage.None) throw new InvalidOperationException($"Can't use {nameof(IMod.Helper)}.{nameof(IModHelper.Data)}.{nameof(this.ReadSaveData)} when a save file isn't loaded."); - if (!Game1.IsMasterGame) - throw new InvalidOperationException($"Can't use {nameof(IMod.Helper)}.{nameof(IModHelper.Data)}.{nameof(this.ReadSaveData)} because this isn't the main player. (Save files are stored on the main player's computer.)"); + if (!Context.IsOnHostComputer) + throw new InvalidOperationException($"Can't use {nameof(IMod.Helper)}.{nameof(IModHelper.Data)}.{nameof(this.ReadSaveData)} when connected to a remote host. (Save files are stored on the main player's computer.)"); string internalKey = this.GetSaveFileKey(key); @@ -87,8 +87,8 @@ namespace StardewModdingAPI.Framework.ModHelpers { if (Context.LoadStage == LoadStage.None) throw new InvalidOperationException($"Can't use {nameof(IMod.Helper)}.{nameof(IModHelper.Data)}.{nameof(this.WriteSaveData)} when a save file isn't loaded."); - if (!Game1.IsMasterGame) - throw new InvalidOperationException($"Can't use {nameof(IMod.Helper)}.{nameof(IModHelper.Data)}.{nameof(this.WriteSaveData)} because this isn't the main player. (Save files are stored on the main player's computer.)"); + if (!Context.IsOnHostComputer) + throw new InvalidOperationException($"Can't use {nameof(IMod.Helper)}.{nameof(IModHelper.Data)}.{nameof(this.WriteSaveData)} when connected to a remote host. (Save files are stored on the main player's computer.)"); string internalKey = this.GetSaveFileKey(key); string data = model != null diff --git a/src/SMAPI/Framework/ModHelpers/InputHelper.cs b/src/SMAPI/Framework/ModHelpers/InputHelper.cs index 09ce3c65..e1317544 100644 --- a/src/SMAPI/Framework/ModHelpers/InputHelper.cs +++ b/src/SMAPI/Framework/ModHelpers/InputHelper.cs @@ -1,3 +1,4 @@ +using System; using StardewModdingAPI.Framework.Input; namespace StardewModdingAPI.Framework.ModHelpers @@ -8,8 +9,8 @@ namespace StardewModdingAPI.Framework.ModHelpers /********* ** Accessors *********/ - /// <summary>Manages the game's input state.</summary> - private readonly SInputState InputState; + /// <summary>Manages the game's input state for the current player instance. That may not be the main player in split-screen mode.</summary> + private readonly Func<SInputState> CurrentInputState; /********* @@ -17,41 +18,41 @@ namespace StardewModdingAPI.Framework.ModHelpers *********/ /// <summary>Construct an instance.</summary> /// <param name="modID">The unique ID of the relevant mod.</param> - /// <param name="inputState">Manages the game's input state.</param> - public InputHelper(string modID, SInputState inputState) + /// <param name="currentInputState">Manages the game's input state for the current player instance. That may not be the main player in split-screen mode.</param> + public InputHelper(string modID, Func<SInputState> currentInputState) : base(modID) { - this.InputState = inputState; + this.CurrentInputState = currentInputState; } /// <inheritdoc /> public ICursorPosition GetCursorPosition() { - return this.InputState.CursorPosition; + return this.CurrentInputState().CursorPosition; } /// <inheritdoc /> public bool IsDown(SButton button) { - return this.InputState.IsDown(button); + return this.CurrentInputState().IsDown(button); } /// <inheritdoc /> public bool IsSuppressed(SButton button) { - return this.InputState.IsSuppressed(button); + return this.CurrentInputState().IsSuppressed(button); } /// <inheritdoc /> public void Suppress(SButton button) { - this.InputState.OverrideButton(button, setDown: false); + this.CurrentInputState().OverrideButton(button, setDown: false); } /// <inheritdoc /> public SButtonState GetState(SButton button) { - return this.InputState.GetState(button); + return this.CurrentInputState().GetState(button); } } } diff --git a/src/SMAPI/Framework/ModHelpers/ModHelper.cs b/src/SMAPI/Framework/ModHelpers/ModHelper.cs index d9fc8621..058bff83 100644 --- a/src/SMAPI/Framework/ModHelpers/ModHelper.cs +++ b/src/SMAPI/Framework/ModHelpers/ModHelper.cs @@ -51,7 +51,7 @@ namespace StardewModdingAPI.Framework.ModHelpers /// <summary>Construct an instance.</summary> /// <param name="modID">The mod's unique ID.</param> /// <param name="modDirectory">The full path to the mod's folder.</param> - /// <param name="inputState">Manages the game's input state.</param> + /// <param name="currentInputState">Manages the game's input state for the current player instance. That may not be the main player in split-screen mode.</param> /// <param name="events">Manages access to events raised by SMAPI.</param> /// <param name="contentHelper">An API for loading content assets.</param> /// <param name="contentPackHelper">An API for managing content packs.</param> @@ -63,7 +63,7 @@ namespace StardewModdingAPI.Framework.ModHelpers /// <param name="translationHelper">An API for reading translations stored in the mod's <c>i18n</c> folder.</param> /// <exception cref="ArgumentNullException">An argument is null or empty.</exception> /// <exception cref="InvalidOperationException">The <paramref name="modDirectory"/> path does not exist on disk.</exception> - public ModHelper(string modID, string modDirectory, SInputState inputState, IModEvents events, IContentHelper contentHelper, IContentPackHelper contentPackHelper, ICommandHelper commandHelper, IDataHelper dataHelper, IModRegistry modRegistry, IReflectionHelper reflectionHelper, IMultiplayerHelper multiplayer, ITranslationHelper translationHelper) + public ModHelper(string modID, string modDirectory, Func<SInputState> currentInputState, IModEvents events, IContentHelper contentHelper, IContentPackHelper contentPackHelper, ICommandHelper commandHelper, IDataHelper dataHelper, IModRegistry modRegistry, IReflectionHelper reflectionHelper, IMultiplayerHelper multiplayer, ITranslationHelper translationHelper) : base(modID) { // validate directory @@ -77,7 +77,7 @@ namespace StardewModdingAPI.Framework.ModHelpers this.Content = contentHelper ?? throw new ArgumentNullException(nameof(contentHelper)); this.ContentPacks = contentPackHelper ?? throw new ArgumentNullException(nameof(contentPackHelper)); this.Data = dataHelper ?? throw new ArgumentNullException(nameof(dataHelper)); - this.Input = new InputHelper(modID, inputState); + this.Input = new InputHelper(modID, currentInputState); this.ModRegistry = modRegistry ?? throw new ArgumentNullException(nameof(modRegistry)); this.ConsoleCommands = commandHelper ?? throw new ArgumentNullException(nameof(commandHelper)); this.Reflection = reflectionHelper ?? throw new ArgumentNullException(nameof(reflectionHelper)); diff --git a/src/SMAPI/Framework/Monitor.cs b/src/SMAPI/Framework/Monitor.cs index 533420a5..04e67d68 100644 --- a/src/SMAPI/Framework/Monitor.cs +++ b/src/SMAPI/Framework/Monitor.cs @@ -30,6 +30,9 @@ namespace StardewModdingAPI.Framework /// <summary>A cache of messages that should only be logged once.</summary> private readonly HashSet<string> LogOnceCache = new HashSet<string>(); + /// <summary>Get the screen ID that should be logged to distinguish between players in split-screen mode, if any.</summary> + private readonly Func<int?> GetScreenIdForLog; + /********* ** Accessors @@ -56,7 +59,8 @@ namespace StardewModdingAPI.Framework /// <param name="logFile">The log file to which to write messages.</param> /// <param name="colorConfig">The colors to use for text written to the SMAPI console.</param> /// <param name="isVerbose">Whether verbose logging is enabled. This enables more detailed diagnostic messages than are normally needed.</param> - public Monitor(string source, char ignoreChar, LogFileManager logFile, ColorSchemeConfig colorConfig, bool isVerbose) + /// <param name="getScreenIdForLog">Get the screen ID that should be logged to distinguish between players in split-screen mode, if any.</param> + public Monitor(string source, char ignoreChar, LogFileManager logFile, ColorSchemeConfig colorConfig, bool isVerbose, Func<int?> getScreenIdForLog) { // validate if (string.IsNullOrWhiteSpace(source)) @@ -68,6 +72,7 @@ namespace StardewModdingAPI.Framework this.ConsoleWriter = new ColorfulConsoleWriter(Constants.Platform, colorConfig); this.IgnoreChar = ignoreChar; this.IsVerbose = isVerbose; + this.GetScreenIdForLog = getScreenIdForLog; } /// <inheritdoc /> @@ -143,7 +148,9 @@ namespace StardewModdingAPI.Framework private string GenerateMessagePrefix(string source, ConsoleLogLevel level) { string levelStr = level.ToString().ToUpper().PadRight(Monitor.MaxLevelLength); - return $"[{DateTime.Now:HH:mm:ss} {levelStr} {source}]"; + int? playerIndex = this.GetScreenIdForLog(); + + return $"[{DateTime.Now:HH:mm:ss} {levelStr}{(playerIndex != null ? $" screen_{playerIndex}" : "")} {source}]"; } } } diff --git a/src/SMAPI/Framework/SCore.cs b/src/SMAPI/Framework/SCore.cs index 1b4c32bb..a7f8fbed 100644 --- a/src/SMAPI/Framework/SCore.cs +++ b/src/SMAPI/Framework/SCore.cs @@ -85,17 +85,14 @@ namespace StardewModdingAPI.Framework private readonly CommandManager CommandManager = new CommandManager(); /// <summary>The underlying game instance.</summary> - private SGame Game; - - /// <summary>Manages input visible to the game.</summary> - private SInputState Input => SGame.Input; - - /// <summary>The game's core multiplayer utility.</summary> - private SMultiplayer Multiplayer => SGame.Multiplayer; + private SGameRunner Game; /// <summary>SMAPI's content manager.</summary> private ContentCoordinator ContentCore; + /// <summary>The game's core multiplayer utility for the main player.</summary> + private SMultiplayer Multiplayer; + /// <summary>Tracks the installed mods.</summary> /// <remarks>This is initialized after the game starts.</remarks> private readonly ModRegistry ModRegistry = new ModRegistry(); @@ -103,11 +100,6 @@ namespace StardewModdingAPI.Framework /// <summary>Manages SMAPI events for mods.</summary> private readonly EventManager EventManager; - /// <summary>Monitors the entire game state for changes.</summary> - private WatcherCore Watchers; - - /// <summary>A snapshot of the current <see cref="Watchers"/> state.</summary> - private readonly WatcherSnapshot WatcherSnapshot = new WatcherSnapshot(); /**** ** State @@ -127,25 +119,15 @@ namespace StardewModdingAPI.Framework /// <summary>Whether post-game-startup initialization has been performed.