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authorJesse Plamondon-Willard <github@jplamondonw.com>2017-05-19 18:04:57 -0400
committerJesse Plamondon-Willard <github@jplamondonw.com>2017-05-19 18:04:57 -0400
commit16281fb58944e7e829b184b014e27822c91c9f43 (patch)
treee9db3b9943d61163a87190c4293673a002d17da1 /src/StardewModdingAPI/Framework
parentc84310dfebafd3085dc418f3620154f9934865de (diff)
parentcbb1777ba00f581b428e61a0f7245a87ac53cf09 (diff)
downloadSMAPI-16281fb58944e7e829b184b014e27822c91c9f43.tar.gz
SMAPI-16281fb58944e7e829b184b014e27822c91c9f43.tar.bz2
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Merge branch 'develop' into stable
Diffstat (limited to 'src/StardewModdingAPI/Framework')
-rw-r--r--src/StardewModdingAPI/Framework/Countdown.cs44
-rw-r--r--src/StardewModdingAPI/Framework/InternalExtensions.cs22
-rw-r--r--src/StardewModdingAPI/Framework/ModHelper.cs7
-rw-r--r--src/StardewModdingAPI/Framework/ModLoading/AssemblyDefinitionResolver.cs (renamed from src/StardewModdingAPI/Framework/AssemblyDefinitionResolver.cs)2
-rw-r--r--src/StardewModdingAPI/Framework/ModLoading/AssemblyLoader.cs (renamed from src/StardewModdingAPI/Framework/AssemblyLoader.cs)2
-rw-r--r--src/StardewModdingAPI/Framework/ModLoading/AssemblyParseResult.cs (renamed from src/StardewModdingAPI/Framework/AssemblyParseResult.cs)2
-rw-r--r--src/StardewModdingAPI/Framework/ModLoading/IModMetadata.cs39
-rw-r--r--src/StardewModdingAPI/Framework/ModLoading/InvalidModStateException.cs14
-rw-r--r--src/StardewModdingAPI/Framework/ModLoading/ModDependencyStatus.cs18
-rw-r--r--src/StardewModdingAPI/Framework/ModLoading/ModMetadata.cs57
-rw-r--r--src/StardewModdingAPI/Framework/ModLoading/ModMetadataStatus.cs12
-rw-r--r--src/StardewModdingAPI/Framework/ModLoading/ModResolver.cs291
-rw-r--r--src/StardewModdingAPI/Framework/ModRegistry.cs28
-rw-r--r--src/StardewModdingAPI/Framework/Models/Manifest.cs (renamed from src/StardewModdingAPI/Framework/Manifest.cs)11
-rw-r--r--src/StardewModdingAPI/Framework/Models/ManifestDependency.cs23
-rw-r--r--src/StardewModdingAPI/Framework/Models/ModCompatibility.cs7
-rw-r--r--src/StardewModdingAPI/Framework/Models/SConfig.cs3
-rw-r--r--src/StardewModdingAPI/Framework/SGame.cs1968
-rw-r--r--src/StardewModdingAPI/Framework/Serialisation/ManifestFieldConverter.cs (renamed from src/StardewModdingAPI/Framework/Serialisation/SemanticVersionConverter.cs)39
19 files changed, 1598 insertions, 991 deletions
diff --git a/src/StardewModdingAPI/Framework/Countdown.cs b/src/StardewModdingAPI/Framework/Countdown.cs
new file mode 100644
index 00000000..25ca2546
--- /dev/null
+++ b/src/StardewModdingAPI/Framework/Countdown.cs
@@ -0,0 +1,44 @@
+namespace StardewModdingAPI.Framework
+{
+ /// <summary>Counts down from a baseline value.</summary>
+ internal class Countdown
+ {
+ /*********
+ ** Accessors
+ *********/
+ /// <summary>The initial value from which to count down.</summary>
+ public int Initial { get; }
+
+ /// <summary>The current value.</summary>
+ public int Current { get; private set; }
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ /// <param name="initial">The initial value from which to count down.</param>
+ public Countdown(int initial)
+ {
+ this.Initial = initial;
+ this.Current = initial;
+ }
+
+ /// <summary>Reduce the current value by one.</summary>
+ /// <returns>Returns whether the value was decremented (i.e. wasn't already zero).</returns>
+ public bool Decrement()
+ {
+ if (this.Current <= 0)
+ return false;
+
+ this.Current--;
+ return true;
+ }
+
+ /// <summary>Restart the countdown.</summary>
+ public void Reset()
+ {
+ this.Current = this.Initial;
+ }
+ }
+}
diff --git a/src/StardewModdingAPI/Framework/InternalExtensions.cs b/src/StardewModdingAPI/Framework/InternalExtensions.cs
index 5199c72d..cadf6598 100644
--- a/src/StardewModdingAPI/Framework/InternalExtensions.cs
+++ b/src/StardewModdingAPI/Framework/InternalExtensions.cs
@@ -2,6 +2,8 @@
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
+using Microsoft.Xna.Framework.Graphics;
+using StardewValley;
namespace StardewModdingAPI.Framework
{
@@ -128,5 +130,25 @@ namespace StardewModdingAPI.Framework
deprecationManager.Warn(modName, nounPhrase, version, severity);
}
}
+
+ /****
+ ** Sprite batch
+ ****/
+ /// <summary>Get whether the sprite batch is between a begin and end pair.</summary>
+ /// <param name="spriteBatch">The sprite batch to check.</param>
+ /// <param name="reflection">The reflection helper with which to access private fields.</param>
+ public static bool IsOpen(this SpriteBatch spriteBatch, IReflectionHelper reflection)
+ {
+ // get field name
+ const string fieldName =
+#if SMAPI_FOR_WINDOWS
+ "inBeginEndPair";
+#else
+ "_beginCalled";
+#endif
+
+ // get result
+ return reflection.GetPrivateValue<bool>(Game1.spriteBatch, fieldName);
+ }
}
}
diff --git a/src/StardewModdingAPI/Framework/ModHelper.cs b/src/StardewModdingAPI/Framework/ModHelper.cs
index 09297a65..7810148c 100644
--- a/src/StardewModdingAPI/Framework/ModHelper.cs
+++ b/src/StardewModdingAPI/Framework/ModHelper.cs
@@ -1,6 +1,5 @@
using System;
using System.IO;
-using StardewModdingAPI.Framework.Reflection;
using StardewModdingAPI.Framework.Serialisation;
namespace StardewModdingAPI.Framework
@@ -25,7 +24,7 @@ namespace StardewModdingAPI.Framework
public IContentHelper Content { get; }
/// <summary>Simplifies access to private game code.</summary>
- public IReflectionHelper Reflection { get; } = new ReflectionHelper();
+ public IReflectionHelper Reflection { get; }
/// <summary>Metadata about loaded mods.</summary>
public IModRegistry ModRegistry { get; }
@@ -44,9 +43,10 @@ namespace StardewModdingAPI.Framework
/// <param name="modRegistry">Metadata about loaded mods.</param>
/// <param name="commandManager">Manages console commands.</param>
/// <param name="contentManager">The content manager which loads content assets.</param>
+ /// <param name="reflection">Simplifies access to private game code.</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(IManifest manifest, string modDirectory, JsonHelper jsonHelper, IModRegistry modRegistry, CommandManager commandManager, SContentManager contentManager)
+ public ModHelper(IManifest manifest, string modDirectory, JsonHelper jsonHelper, IModRegistry modRegistry, CommandManager commandManager, SContentManager contentManager, IReflectionHelper reflection)
{
// validate
if (string.IsNullOrWhiteSpace(modDirectory))
@@ -64,6 +64,7 @@ namespace StardewModdingAPI.Framework
this.Content = new ContentHelper(contentManager, modDirectory, manifest.Name);
this.ModRegistry = modRegistry;
this.ConsoleCommands = new CommandHelper(manifest.Name, commandManager);
+ this.Reflection = reflection;
}
/****
diff --git a/src/StardewModdingAPI/Framework/AssemblyDefinitionResolver.cs b/src/StardewModdingAPI/Framework/ModLoading/AssemblyDefinitionResolver.cs
index b4e69fcd..4378798c 100644
--- a/src/StardewModdingAPI/Framework/AssemblyDefinitionResolver.cs
+++ b/src/StardewModdingAPI/Framework/ModLoading/AssemblyDefinitionResolver.cs
@@ -1,7 +1,7 @@
using System.Collections.Generic;
using Mono.Cecil;
-namespace StardewModdingAPI.Framework
+namespace StardewModdingAPI.Framework.ModLoading
{
/// <summary>A minimal assembly definition resolver which resolves references to known assemblies.</summary>
internal class AssemblyDefinitionResolver : DefaultAssemblyResolver
diff --git a/src/StardewModdingAPI/Framework/AssemblyLoader.cs b/src/StardewModdingAPI/Framework/ModLoading/AssemblyLoader.cs
index 2c9973c1..42bd7bfb 100644
--- a/src/StardewModdingAPI/Framework/AssemblyLoader.cs
+++ b/src/StardewModdingAPI/Framework/ModLoading/AssemblyLoader.cs
@@ -7,7 +7,7 @@ using Mono.Cecil;
using Mono.Cecil.Cil;
using StardewModdingAPI.AssemblyRewriters;
-namespace StardewModdingAPI.Framework
+namespace StardewModdingAPI.Framework.ModLoading
{
/// <summary>Preprocesses and loads mod assemblies.</summary>
internal class AssemblyLoader
diff --git a/src/StardewModdingAPI/Framework/AssemblyParseResult.cs b/src/StardewModdingAPI/Framework/ModLoading/AssemblyParseResult.cs
index bff976aa..69c99afe 100644
--- a/src/StardewModdingAPI/Framework/AssemblyParseResult.cs
+++ b/src/StardewModdingAPI/Framework/ModLoading/AssemblyParseResult.cs
@@ -1,7 +1,7 @@
using System.IO;
using Mono.Cecil;
-namespace StardewModdingAPI.Framework
+namespace StardewModdingAPI.Framework.ModLoading
{
/// <summary>Metadata about a parsed assembly definition.</summary>
internal class AssemblyParseResult
diff --git a/src/StardewModdingAPI/Framework/ModLoading/IModMetadata.cs b/src/StardewModdingAPI/Framework/ModLoading/IModMetadata.cs
new file mode 100644
index 00000000..3771ffdd
--- /dev/null
+++ b/src/StardewModdingAPI/Framework/ModLoading/IModMetadata.cs
@@ -0,0 +1,39 @@
+using StardewModdingAPI.Framework.Models;
+
+namespace StardewModdingAPI.Framework.ModLoading
+{
+ /// <summary>Metadata for a mod.</summary>
+ internal interface IModMetadata
+ {
+ /*********
+ ** Accessors
+ *********/
+ /// <summary>The mod's display name.</summary>
+ string DisplayName { get; }
+
+ /// <summary>The mod's full directory path.</summary>
+ string DirectoryPath { get; }
+
+ /// <summary>The mod manifest.</summary>
+ IManifest Manifest { get; }
+
+ /// <summary>Optional metadata about a mod version that SMAPI should assume is compatible or broken, regardless of whether it detects incompatible code.</summary>
+ ModCompatibility Compatibility { get; }
+
+ /// <summary>The metadata resolution status.</summary>
+ ModMetadataStatus Status { get; }
+
+ /// <summary>The reason the metadata is invalid, if any.</summary>
+ string Error { get; }
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Set the mod status.</summary>
+ /// <param name="status">The metadata resolution status.</param>
+ /// <param name="error">The reason the metadata is invalid, if any.</param>
+ /// <returns>Return the instance for chaining.</returns>
+ IModMetadata SetStatus(ModMetadataStatus status, string error = null);
+ }
+}
diff --git a/src/StardewModdingAPI/Framework/ModLoading/InvalidModStateException.cs b/src/StardewModdingAPI/Framework/ModLoading/InvalidModStateException.cs
new file mode 100644
index 00000000..ab11272a
--- /dev/null
+++ b/src/StardewModdingAPI/Framework/ModLoading/InvalidModStateException.cs
@@ -0,0 +1,14 @@
+using System;
+
+namespace StardewModdingAPI.Framework.ModLoading
+{
+ /// <summary>An exception which indicates that something went seriously wrong while loading mods, and SMAPI should abort outright.</summary>
+ public class InvalidModStateException : Exception
+ {
+ /// <summary>Construct an instance.</summary>
+ /// <param name="message">The error message.</param>
+ /// <param name="ex">The underlying exception, if any.</param>
+ public InvalidModStateException(string message, Exception ex = null)
+ : base(message, ex) { }
+ }
+}
diff --git a/src/StardewModdingAPI/Framework/ModLoading/ModDependencyStatus.cs b/src/StardewModdingAPI/Framework/ModLoading/ModDependencyStatus.cs
new file mode 100644
index 00000000..0774b487
--- /dev/null
+++ b/src/StardewModdingAPI/Framework/ModLoading/ModDependencyStatus.cs
@@ -0,0 +1,18 @@
+namespace StardewModdingAPI.Framework.ModLoading
+{
+ /// <summary>The status of a given mod in the dependency-sorting algorithm.</summary>
+ internal enum ModDependencyStatus
+ {
+ /// <summary>The mod hasn't been visited yet.</summary>
+ Queued,
+
+ /// <summary>The mod is currently being analysed as part of a dependency chain.</summary>
+ Checking,
+
+ /// <summary>The mod has already been sorted.</summary>
+ Sorted,
+
+ /// <summary>The mod couldn't be sorted due to a metadata issue (e.g. missing dependencies).</summary>
+ Failed
+ }
+}
diff --git a/src/StardewModdingAPI/Framework/ModLoading/ModMetadata.cs b/src/StardewModdingAPI/Framework/ModLoading/ModMetadata.cs
new file mode 100644
index 00000000..7b25e090
--- /dev/null
+++ b/src/StardewModdingAPI/Framework/ModLoading/ModMetadata.cs
@@ -0,0 +1,57 @@
+using StardewModdingAPI.Framework.Models;
+
+namespace StardewModdingAPI.Framework.ModLoading
+{
+ /// <summary>Metadata for a mod.</summary>
+ internal class ModMetadata : IModMetadata
+ {
+ /*********
+ ** Accessors
+ *********/
+ /// <summary>The mod's display name.</summary>
+ public string DisplayName { get; }
+
+ /// <summary>The mod's full directory path.</summary>
+ public string DirectoryPath { get; }
+
+ /// <summary>The mod manifest.</summary>
+ public IManifest Manifest { get; }
+
+ /// <summary>Optional metadata about a mod version that SMAPI should assume is compatible or broken, regardless of whether it detects incompatible code.</summary>
+ public ModCompatibility Compatibility { get; }
+
+ /// <summary>The metadata resolution status.</summary>
+ public ModMetadataStatus Status { get; private set; }
+
+ /// <summary>The reason the metadata is invalid, if any.</summary>
+ public string Error { get; private set; }
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ /// <param name="displayName">The mod's display name.</param>
+ /// <param name="directoryPath">The mod's full directory path.</param>
+ /// <param name="manifest">The mod manifest.</param>
+ /// <param name="compatibility">Optional metadata about a mod version that SMAPI should assume is compatible or broken, regardless of whether it detects incompatible code.</param>
+ public ModMetadata(string displayName, string directoryPath, IManifest manifest, ModCompatibility compatibility)
+ {
+ this.DisplayName = displayName;
+ this.DirectoryPath = directoryPath;
+ this.Manifest = manifest;
+ this.Compatibility = compatibility;
+ }
+
+ /// <summary>Set the mod status.</summary>
+ /// <param name="status">The metadata resolution status.</param>
+ /// <param name="error">The reason the metadata is invalid, if any.</param>
+ /// <returns>Return the instance for chaining.</returns>
+ public IModMetadata SetStatus(ModMetadataStatus status, string error = null)
+ {
+ this.Status = status;
+ this.Error = error;
+ return this;
+ }
+ }
+}
diff --git a/src/StardewModdingAPI/Framework/ModLoading/ModMetadataStatus.cs b/src/StardewModdingAPI/Framework/ModLoading/ModMetadataStatus.cs
new file mode 100644
index 00000000..1b2b0b55
--- /dev/null
+++ b/src/StardewModdingAPI/Framework/ModLoading/ModMetadataStatus.cs
@@ -0,0 +1,12 @@
+namespace StardewModdingAPI.Framework.ModLoading
+{
+ /// <summary>Indicates the status of a mod's metadata resolution.</summary>
+ internal enum ModMetadataStatus
+ {
+ /// <summary>The mod has been found, but hasn't been processed yet.</summary>
+ Found,
+
+ /// <summary>The mod cannot be loaded.</summary>
+ Failed
+ }
+} \ No newline at end of file
diff --git a/src/StardewModdingAPI/Framework/ModLoading/ModResolver.cs b/src/StardewModdingAPI/Framework/ModLoading/ModResolver.cs
new file mode 100644
index 00000000..2c68a639
--- /dev/null
+++ b/src/StardewModdingAPI/Framework/ModLoading/ModResolver.cs
@@ -0,0 +1,291 @@
+using System;
+using System.Collections.Generic;
+using System.IO;
+using System.Linq;
+using StardewModdingAPI.Framework.Models;
+using StardewModdingAPI.Framework.Serialisation;
+
+namespace StardewModdingAPI.Framework.ModLoading
+{
+ /// <summary>Finds and processes mod metadata.</summary>
+ internal class ModResolver
+ {
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Get manifest metadata for each folder in the given root path.</summary>
+ /// <param name="rootPath">The root path to search for mods.</param>
+ /// <param name="jsonHelper">The JSON helper with which to read manifests.</param>
+ /// <param name="compatibilityRecords">Metadata about mods that SMAPI should assume is compatible or broken, regardless of whether it detects incompatible code.</param>
+ /// <returns>Returns the manifests by relative folder.</returns>
+ public IEnumerable<IModMetadata> ReadManifests(string rootPath, JsonHelper jsonHelper, IEnumerable<ModCompatibility> compatibilityRecords)
+ {
+ compatibilityRecords = compatibilityRecords.ToArray();
+ foreach (DirectoryInfo modDir in this.GetModFolders(rootPath))
+ {
+ // read file
+ Manifest manifest = null;
+ string path = Path.Combine(modDir.FullName, "manifest.json");
+ string error = null;
+ try
+ {
+ // read manifest
+ manifest = jsonHelper.ReadJsonFile<Manifest>(path);
+
+ // validate
+ if (manifest == null)
+ {
+ error = File.Exists(path)
+ ? "its manifest is invalid."
