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author | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2018-12-24 17:28:58 -0500 |
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committer | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2018-12-24 17:28:58 -0500 |
commit | 6ad52d607c49b16c6933060375086830edd9a1f9 (patch) | |
tree | 539fe4bff9faed589fb42573c97e513b750eea13 /src/SMAPI/Patches/LoadForNewGamePatch.cs | |
parent | 041bd2d6ba726eeea88afed3be307343a6f9286b (diff) | |
download | SMAPI-6ad52d607c49b16c6933060375086830edd9a1f9.tar.gz SMAPI-6ad52d607c49b16c6933060375086830edd9a1f9.tar.bz2 SMAPI-6ad52d607c49b16c6933060375086830edd9a1f9.zip |
add Specialised.LoadStageChanged event
Diffstat (limited to 'src/SMAPI/Patches/LoadForNewGamePatch.cs')
-rw-r--r-- | src/SMAPI/Patches/LoadForNewGamePatch.cs | 109 |
1 files changed, 109 insertions, 0 deletions
diff --git a/src/SMAPI/Patches/LoadForNewGamePatch.cs b/src/SMAPI/Patches/LoadForNewGamePatch.cs new file mode 100644 index 00000000..9e788e84 --- /dev/null +++ b/src/SMAPI/Patches/LoadForNewGamePatch.cs @@ -0,0 +1,109 @@ +using System; +using System.Collections.ObjectModel; +using System.Collections.Specialized; +using System.Reflection; +using Harmony; +using StardewModdingAPI.Enums; +using StardewModdingAPI.Framework.Patching; +using StardewModdingAPI.Framework.Reflection; +using StardewValley; +using StardewValley.Menus; + +namespace StardewModdingAPI.Patches +{ + /// <summary>A Harmony patch for <see cref="Game1.loadForNewGame"/> which notifies SMAPI for save creation load stages.</summary> + /// <remarks>This patch hooks into <see cref="Game1.loadForNewGame"/>, checks if <c>TitleMenu.transitioningCharacterCreationMenu</c> is true (which means the player is creating a new save file), then raises <see cref="LoadStage.CreatedBasicInfo"/> after the location list is cleared twice (the second clear happens right before locations are created), and <see cref="LoadStage.CreatedLocations"/> when the method ends.</remarks> + internal class LoadForNewGamePatch : IHarmonyPatch + { + /********* + ** Accessors + *********/ + /// <summary>Simplifies access to private code.</summary> + private static Reflector Reflection; + + /// <summary>A callback to invoke when the load stage changes.</summary> + private static Action<LoadStage> OnStageChanged; + + /// <summary>Whether <see cref="Game1.loadForNewGame"/> was called as part of save creation.</summary> + private static bool IsCreating; + + /// <summary>The number of times that <see cref="Game1.locations"/> has been cleared since <see cref="Game1.loadForNewGame"/> started.</summary> + private static int TimesLocationsCleared = 0; + + + /********* + ** Accessors + *********/ + /// <summary>A unique name for this patch.</summary> + public string Name => $"{nameof(LoadForNewGamePatch)}"; + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + /// <param name="reflection">Simplifies access to private code.</param> + /// <param name="onStageChanged">A callback to invoke when the load stage changes.</param> + public LoadForNewGamePatch(Reflector reflection, Action<LoadStage> onStageChanged) + { + LoadForNewGamePatch.Reflection = reflection; + LoadForNewGamePatch.OnStageChanged = onStageChanged; + } + + /// <summary>Apply the Harmony patch.</summary> + /// <param name="harmony">The Harmony instance.</param> + public void Apply(HarmonyInstance harmony) + { + MethodInfo method = AccessTools.Method(typeof(Game1), nameof(Game1.loadForNewGame)); + MethodInfo prefix = AccessTools.Method(this.GetType(), nameof(LoadForNewGamePatch.Prefix)); + MethodInfo postfix = AccessTools.Method(this.GetType(), nameof(LoadForNewGamePatch.Postfix)); + + harmony.Patch(method, new HarmonyMethod(prefix), new HarmonyMethod(postfix)); + } + + + /********* + ** Private methods + *********/ + /// <summary>The method to call instead of <see cref="Game1.loadForNewGame"/>.</summary> + /// <returns>Returns whether to execute the original method.</returns> + /// <remarks>This method must be static for Harmony to work correctly. See the Harmony documentation before renaming arguments.</remarks> + private static bool Prefix() + { + LoadForNewGamePatch.IsCreating = Game1.activeClickableMenu is TitleMenu menu && LoadForNewGamePatch.Reflection.GetField<bool>(menu, "transitioningCharacterCreationMenu").GetValue(); + LoadForNewGamePatch.TimesLocationsCleared = 0; + if (LoadForNewGamePatch.IsCreating) + { + // raise CreatedBasicInfo after locations are cleared twice + ObservableCollection<GameLocation> locations = (ObservableCollection<GameLocation>)Game1.locations; + locations.CollectionChanged += LoadForNewGamePatch.OnLocationListChanged; + } + + return true; + } + + /// <summary>The method to call instead after <see cref="Game1.loadForNewGame"/>.</summary> + /// <remarks>This method must be static for Harmony to work correctly. See the Harmony documentation before renaming arguments.</remarks> + private static void Postfix() + { + if (LoadForNewGamePatch.IsCreating) + { + // clean up + ObservableCollection<GameLocation> locations = (ObservableCollection<GameLocation>) Game1.locations; + locations.CollectionChanged -= LoadForNewGamePatch.OnLocationListChanged; + + // raise stage changed + LoadForNewGamePatch.OnStageChanged(LoadStage.CreatedLocations); + } + } + + /// <summary>Raised when <see cref="Game1.locations"/> changes.</summary> + /// <param name="sender">The event sender.</param> + /// <param name="e">The event arguments.</param> + private static void OnLocationListChanged(object sender, NotifyCollectionChangedEventArgs e) + { + if (++LoadForNewGamePatch.TimesLocationsCleared == 2) + LoadForNewGamePatch.OnStageChanged(LoadStage.CreatedBasicInfo); + } + } +} |