</summary> private bool IsInitialized; + /// <summary>Whether the player just returned to the title screen.</summary> + public bool JustReturnedToTitle { get; set; } + /// <summary>The maximum number of consecutive attempts SMAPI should make to recover from an update error.</summary> private readonly Countdown UpdateCrashTimer = new Countdown(60); // 60 ticks = roughly one second - /// <summary>The number of ticks until SMAPI should notify mods that the game has loaded.</summary> - /// <remarks>Skipping a few frames ensures the game finishes initializing the world before mods try to change it.</remarks> - private readonly Countdown AfterLoadTimer = new Countdown(5); - /// <summary>Whether custom content was removed from the save data to avoid a crash.</summary> private bool IsSaveContentRemoved; - /// <summary>Whether the game is saving and SMAPI has already raised <see cref="IGameLoopEvents.Saving"/>.</summary> - private bool IsBetweenSaveEvents; - - /// <summary>Whether the game is creating the save file and SMAPI has already raised <see cref="IGameLoopEvents.SaveCreating"/>.</summary> - private bool IsBetweenCreateEvents; - - /// <summary>Whether the player just returned to the title screen.</summary> - private bool JustReturnedToTitle; - /// <summary>Asset interceptors added or removed since the last tick.</summary> private readonly List<AssetInterceptorChange> ReloadAssetInterceptorsQueue = new List<AssetInterceptorChange>(); @@ -191,7 +173,7 @@ namespace StardewModdingAPI.Framework if (File.Exists(Constants.ApiUserConfigPath)) JsonConvert.PopulateObject(File.ReadAllText(Constants.ApiUserConfigPath), this.Settings); - this.LogManager = new LogManager(logPath: logPath, colorConfig: this.Settings.ConsoleColors, writeToConsole: writeToConsole, isVerbose: this.Settings.VerboseLogging, isDeveloperMode: this.Settings.DeveloperMode); + this.LogManager = new LogManager(logPath: logPath, colorConfig: this.Settings.ConsoleColors, writeToConsole: writeToConsole, isVerbose: this.Settings.VerboseLogging, isDeveloperMode: this.Settings.DeveloperMode, getScreenIdForLog: this.GetScreenIdForLog); SCore.PerformanceMonitor = new PerformanceMonitor(this.Monitor); this.EventManager = new EventManager(this.ModRegistry, SCore.PerformanceMonitor); @@ -250,22 +232,22 @@ namespace StardewModdingAPI.Framework LocalizedContentManager.OnLanguageChange += locale => this.OnLocaleChanged(); // override game - var multiplayer = new SMultiplayer(this.Monitor, this.EventManager, this.Toolkit.JsonHelper, this.ModRegistry, this.Reflection, this.OnModMessageReceived, this.Settings.LogNetworkTraffic); - var modHooks = new SModHooks(this.OnNewDayAfterFade); + this.Multiplayer = new SMultiplayer(this.Monitor, this.EventManager, this.Toolkit.JsonHelper, this.ModRegistry, this.Reflection, this.OnModMessageReceived, this.Settings.LogNetworkTraffic); SGame.CreateContentManagerImpl = this.CreateContentManager; // must be static since the game accesses it before the SGame constructor is called - this.Game = new SGame( + this.Game = new SGameRunner( monitor: this.Monitor, reflection: this.Reflection, eventManager: this.EventManager, - modHooks: modHooks, - multiplayer: multiplayer, + modHooks: new SModHooks(this.OnNewDayAfterFade), + multiplayer: this.Multiplayer, exitGameImmediately: this.ExitGameImmediately, onGameContentLoaded: this.OnGameContentLoaded, onGameUpdating: this.OnGameUpdating, + onPlayerInstanceUpdating: this.OnPlayerInstanceUpdating, onGameExiting: this.OnGameExiting ); - StardewValley.Program.gamePtr = this.Game; + StardewValley.GameRunner.instance = this.Game; // apply game patches new GamePatcher(this.Monitor).Apply( @@ -422,12 +404,6 @@ namespace StardewModdingAPI.Framework /// <summary>Raised after the game finishes initializing.</summary> private void OnGameInitialized() { - // set initial state - this.Input.TrueUpdate(); - - // init watchers - this.Watchers = new WatcherCore(this.Input, this.Game.GetObservableLocations()); - // validate XNB integrity if (!this.ValidateContentIntegrity()) this.Monitor.Log("SMAPI found problems in your game's content files which are likely to cause errors or crashes. Consider uninstalling XNB mods or reinstalling the game.", LogLevel.Error); @@ -460,8 +436,6 @@ namespace StardewModdingAPI.Framework /// <param name="runGameUpdate">Invoke the game's update logic.</param> private void OnGameUpdating(GameTime gameTime, Action runGameUpdate) { - var events = this.EventManager; - try { /********* @@ -471,15 +445,6 @@ namespace StardewModdingAPI.Framework SCore.DeprecationManager.PrintQueued(); SCore.PerformanceMonitor.PrintQueuedAlerts(); - // reapply overrides - if (this.JustReturnedToTitle) - { - if (!(Game1.mapDisplayDevice is SDisplayDevice)) - Game1.mapDisplayDevice = this.GetMapDisplayDevice(); - - this.JustReturnedToTitle = false; - } - /********* ** First-tick initialization *********/ @@ -490,25 +455,151 @@ namespace StardewModdingAPI.Framework } /********* + ** Special cases + *********/ + // Abort if SMAPI is exiting. + if (this.CancellationToken.IsCancellationRequested) + { + this.Monitor.Log("SMAPI shutting down: aborting update."); + return; + } + + /********* + ** Reload assets when interceptors are added/removed + *********/ + if (this.ReloadAssetInterceptorsQueue.Any()) + { + // get unique interceptors + AssetInterceptorChange[] interceptors = this.ReloadAssetInterceptorsQueue + .GroupBy(p => p.Instance, new ObjectReferenceComparer<object>()) + .Select(p => p.First()) + .ToArray(); + this.ReloadAssetInterceptorsQueue.Clear(); + + // log summary + this.Monitor.Log("Invalidating cached assets for new editors & loaders..."); + this.Monitor.Log( + " changed: " + + string.Join(", ", + interceptors + .GroupBy(p => p.Mod) + .OrderBy(p => p.Key.DisplayName) + .Select(modGroup => + $"{modGroup.Key.DisplayName} (" + + string.Join(", ", modGroup.GroupBy(p => p.WasAdded).ToDictionary(p => p.Key, p => p.Count()).Select(p => $"{(p.Key ? "added" : "removed")} {p.Value}")) + + ")" + ) + ) + ); + + // reload affected assets + this.ContentCore.InvalidateCache(asset => interceptors.Any(p => p.CanIntercept(asset))); + } + + /********* + ** Execute commands + *********/ + while (this.CommandQueue.TryDequeue(out string rawInput)) + { + // parse command + string name; + string[] args; + Command command; + try + { + if (!this.CommandManager.TryParse(rawInput, out name, out args, out command)) + { + this.Monitor.Log("Unknown command; type 'help' for a list of available commands.", LogLevel.Error); + continue; + } + } + catch (Exception ex) + { + this.Monitor.Log($"Failed parsing that command:\n{ex.GetLogSummary()}", LogLevel.Error); + continue; + } + + // execute command + try + { + command.Callback.Invoke(name, args); + } + catch (Exception ex) + { + if (command.Mod != null) + command.Mod.LogAsMod($"Mod failed handling that command:\n{ex.GetLogSummary()}", LogLevel.Error); + else + this.Monitor.Log($"Failed handling that command:\n{ex.GetLogSummary()}", LogLevel.Error); + } + } + + /********* + ** Show in-game warnings (for main player only) + *********/ + // save content removed + if (this.IsSaveContentRemoved && Context.IsWorldReady) + { + this.IsSaveContentRemoved = false; + Game1.addHUDMessage(new HUDMessage(this.Translator.Get("warn.invalid-content-removed"), HUDMessage.error_type)); + } + + /********* + ** Run game update + *********/ + runGameUpdate(); + + /********* + ** Reset crash timer + *********/ + this.UpdateCrashTimer.Reset(); + } + catch (Exception ex) + { + // log error + this.Monitor.Log($"An error occured in the overridden update loop: {ex.GetLogSummary()}", LogLevel.Error); + + // exit if irrecoverable + if (!this.UpdateCrashTimer.Decrement()) + this.ExitGameImmediately("The game crashed when updating, and SMAPI was unable to recover the game."); + } + finally + { + SCore.TicksElapsed++; + } + } + + /// <summary>Raised when the game instance for a local player is updating (once per <see cref="OnGameUpdating"/> per player).</summary> + /// <param name="instance">The game instance being updated.</param> + /// <param name="gameTime">A snapshot of the game timing state.</param> + /// <param name="runUpdate">Invoke the game's update logic.</param> + private void OnPlayerInstanceUpdating(SGame instance, GameTime gameTime, Action runUpdate) + { + var events = this.EventManager; + + try + { + // reapply overrides + if (this.JustReturnedToTitle) + { + if (!(Game1.mapDisplayDevice is SDisplayDevice)) + Game1.mapDisplayDevice = this.GetMapDisplayDevice(); + + this.JustReturnedToTitle = false; + } + + /********* ** Update input *********/ // This should *always* run, even when suppressing mod events, since the game uses // this too. For example, doing this after mod event suppression would prevent the // user from doing anything on the overnight shipping screen. - SInputState inputState = this.Input; + SInputState inputState = instance.Input; if (this.Game.IsActive) inputState.TrueUpdate(); /********* ** Special cases *********/ - // Abort if SMAPI is exiting. - if (this.CancellationToken.IsCancellationRequested) - { - this.Monitor.Log("SMAPI shutting down: aborting update."); - return; - } - // Run async tasks synchronously to avoid issues due to mod events triggering // concurrently with game code. bool saveParsed = false; @@ -544,10 +635,10 @@ namespace StardewModdingAPI.Framework this.Monitor.Log("Game loader done."); } - if (SGame.NewDayTask?.Status == TaskStatus.Created) + if (instance.NewDayTask?.Status == TaskStatus.Created) { this.Monitor.Log("New day task synchronizing..."); - SGame.NewDayTask.RunSynchronously(); + instance.NewDayTask.RunSynchronously(); this.Monitor.Log("New day task done."); } @@ -560,11 +651,10 @@ namespace StardewModdingAPI.Framework // a small chance that the task will finish after we defer but before the game checks, // which means technically events should be raised, but the effects of missing one // update tick are negligible and not worth the complications of bypassing Game1.Update. - if (SGame.NewDayTask != null || Game1.gameMode == Game1.loadingMode) + if (instance.NewDayTask != null || Game1.gameMode == Game1.loadingMode) { events.UnvalidatedUpdateTicking.RaiseEmpty(); - SCore.TicksElapsed++; - runGameUpdate(); + runUpdate(); events.UnvalidatedUpdateTicked.RaiseEmpty(); return; } @@ -578,132 +668,52 @@ namespace StardewModdingAPI.Framework if (Context.IsSaving) { // raise before-create - if (!Context.IsWorldReady && !this.IsBetweenCreateEvents) + if (!Context.IsWorldReady && !instance.IsBetweenCreateEvents) { - this.IsBetweenCreateEvents = true; + instance.IsBetweenCreateEvents = true; this.Monitor.Log("Context: before save creation."); events.SaveCreating.RaiseEmpty(); } // raise before-save - if (Context.IsWorldReady && !this.IsBetweenSaveEvents) + if (Context.IsWorldReady && !instance.IsBetweenSaveEvents) { - this.IsBetweenSaveEvents = true; + instance.IsBetweenSaveEvents = true; this.Monitor.Log("Context: before save."); events.Saving.RaiseEmpty(); } // suppress non-save events events.UnvalidatedUpdateTicking.RaiseEmpty(); - SCore.TicksElapsed++; - runGameUpdate(); + runUpdate(); events.UnvalidatedUpdateTicked.RaiseEmpty(); return; } /********* - ** Reload assets when interceptors are added/removed - *********/ - if (this.ReloadAssetInterceptorsQueue.Any()) - { - // get unique interceptors - AssetInterceptorChange[] interceptors = this.ReloadAssetInterceptorsQueue - .GroupBy(p => p.Instance, new ObjectReferenceComparer<object>()) - .Select(p => p.First()) - .ToArray(); - this.ReloadAssetInterceptorsQueue.Clear(); - - // log summary - this.Monitor.Log("Invalidating cached assets for new editors & loaders..."); - this.Monitor.Log( - " changed: " - + string.Join(", ", - interceptors - .GroupBy(p => p.Mod) - .OrderBy(p => p.Key.DisplayName) - .Select(modGroup => - $"{modGroup.Key.DisplayName} (" - + string.Join(", ", modGroup.GroupBy(p => p.WasAdded).ToDictionary(p => p.Key, p => p.Count()).Select(p => $"{(p.Key ? "added" : "removed")} {p.Value}")) - + ")" - ) - ) - ); - - // reload affected assets - this.ContentCore.InvalidateCache(asset => interceptors.Any(p => p.CanIntercept(asset))); - } - - /********* - ** Execute commands - *********/ - while (this.CommandQueue.TryDequeue(out string rawInput)) - { - // parse command - string name; - string[] args; - Command command; - try - { - if (!this.CommandManager.TryParse(rawInput, out name, out args, out command)) - { - this.Monitor.Log("Unknown command; type 'help' for a list of available commands.", LogLevel.Error); - continue; - } - } - catch (Exception ex) - { - this.Monitor.Log($"Failed parsing that command:\n{ex.GetLogSummary()}", LogLevel.Error); - continue; - } - - // execute command - try - { - command.Callback.Invoke(name, args); - } - catch (Exception ex) - { - if (command.Mod != null) - command.Mod.LogAsMod($"Mod failed handling that command:\n{ex.GetLogSummary()}", LogLevel.Error); - else - this.Monitor.Log($"Failed handling that command:\n{ex.GetLogSummary()}", LogLevel.Error); - } - } - - /********* ** Update context *********/ bool wasWorldReady = Context.IsWorldReady; if ((Context.IsWorldReady && !Context.IsSaveLoaded) || Game1.exitToTitle) { Context.IsWorldReady = false; - this.AfterLoadTimer.Reset(); + instance.AfterLoadTimer.Reset(); } - else if (Context.IsSaveLoaded && this.AfterLoadTimer.Current > 0 && Game1.currentLocation != null) + else if (Context.IsSaveLoaded && instance.AfterLoadTimer.Current > 0 && Game1.currentLocation != null) { if (Game1.dayOfMonth != 0) // wait until new-game intro finishes (world not fully initialized yet) - this.AfterLoadTimer.Decrement(); - Context.IsWorldReady = this.AfterLoadTimer.Current == 0; + instance.AfterLoadTimer.Decrement(); + Context.IsWorldReady = instance.AfterLoadTimer.Current == 0; } /********* ** Update watchers ** (Watchers need to be updated, checked, and reset in one go so we can detect any changes mods make in event handlers.) *********/ - this.Watchers.Update(); - this.WatcherSnapshot.Update(this.Watchers); - this.Watchers.Reset(); - WatcherSnapshot state = this.WatcherSnapshot; - - /********* - ** Display in-game warnings - *********/ - // save content removed - if (this.IsSaveContentRemoved && Context.IsWorldReady) - { - this.IsSaveContentRemoved = false; - Game1.addHUDMessage(new HUDMessage(this.Translator.Get("warn.invalid-content-removed"), HUDMessage.error_type)); - } + instance.Watchers.Update(); + instance.WatcherSnapshot.Update(instance.Watchers); + instance.Watchers.Reset(); + WatcherSnapshot state = instance.WatcherSnapshot; /********* ** Pre-update events @@ -712,19 +722,19 @@ namespace StardewModdingAPI.Framework /********* ** Save created/loaded events *********/ - if (this.IsBetweenCreateEvents) + if (instance.IsBetweenCreateEvents) { // raise after-create - this.IsBetweenCreateEvents = false; + instance.IsBetweenCreateEvents = false; this.Monitor.Log($"Context: after save creation, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}."); this.OnLoadStageChanged(LoadStage.CreatedSaveFile); events.SaveCreated.RaiseEmpty(); } - if (this.IsBetweenSaveEvents) + if (instance.IsBetweenSaveEvents) { // raise after-save - this.IsBetweenSaveEvents = false; + instance.IsBetweenSaveEvents = false; this.Monitor.Log($"Context: after save, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}."); events.Saved.RaiseEmpty(); events.DayStarted.RaiseEmpty(); @@ -785,7 +795,7 @@ namespace StardewModdingAPI.Framework bool isChatInput = Game1.IsChatting || (Context.IsMultiplayer && Context.IsWorldReady && Game1.activeClickableMenu == null && Game1.currentMinigame == null && inputState.IsAnyDown(Game1.options.chatButton)); if (!isChatInput) { - ICursorPosition cursor = this.Input.CursorPosition; + ICursorPosition cursor = instance.Input.CursorPosition; // raise cursor moved event if (state.Cursor.IsChanged) @@ -950,9 +960,8 @@ namespace StardewModdingAPI.Framework /********* ** Game update *********/ - // game launched - bool isFirstTick = SCore.TicksElapsed == 0; - if (isFirstTick) + // game launched (not raised for secondary players in split-screen mode) + if (instance.IsFirstTick && !Context.IsGameLaunched) { Context.IsGameLaunched = true; events.GameLaunched.Raise(new GameLaunchedEventArgs()); @@ -974,9 +983,8 @@ namespace StardewModdingAPI.Framework events.OneSecondUpdateTicking.RaiseEmpty(); try { - this.Input.ApplyOverrides(); // if mods added any new overrides since the update, process them now - SCore.TicksElapsed++; - runGameUpdate(); + instance.Input.ApplyOverrides(); // if mods added any new overrides since the update, process them now + runUpdate(); } catch (Exception ex) { @@ -1113,6 +1121,13 @@ namespace StardewModdingAPI.Framework return this.ContentCore.CreateGameContentManager("(generated)"); } + /// <summary>Get the current game instance. This may not be the main player if playing in split-screen.</summary> + private SGame GetCurrentGameInstance() + { + return Game1.game1 as SGame + ?? throw new InvalidOperationException("The current game instance wasn't created by SMAPI."); + } + /// <summary>Look for common issues with the game's XNB content, and log warnings if anything looks broken or outdated.</summary> /// <returns>Returns whether all integrity checks passed.</returns> private bool ValidateContentIntegrity() @@ -1601,7 +1616,7 @@ namespace StardewModdingAPI.Framework IModRegistry modRegistryHelper = new ModRegistryHelper(manifest.UniqueID, this.ModRegistry, proxyFactory, monitor); IMultiplayerHelper multiplayerHelper = new MultiplayerHelper(manifest.UniqueID, this.Multiplayer); - modHelper = new ModHelper(manifest.UniqueID, mod.DirectoryPath, this.Input, events, contentHelper, contentPackHelper, commandHelper, dataHelper, modRegistryHelper, reflectionHelper, multiplayerHelper, translationHelper); + modHelper = new ModHelper(manifest.UniqueID, mod.DirectoryPath, () => this.GetCurrentGameInstance().Input, events, contentHelper, contentPackHelper, commandHelper, dataHelper, modRegistryHelper, reflectionHelper, multiplayerHelper, translationHelper); } // init mod @@ -1813,5 +1828,14 @@ namespace StardewModdingAPI.Framework this.Monitor.LogFatal(message); this.CancellationToken.Cancel(); } + + /// <summary>Get the screen ID that should be logged to distinguish between players in split-screen mode, if any.</summary> + private int? GetScreenIdForLog() + { + if (Context.ScreenId != 0 || (Context.IsWorldReady && Context.IsSplitScreen)) + return Context.ScreenId; + + return null; + } } } diff --git a/src/SMAPI/Framework/SGame.cs b/src/SMAPI/Framework/SGame.cs index 1c769c3f..f69c5f08 100644 --- a/src/SMAPI/Framework/SGame.cs +++ b/src/SMAPI/Framework/SGame.cs @@ -5,9 +5,11 @@ using System.Text; using System.Threading.Tasks; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; +using StardewModdingAPI.Events; using StardewModdingAPI.Framework.Events; using StardewModdingAPI.Framework.Input; using StardewModdingAPI.Framework.Reflection; +using StardewModdingAPI.Framework.StateTracking.Snapshots; using StardewModdingAPI.Framework.Utilities; using StardewValley; using StardewValley.BellsAndWhistles; @@ -41,30 +43,47 @@ namespace StardewModdingAPI.Framework /// <summary>Immediately exit the game without saving. This should only be invoked when an irrecoverable fatal error happens that risks save corruption or game-breaking bugs.</summary> private readonly Action<string> ExitGameImmediately; - /// <summary>Raised after the game finishes loading its initial content.</summary> - private readonly Action OnGameContentLoaded; + /// <summary>The initial override for <see cref="Input"/>. This value is null after initialization.</summary> + private SInputState InitialInput; - /// <summary>Raised when the game is updating its state (roughly 60 times per second).</summary> - private readonly Action<GameTime, Action> OnGameUpdating; + /// <summary>The initial override for <see cref="Multiplayer"/>. This value is null after initialization.</summary> + private SMultiplayer InitialMultiplayer; - /// <summary>Raised before the game exits.</summary> - private readonly Action OnGameExiting; + /// <summary>Raised when the instance is updating its state (roughly 60 times per second).</summary> + private readonly Action<SGame, GameTime, Action> OnUpdating; /********* ** Accessors *********/ /// <summary>Manages input visible to the game.</summary> - public static SInputState Input => (SInputState)Game1.input; - - /// <summary>The game's core multiplayer utility.</summary> - public static SMultiplayer Multiplayer => (SMultiplayer)Game1.multiplayer; + public SInputState Input => (SInputState)Game1.input; /// <summary>The game background task which initializes a new day.