+ : "it doesn't have a manifest.";
+ }
+ else if (string.IsNullOrWhiteSpace(manifest.EntryDll))
+ error = "its manifest doesn't set an entry DLL.";
+ }
+ catch (Exception ex)
+ {
+ error = $"parsing its manifest failed:\n{ex.GetLogSummary()}";
+ }
+
+ // get compatibility record
+ ModCompatibility compatibility = null;
+ if (manifest != null)
+ {
+ string key = !string.IsNullOrWhiteSpace(manifest.UniqueID) ? manifest.UniqueID : manifest.EntryDll;
+ compatibility = (
+ from mod in compatibilityRecords
+ where
+ mod.ID.Contains(key, StringComparer.InvariantCultureIgnoreCase)
+ && (mod.LowerSemanticVersion == null || !manifest.Version.IsOlderThan(mod.LowerSemanticVersion))
+ && !manifest.Version.IsNewerThan(mod.UpperSemanticVersion)
+ select mod
+ ).FirstOrDefault();
+ }
+ // build metadata
+ string displayName = !string.IsNullOrWhiteSpace(manifest?.Name)
+ ? manifest.Name
+ : modDir.FullName.Replace(rootPath, "").Trim('/', '\\');
+ ModMetadataStatus status = error == null
+ ? ModMetadataStatus.Found
+ : ModMetadataStatus.Failed;
+
+ yield return new ModMetadata(displayName, modDir.FullName, manifest, compatibility).SetStatus(status, error);
+ }
+ }
+
+ /// <summary>Validate manifest metadata.</summary>
+ /// <param name="mods">The mod manifests to validate.</param>
+ /// <param name="apiVersion">The current SMAPI version.</param>
+ public void ValidateManifests(IEnumerable<IModMetadata> mods, ISemanticVersion apiVersion)
+ {
+ foreach (IModMetadata mod in mods)
+ {
+ // skip if already failed
+ if (mod.Status == ModMetadataStatus.Failed)
+ continue;
+
+ // validate compatibility
+ {
+ ModCompatibility compatibility = mod.Compatibility;
+ if (compatibility?.Compatibility == ModCompatibilityType.AssumeBroken)
+ {
+ bool hasOfficialUrl = !string.IsNullOrWhiteSpace(mod.Compatibility.UpdateUrl);
+ bool hasUnofficialUrl = !string.IsNullOrWhiteSpace(mod.Compatibility.UnofficialUpdateUrl);
+
+ string reasonPhrase = compatibility.ReasonPhrase ?? "it's not compatible with the latest version of the game";
+ string error = $"{reasonPhrase}. Please check for a version newer than {compatibility.UpperVersionLabel ?? compatibility.UpperVersion} here:";
+ if (hasOfficialUrl)
+ error += !hasUnofficialUrl ? $" {compatibility.UpdateUrl}" : $"{Environment.NewLine}- official mod: {compatibility.UpdateUrl}";
+ if (hasUnofficialUrl)
+ error += $"{Environment.NewLine}- unofficial update: {compatibility.UnofficialUpdateUrl}";
+
+ mod.SetStatus(ModMetadataStatus.Failed, error);
+ continue;
+ }
+ }
+
+ // validate SMAPI version
+ if (!string.IsNullOrWhiteSpace(mod.Manifest.MinimumApiVersion))
+ {
+ if (!SemanticVersion.TryParse(mod.Manifest.MinimumApiVersion, out ISemanticVersion minVersion))
+ {
+ mod.SetStatus(ModMetadataStatus.Failed, $"it has an invalid minimum SMAPI version '{mod.Manifest.MinimumApiVersion}'. This should be a semantic version number like {apiVersion}.");
+ continue;
+ }
+ if (minVersion.IsNewerThan(apiVersion))
+ {
+ mod.SetStatus(ModMetadataStatus.Failed, $"it needs SMAPI {minVersion} or later. Please update SMAPI to the latest version to use this mod.");
+ continue;
+ }
+ }
+
+ // validate DLL path
+ string assemblyPath = Path.Combine(mod.DirectoryPath, mod.Manifest.EntryDll);
+ if (!File.Exists(assemblyPath))
+ mod.SetStatus(ModMetadataStatus.Failed, $"its DLL '{mod.Manifest.EntryDll}' doesn't exist.");
+ }
+ }
+
+#if EXPERIMENTAL
+ /// <summary>Sort the given mods by the order they should be loaded.</summary>
+ /// <param name="mods">The mods to process.</param>
+ public IEnumerable<IModMetadata> ProcessDependencies(IEnumerable<IModMetadata> mods)
+ {
+ // initialise metadata
+ mods = mods.ToArray();
+ var sortedMods = new Stack<IModMetadata>();
+ var states = mods.ToDictionary(mod => mod, mod => ModDependencyStatus.Queued);
+
+ // handle failed mods
+ foreach (IModMetadata mod in mods.Where(m => m.Status == ModMetadataStatus.Failed))
+ {
+ states[mod] = ModDependencyStatus.Failed;
+ sortedMods.Push(mod);
+ }
+
+ // sort mods
+ foreach (IModMetadata mod in mods)
+ this.ProcessDependencies(mods.ToArray(), mod, states, sortedMods, new List<IModMetadata>());
+
+ return sortedMods.Reverse();
+ }
+#endif
+
+
+ /*********
+ ** Private methods
+ *********/
+#if EXPERIMENTAL
+ /// <summary>Sort a mod's dependencies by the order they should be loaded, and remove any mods that can't be loaded due to missing or conflicting dependencies.</summary>
+ /// <param name="mods">The full list of mods being validated.</param>
+ /// <param name="mod">The mod whose dependencies to process.</param>
+ /// <param name="states">The dependency state for each mod.</param>
+ /// <param name="sortedMods">The list in which to save mods sorted by dependency order.</param>
+ /// <param name="currentChain">The current change of mod dependencies.</param>
+ /// <returns>Returns the mod dependency status.</returns>
+ private ModDependencyStatus ProcessDependencies(IModMetadata[] mods, IModMetadata mod, IDictionary<IModMetadata, ModDependencyStatus> states, Stack<IModMetadata> sortedMods, ICollection<IModMetadata> currentChain)
+ {
+ // check if already visited
+ switch (states[mod])
+ {
+ // already sorted or failed
+ case ModDependencyStatus.Sorted:
+ case ModDependencyStatus.Failed:
+ return states[mod];
+
+ // dependency loop
+ case ModDependencyStatus.Checking:
+ // This should never happen. The higher-level mod checks if the dependency is
+ // already being checked, so it can fail without visiting a mod twice. If this
+ // case is hit, that logic didn't catch the dependency loop for some reason.
+ throw new InvalidModStateException($"A dependency loop was not caught by the calling iteration ({string.Join(" => ", currentChain.Select(p => p.DisplayName))} => {mod.DisplayName})).");
+
+ // not visited yet, start processing
+ case ModDependencyStatus.Queued:
+ break;
+
+ // sanity check
+ default:
+ throw new InvalidModStateException($"Unknown dependency status '{states[mod]}'.");
+ }
+
+ // no dependencies, mark sorted
+ if (mod.Manifest.Dependencies == null || !mod.Manifest.Dependencies.Any())
+ {
+ sortedMods.Push(mod);
+ return states[mod] = ModDependencyStatus.Sorted;
+ }
+
+ // missing required dependencies, mark failed
+ {
+ string[] missingModIDs =
+ (
+ from dependency in mod.Manifest.Dependencies
+ where mods.All(m => m.Manifest.UniqueID != dependency.UniqueID)
+ orderby dependency.UniqueID
+ select dependency.UniqueID
+ )
+ .ToArray();
+ if (missingModIDs.Any())
+ {
+ sortedMods.Push(mod);
+ mod.SetStatus(ModMetadataStatus.Failed, $"it requires mods which aren't installed ({string.Join(", ", missingModIDs)}).");
+ return states[mod] = ModDependencyStatus.Failed;
+ }
+ }
+
+ // process dependencies
+ {
+ states[mod] = ModDependencyStatus.Checking;
+
+ // get mods to load first
+ IModMetadata[] modsToLoadFirst =
+ (
+ from other in mods
+ where mod.Manifest.Dependencies.Any(required => required.UniqueID == other.Manifest.UniqueID)
+ select other
+ )
+ .ToArray();
+
+ // recursively sort dependencies
+ foreach (IModMetadata requiredMod in modsToLoadFirst)
+ {
+ var subchain = new List<IModMetadata>(currentChain) { mod };
+
+ // detect dependency loop
+ if (states[requiredMod] == ModDependencyStatus.Checking)
+ {
+ sortedMods.Push(mod);
+ mod.SetStatus(ModMetadataStatus.Failed, $"its dependencies have a circular reference: {string.Join(" => ", subchain.Select(p => p.DisplayName))} => {requiredMod.DisplayName}).");
+ return states[mod] = ModDependencyStatus.Failed;
+ }
+
+ // recursively process each dependency
+ var substatus = this.ProcessDependencies(mods, requiredMod, states, sortedMods, subchain);
+ switch (substatus)
+ {
+ // sorted successfully
+ case ModDependencyStatus.Sorted:
+ break;
+
+ // failed, which means this mod can't be loaded either
+ case ModDependencyStatus.Failed:
+ sortedMods.Push(mod);
+ mod.SetStatus(ModMetadataStatus.Failed, $"it needs the '{requiredMod.DisplayName}' mod, which couldn't be loaded.");
+ return states[mod] = ModDependencyStatus.Failed;
+
+ // unexpected status
+ case ModDependencyStatus.Queued:
+ case ModDependencyStatus.Checking:
+ throw new InvalidModStateException($"Something went wrong sorting dependencies: mod '{requiredMod.DisplayName}' unexpectedly stayed in the '{substatus}' status.");
+
+ // sanity check
+ default:
+ throw new InvalidModStateException($"Unknown dependency status '{states[mod]}'.");
+ }
+ }
+
+ // all requirements sorted successfully
+ sortedMods.Push(mod);
+ return states[mod] = ModDependencyStatus.Sorted;
+ }
+ }
+#endif
+
+ /// <summary>Get all mod folders in a root folder, passing through empty folders as needed.</summary>
+ /// <param name="rootPath">The root folder path to search.</param>
+ private IEnumerable<DirectoryInfo> GetModFolders(string rootPath)
+ {
+ foreach (string modRootPath in Directory.GetDirectories(rootPath))
+ {
+ DirectoryInfo directory = new DirectoryInfo(modRootPath);
+
+ // if a folder only contains another folder, check the inner folder instead
+ while (!directory.GetFiles().Any() && directory.GetDirectories().Length == 1)
+ directory = directory.GetDirectories().First();
+
+ yield return directory;
+ }
+ }
+ }
+}
diff --git a/src/StardewModdingAPI/Framework/ModRegistry.cs b/src/StardewModdingAPI/Framework/ModRegistry.cs
index f015b7ba..3899aa3f 100644
--- a/src/StardewModdingAPI/Framework/ModRegistry.cs
+++ b/src/StardewModdingAPI/Framework/ModRegistry.cs
@@ -3,7 +3,6 @@ using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Reflection;
-using StardewModdingAPI.Framework.Models;
namespace StardewModdingAPI.Framework
{
@@ -19,21 +18,10 @@ namespace StardewModdingAPI.Framework
/// <summary>The friendly mod names treated as deprecation warning sources (assembly full name => mod name).</summary>
private readonly IDictionary<string, string> ModNamesByAssembly = new Dictionary<string, string>();
- /// <summary>Metadata about mods that SMAPI should assume is compatible or broken, regardless of whether it detects incompatible code.</summary>
- private readonly ModCompatibility[] CompatibilityRecords;
-
/*********
** Public methods
*********/
- /// <summary>Construct an instance.</summary>
- /// <param name="compatibilityRecords">Metadata about mods that SMAPI should assume is compatible or broken, regardless of whether it detects incompatible code.</param>
- public ModRegistry(IEnumerable<ModCompatibility> compatibilityRecords)
- {
- this.CompatibilityRecords = compatibilityRecords.ToArray();
- }
-
-
/****
** IModRegistry
****/
@@ -125,21 +113,5 @@ namespace StardewModdingAPI.Framework
// no known assembly found
return null;
}
-
- /// <summary>Get metadata that indicates whether SMAPI should assume the mod is compatible or broken, regardless of whether it detects incompatible code.</summary>
- /// <param name="manifest">The mod manifest.</param>
- /// <returns>Returns the incompatibility record if applicable, else <c>null</c>.</returns>
- internal ModCompatibility GetCompatibilityRecord(IManifest manifest)
- {
- string key = !string.IsNullOrWhiteSpace(manifest.UniqueID) ? manifest.UniqueID : manifest.EntryDll;
- return (
- from mod in this.CompatibilityRecords
- where
- mod.ID == key
- && (mod.LowerSemanticVersion == null || !manifest.Version.IsOlderThan(mod.LowerSemanticVersion))
- && !manifest.Version.IsNewerThan(mod.UpperSemanticVersion)
- select mod
- ).FirstOrDefault();
- }
}
}
diff --git a/src/StardewModdingAPI/Framework/Manifest.cs b/src/StardewModdingAPI/Framework/Models/Manifest.cs
index 62c711e2..53384852 100644
--- a/src/StardewModdingAPI/Framework/Manifest.cs
+++ b/src/StardewModdingAPI/Framework/Models/Manifest.cs
@@ -1,10 +1,9 @@
using System;
using System.Collections.Generic;
using Newtonsoft.Json;
-using Newtonsoft.Json.Linq;
using StardewModdingAPI.Framework.Serialisation;
-namespace StardewModdingAPI.Framework
+namespace StardewModdingAPI.Framework.Models
{
/// <summary>A manifest which describes a mod for SMAPI.</summary>
internal class Manifest : IManifest
@@ -22,7 +21,7 @@ namespace StardewModdingAPI.Framework
public string Author { get; set; }
/// <summary>The mod version.</summary>
- [JsonConverter(typeof(SemanticVersionConverter))]
+ [JsonConverter(typeof(ManifestFieldConverter))]
public ISemanticVersion Version { get; set; }
/// <summary>The minimum SMAPI version required by this mod, if any.</summary>
@@ -31,6 +30,12 @@ namespace StardewModdingAPI.Framework
/// <summary>The name of the DLL in the directory that has the <see cref="Mod.Entry"/> method.</summary>
public string EntryDll { get; set; }
+#if EXPERIMENTAL
+ /// <summary>The other mods that must be loaded before this mod.</summary>
+ [JsonConverter(typeof(ManifestFieldConverter))]
+ public IManifestDependency[] Dependencies { get; set; }
+#endif
+
/// <summary>The unique mod ID.</summary>
public string UniqueID { get; set; }
diff --git a/src/StardewModdingAPI/Framework/Models/ManifestDependency.cs b/src/StardewModdingAPI/Framework/Models/ManifestDependency.cs
new file mode 100644
index 00000000..2f580c1d
--- /dev/null
+++ b/src/StardewModdingAPI/Framework/Models/ManifestDependency.cs
@@ -0,0 +1,23 @@
+namespace StardewModdingAPI.Framework.Models
+{
+ /// <summary>A mod dependency listed in a mod manifest.</summary>
+ internal class ManifestDependency : IManifestDependency
+ {
+ /*********
+ ** Accessors
+ *********/
+ /// <summary>The unique mod ID to require.</summary>
+ public string UniqueID { get; set; }
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ /// <param name="uniqueID">The unique mod ID to require.</param>
+ public ManifestDependency(string uniqueID)
+ {
+ this.UniqueID = uniqueID;
+ }
+ }
+}
diff --git a/src/StardewModdingAPI/Framework/Models/ModCompatibility.cs b/src/StardewModdingAPI/Framework/Models/ModCompatibility.cs
index 1e71dae0..90cbd237 100644
--- a/src/StardewModdingAPI/Framework/Models/ModCompatibility.cs
+++ b/src/StardewModdingAPI/Framework/Models/ModCompatibility.cs
@@ -12,8 +12,8 @@ namespace StardewModdingAPI.Framework.Models
/****
** From config
****/
- /// <summary>The unique mod ID.</summary>
- public string ID { get; set; }
+ /// <summary>The unique mod IDs.</summary>
+ public string[] ID { get; set; }
/// <summary>The mod name.</summary>
public string Name { get; set; }
@@ -24,6 +24,9 @@ namespace StardewModdingAPI.Framework.Models
/// <summary>The most recent incompatible mod version.</summary>
public string UpperVersion { get; set; }
+ /// <summary>A label to show to the user instead of <see cref="UpperVersion"/>, when the manifest version differs from the user-facing version.</summary>
+ public string UpperVersionLabel { get; set; }
+
/// <summary>The URL the user can check for an official updated version.</summary>
public string UpdateUrl { get; set; }
diff --git a/src/StardewModdingAPI/Framework/Models/SConfig.cs b/src/StardewModdingAPI/Framework/Models/SConfig.cs
index 0de96297..c3f0816e 100644
--- a/src/StardewModdingAPI/Framework/Models/SConfig.cs
+++ b/src/StardewModdingAPI/Framework/Models/SConfig.cs
@@ -12,6 +12,9 @@
/// <summary>Whether to check if a newer version of SMAPI is available on startup.</summary>
public bool CheckForUpdates { get; set; } = true;
+ /// <summary>Whether SMAPI should log more information about the game context.</summary>
+ public bool VerboseLogging { get; set; } = false;
+
/// <summary>A list of mod versions which should be considered compatible or incompatible regardless of whether SMAPI detects incompatible code.</summary>
public ModCompatibility[] ModCompatibility { get; set; }
}
diff --git a/src/StardewModdingAPI/Framework/SGame.cs b/src/StardewModdingAPI/Framework/SGame.cs
index 1f2bf3ac..3d421a37 100644
--- a/src/StardewModdingAPI/Framework/SGame.cs
+++ b/src/StardewModdingAPI/Framework/SGame.cs
@@ -9,7 +9,6 @@ using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using StardewModdingAPI.Events;
-using StardewModdingAPI.Framework.Reflection;
using StardewValley;
using StardewValley.BellsAndWhistles;
using StardewValley.Locations;
@@ -30,15 +29,21 @@ namespace StardewModdingAPI.Framework
/****
** SMAPI state
****/
+ /// <summary>The maximum number of consecutive attempts SMAPI should make to recover from a draw error.</summary>
+ private readonly Countdown DrawCrashTimer = new Countdown(60); // 60 ticks = roughly one second
+
+ /// <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 initialising the world before mods try to change it.</remarks>
private int AfterLoadTimer = 5;
- /// <summary>Whether the player has loaded a save and the world has finished initialising.</summary>
- private bool IsWorldReady => this.AfterLoadTimer < 0;
-
/// <summary>Whether the game is returning to the menu.</summary>
- private bool IsExiting;
+ private bool IsExitingToTitle;
+
+ /// <summary>Whether the game is saving and SMAPI has already raised <see cref="SaveEvents.BeforeSave"/>.</summary>
+ private bool IsBetweenSaveEvents;
/// <summary>Whether the game's zoom level is at 100% (i.e. nothing should be scaled).</summary>
public bool ZoomLevelIsOne => Game1.options.zoomLevel.Equals(1.0f);
@@ -50,7 +55,7 @@ namespace StardewModdingAPI.Framework
** Game state
****/
/// <summary>Arrays of pressed controller buttons indexed by <see cref="PlayerIndex"/>.</summary>
- private readonly Buttons[][] PreviouslyPressedButtons = { new Buttons[0], new Buttons[0], new Buttons[0], new Buttons[0] };
+ private Buttons[] PreviouslyPressedButtons = new Buttons[0];
/// <summary>A record of the keyboard state (i.e. the up/down state for each button) as of the latest tick.</summary>
private KeyboardState KStateNow;
@@ -82,6 +87,9 @@ namespace StardewModdingAPI.Framework
/// <summary>The keys that just entered the up state.</summary>
private Keys[] FrameReleasedKeys => this.PreviouslyPressedKeys.Except(this.CurrentlyPressedKeys).ToArray();
+ /// <summary>The previous save ID at last check.</summary>
+ private ulong PreviousSaveID;
+
/// <summary>A hash of <see cref="Game1.locations"/> at last check.</summary>
private int PreviousGameLocations;
@@ -151,14 +159,16 @@ namespace StardewModdingAPI.Framework
/****
** Private wrappers
****/
+ /// <summary>Simplifies access to private game code.</summary>
+ private static IReflectionHelper Reflection;
+
// ReSharper disable ArrangeStaticMemberQualifier, ArrangeThisQualifier, InconsistentNaming
/// <summary>Used to access private fields and methods.</summary>
- private static readonly IReflectionHelper Reflection = new ReflectionHelper();
private static List<float> _fpsList => SGame.Reflection.GetPrivateField<List<float>>(typeof(Game1), nameof(_fpsList)).GetValue();
private static Stopwatch _fpsStopwatch => SGame.Reflection.GetPrivateField<Stopwatch>(typeof(Game1), nameof(SGame._fpsStopwatch)).GetValue();
private static float _fps
{
- set { SGame.Reflection.GetPrivateField<float>(typeof(Game1), nameof(_fps)).SetValue(value); }
+ set => SGame.Reflection.GetPrivateField<float>(typeof(Game1), nameof(_fps)).SetValue(value);
}
private static Task _newDayTask => SGame.Reflection.GetPrivateField<Task>(typeof(Game1), nameof(_newDayTask)).GetValue();
private Color bgColor => SGame.Reflection.GetPrivateField<Color>(this, nameof(bgColor)).GetValue();
@@ -172,17 +182,35 @@ namespace StardewModdingAPI.Framework
/*********
+ ** Accessors
+ *********/
+ /// <summary>Whether SMAPI should log more information about the game context.</summary>
+ public bool VerboseLogging { get; set; }
+
+
+ /*********
** Protected methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
- internal SGame(IMonitor monitor)
+ /// <param name="reflection">Simplifies access to private game code.</param>
+ internal SGame(IMonitor monitor, IReflectionHelper reflection)
{
this.Monitor = monitor;
this.FirstUpdate = true;
SGame.Instance = this;
+ SGame.Reflection = reflection;
Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef; // required by Stardew Valley
+
+ // The game uses the default content manager instead of Game1.CreateContentManager in
+ // several cases (See http://community.playstarbound.com/threads/130058/page-27#post-3159274).
+ // The workaround is...
+ // 1. Override the default content manager.
+ // 2. Since Game1.content isn't initialised yet, and we need one main instance to
+ // support custom map tilesheets, detect when Game1.content is being initialised
+ // and use the same instance.
+ this.Content = new SContentManager(this.Content.ServiceProvider, this.Content.RootDirectory, this.Monitor);
}
/****
@@ -193,6 +221,12 @@ namespace StardewModdingAPI.Framework
/// <param name="rootDirectory">The root directory to search for content.</param>
protected override LocalizedContentManager CreateContentManager(IServiceProvider serviceProvider, string rootDirectory)
{
+ // When Game1.content is being initialised, use SMAPI's main content manager instance.
+ // See comment in SGame constructor.
+ if (Game1.content == null && this.Content is SContentManager mainContentManager)
+ return mainContentManager;
+
+ // build new instance
return new SContentManager(this.Content.ServiceProvider, this.Content.RootDirectory, this.Monitor);
}
@@ -200,92 +234,399 @@ namespace StardewModdingAPI.Framework
/// <param name="gameTime">A snapshot of the game timing state.</param>
protected override void Update(GameTime gameTime)
{
- // SMAPI exiting, stop processing game updates
- if (this.Monitor.IsExiting)
+ try
{
- this.Monitor.Log("SMAPI shutting down: aborting update.", LogLevel.Trace);
- return;
- }
+ /*********
+ ** Skip conditions
+ *********/
+ // SMAPI exiting, stop processing game updates
+ if (this.Monitor.IsExiting)
+ {
+ this.Monitor.Log("SMAPI shutting down: aborting update.", LogLevel.Trace);
+ return;
+ }
- // While a background new-day task is in progress, the game skips its own update logic
- // and defers to the XNA Update method. Running mod code in parallel to the background
- // update is risky, because data changes can conflict (e.g. collection changed during
- // enumeration errors) and data may change unexpectedly from one mod instruction to the
- // next.
- //
- // Therefore we can just run Game1.Update here without raising any SMAPI events. There's
- // 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 neglible and not worth the complications of bypassing Game1.Update.
- if (SGame._newDayTask != null)
- {
- base.Update(gameTime);
- return;
- }
+ // While a background new-day task is in progress, the game skips its own update logic
+ // and defers to the XNA Update method. Running mod code in parallel to the background
+ // update is risky, because data changes can conflict (e.g. collection changed during
+ // enumeration errors) and data may change unexpectedly from one mod instruction to the
+ // next.
+ //
+ // Therefore we can just run Game1.Update here without raising any SMAPI events. There's
+ // 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 neglible and not worth the complications of bypassing Game1.Update.
+ if (SGame._newDayTask != null)
+ {
+ base.Update(gameTime);
+ return;
+ }
- // While the game is writing to the save file in the background, mods can unexpectedly
- // fail since they don't have exclusive access to resources (e.g. collection changed
- // during enumeration errors). To avoid problems, events are not invoked while a save
- // is in progress.
- if (Context.IsSaving)
- {
- base.Update(gameTime);
- return;
- }
+ // While the game is writing to the save file in the background, mods can unexpectedly
+ // fail since they don't have exclusive access to resources (e.g. collection changed
+ // during enumeration errors). To avoid problems, events are not invoked while a save
+ // is in progress. It's safe to raise SaveEvents.BeforeSave as soon as the menu is
+ // opened (since the save hasn't started yet), but all other events should be suppressed.
+ if (Context.IsSaving)
+ {
+ // raise before-save
+ if (!this.IsBetweenSaveEvents)
+ {
+ this.IsBetweenSaveEvents = true;
+ this.Monitor.Log("Context: before save.", LogLevel.Trace);
+ SaveEvents.InvokeBeforeSave(this.Monitor);
+ }
- // raise game loaded
- if (this.FirstUpdate)
- {
- GameEvents.InvokeInitialize(this.Monitor);
- GameEvents.InvokeLoadContent(this.Monitor);
- GameEvents.InvokeGameLoaded(this.Monitor);
+ // suppress non-save events
+ base.Update(gameTime);
+ return;
+ }
+ if (this.IsBetweenSaveEvents)
+ {
+ // raise after-save
+ this.IsBetweenSaveEvents = false;
+ this.Monitor.Log($"Context: after save, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace);
+ SaveEvents.InvokeAfterSave(this.Monitor);
+ TimeEvents.InvokeAfterDayStarted(this.Monitor);
+ }
+
+ /*********
+ ** Game loaded events
+ *********/
+ if (this.FirstUpdate)
+ {
+ GameEvents.InvokeInitialize(this.Monitor);
+ GameEvents.InvokeLoadContent(this.Monitor);
+ GameEvents.InvokeGameLoaded(this.Monitor);
+ }
+
+ /*********
+ ** Locale changed events
+ *********/
+ if (this.PreviousLocale != LocalizedContentManager.CurrentLanguageCode)
+ {
+ var oldValue = this.PreviousLocale;
+ var newValue = LocalizedContentManager.CurrentLanguageCode;
+
+ this.Monitor.Log($"Context: locale set to {newValue}.", LogLevel.Trace);
+
+ if (oldValue != null)
+ ContentEvents.InvokeAfterLocaleChanged(this.Monitor, oldValue.ToString(), newValue.ToString());
+ this.PreviousLocale = newValue;
+ }
+
+ /*********
+ ** After load events
+ *********/
+ if (Context.IsSaveLoaded && !SaveGame.IsProcessing /*still loading save*/ && this.AfterLoadTimer >= 0)
+ {
+ if (this.AfterLoadTimer == 0)
+ {
+ this.Monitor.Log($"Context: loaded saved game '{Constants.SaveFolderName}', starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace);
+ Context.IsWorldReady = true;
+
+ SaveEvents.InvokeAfterLoad(this.Monitor);
+ PlayerEvents.InvokeLoadedGame(this.Monitor, new EventArgsLoadedGameChanged(Game1.hasLoadedGame));
+ TimeEvents.InvokeAfterDayStarted(this.Monitor);
+ }
+ this.AfterLoadTimer--;
+ }
+
+ /*********
+ ** Exit to title events
+ *********/
+ // before exit to title
+ if (Game1.exitToTitle)
+ this.IsExitingToTitle = true;
+
+ // after exit to title
+ if (Context.IsWorldReady && this.IsExitingToTitle && Game1.activeClickableMenu is TitleMenu)
+ {
+ this.Monitor.Log("Context: returned to title", LogLevel.Trace);
+
+ this.IsExitingToTitle = false;
+ this.CleanupAfterReturnToTitle();
+ SaveEvents.InvokeAfterReturnToTitle(this.Monitor);
+ }
+
+ /*********
+ ** Input events
+ *********/
+ {
+ // get latest state
+ this.KStateNow = Keyboard.GetState();
+ this.MStateNow = Mouse.GetState();
+ this.MPositionNow = new Point(Game1.getMouseX(), Game1.getMouseY());
+
+ // raise key pressed
+ foreach (Keys key in this.FramePressedKeys)
+ ControlEvents.InvokeKeyPressed(this.Monitor, key);
+
+ // raise key released
+ foreach (Keys key in this.FrameReleasedKeys)
+ ControlEvents.InvokeKeyReleased(this.Monitor, key);
+
+ // raise controller button pressed
+ foreach (Buttons button in this.GetFramePressedButtons())
+ {
+ if (button == Buttons.LeftTrigger || button == Buttons.RightTrigger)
+ {
+ var triggers = GamePad.GetState(PlayerIndex.One).Triggers;
+ ControlEvents.InvokeTriggerPressed(this.Monitor, button, button == Buttons.LeftTrigger ? triggers.Left : triggers.Right);
+ }
+ else
+ ControlEvents.InvokeButtonPressed(this.Monitor, button);
+ }
+
+ // raise controller button released
+ foreach (Buttons button in this.GetFrameReleasedButtons())
+ {
+ if (button == Buttons.LeftTrigger || button == Buttons.RightTrigger)
+ {
+ var triggers = GamePad.GetState(PlayerIndex.One).Triggers;
+ ControlEvents.InvokeTriggerReleased(this.Monitor, button, button == Buttons.LeftTrigger ? triggers.Left : triggers.Right);
+ }
+ else
+ ControlEvents.InvokeButtonReleased(this.Monitor, button);
+ }
+
+ // raise keyboard state changed
+ if (this.KStateNow != this.KStatePrior)
+ ControlEvents.InvokeKeyboardChanged(this.Monitor, this.KStatePrior, this.KStateNow);
+
+ // raise mouse state changed
+ if (this.MStateNow != this.MStatePrior)
+ {
+ ControlEvents.InvokeMouseChanged(this.Monitor, this.MStatePrior, this.MStateNow, this.MPositionPrior, this.MPositionNow);
+ this.MStatePrior = this.MStateNow;
+ this.MPositionPrior = this.MPositionNow;
+ }
+ }
+
+ /*********
+ ** Menu events
+ *********/
+ if (Game1.activeClickableMenu != this.PreviousActiveMenu)
+ {
+ IClickableMenu previousMenu = this.PreviousActiveMenu;
+ IClickableMenu newMenu = Game1.activeClickableMenu;
+
+ // log context
+ if (this.VerboseLogging)
+ {
+ if (previousMenu == null)
+ this.Monitor.Log($"Context: opened menu {newMenu?.GetType().FullName ?? "(none)"}.", LogLevel.Trace);
+ else if (newMenu == null)
+ this.Monitor.Log($"Context: closed menu {previousMenu.GetType().FullName}.", LogLevel.Trace);
+ else
+ this.Monitor.Log($"Context: changed menu from {previousMenu.GetType().FullName} to {newMenu.GetType().FullName}.", LogLevel.Trace);
+ }
+
+ // raise menu events
+ if (newMenu != null)
+ MenuEvents.InvokeMenuChanged(this.Monitor, previousMenu, newMenu);
+ else
+ MenuEvents.InvokeMenuClosed(this.Monitor, previousMenu);
+
+ // update previous menu
+ // (if the menu was changed in one of the handlers, deliberately defer detection until the next update so mods can be notified of the new menu change)
+ this.PreviousActiveMenu = newMenu;
+ }
+
+ /*********
+ ** World & player events
+ *********/
+ if (Context.IsWorldReady)
+ {
+ // raise current location changed
+ if (Game1.currentLocation != this.PreviousGameLocation)
+ {
+ if (this.VerboseLogging)
+ this.Monitor.Log($"Context: set location to {Game1.currentLocation?.Name ?? "(none)"}.", LogLevel.Trace);
+ LocationEvents.InvokeCurrentLocationChanged(this.Monitor, this.PreviousGameLocation, Game1.currentLocation);
+ }
+
+ // raise location list changed
+ if (this.GetHash(Game1.locations) != this.PreviousGameLocations)
+ LocationEvents.InvokeLocationsChanged(this.Monitor, Game1.locations);
+
+ // raise player changed
+ if (Game1.player != this.PreviousFarmer)
+ PlayerEvents.InvokeFarmerChanged(this.Monitor, this.PreviousFarmer, Game1.player);
+
+ // raise events that shouldn't be triggered on initial load
+ if (Game1.uniqueIDForThisGame == this.PreviousSaveID)
+ {
+ // raise player leveled up a skill
+ if (Game1.player.combatLevel != this.PreviousCombatLevel)
+ PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Combat, Game1.player.combatLevel);
+ if (Game1.player.farmingLevel != this.PreviousFarmingLevel)
+ PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Farming, Game1.player.farmingLevel);
+ if (Game1.player.fishingLevel != this.PreviousFishingLevel)
+ PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Fishing, Game1.player.fishingLevel);
+ if (Game1.player.foragingLevel != this.PreviousForagingLevel)
+ PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Foraging, Game1.player.foragingLevel);
+ if (Game1.player.miningLevel != this.PreviousMiningLevel)
+ PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Mining, Game1.player.miningLevel);
+ if (Game1.player.luckLevel != this.PreviousLuckLevel)
+ PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Luck, Game1.player.luckLevel);
+
+ // raise player inventory changed
+ ItemStackChange[] changedItems = this.GetInventoryChanges(Game1.player.items, this.PreviousItems).ToArray();
+ if (changedItems.Any())
+ PlayerEvents.InvokeInventoryChanged(this.Monitor, Game1.player.items, changedItems);
+
+ // raise current location's object list changed
+ if (this.GetHash(Game1.currentLocation.objects) != this.PreviousLocationObjects)
+ LocationEvents.InvokeOnNewLocationObject(this.Monitor, Game1.currentLocation.objects);
+
+ // raise time changed
+ if (Game1.timeOfDay != this.PreviousTime)
+ TimeEvents.InvokeTimeOfDayChanged(this.Monitor, this.PreviousTime, Game1.timeOfDay);
+ if (Game1.dayOfMonth != this.PreviousDay)
+ TimeEvents.InvokeDayOfMonthChanged(this.Monitor, this.PreviousDay, Game1.dayOfMonth);
+ if (Game1.currentSeason != this.PreviousSeason)
+ TimeEvents.InvokeSeasonOfYearChanged(this.Monitor, this.PreviousSeason, Game1.currentSeason);
+ if (Game1.year != this.PreviousYear)
+ TimeEvents.InvokeYearOfGameChanged(this.Monitor, this.PreviousYear, Game1.year);
+
+ // raise mine level changed
+ if (Game1.mine != null && Game1.mine.mineLevel != this.PreviousMineLevel)
+ MineEvents.InvokeMineLevelChanged(this.Monitor, this.PreviousMineLevel, Game1.mine.mineLevel);
+ }
+
+ // update state
+ this.PreviousGameLocations = this.GetHash(Game1.locations);
+ this.PreviousGameLocation = Game1.currentLocation;
+ this.PreviousFarmer = Game1.player;
+ this.PreviousCombatLevel = Game1.player.combatLevel;
+ this.PreviousFarmingLevel = Game1.player.farmingLevel;
+ this.PreviousFishingLevel = Game1.player.fishingLevel;
+ this.PreviousForagingLevel = Game1.player.foragingLevel;
+ this.PreviousMiningLevel = Game1.player.miningLevel;
+ this.PreviousLuckLevel = Game1.player.luckLevel;
+ this.PreviousItems = Game1.player.items.Where(n => n != null).ToDictionary(n => n, n => n.Stack);
+ this.PreviousLocationObjects = this.GetHash(Game1.currentLocation.objects);
+ this.PreviousTime = Game1.timeOfDay;
+ this.PreviousDay = Game1.dayOfMonth;
+ this.PreviousSeason = Game1.currentSeason;
+ this.PreviousYear = Game1.year;
+ this.PreviousMineLevel = Game1.mine?.mineLevel ?? 0;
+ this.PreviousSaveID = Game1.uniqueIDForThisGame;
+ }
+
+ /*********
+ ** Game day transition event (obsolete)
+ *********/
+ if (Game1.newDay != this.PreviousIsNewDay)
+ {
+ TimeEvents.InvokeOnNewDay(this.Monitor, this.PreviousDay, Game1.dayOfMonth, Game1.newDay);
+ this.PreviousIsNewDay = Game1.newDay;
+ }
+
+ /*********
+ ** Game update
+ *********/
+ try
+ {
+ base.Update(gameTime);
+ }
+ catch (Exception ex)
+ {
+ this.Monitor.Log($"An error occured in the base update loop: {ex.GetLogSummary()}", LogLevel.Error);
+ }
+
+ /*********
+ ** Update events
+ *********/
+ GameEvents.InvokeUpdateTick(this.Monitor);
+ if (this.FirstUpdate)
+ {
+ GameEvents.InvokeFirstUpdateTick(this.Monitor);
+ this.FirstUpdate = false;
+ }
+ if (this.CurrentUpdateTick % 2 == 0)
+ GameEvents.InvokeSecondUpdateTick(this.Monitor);
+ if (this.CurrentUpdateTick % 4 == 0)
+ GameEvents.InvokeFourthUpdateTick(this.Monitor);
+ if (this.CurrentUpdateTick % 8 == 0)
+ GameEvents.InvokeEighthUpdateTick(this.Monitor);
+ if (this.CurrentUpdateTick % 15 == 0)
+ GameEvents.InvokeQuarterSecondTick(this.Monitor);
+ if (this.CurrentUpdateTick % 30 == 0)
+ GameEvents.InvokeHalfSecondTick(this.Monitor);
+ if (this.CurrentUpdateTick % 60 == 0)
+ GameEvents.InvokeOneSecondTick(this.Monitor);
+ this.CurrentUpdateTick += 1;
+ if (this.CurrentUpdateTick >= 60)
+ this.CurrentUpdateTick = 0;
+
+ /*********
+ ** Update input state
+ *********/
+ this.KStatePrior = this.KStateNow;
+ this.PreviouslyPressedButtons = this.GetButtonsDown();
+
+ this.UpdateCrashTimer.Reset();
}
+ catch (Exception ex)
+ {
+ // log error
+ this.Monitor.Log($"An error occured in the overridden update loop: {ex.GetLogSummary()}", LogLevel.Error);
- // update SMAPI events
- this.UpdateEventCalls();
+ // exit if irrecoverable
+ if (!this.UpdateCrashTimer.Decrement())
+ this.Monitor.ExitGameImmediately("the game crashed when updating, and SMAPI was unable to recover the game.");
+ }
+ }
- // let game update
+ /// <summary>The method called to draw everything to the screen.</summary>
+ /// <param name="gameTime">A snapshot of the game timing state.</param>