</summary> - public static Task NewDayTask => Game1._newDayTask; + public Task NewDayTask => Game1._newDayTask; + + /// <summary>Monitors the entire game state for changes.</summary> + public WatcherCore Watchers { get; private set; } + + /// <summary>A snapshot of the current <see cref="Watchers"/> state.</summary> + public WatcherSnapshot WatcherSnapshot { get; } = new WatcherSnapshot(); + + /// <summary>Whether the current update tick is the first one for this instance.</summary> + public bool IsFirstTick = true; + + /// <summary>The number of ticks until SMAPI should notify mods that the game has loaded.</summary> + /// <remarks>Skipping a few frames ensures the game finishes initializing the world before mods try to change it.</remarks> + public Countdown AfterLoadTimer { get; } = new Countdown(5); + + /// <summary>Whether the game is saving and SMAPI has already raised <see cref="IGameLoopEvents.Saving"/>.</summary> + public bool IsBetweenSaveEvents { get; set; } + + /// <summary>Whether the game is creating the save file and SMAPI has already raised <see cref="IGameLoopEvents.SaveCreating"/>.</summary> + public bool IsBetweenCreateEvents { get; set; } /// <summary>Construct a content manager to read game content files.</summary> /// <remarks>This must be static because the game accesses it before the <see cref="SGame"/> constructor is called.</remarks> + [NonInstancedStatic] public static Func<IServiceProvider, string, LocalizedContentManager> CreateContentManagerImpl; @@ -72,63 +91,40 @@ namespace StardewModdingAPI.Framework ** Public methods *********/ /// <summary>Construct an instance.</summary> + /// <param name="playerIndex">The player index.</param> + /// <param name="instanceIndex">The instance index.</param> /// <param name="monitor">Encapsulates monitoring and logging for SMAPI.</param> /// <param name="reflection">Simplifies access to private game code.</param> /// <param name="eventManager">Manages SMAPI events for mods.</param> + /// <param name="input">Manages the game's input state.</param> /// <param name="modHooks">Handles mod hooks provided by the game.</param> /// <param name="multiplayer">The core multiplayer logic.</param> /// <param name="exitGameImmediately">Immediately exit the game without saving. This should only be invoked when an irrecoverable fatal error happens that risks save corruption or game-breaking bugs.</param> - /// <param name="onGameContentLoaded">Raised after the game finishes loading its initial content.</param> - /// <param name="onGameUpdating">Raised when the game is updating its state (roughly 60 times per second).</param> - /// <param name="onGameExiting">Raised before the game exits.</param> - public SGame(Monitor monitor, Reflector reflection, EventManager eventManager, SModHooks modHooks, SMultiplayer multiplayer, Action<string> exitGameImmediately, Action onGameContentLoaded, Action<GameTime, Action> onGameUpdating, Action onGameExiting) + /// <param name="onUpdating">Raised when the instance is updating its state (roughly 60 times per second).</param> + public SGame(PlayerIndex playerIndex, int instanceIndex, Monitor monitor, Reflector reflection, EventManager eventManager, SInputState input, SModHooks modHooks, SMultiplayer multiplayer, Action<string> exitGameImmediately, Action<SGame, GameTime, Action> onUpdating) + : base(playerIndex, instanceIndex) { // init XNA Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef; // hook into game - Game1.input = new SInputState(); - Game1.multiplayer = multiplayer; + Game1.input = this.InitialInput = input; + Game1.multiplayer = this.InitialMultiplayer = multiplayer; Game1.hooks = modHooks; - Game1.locations = new ObservableCollection<GameLocation>(); + this._locations = new ObservableCollection<GameLocation>(); // init SMAPI this.Monitor = monitor; this.Events = eventManager; this.Reflection = reflection; this.ExitGameImmediately = exitGameImmediately; - this.OnGameContentLoaded = onGameContentLoaded; - this.OnGameUpdating = onGameUpdating; - this.OnGameExiting = onGameExiting; - } - - /// <summary>Get the observable location list.</summary> - public ObservableCollection<GameLocation> GetObservableLocations() - { - return (ObservableCollection<GameLocation>)Game1.locations; + this.OnUpdating = onUpdating; } /********* ** Protected methods *********/ - /// <summary>Load content when the game is launched.</summary> - protected override void LoadContent() - { - base.LoadContent(); - - this.OnGameContentLoaded(); - } - - /// <summary>Perform cleanup logic when the game exits.</summary> - /// <param name="sender">The event sender.</param> - /// <param name="args">The event args.</param> - /// <remarks>This overrides the logic in <see cref="Game1.exitEvent"/> to let SMAPI clean up before exit.</remarks> - protected override void OnExiting(object sender, EventArgs args) - { - this.OnGameExiting(); - } - /// <summary>Construct a content manager to read game content files.</summary> /// <param name="serviceProvider">The service provider to use to locate services.</param> /// <param name="rootDirectory">The root directory to search for content.</param> @@ -140,11 +136,42 @@ namespace StardewModdingAPI.Framework return SGame.CreateContentManagerImpl(serviceProvider, rootDirectory); } - /// <summary>The method called when the game is updating its state (roughly 60 times per second).</summary> + /// <summary>Initialize the instance when the game starts.</summary> + protected override void Initialize() + { + base.Initialize(); + + // The game resets public static fields after the class is constructed (see + // GameRunner.SetInstanceDefaults), so SMAPI needs to re-override them here. + Game1.input = this.InitialInput; + Game1.multiplayer = this.InitialMultiplayer; + + // The Initial* fields should no longer be used after this point, since mods may + // further override them after initialization. + this.InitialInput = null; + this.InitialMultiplayer = null; + } + + /// <summary>The method called when the instance is updating its state (roughly 60 times per second).</summary> /// <param name="gameTime">A snapshot of the game timing state.</param> protected override void Update(GameTime gameTime) { - this.OnGameUpdating(gameTime, () => base.Update(gameTime)); + // set initial state + if (this.IsFirstTick) + { + this.Input.TrueUpdate(); + this.Watchers = new WatcherCore(this.Input, (ObservableCollection<GameLocation>)this._locations); + } + + // update + try + { + this.OnUpdating(this, gameTime, () => base.Update(gameTime)); + } + finally + { + this.IsFirstTick = false; + } } /// <summary>The method called to draw everything to the screen.</summary> @@ -171,7 +198,7 @@ namespace StardewModdingAPI.Framework return; } - // recover sprite batch + // recover draw state try { if (Game1.spriteBatch.IsOpen(this.Reflection)) @@ -179,10 +206,14 @@ namespace StardewModdingAPI.Framework this.Monitor.Log("Recovering sprite batch from error..."); Game1.spriteBatch.End(); } + + Game1.uiMode = false; + Game1.uiModeCount = 0; + Game1.nonUIRenderTarget = null; } catch (Exception innerEx) { - this.Monitor.Log($"Could not recover sprite batch state: {innerEx.GetLogSummary()}", LogLevel.Error); + this.Monitor.Log($"Could not recover game draw state: {innerEx.GetLogSummary()}", LogLevel.Error); } } Context.IsInDrawLoop = false; @@ -197,9 +228,11 @@ namespace StardewModdingAPI.Framework [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")] + [SuppressMessage("ReSharper", "RedundantBaseQualifier", Justification = "copied from game code as-is")] [SuppressMessage("ReSharper", "RedundantCast", Justification = "copied from game code as-is")] [SuppressMessage("ReSharper", "RedundantExplicitNullableCreation", Justification = "copied from game code as-is")] [SuppressMessage("ReSharper", "RedundantTypeArgumentsOfMethod", Justification = "copied from game code as-is")] + [SuppressMessage("ReSharper", "IdentifierTypo", 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, RenderTarget2D target_screen) @@ -207,7 +240,7 @@ namespace StardewModdingAPI.Framework var events = this.Events; Game1.showingHealthBar = false; - if (Game1._newDayTask != null) + if (Game1._newDayTask != null || this.isLocalMultiplayerNewDayActive) { base.GraphicsDevice.Clear(Game1.bgColor); return; @@ -219,6 +252,7 @@ namespace StardewModdingAPI.Framework if (this.IsSaving) { base.GraphicsDevice.Clear(Game1.bgColor); + Game1.PushUIMode(); IClickableMenu menu = Game1.activeClickableMenu; if (menu != null) { @@ -244,53 +278,49 @@ namespace StardewModdingAPI.Framework Game1.overlayMenu.draw(Game1.spriteBatch); Game1.spriteBatch.End(); } - this.renderScreenBuffer(target_screen); + Game1.PopUIMode(); return; } base.GraphicsDevice.Clear(Game1.bgColor); if (Game1.activeClickableMenu != null && Game1.options.showMenuBackground && Game1.activeClickableMenu.showWithoutTransparencyIfOptionIsSet() && !this.takingMapScreenshot) { + Game1.PushUIMode(); Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); events.Rendering.RaiseEmpty(); + IClickableMenu curMenu = null; try { Game1.activeClickableMenu.drawBackground(Game1.spriteBatch); events.RenderingActiveMenu.RaiseEmpty(); - Game1.activeClickableMenu.draw(Game1.spriteBatch); + for (curMenu = Game1.activeClickableMenu; curMenu != null; curMenu = curMenu.GetChildMenu()) + { + curMenu.draw(Game1.spriteBatch); + } events.RenderedActiveMenu.RaiseEmpty(); } catch (Exception ex) { - this.Monitor.Log($"The {Game1.activeClickableMenu.GetType().FullName} menu crashed while drawing itself. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error); + this.Monitor.Log($"The {curMenu.GetMenuChainLabel()} menu crashed while drawing itself. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error); Game1.activeClickableMenu.exitThisMenu(); } events.Rendered.RaiseEmpty(); - Game1.spriteBatch.End(); - this.drawOverlays(Game1.spriteBatch); - if (target_screen != null) + if (Game1.specialCurrencyDisplay != null) { - base.GraphicsDevice.SetRenderTarget(null); - base.GraphicsDevice.Clear(Game1.bgColor); - Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); - Game1.spriteBatch.Draw(target_screen, Vector2.Zero, target_screen.Bounds, Color.White, 0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f); - Game1.spriteBatch.End(); - } - if (Game1.overlayMenu != null) - { - Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); - Game1.overlayMenu.draw(Game1.spriteBatch); - Game1.spriteBatch.End(); + Game1.specialCurrencyDisplay.Draw(Game1.spriteBatch); } + Game1.spriteBatch.End(); + this.drawOverlays(Game1.spriteBatch); + Game1.PopUIMode(); return; } if (Game1.gameMode == 11) { Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); events.Rendering.RaiseEmpty(); - Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3685"), new Vector2(16f, 16f), Color.HotPink); - Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3686"), new Vector2(16f, 32f), new Color(0, 255, 0)); - Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.parseText(Game1.errorMessage, Game1.dialogueFont, Game1.graphics.GraphicsDevice.Viewport.Width), new Vector2(16f, 48f), Color.White); + Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3685"), new Vector2(16f, 16f), Microsoft.Xna.Framework.Color.HotPink); + Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3686"), new Vector2(16f, 32f), new Microsoft.Xna.Framework.Color(0, 255, 0)); + Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.parseText(Game1.errorMessage, Game1.dialogueFont, Game1.graphics.GraphicsDevice.Viewport.Width), new Vector2(16f, 48f), Microsoft.Xna.Framework.Color.White); events.Rendered.RaiseEmpty(); Game1.spriteBatch.End(); return; @@ -307,64 +337,57 @@ namespace StardewModdingAPI.Framework Game1.currentMinigame.draw(Game1.spriteBatch); if (Game1.globalFade && !Game1.menuUp && (!Game1.nameSelectUp || Game1.messagePause)) { + Game1.PushUIMode(); Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); - Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.Black * ((Game1.gameMode == 0) ? (1f - Game1.fadeToBlackAlpha) : Game1.fadeToBlackAlpha)); + Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Microsoft.Xna.Framework.Color.Black * ((Game1.gameMode == 0) ? (1f - Game1.fadeToBlackAlpha) : Game1.fadeToBlackAlpha)); Game1.spriteBatch.End(); + Game1.PopUIMode(); } + Game1.PushUIMode(); this.drawOverlays(Game1.spriteBatch); - if (target_screen != null) + Game1.PopUIMode(); + if (events.Rendered.HasListeners()) { - base.GraphicsDevice.SetRenderTarget(null); - base.GraphicsDevice.Clear(Game1.bgColor); - Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); - Game1.spriteBatch.Draw(target_screen, Vector2.Zero, target_screen.Bounds, Color.White, 0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f); + Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); events.Rendered.RaiseEmpty(); Game1.spriteBatch.End(); } - else - { - if (events.Rendered.HasListeners()) - { - Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); - events.Rendered.RaiseEmpty(); - Game1.spriteBatch.End(); - } - } + + base.GraphicsDevice.SetRenderTarget(target_screen); return; } if (Game1.showingEndOfNightStuff) { + Game1.PushUIMode(); Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); events.Rendering.RaiseEmpty(); if (Game1.activeClickableMenu != null) { + IClickableMenu curMenu = null; try { events.RenderingActiveMenu.RaiseEmpty(); - Game1.activeClickableMenu.draw(Game1.spriteBatch); + for (curMenu = Game1.activeClickableMenu; curMenu != null; curMenu = curMenu.GetChildMenu()) + { + curMenu.draw(Game1.spriteBatch); + } events.RenderedActiveMenu.RaiseEmpty(); } catch (Exception ex) { - this.Monitor.Log($"The {Game1.activeClickableMenu.GetType().FullName} menu crashed while drawing itself during end-of-night-stuff. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error); + this.Monitor.Log($"The {curMenu.GetMenuChainLabel()} menu crashed while drawing itself. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error); Game1.activeClickableMenu.exitThisMenu(); } } - events.Rendered.RaiseEmpty(); Game1.spriteBatch.End(); this.drawOverlays(Game1.spriteBatch); - if (target_screen != null) - { - base.GraphicsDevice.SetRenderTarget(null); - base.GraphicsDevice.Clear(Game1.bgColor); - Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); - Game1.spriteBatch.Draw(target_screen, Vector2.Zero, target_screen.Bounds, Color.White, 0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f); - Game1.spriteBatch.End(); - } + Game1.PopUIMode(); return; } if (Game1.gameMode == 6 || (Game1.gameMode == 3 && Game1.currentLocation == null)) { + Game1.PushUIMode(); + base.GraphicsDevice.Clear(Game1.bgColor); Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); events.Rendering.RaiseEmpty(); string addOn = ""; @@ -383,23 +406,10 @@ namespace StardewModdingAPI.Framework events.Rendered.RaiseEmpty(); Game1.spriteBatch.End(); this.drawOverlays(Game1.spriteBatch); - if (target_screen != null) - { - base.GraphicsDevice.SetRenderTarget(null); - base.GraphicsDevice.Clear(Game1.bgColor); - Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); - Game1.spriteBatch.Draw(target_screen, Vector2.Zero, target_screen.Bounds, Color.White, 0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f); - Game1.spriteBatch.End(); - } - if (Game1.overlayMenu != null) - { - Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); - Game1.overlayMenu.draw(Game1.spriteBatch); - Game1.spriteBatch.End(); - } - //base.Draw(gameTime); + Game1.PopUIMode(); return; } + byte batchOpens = 0; // used for rendering event if (Game1.gameMode == 0) { @@ -409,18 +419,43 @@ namespace StardewModdingAPI.Framework } else { + if (Game1.gameMode == 3 && Game1.dayOfMonth == 0 && Game1.newDay) + { + //base.Draw(gameTime); + return; + } if (Game1.drawLighting) { base.GraphicsDevice.SetRenderTarget(Game1.lightmap); - base.GraphicsDevice.Clear(Color.White * 0f); - Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.PointClamp, null, null); + base.GraphicsDevice.Clear(Microsoft.Xna.Framework.Color.White * 0f); + Matrix lighting_matrix = Matrix.Identity; + if (this.useUnscaledLighting) + { + lighting_matrix = Matrix.CreateScale(Game1.options.zoomLevel); + } + Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.PointClamp, null, null, null, lighting_matrix); if (++batchOpens == 1) events.Rendering.RaiseEmpty(); - Color lighting = (Game1.currentLocation.Name.StartsWith("UndergroundMine") && Game1.currentLocation is MineShaft) ? (Game1.currentLocation as MineShaft).getLightingColor(gameTime) : ((Game1.ambientLight.Equals(Color.White) || (Game1.isRaining && (bool)Game1.currentLocation.isOutdoors)) ? Game1.outdoorLight : Game1.ambientLight); + Microsoft.Xna.Framework.Color lighting = (Game1.currentLocation.Name.StartsWith("UndergroundMine") && Game1.currentLocation is MineShaft) ? (Game1.currentLocation as MineShaft).getLightingColor(gameTime) : ((Game1.ambientLight.Equals(Microsoft.Xna.Framework.Color.White) || (Game1.IsRainingHere() && (bool)Game1.currentLocation.isOutdoors)) ? Game1.outdoorLight : Game1.ambientLight); + float light_multiplier = 1f; + if (Game1.player.hasBuff(26)) + { + if (lighting == Microsoft.Xna.Framework.Color.White) + { + lighting = new Microsoft.Xna.Framework.Color(0.75f, 0.75f, 0.75f); + } + else + { + lighting.R = (byte)Utility.Lerp((int)lighting.R, 255f, 0.5f); + lighting.G = (byte)Utility.Lerp((int)lighting.G, 255f, 0.5f); + lighting.B = (byte)Utility.Lerp((int)lighting.B, 255f, 0.5f); + } + light_multiplier = 0.33f; + } Game1.spriteBatch.Draw(Game1.staminaRect, Game1.lightmap.Bounds, lighting); foreach (LightSource lightSource in Game1.currentLightSources) { - if ((Game1.isRaining || Game1.isDarkOut()) && lightSource.lightContext.Value == LightSource.LightContext.WindowLight) + if ((Game1.IsRainingHere() || Game1.isDarkOut()) && lightSource.lightContext.Value == LightSource.LightContext.WindowLight) { continue; } @@ -434,7 +469,7 @@ namespace StardewModdingAPI.Framework } if (Utility.isOnScreen(lightSource.position, (int)((float)lightSource.radius * 64f * 4f))) { - Game1.spriteBatch.Draw(lightSource.lightTexture, Game1.GlobalToLocal(Game1.viewport, lightSource.position) / (Game1.options.lightingQuality / 2), lightSource.lightTexture.Bounds, lightSource.color, 0f, new Vector2(lightSource.lightTexture.Bounds.Center.X, lightSource.lightTexture.Bounds.Center.Y), (float)lightSource.radius / (float)(Game1.options.lightingQuality / 2), SpriteEffects.None, 0.9f); + Game1.spriteBatch.Draw(lightSource.lightTexture, Game1.GlobalToLocal(Game1.viewport, lightSource.position) / (Game1.options.lightingQuality / 2), lightSource.lightTexture.Bounds, lightSource.color.Value * light_multiplier, 0f, new Vector2(lightSource.lightTexture.Bounds.Width / 2, lightSource.lightTexture.Bounds.Height / 2), (float)lightSource.radius / (float)(Game1.options.lightingQuality / 2), SpriteEffects.None, 0.9f); } } Game1.spriteBatch.End(); @@ -453,9 +488,15 @@ namespace StardewModdingAPI.Framework { Game1.background.draw(Game1.spriteBatch); } + Game1.currentLocation.drawBackground(Game1.spriteBatch); Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch); Game1.currentLocation.Map.GetLayer("Back").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, wrapAround: false, 4); Game1.currentLocation.drawWater(Game1.spriteBatch); + Game1.spriteBatch.End(); + Game1.spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); + Game1.currentLocation.drawFloorDecorations(Game1.spriteBatch); + Game1.spriteBatch.End(); + Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); this._farmerShadows.Clear(); if (Game1.currentLocation.currentEvent != null && !Game1.currentLocation.currentEvent.isFestival && Game1.currentLocation.currentEvent.farmerActors.Count > 0) { @@ -483,27 +524,27 @@ namespace StardewModdingAPI.Framework { foreach (NPC k in Game1.currentLocation.characters) { - if (!k.swimming && !k.HideShadow && !k.IsInvisible && !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(k.getTileLocation())) + if (!k.swimming && !k.HideShadow && !k.IsInvisible && !this.checkCharacterTilesForShadowDrawFlag(k)) { - Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, k.Position + new Vector2((float)(k.Sprite.SpriteWidth * 4) / 2f, k.GetBoundingBox().Height + ((!k.IsMonster) ? 12 : 0))), Game1.shadowTexture.Bounds, Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), (4f + (float)k.yJumpOffset / 40f) * (float)k.scale, SpriteEffects.None, Math.Max(0f, (float)k.getStandingY() / 10000f) - 1E-06f); + Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, k.GetShadowOffset() + k.Position + new Vector2((float)(k.GetSpriteWidthForPositioning() * 4) / 2f, k.GetBoundingBox().Height + ((!k.IsMonster) ? 