+ protected override void Draw(GameTime gameTime)
+ {
+ Context.IsInDrawLoop = true;
try
{
- base.Update(gameTime);
+ this.DrawImpl(gameTime);
+ this.DrawCrashTimer.Reset();
}
catch (Exception ex)
{
- this.Monitor.Log($"An error occured in the base update loop: {ex.GetLogSummary()}", LogLevel.Error);
- }
+ // log error
+ this.Monitor.Log($"An error occured in the overridden draw loop: {ex.GetLogSummary()}", LogLevel.Error);
- // raise update events
- GameEvents.InvokeUpdateTick(this.Monitor);
- if (this.FirstUpdate)
- {
- GameEvents.InvokeFirstUpdateTick(this.Monitor);
- this.FirstUpdate = false;
+ // exit if irrecoverable
+ if (!this.DrawCrashTimer.Decrement())
+ {
+ this.Monitor.ExitGameImmediately("the game crashed when drawing, and SMAPI was unable to recover the game.");
+ return;
+ }
+
+ // abort in known unrecoverable cases
+ if (Game1.toolSpriteSheet?.IsDisposed == true)
+ {
+ this.Monitor.ExitGameImmediately("the game unexpectedly disposed the tool spritesheet, so it crashed trying to draw a tool. This is a known bug in Stardew Valley 1.2.29, and there's no way to recover from it.");
+ return;
+ }
+
+ // recover sprite batch
+ try
+ {
+ if (Game1.spriteBatch.IsOpen(SGame.Reflection))
+ {
+ this.Monitor.Log("Recovering sprite batch from error...", LogLevel.Trace);
+ Game1.spriteBatch.End();
+ }
+ }
+ catch (Exception innerEx)
+ {
+ this.Monitor.Log($"Could not recover sprite batch state: {innerEx.GetLogSummary()}", LogLevel.Error);
+ }
}
- if (this.CurrentUpdateTick % 2 == 0)
- GameEvents.InvokeSecondUpdateTick(this.Monitor);
- if (this.CurrentUpdateTick % 4 == 0)
- GameEvents.InvokeFourthUpdateTick(this.Monitor);
- if (this.CurrentUpdateTick % 8 == 0)
- GameEvents.InvokeEighthUpdateTick(this.Monitor);
- if (this.CurrentUpdateTick % 15 == 0)
- GameEvents.InvokeQuarterSecondTick(this.Monitor);
- if (this.CurrentUpdateTick % 30 == 0)
- GameEvents.InvokeHalfSecondTick(this.Monitor);
- if (this.CurrentUpdateTick % 60 == 0)
- GameEvents.InvokeOneSecondTick(this.Monitor);
- this.CurrentUpdateTick += 1;
- if (this.CurrentUpdateTick >= 60)
- this.CurrentUpdateTick = 0;
-
- // track keyboard state
- this.KStatePrior = this.KStateNow;
-
- // track controller button state
- for (var i = PlayerIndex.One; i <= PlayerIndex.Four; i++)
- this.PreviouslyPressedButtons[(int)i] = this.GetButtonsDown(i);
+ Context.IsInDrawLoop = false;
}
- /// <summary>The method called to draw everything to the screen.</summary>
+ /// <summary>Replicate the game's draw logic with some changes for SMAPI.</summary>
/// <param name="gameTime">A snapshot of the game timing state.</param>
/// <remarks>This implementation is identical to <see cref="Game1.Draw"/>, except for try..catch around menu draw code, private field references replaced by wrappers, and added events.</remarks>
[SuppressMessage("ReSharper", "CompareOfFloatsByEqualityOperator", Justification = "copied from game code as-is")]
@@ -295,692 +636,669 @@ namespace StardewModdingAPI.Framework
[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")]
- protected override void Draw(GameTime gameTime)
+ private void DrawImpl(GameTime gameTime)
{
- Context.IsInDrawLoop = true;
- try
+ if (Game1.debugMode)
{
- if (Game1.debugMode)
+ if (SGame._fpsStopwatch.IsRunning)
{
- if (SGame._fpsStopwatch.IsRunning)
- {
- float totalSeconds = (float)SGame._fpsStopwatch.Elapsed.TotalSeconds;
- SGame._fpsList.Add(totalSeconds);
- while (SGame._fpsList.Count >= 120)
- SGame._fpsList.RemoveAt(0);
- float num = 0.0f;
- foreach (float fps in SGame._fpsList)
- num += fps;
- SGame._fps = (float)(1.0 / ((double)num / (double)SGame._fpsList.Count));
- }
- SGame._fpsStopwatch.Restart();
+ float totalSeconds = (float)SGame._fpsStopwatch.Elapsed.TotalSeconds;
+ SGame._fpsList.Add(totalSeconds);
+ while (SGame._fpsList.Count >= 120)
+ SGame._fpsList.RemoveAt(0);
+ float num = 0.0f;
+ foreach (float fps in SGame._fpsList)
+ num += fps;
+ SGame._fps = (float)(1.0 / ((double)num / (double)SGame._fpsList.Count));
}
- else
- {
- if (SGame._fpsStopwatch.IsRunning)
- SGame._fpsStopwatch.Reset();
- SGame._fps = 0.0f;
- SGame._fpsList.Clear();
- }
- if (SGame._newDayTask != null)
+ SGame._fpsStopwatch.Restart();
+ }
+ else
+ {
+ if (SGame._fpsStopwatch.IsRunning)
+ SGame._fpsStopwatch.Reset();
+ SGame._fps = 0.0f;
+ SGame._fpsList.Clear();
+ }
+ if (SGame._newDayTask != null)
+ {
+ this.GraphicsDevice.Clear(this.bgColor);
+ //base.Draw(gameTime);
+ }
+ else
+ {
+ if ((double)Game1.options.zoomLevel != 1.0)
+ this.GraphicsDevice.SetRenderTarget(this.screenWrapper);
+ if (this.IsSaving)
{
this.GraphicsDevice.Clear(this.bgColor);
+ IClickableMenu activeClickableMenu = Game1.activeClickableMenu;
+ if (activeClickableMenu != null)
+ {
+ Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
+ try
+ {
+ GraphicsEvents.InvokeOnPreRenderGuiEvent(this.Monitor);
+ activeClickableMenu.draw(Game1.spriteBatch);
+ GraphicsEvents.InvokeOnPostRenderGuiEvent(this.Monitor);
+ }
+ catch (Exception ex)
+ {
+ this.Monitor.Log($"The {activeClickableMenu.GetType().FullName} menu crashed while drawing itself during save. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error);
+ activeClickableMenu.exitThisMenu();
+ }
+ Game1.spriteBatch.End();
+ }
//base.Draw(gameTime);
+ this.renderScreenBuffer();
}
else
{
- if ((double)Game1.options.zoomLevel != 1.0)
- this.GraphicsDevice.SetRenderTarget(this.screenWrapper);
- if (this.IsSaving)
+ this.GraphicsDevice.Clear(this.bgColor);
+ if (Game1.activeClickableMenu != null && Game1.options.showMenuBackground && Game1.activeClickableMenu.showWithoutTransparencyIfOptionIsSet())
{
- this.GraphicsDevice.Clear(this.bgColor);
- IClickableMenu activeClickableMenu = Game1.activeClickableMenu;
- if (activeClickableMenu != null)
+ Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
+ try
{
- Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
- try
- {
- GraphicsEvents.InvokeOnPreRenderGuiEvent(this.Monitor);
- activeClickableMenu.draw(Game1.spriteBatch);
- GraphicsEvents.InvokeOnPostRenderGuiEvent(this.Monitor);
- }
- catch (Exception ex)
- {
- this.Monitor.Log($"The {activeClickableMenu.GetType().FullName} menu crashed while drawing itself during save. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error);
- activeClickableMenu.exitThisMenu();
- }
+ Game1.activeClickableMenu.drawBackground(Game1.spriteBatch);
+ GraphicsEvents.InvokeOnPreRenderGuiEvent(this.Monitor);
+ Game1.activeClickableMenu.draw(Game1.spriteBatch);
+ GraphicsEvents.InvokeOnPostRenderGuiEvent(this.Monitor);
+ }
+ catch (Exception ex)
+ {
+ this.Monitor.Log($"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);
+ Game1.activeClickableMenu.exitThisMenu();
+ }
+ Game1.spriteBatch.End();
+ if ((double)Game1.options.zoomLevel != 1.0)
+ {
+ this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null);
+ this.GraphicsDevice.Clear(this.bgColor);
+ Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
+ Game1.spriteBatch.Draw((Texture2D)this.screenWrapper, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screenWrapper.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
Game1.spriteBatch.End();
}
- //base.Draw(gameTime);
- this.renderScreenBuffer();
+ if (Game1.overlayMenu == null)
+ return;
+ Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
+ Game1.overlayMenu.draw(Game1.spriteBatch);
+ Game1.spriteBatch.End();
}
- else
+ else if ((int)Game1.gameMode == 11)
+ {
+ Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
+ 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, (int)byte.MaxValue, 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.End();
+ }
+ else if (Game1.currentMinigame != null)
{
- this.GraphicsDevice.Clear(this.bgColor);
- if (Game1.activeClickableMenu != null && Game1.options.showMenuBackground && Game1.activeClickableMenu.showWithoutTransparencyIfOptionIsSet())
+ Game1.currentMinigame.draw(Game1.spriteBatch);
+ if (Game1.globalFade && !Game1.menuUp && (!Game1.nameSelectUp || Game1.messagePause))
{
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
+ Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.Black * ((int)Game1.gameMode == 0 ? 1f - Game1.fadeToBlackAlpha : Game1.fadeToBlackAlpha));
+ Game1.spriteBatch.End();
+ }
+ if ((double)Game1.options.zoomLevel != 1.0)
+ {
+ this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null);
+ this.GraphicsDevice.Clear(this.bgColor);
+ Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
+ Game1.spriteBatch.Draw((Texture2D)this.screenWrapper, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screenWrapper.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
+ Game1.spriteBatch.End();
+ }
+ if (Game1.overlayMenu == null)
+ return;
+ Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
+ Game1.overlayMenu.draw(Game1.spriteBatch);
+ Game1.spriteBatch.End();
+ }
+ else if (Game1.showingEndOfNightStuff)
+ {
+ Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
+ if (Game1.activeClickableMenu != null)
+ {
try
{
- Game1.activeClickableMenu.drawBackground(Game1.spriteBatch);
GraphicsEvents.InvokeOnPreRenderGuiEvent(this.Monitor);
Game1.activeClickableMenu.draw(Game1.spriteBatch);
GraphicsEvents.InvokeOnPostRenderGuiEvent(this.Monitor);
}
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 {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);
Game1.activeClickableMenu.exitThisMenu();
}
- Game1.spriteBatch.End();
- if ((double)Game1.options.zoomLevel != 1.0)
- {
- this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null);
- this.GraphicsDevice.Clear(this.bgColor);
- Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
- Game1.spriteBatch.Draw((Texture2D)this.screenWrapper, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screenWrapper.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
- Game1.spriteBatch.End();
- }
- if (Game1.overlayMenu == null)
- return;
- Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
- Game1.overlayMenu.draw(Game1.spriteBatch);
- Game1.spriteBatch.End();
}
- else if ((int)Game1.gameMode == 11)
+ Game1.spriteBatch.End();
+ if ((double)Game1.options.zoomLevel != 1.0)
{
- Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
- 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, (int)byte.MaxValue, 0));
- Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.parseText(Game1.errorMessage, Game1.dialogueFont, Game1.graphics.GraphicsDevice.Viewport.Width), new Vector2(16f, 48f), Color.White);
+ this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null);
+ this.GraphicsDevice.Clear(this.bgColor);
+ Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
+ Game1.spriteBatch.Draw((Texture2D)this.screenWrapper, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screenWrapper.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
Game1.spriteBatch.End();
}
- else if (Game1.currentMinigame != null)
+ if (Game1.overlayMenu == null)
+ return;
+ Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
+ Game1.overlayMenu.draw(Game1.spriteBatch);
+ Game1.spriteBatch.End();
+ }
+ else if ((int)Game1.gameMode == 6)
+ {
+ Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
+ string str1 = "";
+ for (int index = 0; (double)index < gameTime.TotalGameTime.TotalMilliseconds % 999.0 / 333.0; ++index)
+ str1 += ".";
+ string str2 = Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3688");
+ string str3 = str1;
+ string s = str2 + str3;
+ string str4 = "...";
+ string str5 = str2 + str4;
+ int widthOfString = SpriteText.getWidthOfString(str5);
+ int height = 64;
+ int x = 64;
+ int y = Game1.graphics.GraphicsDevice.Viewport.TitleSafeArea.Bottom - height;
+ SpriteText.drawString(Game1.spriteBatch, s, x, y, 999999, widthOfString, height, 1f, 0.88f, false, 0, str5, -1);
+ Game1.spriteBatch.End();
+ if ((double)Game1.options.zoomLevel != 1.0)
{
- Game1.currentMinigame.draw(Game1.spriteBatch);
- if (Game1.globalFade && !Game1.menuUp && (!Game1.nameSelectUp || Game1.messagePause))
- {
- Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
- Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.Black * ((int)Game1.gameMode == 0 ? 1f - Game1.fadeToBlackAlpha : Game1.fadeToBlackAlpha));
- Game1.spriteBatch.End();
- }
- if ((double)Game1.options.zoomLevel != 1.0)
- {
- this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null);
- this.GraphicsDevice.Clear(this.bgColor);
- Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
- Game1.spriteBatch.Draw((Texture2D)this.screenWrapper, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screenWrapper.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
- Game1.spriteBatch.End();
- }
- if (Game1.overlayMenu == null)
- return;
- Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
- Game1.overlayMenu.draw(Game1.spriteBatch);
+ this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null);
+ this.GraphicsDevice.Clear(this.bgColor);
+ Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
+ Game1.spriteBatch.Draw((Texture2D)this.screenWrapper, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screenWrapper.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
Game1.spriteBatch.End();
}
- else if (Game1.showingEndOfNightStuff)
+ if (Game1.overlayMenu == null)
+ return;
+ Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
+ Game1.overlayMenu.draw(Game1.spriteBatch);
+ Game1.spriteBatch.End();
+ }
+ else
+ {
+ Microsoft.Xna.Framework.Rectangle rectangle;
+ if ((int)Game1.gameMode == 0)
{
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
- if (Game1.activeClickableMenu != null)
- {
- try
- {
- GraphicsEvents.InvokeOnPreRenderGuiEvent(this.Monitor);
- Game1.activeClickableMenu.draw(Game1.spriteBatch);
- GraphicsEvents.InvokeOnPostRenderGuiEvent(this.Monitor);
- }
- 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);
- Game1.activeClickableMenu.exitThisMenu();
- }
- }
- Game1.spriteBatch.End();
- if ((double)Game1.options.zoomLevel != 1.0)
- {
- this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null);
- this.GraphicsDevice.Clear(this.bgColor);
- Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
- Game1.spriteBatch.Draw((Texture2D)this.screenWrapper, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screenWrapper.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
- Game1.spriteBatch.End();
- }
- if (Game1.overlayMenu == null)
- return;
- Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
- Game1.overlayMenu.draw(Game1.spriteBatch);
- Game1.spriteBatch.End();
}
- else if ((int)Game1.gameMode == 6)
+ else
{
- Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
- string str1 = "";
- for (int index = 0; (double)index < gameTime.TotalGameTime.TotalMilliseconds % 999.0 / 333.0; ++index)
- str1 += ".";
- string str2 = Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3688");
- string str3 = str1;
- string s = str2 + str3;
- string str4 = "...";
- string str5 = str2 + str4;
- int widthOfString = SpriteText.getWidthOfString(str5);
- int height = 64;
- int x = 64;
- int y = Game1.graphics.GraphicsDevice.Viewport.TitleSafeArea.Bottom - height;
- SpriteText.drawString(Game1.spriteBatch, s, x, y, 999999, widthOfString, height, 1f, 0.88f, false, 0, str5, -1);
- Game1.spriteBatch.End();
- if ((double)Game1.options.zoomLevel != 1.0)
+ if (Game1.drawLighting)
{
- this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null);
- this.GraphicsDevice.Clear(this.bgColor);
- Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
- Game1.spriteBatch.Draw((Texture2D)this.screenWrapper, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screenWrapper.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
+ this.GraphicsDevice.SetRenderTarget(Game1.lightmap);
+ this.GraphicsDevice.Clear(Color.White * 0.0f);
+ Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
+ Game1.spriteBatch.Draw(Game1.staminaRect, Game1.lightmap.Bounds, Game1.currentLocation.name.Equals("UndergroundMine") ? Game1.mine.getLightingColor(gameTime) : (Game1.ambientLight.Equals(Color.White) || Game1.isRaining && Game1.currentLocation.isOutdoors ? Game1.outdoorLight : Game1.ambientLight));
+ for (int index = 0; index < Game1.currentLightSources.Count; ++index)
+ {
+ if (Utility.isOnScreen(Game1.currentLightSources.ElementAt<LightSource>(index).position, (int)((double)Game1.currentLightSources.ElementAt<LightSource>(index).radius * (double)Game1.tileSize * 4.0)))
+ Game1.spriteBatch.Draw(Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture, Game1.GlobalToLocal(Game1.viewport, Game1.currentLightSources.ElementAt<LightSource>(index).position) / (float)(Game1.options.lightingQuality / 2), new Microsoft.Xna.Framework.Rectangle?(Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture.Bounds), Game1.currentLightSources.ElementAt<LightSource>(index).color, 0.0f, new Vector2((float)Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture.Bounds.Center.X, (float)Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture.Bounds.Center.Y), Game1.currentLightSources.ElementAt<LightSource>(index).radius / (float)(Game1.options.lightingQuality / 2), SpriteEffects.None, 0.9f);
+ }
Game1.spriteBatch.End();
+ this.GraphicsDevice.SetRenderTarget((double)Game1.options.zoomLevel == 1.0 ? (RenderTarget2D)null : this.screenWrapper);
}
- if (Game1.overlayMenu == null)
- return;
+ if (Game1.bloomDay && Game1.bloom != null)
+ Game1.bloom.BeginDraw();
+ this.GraphicsDevice.Clear(this.bgColor);
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
- Game1.overlayMenu.draw(Game1.spriteBatch);
- Game1.spriteBatch.End();
- }
- else
- {
- Microsoft.Xna.Framework.Rectangle rectangle;
- if ((int)Game1.gameMode == 0)
+ GraphicsEvents.InvokeOnPreRenderEvent(this.Monitor);
+ if (Game1.background != null)
+ Game1.background.draw(Game1.spriteBatch);
+ Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch);
+ Game1.currentLocation.Map.GetLayer("Back").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, Game1.pixelZoom);
+ Game1.currentLocation.drawWater(Game1.spriteBatch);
+ if (Game1.CurrentEvent == null)
{
- Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
+ foreach (NPC character in Game1.currentLocation.characters)
+ {
+ if (!character.swimming && !character.hideShadow && (!character.isInvisible && !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(character.getTileLocation())))
+ Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, character.position + new Vector2((float)(character.sprite.spriteWidth * Game1.pixelZoom) / 2f, (float)(character.GetBoundingBox().Height + (character.IsMonster ? 0 : Game1.pixelZoom * 3)))), new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds), Color.White, 0.0f, new Vector2((float)Game1.shadowTexture.Bounds.Center.X, (float)Game1.shadowTexture.Bounds.Center.Y), ((float)Game1.pixelZoom + (float)character.yJumpOffset / 40f) * character.scale, SpriteEffects.None, Math.Max(0.0f, (float)character.getStandingY() / 10000f) - 1E-06f);
+ }
}
else
{
- if (Game1.drawLighting)
- {
- this.GraphicsDevice.SetRenderTarget(Game1.lightmap);
- this.GraphicsDevice.Clear(Color.White * 0.0f);
- Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
- Game1.spriteBatch.Draw(Game1.staminaRect, Game1.lightmap.Bounds, Game1.currentLocation.name.Equals("UndergroundMine") ? Game1.mine.getLightingColor(gameTime) : (Game1.ambientLight.Equals(Color.White) || Game1.isRaining && Game1.currentLocation.isOutdoors ? Game1.outdoorLight : Game1.ambientLight));
- for (int index = 0; index < Game1.currentLightSources.Count; ++index)
- {
- if (Utility.isOnScreen(Game1.currentLightSources.ElementAt<LightSource>(index).position, (int)((double)Game1.currentLightSources.ElementAt<LightSource>(index).radius * (double)Game1.tileSize * 4.0)))
- Game1.spriteBatch.Draw(Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture, Game1.GlobalToLocal(Game1.viewport, Game1.currentLightSources.ElementAt<LightSource>(index).position) / (float)(Game1.options.lightingQuality / 2), new Microsoft.Xna.Framework.Rectangle?(Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture.Bounds), Game1.currentLightSources.ElementAt<LightSource>(index).color, 0.0f, new Vector2((float)Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture.Bounds.Center.X, (float)Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture.Bounds.Center.Y), Game1.currentLightSources.ElementAt<LightSource>(index).radius / (float)(Game1.options.lightingQuality / 2), SpriteEffects.None, 0.9f);
- }
- Game1.spriteBatch.End();
- this.GraphicsDevice.SetRenderTarget((double)Game1.options.zoomLevel == 1.0 ? (RenderTarget2D)null : this.screenWrapper);
- }
- if (Game1.bloomDay && Game1.bloom != null)
- Game1.bloom.BeginDraw();
- this.GraphicsDevice.Clear(this.bgColor);
- Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
- GraphicsEvents.InvokeOnPreRenderEvent(this.Monitor);
- if (Game1.background != null)
- Game1.background.draw(Game1.spriteBatch);
- Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch);
- Game1.currentLocation.Map.GetLayer("Back").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, Game1.pixelZoom);
- Game1.currentLocation.drawWater(Game1.spriteBatch);
- if (Game1.CurrentEvent == null)
+ foreach (NPC actor in Game1.CurrentEvent.actors)
{
- foreach (NPC character in Game1.currentLocation.characters)
- {
- if (!character.swimming && !character.hideShadow && (!character.isInvisible && !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(character.getTileLocation())))
- Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, character.position + new Vector2((float)(character.sprite.spriteWidth * Game1.pixelZoom) / 2f, (float)(character.GetBoundingBox().Height + (character.IsMonster ? 0 : Game1.pixelZoom * 3)))), new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds), Color.White, 0.0f, new Vector2((float)Game1.shadowTexture.Bounds.Center.X, (float)Game1.shadowTexture.Bounds.Center.Y), ((float)Game1.pixelZoom + (float)character.yJumpOffset / 40f) * character.scale, SpriteEffects.None, Math.Max(0.0f, (float)character.getStandingY() / 10000f) - 1E-06f);
- }
+ if (!actor.swimming && !actor.hideShadow && !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(actor.getTileLocation()))
+ Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, actor.position + new Vector2((float)(actor.sprite.spriteWidth * Game1.pixelZoom) / 2f, (float)(actor.GetBoundingBox().Height + (actor.IsMonster ? 0 : (actor.sprite.spriteHeight <= 16 ? -Game1.pixelZoom : Game1.pixelZoom * 3))))), new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds), Color.White, 0.0f, new Vector2((float)Game1.shadowTexture.Bounds.Center.X, (float)Game1.shadowTexture.Bounds.Center.Y), ((float)Game1.pixelZoom + (float)actor.yJumpOffset / 40f) * actor.scale, SpriteEffects.None, Math.Max(0.0f, (float)actor.getStandingY() / 10000f) - 1E-06f);
}
- else
- {
- foreach (NPC actor in Game1.CurrentEvent.actors)
- {
- if (!actor.swimming && !actor.hideShadow && !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(actor.getTileLocation()))
- Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, actor.position + new Vector2((float)(actor.sprite.spriteWidth * Game1.pixelZoom) / 2f, (float)(actor.GetBoundingBox().Height + (actor.IsMonster ? 0 : (actor.sprite.spriteHeight <= 16 ? -Game1.pixelZoom : Game1.pixelZoom * 3))))), new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds), Color.White, 0.0f, new Vector2((float)Game1.shadowTexture.Bounds.Center.X, (float)Game1.shadowTexture.Bounds.Center.Y), ((float)Game1.pixelZoom + (float)actor.yJumpOffset / 40f) * actor.scale, SpriteEffects.None, Math.Max(0.0f, (float)actor.getStandingY() / 10000f) - 1E-06f);
- }
- }
- Microsoft.Xna.Framework.Rectangle bounds;
- if (Game1.displayFarmer && !Game1.player.swimming && (!Game1.player.isRidingHorse() && !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(Game1.player.getTileLocation())))
- {
- SpriteBatch spriteBatch = Game1.spriteBatch;
- Texture2D shadowTexture = Game1.shadowTexture;
- Vector2 local = Game1.GlobalToLocal(Game1.player.position + new Vector2(32f, 24f));
- Microsoft.Xna.Framework.Rectangle? sourceRectangle = new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds);
- Color white = Color.White;
- double num1 = 0.0;
- double x = (double)Game1.shadowTexture.Bounds.Center.X;
- bounds = Game1.shadowTexture.Bounds;
- double y = (double)bounds.Center.Y;
- Vector2 origin = new Vector2((float)x, (float)y);
- double num2 = 4.0 - (!Game1.player.running && !Game1.player.usingTool || Game1.player.FarmerSprite.indexInCurrentAnimation <= 1 ? 0.0 : (double)Math.Abs(FarmerRenderer.featureYOffsetPerFrame[Game1.player.FarmerSprite.CurrentFrame]) * 0.5);
- int num3 = 0;
- double num4 = 0.0;
- spriteBatch.Draw(shadowTexture, local, sourceRectangle, white, (float)num1, origin, (float)num2, (SpriteEffects)num3, (float)num4);
- }
- Game1.currentLocation.Map.GetLayer("Buildings").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, Game1.pixelZoom);
- Game1.mapDisplayDevice.EndScene();
- Game1.spriteBatch.End();
- Game1.spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
- if (Game1.CurrentEvent == null)
+ }
+ Microsoft.Xna.Framework.Rectangle bounds;
+ if (Game1.displayFarmer && !Game1.player.swimming && (!Game1.player.isRidingHorse() && !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(Game1.player.getTileLocation())))
+ {
+ SpriteBatch spriteBatch = Game1.spriteBatch;
+ Texture2D shadowTexture = Game1.shadowTexture;
+ Vector2 local = Game1.GlobalToLocal(Game1.player.position + new Vector2(32f, 24f));
+ Microsoft.Xna.Framework.Rectangle? sourceRectangle = new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds);
+ Color white = Color.White;
+ double num1 = 0.0;
+ double x = (double)Game1.shadowTexture.Bounds.Center.X;
+ bounds = Game1.shadowTexture.Bounds;
+ double y = (double)bounds.Center.Y;
+ Vector2 origin = new Vector2((float)x, (float)y);
+ double num2 = 4.0 - (!Game1.player.running && !Game1.player.usingTool || Game1.player.FarmerSprite.indexInCurrentAnimation <= 1 ? 0.0 : (double)Math.Abs(FarmerRenderer.featureYOffsetPerFrame[Game1.player.FarmerSprite.CurrentFrame]) * 0.5);
+ int num3 = 0;
+ double num4 = 0.0;
+ spriteBatch.Draw(shadowTexture, local, sourceRectangle, white, (float)num1, origin, (float)num2, (SpriteEffects)num3, (float)num4);
+ }
+ Game1.currentLocation.Map.GetLayer("Buildings").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, Game1.pixelZoom);
+ Game1.mapDisplayDevice.EndScene();
+ Game1.spriteBatch.End();
+ Game1.spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
+ if (Game1.CurrentEvent == null)
+ {
+ foreach (NPC character in Game1.currentLocation.characters)
{
- foreach (NPC character in Game1.currentLocation.characters)
+ if (!character.swimming && !character.hideShadow && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(character.getTileLocation()))
{
- if (!character.swimming && !character.hideShadow && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(character.getTileLocation()))
- {
- SpriteBatch spriteBatch = Game1.spriteBatch;
- Texture2D shadowTexture = Game1.shadowTexture;
- Vector2 local = Game1.GlobalToLocal(Game1.viewport, character.position + new Vector2((float)(character.sprite.spriteWidth * Game1.pixelZoom) / 2f, (float)(character.GetBoundingBox().Height + (character.IsMonster ? 0 : Game1.pixelZoom * 3))));
- Microsoft.Xna.Framework.Rectangle? sourceRectangle = new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds);
- Color white = Color.White;
- double num1 = 0.0;
- bounds = Game1.shadowTexture.Bounds;
- double x = (double)bounds.Center.X;
- bounds = Game1.shadowTexture.Bounds;
- double y = (double)bounds.Center.Y;
- Vector2 origin = new Vector2((float)x, (float)y);
- double num2 = ((double)Game1.pixelZoom + (double)character.yJumpOffset / 40.0) * (double)character.scale;
- int num3 = 0;
- double num4 = (double)Math.Max(0.0f, (float)character.getStandingY() / 10000f) - 9.99999997475243E-07;
- spriteBatch.Draw(shadowTexture, local, sourceRectangle, white, (float)num1, origin, (float)num2, (SpriteEffects)num3, (float)num4);
- }
+ SpriteBatch spriteBatch = Game1.spriteBatch;
+ Texture2D shadowTexture = Game1.shadowTexture;
+ Vector2 local = Game1.GlobalToLocal(Game1.viewport, character.position + new Vector2((float)(character.sprite.spriteWidth * Game1.pixelZoom) / 2f, (float)(character.GetBoundingBox().Height + (character.IsMonster ? 0 : Game1.pixelZoom * 3))));
+ Microsoft.Xna.Framework.Rectangle? sourceRectangle = new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds);
+ Color white = Color.White;
+ double num1 = 0.0;
+ bounds = Game1.shadowTexture.Bounds;
+ double x = (double)bounds.Center.X;
+ bounds = Game1.shadowTexture.Bounds;
+ double y = (double)bounds.Center.Y;
+ Vector2 origin = new Vector2((float)x, (float)y);
+ double num2 = ((double)Game1.pixelZoom + (double)character.yJumpOffset / 40.0) * (double)character.scale;
+ int num3 = 0;
+ double num4 = (double)Math.Max(0.0f, (float)character.getStandingY() / 10000f) - 9.99999997475243E-07;
+ spriteBatch.Draw(shadowTexture, local, sourceRectangle, white, (float)num1, origin, (float)num2, (SpriteEffects)num3, (float)num4);
}
}
- else
+ }
+ else
+ {
+ foreach (NPC actor in Game1.CurrentEvent.actors)
{
- foreach (NPC actor in Game1.CurrentEvent.actors)
+ if (!actor.swimming && !actor.hideShadow && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(actor.getTileLocation()))
{
- if (!actor.swimming && !actor.hideShadow && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(actor.getTileLocation()))
- {
- SpriteBatch spriteBatch = Game1.spriteBatch;
- Texture2D shadowTexture = Game1.shadowTexture;
- Vector2 local = Game1.GlobalToLocal(Game1.viewport, actor.position + new Vector2((float)(actor.sprite.spriteWidth * Game1.pixelZoom) / 2f, (float)(actor.GetBoundingBox().Height + (actor.IsMonster ? 0 : Game1.pixelZoom * 3))));
- Microsoft.Xna.Framework.Rectangle? sourceRectangle = new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds);
- Color white = Color.White;
- double num1 = 0.0;
- bounds = Game1.shadowTexture.Bounds;
- double x = (double)bounds.Center.X;
- bounds = Game1.shadowTexture.Bounds;
- double y = (double)bounds.Center.Y;
- Vector2 origin = new Vector2((float)x, (float)y);
- double num2 = ((double)Game1.pixelZoom + (double)actor.yJumpOffset / 40.0) * (double)actor.scale;
- int num3 = 0;
- double num4 = (double)Math.Max(0.0f, (float)actor.getStandingY() / 10000f) - 9.99999997475243E-07;
- spriteBatch.Draw(shadowTexture, local, sourceRectangle, white, (float)num1, origin, (float)num2, (SpriteEffects)num3, (float)num4);
- }
+ SpriteBatch spriteBatch = Game1.spriteBatch;
+ Texture2D shadowTexture = Game1.shadowTexture;
+ Vector2 local = Game1.GlobalToLocal(Game1.viewport, actor.position + new Vector2((float)(actor.sprite.spriteWidth * Game1.pixelZoom) / 2f, (float)(actor.GetBoundingBox().Height + (actor.IsMonster ? 0 : Game1.pixelZoom * 3))));
+ Microsoft.Xna.Framework.Rectangle? sourceRectangle = new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds);
+ Color white = Color.White;
+ double num1 = 0.0;
+ bounds = Game1.shadowTexture.Bounds;
+ double x = (double)bounds.Center.X;
+ bounds = Game1.shadowTexture.Bounds;
+ double y = (double)bounds.Center.Y;
+ Vector2 origin = new Vector2((float)x, (float)y);
+ double num2 = ((double)Game1.pixelZoom + (double)actor.yJumpOffset / 40.0) * (double)actor.scale;
+ int num3 = 0;
+ double num4 = (double)Math.Max(0.0f, (float)actor.getStandingY() / 10000f) - 9.99999997475243E-07;
+ spriteBatch.Draw(shadowTexture, local, sourceRectangle, white, (float)num1, origin, (float)num2, (SpriteEffects)num3, (float)num4);
}
}
- if (Game1.displayFarmer && !Game1.player.swimming && (!Game1.player.isRidingHorse() && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(Game1.player.getTileLocation())))
- {
- SpriteBatch spriteBatch = Game1.spriteBatch;
- Texture2D shadowTexture = Game1.shadowTexture;
- Vector2 local = Game1.GlobalToLocal(Game1.player.position + new Vector2(32f, 24f));
- Microsoft.Xna.Framework.Rectangle? sourceRectangle = new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds);
- Color white = Color.White;
- double num1 = 0.0;
- double x = (double)Game1.shadowTexture.Bounds.Center.X;
- rectangle = Game1.shadowTexture.Bounds;
- double y = (double)rectangle.Center.Y;
- Vector2 origin = new Vector2((float)x, (float)y);
- double num2 = 4.0 - (!Game1.player.running && !Game1.player.usingTool || Game1.player.FarmerSprite.indexInCurrentAnimation <= 1 ? 0.0 : (double)Math.Abs(FarmerRenderer.featureYOffsetPerFrame[Game1.player.FarmerSprite.CurrentFrame]) * 0.5);
- int num3 = 0;
- double num4 = (double)Math.Max(0.0001f, (float)((double)Game1.player.getStandingY() / 10000.0 + 0.000110000000859145)) - 9.99999974737875E-05;
- spriteBatch.Draw(shadowTexture, local, sourceRectangle, white, (float)num1, origin, (float)num2, (SpriteEffects)num3, (float)num4);
- }
- if (Game1.displayFarmer)
- Game1.player.draw(Game1.spriteBatch);
- if ((Game1.eventUp || Game1.killScreen) && (!Game1.killScreen && Game1.currentLocation.currentEvent != null))
- Game1.currentLocation.currentEvent.draw(Game1.spriteBatch);
- 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), new Microsoft.Xna.Framework.Rectangle?(Game1.player.currentUpgrade.getSourceRectangle()), Color.White, 0.0f, Vector2.Zero, 1f, SpriteEffects.None, (float)(((double)Game1.player.currentUpgrade.positionOfCarpenter.Y + (double)(Game1.tileSize * 3 / 4)) / 10000.0));
- Game1.currentLocation.draw(Game1.spriteBatch);
- if (Game1.eventUp && Game1.currentLocation.currentEvent != null)
- {
- string messageToScreen = Game1.currentLocation.currentEvent.messageToScreen;
- }
- if (Game1.player.ActiveObject == null && (Game1.player.UsingTool || Game1.pickingTool) && (Game1.player.CurrentTool != null && (!Game1.player.CurrentTool.Name.Equals("Seeds") || Game1.pickingTool)))
- Game1.drawTool(Game1.player);
- if (Game1.currentLocation.Name.Equals("Farm"))
- this.drawFarmBuildings();
- if (Game1.tvStation >= 0)
- Game1.spriteBatch.Draw(Game1.tvStationTexture, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(6 * Game1.tileSize + Game1.tileSize / 4), (float)(2 * Game1.tileSize + Game1.tileSize / 2))), new Microsoft.Xna.Framework.Rectangle?(new Microsoft.Xna.Framework.Rectangle(Game1.tvStation * 24, 0, 24, 15)), Color.White, 0.0f, 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) / (double)Game1.tileSize) * Game1.tileSize - Game1.viewport.X, (int)Math.Floor((double)(Game1.getOldMouseY() + Game1.viewport.Y) / (double)Game1.tileSize) * Game1.tileSize - Game1.viewport.Y, Game1.tileSize, Game1.tileSize), Color.Lime * 0.75f);
- foreach (Warp warp in Game1.currentLocation.warps)
- Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(warp.X * Game1.tileSize - Game1.viewport.X, warp.Y * Game1.tileSize - Game1.viewport.Y, Game1.tileSize, Game1.tileSize), Color.Red * 0.75f);
- }
- Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch);
- Game1.currentLocation.Map.GetLayer("Front").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, Game1.pixelZoom);
- Game1.mapDisplayDevice.EndScene();
- Game1.currentLocation.drawAboveFrontLayer(Game1.spriteBatch);
- Game1.spriteBatch.End();
- Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
- if (Game1.currentLocation.Name.Equals("Farm") && Game1.stats.SeedsSown >= 200U)
- {
- Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(3 * Game1.tileSize + Game1.tileSize / 4), (float)(Game1.tileSize + Game1.tileSize / 3))), new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16, -1, -1)), Color.White);
- Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(4 * Game1.tileSize + Game1.tileSize), (float)(2 * Game1.tileSize + Game1.tileSize))), new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16, -1, -1)), Color.White);
- Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(5 * Game1.tileSize), (float)(2 * Game1.tileSize))), new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16, -1, -1)), Color.White);
- Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(3 * Game1.tileSize + Game1.tileSize / 2), (float)(3 * Game1.tileSize))), new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16, -1, -1)), Color.White);
- Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(5 * Game1.tileSize - Game1.tileSize / 4), (float)Game1.tileSize)), new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16, -1, -1)), Color.White);
- Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(4 * Game1.tileSize), (float)(3 * Game1.tileSize + Game1.tileSize / 6))), new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16, -1, -1)), Color.White);
- Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(4 * Game1.tileSize + Game1.tileSize / 5), (float)(2 * Game1.tileSize + Game1.tileSize / 3))), new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16, -1, -1)), Color.White);
- }
- if (Game1.displayFarmer && Game1.player.ActiveObject != null && (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)
+ }
+ if (Game1.displayFarmer && !Game1.player.swimming && (!Game1.player.isRidingHorse() && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(Game1.player.getTileLocation())))
+ {
+ SpriteBatch spriteBatch = Game1.spriteBatch;
+ Texture2D shadowTexture = Game1.shadowTexture;
+ Vector2 local = Game1.GlobalToLocal(Game1.player.position + new Vector2(32f, 24f));
+ Microsoft.Xna.Framework.Rectangle? sourceRectangle = new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds);
+ Color white = Color.White;
+ double num1 = 0.0;
+ double x = (double)Game1.shadowTexture.Bounds.Center.X;
+ rectangle = Game1.shadowTexture.Bounds;
+ double y = (double)rectangle.Center.Y;
+ Vector2 origin = new Vector2((float)x, (float)y);
+ double num2 = 4.0 - (!Game1.player.running && !Game1.player.usingTool || Game1.player.FarmerSprite.indexInCurrentAnimation <= 1 ? 0.0 : (double)Math.Abs(FarmerRenderer.featureYOffsetPerFrame[Game1.player.FarmerSprite.CurrentFrame]) * 0.5);
+ int num3 = 0;
+ double num4 = (double)Math.Max(0.0001f, (float)((double)Game1.player.getStandingY() / 10000.0 + 0.000110000000859145)) - 9.99999974737875E-05;
+ spriteBatch.Draw(shadowTexture, local, sourceRectangle, white, (float)num1, origin, (float)num2, (SpriteEffects)num3, (float)num4);
+ }
+ if (Game1.displayFarmer)
+ Game1.player.draw(Game1.spriteBatch);
+ if ((Game1.eventUp || Game1.killScreen) && (!Game1.killScreen && Game1.currentLocation.currentEvent != null))
+ Game1.currentLocation.currentEvent.draw(Game1.spriteBatch);
+ 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), new Microsoft.Xna.Framework.Rectangle?(Game1.player.currentUpgrade.getSourceRectangle()), Color.White, 0.0f, Vector2.Zero, 1f, SpriteEffects.None, (float)(((double)Game1.player.currentUpgrade.positionOfCarpenter.Y + (double)(Game1.tileSize * 3 / 4)) / 10000.0));
+ Game1.currentLocation.draw(Game1.spriteBatch);
+ if (Game1.eventUp && Game1.currentLocation.currentEvent != null)
+ {
+ string messageToScreen = Game1.currentLocation.currentEvent.messageToScreen;
+ }
+ if (Game1.player.ActiveObject == null && (Game1.player.UsingTool || Game1.pickingTool) && (Game1.player.CurrentTool != null && (!Game1.player.CurrentTool.Name.Equals("Seeds") || Game1.pickingTool)))
+ Game1.drawTool(Game1.player);
+ if (Game1.currentLocation.Name.Equals("Farm"))
+ this.drawFarmBuildings();
+ if (Game1.tvStation >= 0)
+ Game1.spriteBatch.Draw(Game1.tvStationTexture, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(6 * Game1.tileSize + Game1.tileSize / 4), (float)(2 * Game1.tileSize + Game1.tileSize / 2))), new Microsoft.Xna.Framework.Rectangle?(new Microsoft.Xna.Framework.Rectangle(Game1.tvStation * 24, 0, 24, 15)), Color.White, 0.0f, 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) / (double)Game1.tileSize) * Game1.tileSize - Game1.viewport.X, (int)Math.Floor((double)(Game1.getOldMouseY() + Game1.viewport.Y) / (double)Game1.tileSize) * Game1.tileSize - Game1.viewport.Y, Game1.tileSize, Game1.tileSize), Color.Lime * 0.75f);
+ foreach (Warp warp in Game1.currentLocation.warps)
+ Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(warp.X * Game1.tileSize - Game1.viewport.X, warp.Y * Game1.tileSize - Game1.viewport.Y, Game1.tileSize, Game1.tileSize), Color.Red * 0.75f);
+ }
+ Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch);
+ Game1.currentLocation.Map.GetLayer("Front").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, Game1.pixelZoom);
+ Game1.mapDisplayDevice.EndScene();
+ Game1.currentLocation.drawAboveFrontLayer(Game1.spriteBatch);
+ Game1.spriteBatch.End();
+ Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
+ if (Game1.currentLocation.Name.Equals("Farm") && Game1.stats.SeedsSown >= 200U)
+ {
+ Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(3 * Game1.tileSize + Game1.tileSize / 4), (float)(Game1.tileSize + Game1.tileSize / 3))), new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16, -1, -1)), Color.White);
+ Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(4 * Game1.tileSize + Game1.tileSize), (float)(2 * Game1.tileSize + Game1.tileSize))), new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16, -1, -1)), Color.White);
+ Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(5 * Game1.tileSize), (float)(2 * Game1.tileSize))), new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16, -1, -1)), Color.White);
+ Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(3 * Game1.tileSize + Game1.tileSize / 2), (float)(3 * Game1.tileSize))), new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16, -1, -1)), Color.White);
+ Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(5 * Game1.tileSize - Game1.tileSize / 4), (float)Game1.tileSize)), new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16, -1, -1)), Color.White);
+ Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(4 * Game1.tileSize), (float)(3 * Game1.tileSize + Game1.tileSize / 6))), new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16, -1, -1)), Color.White);
+ Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(4 * Game1.tileSize + Game1.tileSize / 5), (float)(2 * Game1.tileSize + Game1.tileSize / 3))), new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16, -1, -1)), Color.White);
+ }
+ if (Game1.displayFarmer && Game1.player.ActiveObject != null && (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)
+ {
+ if (Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location((int)Game1.player.position.X, (int)Game1.player.position.Y - Game1.tileSize * 3 / 5), Game1.viewport.Size) == null || Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location((int)Game1.player.position.X, (int)Game1.player.position.Y - Game1.tileSize * 3 / 5), Game1.viewport.Size).TileIndexProperties.ContainsKey("FrontAlways"))
{
- if (Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location((int)Game1.player.position.X, (int)Game1.player.position.Y - Game1.tileSize * 3 / 5), Game1.viewport.Size) == null || Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location((int)Game1.player.position.X, (int)Game1.player.position.Y - Game1.tileSize * 3 / 5), Game1.viewport.Size).TileIndexProperties.ContainsKey("FrontAlways"))
+ Layer layer1 = Game1.currentLocation.Map.GetLayer("Front");
+ rectangle = Game1.player.GetBoundingBox();
+ Location mapDisplayLocation1 = new Location(rectangle.Right, (int)Game1.player.position.Y - Game1.tileSize * 3 / 5);
+ Size size1 = Game1.viewport.Size;
+ if (layer1.PickTile(mapDisplayLocation1, size1) != null)
{
- Layer layer1 = Game1.currentLocation.Map.GetLayer("Front");
+ Layer layer2 = Game1.currentLocation.Map.GetLayer("Front");
rectangle = Game1.player.GetBoundingBox();
- Location mapDisplayLocation1 = new Location(rectangle.Right, (int)Game1.player.position.Y - Game1.tileSize * 3 / 5);
- Size size1 = Game1.viewport.Size;
- if (layer1.PickTile(mapDisplayLocation1, size1) != null)
- {
- Layer layer2 = Game1.currentLocation.Map.GetLayer("Front");
- rectangle = Game1.player.GetBoundingBox();
- Location mapDisplayLocation2 = new Location(rectangle.Right, (int)Game1.player.position.Y - Game1.tileSize * 3 / 5);
- Size size2 = Game1.viewport.Size;
- if (layer2.PickTile(mapDisplayLocation2, size2).TileIndexProperties.ContainsKey("FrontAlways"))
- goto label_127;
- }
- else
+ Location mapDisplayLocation2 = new Location(rectangle.Right, (int)Game1.player.position.Y - Game1.tileSize * 3 / 5);
+ Size size2 = Game1.viewport.Size;
+ if (layer2.PickTile(mapDisplayLocation2, size2).TileIndexProperties.ContainsKey("FrontAlways"))
goto label_127;
}
- Game1.drawPlayerHeldObject(Game1.player);
- }
- label_127:
- 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 - Game1.tileSize * 3 / 5), 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);
- Game1.currentLocation.Map.GetLayer("AlwaysFront").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, Game1.pixelZoom);
- Game1.mapDisplayDevice.EndScene();
- }
- if ((double)Game1.toolHold > 400.0 && Game1.player.CurrentTool.UpgradeLevel >= 1 && Game1.player.canReleaseTool)
- {
- Color color = Color.White;
- switch ((int)((double)Game1.toolHold / 600.0) + 2)
- {
- case 1:
- color = Tool.copperColor;
- break;
- case 2:
- color = Tool.steelColor;
- break;
- case 3:
- color = Tool.goldColor;
- break;
- case 4:
- color = 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") ? 0 : Game1.tileSize) - 2, (int)((double)Game1.toolHold % 600.0 * 0.0799999982118607) + 4, Game1.tileSize / 8 + 4), 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") ? 0 : Game1.tileSize), (int)((double)Game1.toolHold % 600.0 * 0.0799999982118607), Game1.tileSize / 8), color);
- }
- if (Game1.isDebrisWeather && Game1.currentLocation.IsOutdoors && (!Game1.currentLocation.ignoreDebrisWeather && !Game1.currentLocation.Name.Equals("Desert")) && Game1.viewport.X > -10)
- {
- foreach (WeatherDebris weatherDebris in Game1.debrisWeather)
- weatherDebris.draw(Game1.spriteBatch);
+ else
+ goto label_127;
}
- if (Game1.farmEvent != null)
- Game1.farmEvent.draw(Game1.spriteBatch);