12 : 0))), Game1.shadowTexture.Bounds, Microsoft.Xna.Framework.Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), Math.Max(0f, (4f + (float)k.yJumpOffset / 40f) * (float)k.scale), SpriteEffects.None, Math.Max(0f, (float)k.getStandingY() / 10000f) - 1E-06f); } } } else { - foreach (NPC l in Game1.CurrentEvent.actors) + foreach (NPC m in Game1.CurrentEvent.actors) { - if (!l.swimming && !l.HideShadow && !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(l.getTileLocation())) + if ((Game1.CurrentEvent == null || !Game1.CurrentEvent.ShouldHideCharacter(m)) && !m.swimming && !m.HideShadow && !this.checkCharacterTilesForShadowDrawFlag(m)) { - Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, l.Position + new Vector2((float)(l.Sprite.SpriteWidth * 4) / 2f, l.GetBoundingBox().Height + ((!l.IsMonster) ? ((l.Sprite.SpriteHeight <= 16) ? (-4) : 12) : 0))), Game1.shadowTexture.Bounds, Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), (4f + (float)l.yJumpOffset / 40f) * (float)l.scale, SpriteEffects.None, Math.Max(0f, (float)l.getStandingY() / 10000f) - 1E-06f); + Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, m.GetShadowOffset() + m.Position + new Vector2((float)(m.GetSpriteWidthForPositioning() * 4) / 2f, m.GetBoundingBox().Height + ((!m.IsMonster) ? ((m.Sprite.SpriteHeight <= 16) ? (-4) : 12) : 0))), Game1.shadowTexture.Bounds, Microsoft.Xna.Framework.Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), Math.Max(0f, 4f + (float)m.yJumpOffset / 40f) * (float)m.scale, SpriteEffects.None, Math.Max(0f, (float)m.getStandingY() / 10000f) - 1E-06f); } } } foreach (Farmer f3 in this._farmerShadows) { - if (!Game1.multiplayer.isDisconnecting(f3.UniqueMultiplayerID) && !f3.swimming && !f3.isRidingHorse() && (Game1.currentLocation == null || !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(f3.getTileLocation()))) + if (!Game1.multiplayer.isDisconnecting(f3.UniqueMultiplayerID) && !f3.swimming && !f3.isRidingHorse() && !f3.IsSitting() && (Game1.currentLocation == null || !this.checkCharacterTilesForShadowDrawFlag(f3))) { - Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(f3.Position + new Vector2(32f, 24f)), Game1.shadowTexture.Bounds, Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), 4f - (((f3.running || f3.UsingTool) && f3.FarmerSprite.currentAnimationIndex > 1) ? ((float)Math.Abs(FarmerRenderer.featureYOffsetPerFrame[f3.FarmerSprite.CurrentFrame]) * 0.5f) : 0f), SpriteEffects.None, 0f); + Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(f3.GetShadowOffset() + f3.Position + new Vector2(32f, 24f)), Game1.shadowTexture.Bounds, Microsoft.Xna.Framework.Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), 4f - (((f3.running || f3.UsingTool) && f3.FarmerSprite.currentAnimationIndex > 1) ? ((float)Math.Abs(FarmerRenderer.featureYOffsetPerFrame[f3.FarmerSprite.CurrentFrame]) * 0.5f) : 0f), SpriteEffects.None, 0f); } } } @@ -518,9 +559,9 @@ namespace StardewModdingAPI.Framework { foreach (NPC n in Game1.currentLocation.characters) { - if (!n.swimming && !n.HideShadow && !n.isInvisible && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(n.getTileLocation())) + if (!n.swimming && !n.HideShadow && !n.isInvisible && this.checkCharacterTilesForShadowDrawFlag(n)) { - Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, n.Position + new Vector2((float)(n.Sprite.SpriteWidth * 4) / 2f, n.GetBoundingBox().Height + ((!n.IsMonster) ? 12 : 0))), Game1.shadowTexture.Bounds, Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), (4f + (float)n.yJumpOffset / 40f) * (float)n.scale, SpriteEffects.None, Math.Max(0f, (float)n.getStandingY() / 10000f) - 1E-06f); + Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, n.GetShadowOffset() + n.Position + new Vector2((float)(n.GetSpriteWidthForPositioning() * 4) / 2f, n.GetBoundingBox().Height + ((!n.IsMonster) ? 12 : 0))), Game1.shadowTexture.Bounds, Microsoft.Xna.Framework.Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), Math.Max(0f, (4f + (float)n.yJumpOffset / 40f) * (float)n.scale), SpriteEffects.None, Math.Max(0f, (float)n.getStandingY() / 10000f) - 1E-06f); } } } @@ -528,18 +569,18 @@ namespace StardewModdingAPI.Framework { foreach (NPC n2 in Game1.CurrentEvent.actors) { - if (!n2.swimming && !n2.HideShadow && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(n2.getTileLocation())) + if ((Game1.CurrentEvent == null || !Game1.CurrentEvent.ShouldHideCharacter(n2)) && !n2.swimming && !n2.HideShadow && this.checkCharacterTilesForShadowDrawFlag(n2)) { - Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, n2.Position + new Vector2((float)(n2.Sprite.SpriteWidth * 4) / 2f, n2.GetBoundingBox().Height + ((!n2.IsMonster) ? 12 : 0))), Game1.shadowTexture.Bounds, Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), (4f + (float)n2.yJumpOffset / 40f) * (float)n2.scale, SpriteEffects.None, Math.Max(0f, (float)n2.getStandingY() / 10000f) - 1E-06f); + Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, n2.GetShadowOffset() + n2.Position + new Vector2((float)(n2.GetSpriteWidthForPositioning() * 4) / 2f, n2.GetBoundingBox().Height + ((!n2.IsMonster) ? 12 : 0))), Game1.shadowTexture.Bounds, Microsoft.Xna.Framework.Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), Math.Max(0f, (4f + (float)n2.yJumpOffset / 40f) * (float)n2.scale), SpriteEffects.None, Math.Max(0f, (float)n2.getStandingY() / 10000f) - 1E-06f); } } } foreach (Farmer f4 in this._farmerShadows) { float draw_layer = Math.Max(0.0001f, f4.getDrawLayer() + 0.00011f) - 0.0001f; - if (!f4.swimming && !f4.isRidingHorse() && Game1.currentLocation != null && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(f4.getTileLocation())) + if (!f4.swimming && !f4.isRidingHorse() && !f4.IsSitting() && Game1.currentLocation != null && this.checkCharacterTilesForShadowDrawFlag(f4)) { - Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(f4.Position + new Vector2(32f, 24f)), Game1.shadowTexture.Bounds, Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), 4f - (((f4.running || f4.UsingTool) && f4.FarmerSprite.currentAnimationIndex > 1) ? ((float)Math.Abs(FarmerRenderer.featureYOffsetPerFrame[f4.FarmerSprite.CurrentFrame]) * 0.5f) : 0f), SpriteEffects.None, draw_layer); + Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(f4.GetShadowOffset() + f4.Position + new Vector2(32f, 24f)), Game1.shadowTexture.Bounds, Microsoft.Xna.Framework.Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), 4f - (((f4.running || f4.UsingTool) && f4.FarmerSprite.currentAnimationIndex > 1) ? ((float)Math.Abs(FarmerRenderer.featureYOffsetPerFrame[f4.FarmerSprite.CurrentFrame]) * 0.5f) : 0f), SpriteEffects.None, draw_layer); } } } @@ -549,7 +590,7 @@ namespace StardewModdingAPI.Framework } if (Game1.player.currentUpgrade != null && Game1.player.currentUpgrade.daysLeftTillUpgradeDone <= 3 && Game1.currentLocation.Name.Equals("Farm")) { - Game1.spriteBatch.Draw(Game1.player.currentUpgrade.workerTexture, Game1.GlobalToLocal(Game1.viewport, Game1.player.currentUpgrade.positionOfCarpenter), Game1.player.currentUpgrade.getSourceRectangle(), Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, (Game1.player.currentUpgrade.positionOfCarpenter.Y + 48f) / 10000f); + Game1.spriteBatch.Draw(Game1.player.currentUpgrade.workerTexture, Game1.GlobalToLocal(Game1.viewport, Game1.player.currentUpgrade.positionOfCarpenter), Game1.player.currentUpgrade.getSourceRectangle(), Microsoft.Xna.Framework.Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, (Game1.player.currentUpgrade.positionOfCarpenter.Y + 48f) / 10000f); } Game1.currentLocation.draw(Game1.spriteBatch); foreach (Vector2 tile_position in Game1.crabPotOverlayTiles.Keys) @@ -576,14 +617,14 @@ namespace StardewModdingAPI.Framework } if (Game1.tvStation >= 0) { - Game1.spriteBatch.Draw(Game1.tvStationTexture, Game1.GlobalToLocal(Game1.viewport, new Vector2(400f, 160f)), new Microsoft.Xna.Framework.Rectangle(Game1.tvStation * 24, 0, 24, 15), Color.White, 0f, Vector2.Zero, 4f, SpriteEffects.None, 1E-08f); + Game1.spriteBatch.Draw(Game1.tvStationTexture, Game1.GlobalToLocal(Game1.viewport, new Vector2(400f, 160f)), new Microsoft.Xna.Framework.Rectangle(Game1.tvStation * 24, 0, 24, 15), Microsoft.Xna.Framework.Color.White, 0f, Vector2.Zero, 4f, SpriteEffects.None, 1E-08f); } if (Game1.panMode) { - Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle((int)Math.Floor((double)(Game1.getOldMouseX() + Game1.viewport.X) / 64.0) * 64 - Game1.viewport.X, (int)Math.Floor((double)(Game1.getOldMouseY() + Game1.viewport.Y) / 64.0) * 64 - Game1.viewport.Y, 64, 64), Color.Lime * 0.75f); + Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle((int)Math.Floor((double)(Game1.getOldMouseX() + Game1.viewport.X) / 64.0) * 64 - Game1.viewport.X, (int)Math.Floor((double)(Game1.getOldMouseY() + Game1.viewport.Y) / 64.0) * 64 - Game1.viewport.Y, 64, 64), Microsoft.Xna.Framework.Color.Lime * 0.75f); foreach (Warp w in Game1.currentLocation.warps) { - Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(w.X * 64 - Game1.viewport.X, w.Y * 64 - Game1.viewport.Y, 64, 64), Color.Red * 0.75f); + Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(w.X * 64 - Game1.viewport.X, w.Y * 64 - Game1.viewport.Y, 64, 64), Microsoft.Xna.Framework.Color.Red * 0.75f); } } Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch); @@ -592,18 +633,6 @@ namespace StardewModdingAPI.Framework Game1.currentLocation.drawAboveFrontLayer(Game1.spriteBatch); Game1.spriteBatch.End(); Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); - if (Game1.displayFarmer && Game1.player.ActiveObject != null && (bool)Game1.player.ActiveObject.bigCraftable && this.checkBigCraftableBoundariesForFrontLayer() && Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.getStandingX(), Game1.player.getStandingY()), Game1.viewport.Size) == null) - { - Game1.drawPlayerHeldObject(Game1.player); - } - else if (Game1.displayFarmer && Game1.player.ActiveObject != null && ((Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location((int)Game1.player.Position.X, (int)Game1.player.Position.Y - 38), Game1.viewport.Size) != null && !Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location((int)Game1.player.Position.X, (int)Game1.player.Position.Y - 38), Game1.viewport.Size).TileIndexProperties.ContainsKey("FrontAlways")) || (Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.GetBoundingBox().Right, (int)Game1.player.Position.Y - 38), Game1.viewport.Size) != null && !Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.GetBoundingBox().Right, (int)Game1.player.Position.Y - 38), Game1.viewport.Size).TileIndexProperties.ContainsKey("FrontAlways")))) - { - Game1.drawPlayerHeldObject(Game1.player); - } - if ((Game1.player.UsingTool || Game1.pickingTool) && Game1.player.CurrentTool != null && (!Game1.player.CurrentTool.Name.Equals("Seeds") || Game1.pickingTool) && Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.getStandingX(), (int)Game1.player.Position.Y - 38), Game1.viewport.Size) != null && Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.getStandingX(), Game1.player.getStandingY()), Game1.viewport.Size) == null) - { - Game1.drawTool(Game1.player); - } if (Game1.currentLocation.Map.GetLayer("AlwaysFront") != null) { Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch); @@ -612,7 +641,7 @@ namespace StardewModdingAPI.Framework } if (Game1.toolHold > 400f && Game1.player.CurrentTool.UpgradeLevel >= 1 && Game1.player.canReleaseTool) { - Color barColor = Color.White; + Microsoft.Xna.Framework.Color barColor = Microsoft.Xna.Framework.Color.White; switch ((int)(Game1.toolHold / 600f) + 2) { case 1: @@ -628,17 +657,20 @@ namespace StardewModdingAPI.Framework barColor = Tool.iridiumColor; break; } - Game1.spriteBatch.Draw(Game1.littleEffect, new Microsoft.Xna.Framework.Rectangle((int)Game1.player.getLocalPosition(Game1.viewport).X - 2, (int)Game1.player.getLocalPosition(Game1.viewport).Y - ((!Game1.player.CurrentTool.Name.Equals("Watering Can")) ? 64 : 0) - 2, (int)(Game1.toolHold % 600f * 0.08f) + 4, 12), Color.Black); + Game1.spriteBatch.Draw(Game1.littleEffect, new Microsoft.Xna.Framework.Rectangle((int)Game1.player.getLocalPosition(Game1.viewport).X - 2, (int)Game1.player.getLocalPosition(Game1.viewport).Y - ((!Game1.player.CurrentTool.Name.Equals("Watering Can")) ? 64 : 0) - 2, (int)(Game1.toolHold % 600f * 0.08f) + 4, 12), Microsoft.Xna.Framework.Color.Black); Game1.spriteBatch.Draw(Game1.littleEffect, new Microsoft.Xna.Framework.Rectangle((int)Game1.player.getLocalPosition(Game1.viewport).X, (int)Game1.player.getLocalPosition(Game1.viewport).Y - ((!Game1.player.CurrentTool.Name.Equals("Watering Can")) ? 64 : 0), (int)(Game1.toolHold % 600f * 0.08f), 8), barColor); } - this.drawWeather(gameTime, target_screen); + if (!Game1.IsFakedBlackScreen()) + { + this.drawWeather(gameTime, target_screen); + } if (Game1.farmEvent != null) { Game1.farmEvent.draw(Game1.spriteBatch); } if (Game1.currentLocation.LightLevel > 0f && Game1.timeOfDay < 2000) { - Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.Black * Game1.currentLocation.LightLevel); + Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Microsoft.Xna.Framework.Color.Black * Game1.currentLocation.LightLevel); } if (Game1.screenGlow) { @@ -653,32 +685,44 @@ namespace StardewModdingAPI.Framework Game1.spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); if (Game1.eventUp && Game1.currentLocation.currentEvent != null) { - foreach (NPC m in Game1.currentLocation.currentEvent.actors) + foreach (NPC l in Game1.currentLocation.currentEvent.actors) { - if (m.isEmoting) + if (l.isEmoting) { - Vector2 emotePosition = m.getLocalPosition(Game1.viewport); + Vector2 emotePosition = l.getLocalPosition(Game1.viewport); + if (l.NeedsBirdieEmoteHack()) + { + emotePosition.X += 64f; + } emotePosition.Y -= 140f; - if (m.Age == 2) + if (l.Age == 2) { emotePosition.Y += 32f; } - else if (m.Gender == 1) + else if (l.Gender == 1) { emotePosition.Y += 10f; } - Game1.spriteBatch.Draw(Game1.emoteSpriteSheet, emotePosition, new Microsoft.Xna.Framework.Rectangle(m.CurrentEmoteIndex * 16 % Game1.emoteSpriteSheet.Width, m.CurrentEmoteIndex * 16 / Game1.emoteSpriteSheet.Width * 16, 16, 16), Color.White, 0f, Vector2.Zero, 4f, SpriteEffects.None, (float)m.getStandingY() / 10000f); + Game1.spriteBatch.Draw(Game1.emoteSpriteSheet, emotePosition, new Microsoft.Xna.Framework.Rectangle(l.CurrentEmoteIndex * 16 % Game1.emoteSpriteSheet.Width, l.CurrentEmoteIndex * 16 / Game1.emoteSpriteSheet.Width * 16, 16, 16), Microsoft.Xna.Framework.Color.White, 0f, Vector2.Zero, 4f, SpriteEffects.None, (float)l.getStandingY() / 10000f); } } } Game1.spriteBatch.End(); - if (Game1.drawLighting) + if (Game1.drawLighting && !Game1.IsFakedBlackScreen()) { Game1.spriteBatch.Begin(SpriteSortMode.Deferred, this.lightingBlend, SamplerState.LinearClamp, null, null); - Game1.spriteBatch.Draw(Game1.lightmap, Vector2.Zero, Game1.lightmap.Bounds, Color.White, 0f, Vector2.Zero, Game1.options.lightingQuality / 2, SpriteEffects.None, 1f); - if (Game1.isRaining && (bool)Game1.currentLocation.isOutdoors && !(Game1.currentLocation is Desert)) + Viewport vp = base.GraphicsDevice.Viewport; + vp.Bounds = (target_screen?.Bounds ?? base.GraphicsDevice.PresentationParameters.Bounds); + base.GraphicsDevice.Viewport = vp; + float render_zoom = Game1.options.lightingQuality / 2; + if (this.useUnscaledLighting) + { + render_zoom /= Game1.options.zoomLevel; + } + Game1.spriteBatch.Draw(Game1.lightmap, Vector2.Zero, Game1.lightmap.Bounds, Microsoft.Xna.Framework.Color.White, 0f, Vector2.Zero, render_zoom, SpriteEffects.None, 1f); + if (Game1.IsRainingHere() && (bool)Game1.currentLocation.isOutdoors && !(Game1.currentLocation is Desert)) { - Game1.spriteBatch.Draw(Game1.staminaRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.OrangeRed * 0.45f); + Game1.spriteBatch.Draw(Game1.staminaRect, vp.Bounds, Microsoft.Xna.Framework.Color.OrangeRed * 0.45f); } Game1.spriteBatch.End(); } @@ -690,11 +734,11 @@ namespace StardewModdingAPI.Framework float startingY = -Game1.viewport.Y % 64; for (int x = startingX; x < Game1.graphics.GraphicsDevice.Viewport.Width; x += 64) { - Game1.spriteBatch.Draw(Game1.staminaRect, new Microsoft.Xna.Framework.Rectangle(x, (int)startingY, 1, Game1.graphics.GraphicsDevice.Viewport.Height), Color.Red * 0.5f); + Game1.spriteBatch.Draw(Game1.staminaRect, new Microsoft.Xna.Framework.Rectangle(x, (int)startingY, 1, Game1.graphics.GraphicsDevice.Viewport.Height), Microsoft.Xna.Framework.Color.Red * 0.5f); } for (float y = startingY; y < (float)Game1.graphics.GraphicsDevice.Viewport.Height; y += 64f) { - Game1.spriteBatch.Draw(Game1.staminaRect, new Microsoft.Xna.Framework.Rectangle(startingX, (int)y, Game1.graphics.GraphicsDevice.Viewport.Width, 1), Color.Red * 0.5f); + 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.currentBillboard != 0 && !this.takingMapScreenshot) @@ -703,9 +747,14 @@ namespace StardewModdingAPI.Framework } 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), 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), Color.Black); + 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.End(); + Game1.PushUIMode(); + Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); if ((Game1.displayHUD || Game1.eventUp) && Game1.currentBillboard == 0 && Game1.gameMode == 3 && !Game1.freezeControls && !Game1.panMode && !Game1.HostPaused && !this.takingMapScreenshot) { events.RenderingHud.RaiseEmpty(); @@ -723,37 +772,52 @@ namespace StardewModdingAPI.Framework Game1.hudMessages[j].draw(Game1.spriteBatch, j); } } + Game1.spriteBatch.End(); + Game1.PopUIMode(); + Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); } if (Game1.farmEvent != null) { Game1.farmEvent.draw(Game1.spriteBatch); + Game1.spriteBatch.End(); + Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); } + Game1.PushUIMode(); if (Game1.dialogueUp && !Game1.nameSelectUp && !Game1.messagePause && (Game1.activeClickableMenu == null || !(Game1.activeClickableMenu is DialogueBox)) && !this.takingMapScreenshot) { this.drawDialogueBox(); } if (Game1.progressBar && !this.takingMapScreenshot) { - Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle((Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Width - Game1.dialogueWidth) / 2, Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Bottom - 128, Game1.dialogueWidth, 32), Color.LightGray); - Game1.spriteBatch.Draw(Game1.staminaRect, new Microsoft.Xna.Framework.Rectangle((Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Width - Game1.dialogueWidth) / 2, Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Bottom - 128, (int)(Game1.pauseAccumulator / Game1.pauseTime * (float)Game1.dialogueWidth), 32), Color.DimGray); + Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle((Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Width - Game1.dialogueWidth) / 2, Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Bottom - 128, Game1.dialogueWidth, 32), Microsoft.Xna.Framework.Color.LightGray); + Game1.spriteBatch.Draw(Game1.staminaRect, new Microsoft.Xna.Framework.Rectangle((Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Width - Game1.dialogueWidth) / 2, Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Bottom - 128, (int)(Game1.pauseAccumulator / Game1.pauseTime * (float)Game1.dialogueWidth), 32), Microsoft.Xna.Framework.Color.DimGray); } + Game1.spriteBatch.End(); + Game1.PopUIMode(); + Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); if (Game1.eventUp && Game1.currentLocation != null && Game1.currentLocation.currentEvent != null) { Game1.currentLocation.currentEvent.drawAfterMap(Game1.spriteBatch); } - if (Game1.isRaining && Game1.currentLocation != null && (bool)Game1.currentLocation.isOutdoors && !(Game1.currentLocation is Desert)) + if (!Game1.IsFakedBlackScreen() && Game1.IsRainingHere() && Game1.currentLocation != null && (bool)Game1.currentLocation.isOutdoors && !