- if ((double)Game1.currentLocation.LightLevel > 0.0 && Game1.timeOfDay < 2000)
- Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.Black * Game1.currentLocation.LightLevel);
- if (Game1.screenGlow)
- Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Game1.screenGlowColor * Game1.screenGlowAlpha);
- Game1.currentLocation.drawAboveAlwaysFrontLayer(Game1.spriteBatch);
- if (Game1.player.CurrentTool != null && Game1.player.CurrentTool is FishingRod && ((Game1.player.CurrentTool as FishingRod).isTimingCast || (double)(Game1.player.CurrentTool as FishingRod).castingChosenCountdown > 0.0 || ((Game1.player.CurrentTool as FishingRod).fishCaught || (Game1.player.CurrentTool as FishingRod).showingTreasure)))
- Game1.player.CurrentTool.draw(Game1.spriteBatch);
- if (Game1.isRaining && Game1.currentLocation.IsOutdoors && (!Game1.currentLocation.Name.Equals("Desert") && !(Game1.currentLocation is Summit)) && (!Game1.eventUp || Game1.currentLocation.isTileOnMap(new Vector2((float)(Game1.viewport.X / Game1.tileSize), (float)(Game1.viewport.Y / Game1.tileSize)))))
+ Game1.drawPlayerHeldObject(Game1.player);
+ }
+ label_127:
+ 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 - Game1.tileSize * 3 / 5), 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);
+ Game1.currentLocation.Map.GetLayer("AlwaysFront").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, Game1.pixelZoom);
+ Game1.mapDisplayDevice.EndScene();
+ }
+ if ((double)Game1.toolHold > 400.0 && Game1.player.CurrentTool.UpgradeLevel >= 1 && Game1.player.canReleaseTool)
+ {
+ Color color = Color.White;
+ switch ((int)((double)Game1.toolHold / 600.0) + 2)
{
- for (int index = 0; index < Game1.rainDrops.Length; ++index)
- Game1.spriteBatch.Draw(Game1.rainTexture, Game1.rainDrops[index].position, new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.rainTexture, Game1.rainDrops[index].frame, -1, -1)), Color.White);
+ case 1:
+ color = Tool.copperColor;
+ break;
+ case 2:
+ color = Tool.steelColor;
+ break;
+ case 3:
+ color = Tool.goldColor;
+ break;
+ case 4:
+ color = Tool.iridiumColor;
+ break;
}
- Game1.spriteBatch.End();
- //base.Draw(gameTime);
- Game1.spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
- if (Game1.eventUp && Game1.currentLocation.currentEvent != null)
+ 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") ? 0 : Game1.tileSize) - 2, (int)((double)Game1.toolHold % 600.0 * 0.0799999982118607) + 4, Game1.tileSize / 8 + 4), 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") ? 0 : Game1.tileSize), (int)((double)Game1.toolHold % 600.0 * 0.0799999982118607), Game1.tileSize / 8), color);
+ }
+ if (Game1.isDebrisWeather && Game1.currentLocation.IsOutdoors && (!Game1.currentLocation.ignoreDebrisWeather && !Game1.currentLocation.Name.Equals("Desert")) && Game1.viewport.X > -10)
+ {
+ foreach (WeatherDebris weatherDebris in Game1.debrisWeather)
+ weatherDebris.draw(Game1.spriteBatch);
+ }
+ if (Game1.farmEvent != null)
+ Game1.farmEvent.draw(Game1.spriteBatch);
+ if ((double)Game1.currentLocation.LightLevel > 0.0 && Game1.timeOfDay < 2000)
+ Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.Black * Game1.currentLocation.LightLevel);
+ if (Game1.screenGlow)
+ Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Game1.screenGlowColor * Game1.screenGlowAlpha);
+ Game1.currentLocation.drawAboveAlwaysFrontLayer(Game1.spriteBatch);
+ if (Game1.player.CurrentTool != null && Game1.player.CurrentTool is FishingRod && ((Game1.player.CurrentTool as FishingRod).isTimingCast || (double)(Game1.player.CurrentTool as FishingRod).castingChosenCountdown > 0.0 || ((Game1.player.CurrentTool as FishingRod).fishCaught || (Game1.player.CurrentTool as FishingRod).showingTreasure)))
+ Game1.player.CurrentTool.draw(Game1.spriteBatch);
+ if (Game1.isRaining && Game1.currentLocation.IsOutdoors && (!Game1.currentLocation.Name.Equals("Desert") && !(Game1.currentLocation is Summit)) && (!Game1.eventUp || Game1.currentLocation.isTileOnMap(new Vector2((float)(Game1.viewport.X / Game1.tileSize), (float)(Game1.viewport.Y / Game1.tileSize)))))
+ {
+ for (int index = 0; index < Game1.rainDrops.Length; ++index)
+ Game1.spriteBatch.Draw(Game1.rainTexture, Game1.rainDrops[index].position, new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.rainTexture, Game1.rainDrops[index].frame, -1, -1)), Color.White);
+ }
+ Game1.spriteBatch.End();
+ //base.Draw(gameTime);
+ Game1.spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
+ if (Game1.eventUp && Game1.currentLocation.currentEvent != null)
+ {
+ foreach (NPC actor in Game1.currentLocation.currentEvent.actors)
{
- foreach (NPC actor in Game1.currentLocation.currentEvent.actors)
+ if (actor.isEmoting)
{
- if (actor.isEmoting)
- {
- Vector2 localPosition = actor.getLocalPosition(Game1.viewport);
- localPosition.Y -= (float)(Game1.tileSize * 2 + Game1.pixelZoom * 3);
- if (actor.age == 2)
- localPosition.Y += (float)(Game1.tileSize / 2);
- else if (actor.gender == 1)
- localPosition.Y += (float)(Game1.tileSize / 6);
- Game1.spriteBatch.Draw(Game1.emoteSpriteSheet, localPosition, new Microsoft.Xna.Framework.Rectangle?(new Microsoft.Xna.Framework.Rectangle(actor.CurrentEmoteIndex * (Game1.tileSize / 4) % Game1.emoteSpriteSheet.Width, actor.CurrentEmoteIndex * (Game1.tileSize / 4) / Game1.emoteSpriteSheet.Width * (Game1.tileSize / 4), Game1.tileSize / 4, Game1.tileSize / 4)), Color.White, 0.0f, Vector2.Zero, 4f, SpriteEffects.None, (float)actor.getStandingY() / 10000f);
- }
+ Vector2 localPosition = actor.getLocalPosition(Game1.viewport);
+ localPosition.Y -= (float)(Game1.tileSize * 2 + Game1.pixelZoom * 3);
+ if (actor.age == 2)
+ localPosition.Y += (float)(Game1.tileSize / 2);
+ else if (actor.gender == 1)
+ localPosition.Y += (float)(Game1.tileSize / 6);
+ Game1.spriteBatch.Draw(Game1.emoteSpriteSheet, localPosition, new Microsoft.Xna.Framework.Rectangle?(new Microsoft.Xna.Framework.Rectangle(actor.CurrentEmoteIndex * (Game1.tileSize / 4) % Game1.emoteSpriteSheet.Width, actor.CurrentEmoteIndex * (Game1.tileSize / 4) / Game1.emoteSpriteSheet.Width * (Game1.tileSize / 4), Game1.tileSize / 4, Game1.tileSize / 4)), Color.White, 0.0f, Vector2.Zero, 4f, SpriteEffects.None, (float)actor.getStandingY() / 10000f);
}
}
+ }
+ Game1.spriteBatch.End();
+ if (Game1.drawLighting)
+ {
+ Game1.spriteBatch.Begin(SpriteSortMode.Deferred, this.lightingBlend, SamplerState.LinearClamp, (DepthStencilState)null, (RasterizerState)null);
+ Game1.spriteBatch.Draw((Texture2D)Game1.lightmap, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(Game1.lightmap.Bounds), Color.White, 0.0f, Vector2.Zero, (float)(Game1.options.lightingQuality / 2), SpriteEffects.None, 1f);
+ if (Game1.isRaining && Game1.currentLocation.isOutdoors && !(Game1.currentLocation is Desert))
+ Game1.spriteBatch.Draw(Game1.staminaRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.OrangeRed * 0.45f);
Game1.spriteBatch.End();
- if (Game1.drawLighting)
- {
- Game1.spriteBatch.Begin(SpriteSortMode.Deferred, this.lightingBlend, SamplerState.LinearClamp, (DepthStencilState)null, (RasterizerState)null);
- Game1.spriteBatch.Draw((Texture2D)Game1.lightmap, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(Game1.lightmap.Bounds), Color.White, 0.0f, Vector2.Zero, (float)(Game1.options.lightingQuality / 2), SpriteEffects.None, 1f);
- if (Game1.isRaining && Game1.currentLocation.isOutdoors && !(Game1.currentLocation is Desert))
- Game1.spriteBatch.Draw(Game1.staminaRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.OrangeRed * 0.45f);
- Game1.spriteBatch.End();
- }
- Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
- if (Game1.drawGrid)
- {
- int x1 = -Game1.viewport.X % Game1.tileSize;
- float num1 = (float)(-Game1.viewport.Y % Game1.tileSize);
- int x2 = x1;
- while (x2 < Game1.graphics.GraphicsDevice.Viewport.Width)
- {
- Game1.spriteBatch.Draw(Game1.staminaRect, new Microsoft.Xna.Framework.Rectangle(x2, (int)num1, 1, Game1.graphics.GraphicsDevice.Viewport.Height), Color.Red * 0.5f);
- x2 += Game1.tileSize;
- }
- float num2 = num1;
- while ((double)num2 < (double)Game1.graphics.GraphicsDevice.Viewport.Height)
- {
- Game1.spriteBatch.Draw(Game1.staminaRect, new Microsoft.Xna.Framework.Rectangle(x1, (int)num2, Game1.graphics.GraphicsDevice.Viewport.Width, 1), Color.Red * 0.5f);
- num2 += (float)Game1.tileSize;
- }
- }
- if (Game1.currentBillboard != 0)
- this.drawBillboard();
- if ((Game1.displayHUD || Game1.eventUp) && (Game1.currentBillboard == 0 && (int)Game1.gameMode == 3) && (!Game1.freezeControls && !Game1.panMode))
+ }
+ Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
+ if (Game1.drawGrid)
+ {
+ int x1 = -Game1.viewport.X % Game1.tileSize;
+ float num1 = (float)(-Game1.viewport.Y % Game1.tileSize);
+ int x2 = x1;
+ while (x2 < Game1.graphics.GraphicsDevice.Viewport.Width)
{
- GraphicsEvents.InvokeOnPreRenderHudEvent(this.Monitor);
- this.drawHUD();
- GraphicsEvents.InvokeOnPostRenderHudEvent(this.Monitor);
+ Game1.spriteBatch.Draw(Game1.staminaRect, new Microsoft.Xna.Framework.Rectangle(x2, (int)num1, 1, Game1.graphics.GraphicsDevice.Viewport.Height), Color.Red * 0.5f);
+ x2 += Game1.tileSize;
}
- else if (Game1.activeClickableMenu == null && Game1.farmEvent == null)
- Game1.spriteBatch.Draw(Game1.mouseCursors, new Vector2((float)Game1.getOldMouseX(), (float)Game1.getOldMouseY()), new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.mouseCursors, 0, 16, 16)), Color.White, 0.0f, Vector2.Zero, (float)(4.0 + (double)Game1.dialogueButtonScale / 150.0), SpriteEffects.None, 1f);
- if (Game1.hudMessages.Count > 0 && (!Game1.eventUp || Game1.isFestival()))
+ float num2 = num1;
+ while ((double)num2 < (double)Game1.graphics.GraphicsDevice.Viewport.Height)
{
- for (int i = Game1.hudMessages.Count - 1; i >= 0; --i)
- Game1.hudMessages[i].draw(Game1.spriteBatch, i);
+ Game1.spriteBatch.Draw(Game1.staminaRect, new Microsoft.Xna.Framework.Rectangle(x1, (int)num2, Game1.graphics.GraphicsDevice.Viewport.Width, 1), Color.Red * 0.5f);
+ num2 += (float)Game1.tileSize;
}
}
- if (Game1.farmEvent != null)
- Game1.farmEvent.draw(Game1.spriteBatch);
- if (Game1.dialogueUp && !Game1.nameSelectUp && !Game1.messagePause && (Game1.activeClickableMenu == null || !(Game1.activeClickableMenu is DialogueBox)))
- this.drawDialogueBox();
- Viewport viewport;
- if (Game1.progressBar)
+ if (Game1.currentBillboard != 0)
+ this.drawBillboard();
+ if ((Game1.displayHUD || Game1.eventUp) && (Game1.currentBillboard == 0 && (int)Game1.gameMode == 3) && (!Game1.freezeControls && !Game1.panMode))
{
- SpriteBatch spriteBatch1 = Game1.spriteBatch;
- Texture2D fadeToBlackRect = Game1.fadeToBlackRect;
- int x1 = (Game1.graphics.GraphicsDevice.Viewport.TitleSafeArea.Width - Game1.dialogueWidth) / 2;
- rectangle = Game1.graphics.GraphicsDevice.Viewport.TitleSafeArea;
- int y1 = rectangle.Bottom - Game1.tileSize * 2;
- int dialogueWidth = Game1.dialogueWidth;
- int height1 = Game1.tileSize / 2;
- Microsoft.Xna.Framework.Rectangle destinationRectangle1 = new Microsoft.Xna.Framework.Rectangle(x1, y1, dialogueWidth, height1);
- Color lightGray = Color.LightGray;
- spriteBatch1.Draw(fadeToBlackRect, destinationRectangle1, lightGray);
- SpriteBatch spriteBatch2 = Game1.spriteBatch;
- Texture2D staminaRect = Game1.staminaRect;
- viewport = Game1.graphics.GraphicsDevice.Viewport;
- int x2 = (viewport.TitleSafeArea.Width - Game1.dialogueWidth) / 2;
- viewport = Game1.graphics.GraphicsDevice.Viewport;
- rectangle = viewport.TitleSafeArea;
- int y2 = rectangle.Bottom - Game1.tileSize * 2;
- int width = (int)((double)Game1.pauseAccumulator / (double)Game1.pauseTime * (double)Game1.dialogueWidth);
- int height2 = Game1.tileSize / 2;
- Microsoft.Xna.Framework.Rectangle destinationRectangle2 = new Microsoft.Xna.Framework.Rectangle(x2, y2, width, height2);
- Color dimGray = Color.DimGray;
- spriteBatch2.Draw(staminaRect, destinationRectangle2, dimGray);
+ GraphicsEvents.InvokeOnPreRenderHudEvent(this.Monitor);
+ this.drawHUD();
+ GraphicsEvents.InvokeOnPostRenderHudEvent(this.Monitor);
}
- if (Game1.eventUp && Game1.currentLocation != null && Game1.currentLocation.currentEvent != null)
- Game1.currentLocation.currentEvent.drawAfterMap(Game1.spriteBatch);
- if (Game1.isRaining && Game1.currentLocation != null && (Game1.currentLocation.isOutdoors && !(Game1.currentLocation is Desert)))
+ else if (Game1.activeClickableMenu == null && Game1.farmEvent == null)
+ Game1.spriteBatch.Draw(Game1.mouseCursors, new Vector2((float)Game1.getOldMouseX(), (float)Game1.getOldMouseY()), new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.mouseCursors, 0, 16, 16)), Color.White, 0.0f, Vector2.Zero, (float)(4.0 + (double)Game1.dialogueButtonScale / 150.0), SpriteEffects.None, 1f);
+ if (Game1.hudMessages.Count > 0 && (!Game1.eventUp || Game1.isFestival()))
{
- SpriteBatch spriteBatch = Game1.spriteBatch;
- Texture2D staminaRect = Game1.staminaRect;
- viewport = Game1.graphics.GraphicsDevice.Viewport;
- Microsoft.Xna.Framework.Rectangle bounds = viewport.Bounds;
- Color color = Color.Blue * 0.2f;
- spriteBatch.Draw(staminaRect, bounds, color);
+ for (int i = Game1.hudMessages.Count - 1; i >= 0; --i)
+ Game1.hudMessages[i].draw(Game1.spriteBatch, i);
}
- if ((Game1.fadeToBlack || Game1.globalFade) && !Game1.menuUp && (!Game1.nameSelectUp || Game1.messagePause))
+ }
+ if (Game1.farmEvent != null)
+ Game1.farmEvent.draw(Game1.spriteBatch);
+ if (Game1.dialogueUp && !Game1.nameSelectUp && !Game1.messagePause && (Game1.activeClickableMenu == null || !(Game1.activeClickableMenu is DialogueBox)))
+ this.drawDialogueBox();
+ Viewport viewport;
+ if (Game1.progressBar)
+ {
+ SpriteBatch spriteBatch1 = Game1.spriteBatch;
+ Texture2D fadeToBlackRect = Game1.fadeToBlackRect;
+ int x1 = (Game1.graphics.GraphicsDevice.Viewport.TitleSafeArea.Width - Game1.dialogueWidth) / 2;
+ rectangle = Game1.graphics.GraphicsDevice.Viewport.TitleSafeArea;
+ int y1 = rectangle.Bottom - Game1.tileSize * 2;
+ int dialogueWidth = Game1.dialogueWidth;
+ int height1 = Game1.tileSize / 2;
+ Microsoft.Xna.Framework.Rectangle destinationRectangle1 = new Microsoft.Xna.Framework.Rectangle(x1, y1, dialogueWidth, height1);
+ Color lightGray = Color.LightGray;
+ spriteBatch1.Draw(fadeToBlackRect, destinationRectangle1, lightGray);
+ SpriteBatch spriteBatch2 = Game1.spriteBatch;
+ Texture2D staminaRect = Game1.staminaRect;
+ viewport = Game1.graphics.GraphicsDevice.Viewport;
+ int x2 = (viewport.TitleSafeArea.Width - Game1.dialogueWidth) / 2;
+ viewport = Game1.graphics.GraphicsDevice.Viewport;
+ rectangle = viewport.TitleSafeArea;
+ int y2 = rectangle.Bottom - Game1.tileSize * 2;
+ int width = (int)((double)Game1.pauseAccumulator / (double)Game1.pauseTime * (double)Game1.dialogueWidth);
+ int height2 = Game1.tileSize / 2;
+ Microsoft.Xna.Framework.Rectangle destinationRectangle2 = new Microsoft.Xna.Framework.Rectangle(x2, y2, width, height2);
+ Color dimGray = Color.DimGray;
+ spriteBatch2.Draw(staminaRect, destinationRectangle2, dimGray);
+ }
+ if (Game1.eventUp && Game1.currentLocation != null && Game1.currentLocation.currentEvent != null)
+ Game1.currentLocation.currentEvent.drawAfterMap(Game1.spriteBatch);
+ if (Game1.isRaining && Game1.currentLocation != null && (Game1.currentLocation.isOutdoors && !(Game1.currentLocation is Desert)))