(Game1.currentLocation is Desert)) { - Game1.spriteBatch.Draw(Game1.staminaRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.Blue * 0.2f); + Game1.spriteBatch.Draw(Game1.staminaRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Microsoft.Xna.Framework.Color.Blue * 0.2f); } if ((Game1.fadeToBlack || Game1.globalFade) && !Game1.menuUp && (!Game1.nameSelectUp || Game1.messagePause) && !this.takingMapScreenshot) { - Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.Black * ((Game1.gameMode == 0) ? (1f - Game1.fadeToBlackAlpha) : Game1.fadeToBlackAlpha)); + Game1.spriteBatch.End(); + Game1.PushUIMode(); + Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); + Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Microsoft.Xna.Framework.Color.Black * ((Game1.gameMode == 0) ? (1f - Game1.fadeToBlackAlpha) : Game1.fadeToBlackAlpha)); + Game1.spriteBatch.End(); + Game1.PopUIMode(); + Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); } else if (Game1.flashAlpha > 0f && !this.takingMapScreenshot) { if (Game1.options.screenFlash) { - Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.White * Math.Min(1f, Game1.flashAlpha)); + Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Microsoft.Xna.Framework.Color.White * Math.Min(1f, Game1.flashAlpha)); } Game1.flashAlpha -= 0.1f; } @@ -767,6 +831,16 @@ namespace StardewModdingAPI.Framework { screenOverlayTempSprite.draw(Game1.spriteBatch, localPosition: true); } + Game1.spriteBatch.End(); + Game1.PushUIMode(); + Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); + foreach (TemporaryAnimatedSprite uiOverlayTempSprite in Game1.uiOverlayTempSprites) + { + uiOverlayTempSprite.draw(Game1.spriteBatch, localPosition: true); + } + Game1.spriteBatch.End(); + Game1.PopUIMode(); + Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); } if (Game1.debugMode) { @@ -798,23 +872,30 @@ namespace StardewModdingAPI.Framework sb.Append(Game1.getMouseY() + Game1.viewport.Y); sb.Append(" debugOutput: "); sb.Append(Game1.debugOutput); - Game1.spriteBatch.DrawString(Game1.smallFont, sb, new Vector2(base.GraphicsDevice.Viewport.GetTitleSafeArea().X, base.GraphicsDevice.Viewport.GetTitleSafeArea().Y + Game1.smallFont.LineSpacing * 8), Color.Red, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0.9999999f); + Game1.spriteBatch.DrawString(Game1.smallFont, sb, new Vector2(base.GraphicsDevice.Viewport.GetTitleSafeArea().X, base.GraphicsDevice.Viewport.GetTitleSafeArea().Y + Game1.smallFont.LineSpacing * 8), Microsoft.Xna.Framework.Color.Red, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0.9999999f); } + Game1.spriteBatch.End(); + Game1.PushUIMode(); + Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); if (Game1.showKeyHelp && !this.takingMapScreenshot) { - Game1.spriteBatch.DrawString(Game1.smallFont, Game1.keyHelpString, new Vector2(64f, (float)(Game1.viewport.Height - 64 - (Game1.dialogueUp ? (192 + (Game1.isQuestion ? (Game1.questionChoices.Count * 64) : 0)) : 0)) - Game1.smallFont.MeasureString(Game1.keyHelpString).Y), Color.LightGray, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0.9999999f); + Game1.spriteBatch.DrawString(Game1.smallFont, Game1.keyHelpString, new Vector2(64f, (float)(Game1.viewport.Height - 64 - (Game1.dialogueUp ? (192 + (Game1.isQuestion ? (Game1.questionChoices.Count * 64) : 0)) : 0)) - Game1.smallFont.MeasureString(Game1.keyHelpString).Y), Microsoft.Xna.Framework.Color.LightGray, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0.9999999f); } if (Game1.activeClickableMenu != null && !this.takingMapScreenshot) { + IClickableMenu curMenu = null; try { events.RenderingActiveMenu.RaiseEmpty(); - Game1.activeClickableMenu.draw(Game1.spriteBatch); + for (curMenu = Game1.activeClickableMenu; curMenu != null; curMenu = curMenu.GetChildMenu()) + { + curMenu.draw(Game1.spriteBatch); + } events.RenderedActiveMenu.RaiseEmpty(); } catch (Exception ex) { - this.Monitor.Log($"The {Game1.activeClickableMenu.GetType().FullName} menu crashed while drawing itself. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error); + this.Monitor.Log($"The {curMenu.GetMenuChainLabel()} menu crashed while drawing itself. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error); Game1.activeClickableMenu.exitThisMenu(); } } @@ -822,6 +903,10 @@ namespace StardewModdingAPI.Framework { Game1.farmEvent.drawAboveEverything(Game1.spriteBatch); } + if (Game1.specialCurrencyDisplay != null) + { + Game1.specialCurrencyDisplay.Draw(Game1.spriteBatch); + } if (Game1.emoteMenu != null && !this.takingMapScreenshot) { Game1.emoteMenu.draw(Game1.spriteBatch); @@ -834,7 +919,7 @@ namespace StardewModdingAPI.Framework events.Rendered.RaiseEmpty(); Game1.spriteBatch.End(); this.drawOverlays(Game1.spriteBatch); - this.renderScreenBuffer(target_screen); + Game1.PopUIMode(); } } } diff --git a/src/SMAPI/Framework/SGameRunner.cs b/src/SMAPI/Framework/SGameRunner.cs new file mode 100644 index 00000000..ae06f513 --- /dev/null +++ b/src/SMAPI/Framework/SGameRunner.cs @@ -0,0 +1,156 @@ +using System; +using System.Collections.Generic; +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using StardewModdingAPI.Framework.Events; +using StardewModdingAPI.Framework.Input; +using StardewModdingAPI.Framework.Reflection; +using StardewValley; + +namespace StardewModdingAPI.Framework +{ + /// <summary>SMAPI's extension of the game's core <see cref="GameRunner"/>, used to inject SMAPI components.</summary> + internal class SGameRunner : GameRunner + { + /********* + ** Fields + *********/ + /// <summary>Encapsulates monitoring and logging for SMAPI.</summary> + private readonly Monitor Monitor; + + /// <summary>Manages SMAPI events for mods.</summary> + private readonly EventManager Events; + + /// <summary>Simplifies access to private game code.</summary> + private readonly Reflector Reflection; + + /// <summary>Immediately exit the game without saving. This should only be invoked when an irrecoverable fatal error happens that risks save corruption or game-breaking bugs.</summary> + private readonly Action<string> ExitGameImmediately; + + /// <summary>The core SMAPI mod hooks.</summary> + private readonly SModHooks ModHooks; + + /// <summary>The core multiplayer logic.</summary> + private readonly SMultiplayer Multiplayer; + + /// <summary>Raised after the game finishes loading its initial content.</summary> + private readonly Action OnGameContentLoaded; + + /// <summary>Raised when XNA is updating (roughly 60 times per second).</summary> + private readonly Action<GameTime, Action> OnGameUpdating; + + /// <summary>Raised when the game instance for a local split-screen player is updating (once per <see cref="OnGameUpdating"/> per player).</summary> + private readonly Action<SGame, GameTime, Action> OnPlayerInstanceUpdating; + + /// <summary>Raised before the game exits.</summary> + private readonly Action OnGameExiting; + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + /// <param name="monitor">Encapsulates monitoring and logging for SMAPI.</param> + /// <param name="reflection">Simplifies access to private game code.</param> + /// <param name="eventManager">Manages SMAPI events for mods.</param> + /// <param name="modHooks">Handles mod hooks provided by the game.</param> + /// <param name="multiplayer">The core multiplayer logic.</param> + /// <param name="exitGameImmediately">Immediately exit the game without saving. This should only be invoked when an irrecoverable fatal error happens that risks save corruption or game-breaking bugs.</param> + /// <param name="onGameContentLoaded">Raised after the game finishes loading its initial content.</param> + /// <param name="onGameUpdating">Raised when XNA is updating its state (roughly 60 times per second).</param> + /// <param name="onPlayerInstanceUpdating">Raised when the game instance for a local split-screen player is updating (once per <see cref="OnGameUpdating"/> per player).</param> + /// <param name="onGameExiting">Raised before the game exits.</param> + public SGameRunner(Monitor monitor, Reflector reflection, EventManager eventManager, SModHooks modHooks, SMultiplayer multiplayer, Action<string> exitGameImmediately, Action onGameContentLoaded, Action<GameTime, Action> onGameUpdating, Action<SGame, GameTime, Action> onPlayerInstanceUpdating, Action onGameExiting) + { + // init XNA + Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef; + + // hook into game + this.ModHooks = modHooks; + + // init SMAPI + this.Monitor = monitor; + this.Events = eventManager; + this.Reflection = reflection; + this.Multiplayer = multiplayer; + this.ExitGameImmediately = exitGameImmediately; + this.OnGameContentLoaded = onGameContentLoaded; + this.OnGameUpdating = onGameUpdating; + this.OnPlayerInstanceUpdating = onPlayerInstanceUpdating; + this.OnGameExiting = onGameExiting; + } + + /// <summary>Create a game instance for a local player.</summary> + /// <param name="playerIndex">The player index.</param> + /// <param name="instanceIndex">The instance index.</param> + public override Game1 CreateGameInstance(PlayerIndex playerIndex = PlayerIndex.One, int instanceIndex = 0) + { + SInputState inputState = new SInputState(); + return new SGame(playerIndex, instanceIndex, this.Monitor, this.Reflection, this.Events, inputState, this.ModHooks, this.Multiplayer, this.ExitGameImmediately, this.OnPlayerInstanceUpdating); + } + + /// <inheritdoc /> + public override void AddGameInstance(PlayerIndex playerIndex) + { + base.AddGameInstance(playerIndex); + + EarlyConstants.LogScreenId = Context.ScreenId; + this.UpdateForSplitScreenChanges(); + } + + /// <inheritdoc /> + public override void RemoveGameInstance(Game1 instance) + { + base.RemoveGameInstance(instance); + + if (this.gameInstances.Count <= 1) + EarlyConstants.LogScreenId = null; + this.UpdateForSplitScreenChanges(); + } + + + /********* + ** Protected methods + *********/ + /// <summary>Load content when the game is launched.</summary> + protected override void LoadContent() + { + base.LoadContent(); + + this.OnGameContentLoaded(); + } + + /// <summary>Perform cleanup logic when the game exits.</summary> + /// <param name="sender">The event sender.</param> + /// <param name="args">The event args.</param> + /// <remarks>This overrides the logic in <see cref="Game1.exitEvent"/> to let SMAPI clean up before exit.</remarks> + protected override void OnExiting(object sender, EventArgs args) + { + this.OnGameExiting(); + } + + /// <summary>The method called when the game is updating its state (roughly 60 times per second).</summary> + /// <param name="gameTime">A snapshot of the game timing state.</param> + protected override void Update(GameTime gameTime) + { + this.OnGameUpdating(gameTime, () => base.Update(gameTime)); + } + + private void UpdateForSplitScreenChanges() + { + HashSet<int> oldScreenIds = new HashSet<int>(Context.ActiveScreenIds); + + // track active screens + Context.ActiveScreenIds.Clear(); + foreach (var screen in this.gameInstances) + Context.ActiveScreenIds.Add(screen.instanceId); + + // remember last removed screen + foreach (int id in oldScreenIds) + { + if (!Context.ActiveScreenIds.Contains(id)) + Context.LastRemovedScreenId = id; + } + } + } +} |