+ {
+ SpriteBatch spriteBatch = Game1.spriteBatch;
+ Texture2D staminaRect = Game1.staminaRect;
+ viewport = Game1.graphics.GraphicsDevice.Viewport;
+ Microsoft.Xna.Framework.Rectangle bounds = viewport.Bounds;
+ Color color = Color.Blue * 0.2f;
+ spriteBatch.Draw(staminaRect, bounds, color);
+ }
+ if ((Game1.fadeToBlack || Game1.globalFade) && !Game1.menuUp && (!Game1.nameSelectUp || Game1.messagePause))
+ {
+ SpriteBatch spriteBatch = Game1.spriteBatch;
+ Texture2D fadeToBlackRect = Game1.fadeToBlackRect;
+ viewport = Game1.graphics.GraphicsDevice.Viewport;
+ Microsoft.Xna.Framework.Rectangle bounds = viewport.Bounds;
+ Color color = Color.Black * ((int)Game1.gameMode == 0 ? 1f - Game1.fadeToBlackAlpha : Game1.fadeToBlackAlpha);
+ spriteBatch.Draw(fadeToBlackRect, bounds, color);
+ }
+ else if ((double)Game1.flashAlpha > 0.0)
+ {
+ if (Game1.options.screenFlash)
{
SpriteBatch spriteBatch = Game1.spriteBatch;
Texture2D fadeToBlackRect = Game1.fadeToBlackRect;
viewport = Game1.graphics.GraphicsDevice.Viewport;
Microsoft.Xna.Framework.Rectangle bounds = viewport.Bounds;
- Color color = Color.Black * ((int)Game1.gameMode == 0 ? 1f - Game1.fadeToBlackAlpha : Game1.fadeToBlackAlpha);
+ Color color = Color.White * Math.Min(1f, Game1.flashAlpha);
spriteBatch.Draw(fadeToBlackRect, bounds, color);
}
- else if ((double)Game1.flashAlpha > 0.0)
- {
- if (Game1.options.screenFlash)
- {
- SpriteBatch spriteBatch = Game1.spriteBatch;
- Texture2D fadeToBlackRect = Game1.fadeToBlackRect;
- viewport = Game1.graphics.GraphicsDevice.Viewport;
- Microsoft.Xna.Framework.Rectangle bounds = viewport.Bounds;
- Color color = Color.White * Math.Min(1f, Game1.flashAlpha);
- spriteBatch.Draw(fadeToBlackRect, bounds, color);
- }
- Game1.flashAlpha -= 0.1f;
- }
- if ((Game1.messagePause || Game1.globalFade) && Game1.dialogueUp)
- this.drawDialogueBox();
- foreach (TemporaryAnimatedSprite overlayTempSprite in Game1.screenOverlayTempSprites)
- overlayTempSprite.draw(Game1.spriteBatch, true, 0, 0);
- if (Game1.debugMode)
+ Game1.flashAlpha -= 0.1f;
+ }
+ if ((Game1.messagePause || Game1.globalFade) && Game1.dialogueUp)
+ this.drawDialogueBox();
+ foreach (TemporaryAnimatedSprite overlayTempSprite in Game1.screenOverlayTempSprites)
+ overlayTempSprite.draw(Game1.spriteBatch, true, 0, 0);
+ if (Game1.debugMode)
+ {
+ SpriteBatch spriteBatch = Game1.spriteBatch;
+ SpriteFont smallFont = Game1.smallFont;
+ object[] objArray = new object[10];
+ int index1 = 0;
+ string str1;
+ if (!Game1.panMode)
+ str1 = "player: " + (object)(Game1.player.getStandingX() / Game1.tileSize) + ", " + (object)(Game1.player.getStandingY() / Game1.tileSize);
+ else
+ str1 = ((Game1.getOldMouseX() + Game1.viewport.X) / Game1.tileSize).ToString() + "," + (object)((Game1.getOldMouseY() + Game1.viewport.Y) / Game1.tileSize);
+ objArray[index1] = (object)str1;
+ int index2 = 1;
+ string str2 = " mouseTransparency: ";
+ objArray[index2] = (object)str2;
+ int index3 = 2;
+ float cursorTransparency = Game1.mouseCursorTransparency;
+ objArray[index3] = (object)cursorTransparency;
+ int index4 = 3;
+ string str3 = " mousePosition: ";
+ objArray[index4] = (object)str3;
+ int index5 = 4;
+ int mouseX = Game1.getMouseX();
+ objArray[index5] = (object)mouseX;
+ int index6 = 5;
+ string str4 = ",";
+ objArray[index6] = (object)str4;
+ int index7 = 6;
+ int mouseY = Game1.getMouseY();
+ objArray[index7] = (object)mouseY;
+ int index8 = 7;
+ string newLine = Environment.NewLine;
+ objArray[index8] = (object)newLine;
+ int index9 = 8;
+ string str5 = "debugOutput: ";
+ objArray[index9] = (object)str5;
+ int index10 = 9;
+ string debugOutput = Game1.debugOutput;
+ objArray[index10] = (object)debugOutput;
+ string text = string.Concat(objArray);
+ Vector2 position = new Vector2((float)this.GraphicsDevice.Viewport.TitleSafeArea.X, (float)this.GraphicsDevice.Viewport.TitleSafeArea.Y);
+ Color red = Color.Red;
+ double num1 = 0.0;
+ Vector2 zero = Vector2.Zero;
+ double num2 = 1.0;
+ int num3 = 0;
+ double num4 = 0.99999988079071;
+ spriteBatch.DrawString(smallFont, text, position, red, (float)num1, zero, (float)num2, (SpriteEffects)num3, (float)num4);
+ }
+ if (Game1.showKeyHelp)
+ Game1.spriteBatch.DrawString(Game1.smallFont, Game1.keyHelpString, new Vector2((float)Game1.tileSize, (float)(Game1.viewport.Height - Game1.tileSize - (Game1.dialogueUp ? Game1.tileSize * 3 + (Game1.isQuestion ? Game1.questionChoices.Count * Game1.tileSize : 0) : 0)) - Game1.smallFont.MeasureString(Game1.keyHelpString).Y), Color.LightGray, 0.0f, Vector2.Zero, 1f, SpriteEffects.None, 0.9999999f);
+ if (Game1.activeClickableMenu != null)
+ {
+ try
{
- SpriteBatch spriteBatch = Game1.spriteBatch;
- SpriteFont smallFont = Game1.smallFont;
- object[] objArray = new object[10];
- int index1 = 0;
- string str1;
- if (!Game1.panMode)
- str1 = "player: " + (object)(Game1.player.getStandingX() / Game1.tileSize) + ", " + (object)(Game1.player.getStandingY() / Game1.tileSize);
- else
- str1 = ((Game1.getOldMouseX() + Game1.viewport.X) / Game1.tileSize).ToString() + "," + (object)((Game1.getOldMouseY() + Game1.viewport.Y) / Game1.tileSize);
- objArray[index1] = (object)str1;
- int index2 = 1;
- string str2 = " mouseTransparency: ";
- objArray[index2] = (object)str2;
- int index3 = 2;
- float cursorTransparency = Game1.mouseCursorTransparency;
- objArray[index3] = (object)cursorTransparency;
- int index4 = 3;
- string str3 = " mousePosition: ";
- objArray[index4] = (object)str3;
- int index5 = 4;
- int mouseX = Game1.getMouseX();
- objArray[index5] = (object)mouseX;
- int index6 = 5;
- string str4 = ",";
- objArray[index6] = (object)str4;
- int index7 = 6;
- int mouseY = Game1.getMouseY();
- objArray[index7] = (object)mouseY;
- int index8 = 7;
- string newLine = Environment.NewLine;
- objArray[index8] = (object)newLine;
- int index9 = 8;
- string str5 = "debugOutput: ";
- objArray[index9] = (object)str5;
- int index10 = 9;
- string debugOutput = Game1.debugOutput;
- objArray[index10] = (object)debugOutput;
- string text = string.Concat(objArray);
- Vector2 position = new Vector2((float)this.GraphicsDevice.Viewport.TitleSafeArea.X, (float)this.GraphicsDevice.Viewport.TitleSafeArea.Y);
- Color red = Color.Red;
- double num1 = 0.0;
- Vector2 zero = Vector2.Zero;
- double num2 = 1.0;
- int num3 = 0;
- double num4 = 0.99999988079071;
- spriteBatch.DrawString(smallFont, text, position, red, (float)num1, zero, (float)num2, (SpriteEffects)num3, (float)num4);
+ GraphicsEvents.InvokeOnPreRenderGuiEvent(this.Monitor);
+ Game1.activeClickableMenu.draw(Game1.spriteBatch);
+ GraphicsEvents.InvokeOnPostRenderGuiEvent(this.Monitor);
}
- if (Game1.showKeyHelp)
- Game1.spriteBatch.DrawString(Game1.smallFont, Game1.keyHelpString, new Vector2((float)Game1.tileSize, (float)(Game1.viewport.Height - Game1.tileSize - (Game1.dialogueUp ? Game1.tileSize * 3 + (Game1.isQuestion ? Game1.questionChoices.Count * Game1.tileSize : 0) : 0)) - Game1.smallFont.MeasureString(Game1.keyHelpString).Y), Color.LightGray, 0.0f, Vector2.Zero, 1f, SpriteEffects.None, 0.9999999f);
- if (Game1.activeClickableMenu != null)
+ catch (Exception ex)
{
- try
- {
- GraphicsEvents.InvokeOnPreRenderGuiEvent(this.Monitor);
- Game1.activeClickableMenu.draw(Game1.spriteBatch);
- GraphicsEvents.InvokeOnPostRenderGuiEvent(this.Monitor);
- }
- 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);
- Game1.activeClickableMenu.exitThisMenu();
- }
+ this.Monitor.Log($"The {Game1.activeClickableMenu.GetType().FullName} menu crashed while drawing itself. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error);
+ Game1.activeClickableMenu.exitThisMenu();
}
- else if (Game1.farmEvent != null)
- Game1.farmEvent.drawAboveEverything(Game1.spriteBatch);
+ }
+ else if (Game1.farmEvent != null)
+ Game1.farmEvent.drawAboveEverything(Game1.spriteBatch);
+ Game1.spriteBatch.End();
+ if (Game1.overlayMenu != null)
+ {
+ Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
+ Game1.overlayMenu.draw(Game1.spriteBatch);
Game1.spriteBatch.End();
- if (Game1.overlayMenu != null)
- {
- Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
- Game1.overlayMenu.draw(Game1.spriteBatch);
- Game1.spriteBatch.End();
- }
-
- if (GraphicsEvents.HasPostRenderListeners())
- {
- Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
- GraphicsEvents.InvokeOnPostRenderEvent(this.Monitor);
- Game1.spriteBatch.End();
- }
+ }
- this.renderScreenBuffer();
+ if (GraphicsEvents.HasPostRenderListeners())
+ {
+ Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
+ GraphicsEvents.InvokeOnPostRenderEvent(this.Monitor);
+ Game1.spriteBatch.End();
}
- }
- }
- }
- catch (Exception ex)
- {
- // log error
- this.Monitor.Log($"An error occured in the overridden draw loop: {ex.GetLogSummary()}", LogLevel.Error);
- // fix sprite batch
- try
- {
- bool isSpriteBatchOpen =
-#if SMAPI_FOR_WINDOWS
- SGame.Reflection.GetPrivateValue<bool>(Game1.spriteBatch, "inBeginEndPair");
-#else
- SGame.Reflection.GetPrivateValue<bool>(Game1.spriteBatch, "_beginCalled");
-#endif
- if (isSpriteBatchOpen)
- {
- this.Monitor.Log("Recovering sprite batch from error...", LogLevel.Trace);
- Game1.spriteBatch.End();
+ this.renderScreenBuffer();
}
}
- catch (Exception innerEx)
- {
- this.Monitor.Log($"Could not recover sprite batch state: {innerEx.GetLogSummary()}", LogLevel.Error);
- }
}
- Context.IsInDrawLoop = false;
}
/****
** Methods
****/
+ /// <summary>Perform any cleanup needed when the player unloads a save and returns to the title screen.</summary>
+ private void CleanupAfterReturnToTitle()
+ {
+ Context.IsWorldReady = false;
+ this.AfterLoadTimer = 5;
+ this.PreviousSaveID = 0;
+ }
+
/// <summary>Get the controller buttons which are currently pressed.</summary>
- /// <param name="index">The controller to check.</param>
- private Buttons[] GetButtonsDown(PlayerIndex index)
+ private Buttons[] GetButtonsDown()
{
- var state = GamePad.GetState(index);
+ var state = GamePad.GetState(PlayerIndex.One);
var buttons = new List<Buttons>();
if (state.IsConnected)
{
@@ -1006,59 +1324,57 @@ namespace StardewModdingAPI.Framework
}
/// <summary>Get the controller buttons which were pressed after the last update.</summary>
- /// <param name="index">The controller to check.</param>
- private Buttons[] GetFramePressedButtons(PlayerIndex index)
+ private Buttons[] GetFramePressedButtons()
{
- var state = GamePad.GetState(index);
+ var state = GamePad.GetState(PlayerIndex.One);
var buttons = new List<Buttons>();
if (state.IsConnected)
{
- if (this.WasButtonJustPressed(Buttons.A, state.Buttons.A, index)) buttons.Add(Buttons.A);
- if (this.WasButtonJustPressed(Buttons.B, state.Buttons.B, index)) buttons.Add(Buttons.B);
- if (this.WasButtonJustPressed(Buttons.Back, state.Buttons.Back, index)) buttons.Add(Buttons.Back);
- if (this.WasButtonJustPressed(Buttons.BigButton, state.Buttons.BigButton, index)) buttons.Add(Buttons.BigButton);
- if (this.WasButtonJustPressed(Buttons.LeftShoulder, state.Buttons.LeftShoulder, index)) buttons.Add(Buttons.LeftShoulder);
- if (this.WasButtonJustPressed(Buttons.LeftStick, state.Buttons.LeftStick, index)) buttons.Add(Buttons.LeftStick);
- if (this.WasButtonJustPressed(Buttons.RightShoulder, state.Buttons.RightShoulder, index)) buttons.Add(Buttons.RightShoulder);
- if (this.WasButtonJustPressed(Buttons.RightStick, state.Buttons.RightStick, index)) buttons.Add(Buttons.RightStick);
- if (this.WasButtonJustPressed(Buttons.Start, state.Buttons.Start, index)) buttons.Add(Buttons.Start);
- if (this.WasButtonJustPressed(Buttons.X, state.Buttons.X, index)) buttons.Add(Buttons.X);
- if (this.WasButtonJustPressed(Buttons.Y, state.Buttons.Y, index)) buttons.Add(Buttons.Y);
- if (this.WasButtonJustPressed(Buttons.DPadUp, state.DPad.Up, index)) buttons.Add(Buttons.DPadUp);
- if (this.WasButtonJustPressed(Buttons.DPadDown, state.DPad.Down, index)) buttons.Add(Buttons.DPadDown);
- if (this.WasButtonJustPressed(Buttons.DPadLeft, state.DPad.Left, index)) buttons.Add(Buttons.DPadLeft);
- if (this.WasButtonJustPressed(Buttons.DPadRight, state.DPad.Right, index)) buttons.Add(Buttons.DPadRight);
- if (this.WasButtonJustPressed(Buttons.LeftTrigger, state.Triggers.Left, index)) buttons.Add(Buttons.LeftTrigger);
- if (this.WasButtonJustPressed(Buttons.RightTrigger, state.Triggers.Right, index)) buttons.Add(Buttons.RightTrigger);
+ if (this.WasButtonJustPressed(Buttons.A, state.Buttons.A)) buttons.Add(Buttons.A);
+ if (this.WasButtonJustPressed(Buttons.B, state.Buttons.B)) buttons.Add(Buttons.B);
+ if (this.WasButtonJustPressed(Buttons.Back, state.Buttons.Back)) buttons.Add(Buttons.Back);
+ if (this.WasButtonJustPressed(Buttons.BigButton, state.Buttons.BigButton)) buttons.Add(Buttons.BigButton);
+ if (this.WasButtonJustPressed(Buttons.LeftShoulder, state.Buttons.LeftShoulder)) buttons.Add(Buttons.LeftShoulder);
+ if (this.WasButtonJustPressed(Buttons.LeftStick, state.Buttons.LeftStick)) buttons.Add(Buttons.LeftStick);
+ if (this.WasButtonJustPressed(Buttons.RightShoulder, state.Buttons.RightShoulder)) buttons.Add(Buttons.RightShoulder);
+ if (this.WasButtonJustPressed(Buttons.RightStick, state.Buttons.RightStick)) buttons.Add(Buttons.RightStick);
+ if (this.WasButtonJustPressed(Buttons.Start, state.Buttons.Start)) buttons.Add(Buttons.Start);
+ if (this.WasButtonJustPressed(Buttons.X, state.Buttons.X)) buttons.Add(Buttons.X);
+ if (this.WasButtonJustPressed(Buttons.Y, state.Buttons.Y)) buttons.Add(Buttons.Y);
+ if (this.WasButtonJustPressed(Buttons.DPadUp, state.DPad.Up)) buttons.Add(Buttons.DPadUp);
+ if (this.WasButtonJustPressed(Buttons.DPadDown, state.DPad.Down)) buttons.Add(Buttons.DPadDown);
+ if (this.WasButtonJustPressed(Buttons.DPadLeft, state.DPad.Left)) buttons.Add(Buttons.DPadLeft);
+ if (this.WasButtonJustPressed(Buttons.DPadRight, state.DPad.Right)) buttons.Add(Buttons.DPadRight);
+ if (this.WasButtonJustPressed(Buttons.LeftTrigger, state.Triggers.Left)) buttons.Add(Buttons.LeftTrigger);
+ if (this.WasButtonJustPressed(Buttons.RightTrigger, state.Triggers.Right)) buttons.Add(Buttons.RightTrigger);
}
return buttons.ToArray();
}
/// <summary>Get the controller buttons which were released after the last update.</summary>
- /// <param name="index">The controller to check.</param>
- private Buttons[] GetFrameReleasedButtons(PlayerIndex index)
+ private Buttons[] GetFrameReleasedButtons()
{
- var state = GamePad.GetState(index);
+ var state = GamePad.GetState(PlayerIndex.One);
var buttons = new List<Buttons>();
if (state.IsConnected)
{
- if (this.WasButtonJustReleased(Buttons.A, state.Buttons.A, index)) buttons.Add(Buttons.A);
- if (this.WasButtonJustReleased(Buttons.B, state.Buttons.B, index)) buttons.Add(Buttons.B);
- if (this.WasButtonJustReleased(Buttons.Back, state.Buttons.Back, index)) buttons.Add(Buttons.Back);
- if (this.WasButtonJustReleased(Buttons.BigButton, state.Buttons.BigButton, index)) buttons.Add(Buttons.BigButton);
- if (this.WasButtonJustReleased(Buttons.LeftShoulder, state.Buttons.LeftShoulder, index)) buttons.Add(Buttons.LeftShoulder);
- if (this.WasButtonJustReleased(Buttons.LeftStick, state.Buttons.LeftStick, index)) buttons.Add(Buttons.LeftStick);
- if (this.WasButtonJustReleased(Buttons.RightShoulder, state.Buttons.RightShoulder, index)) buttons.Add(Buttons.RightShoulder);
- if (this.WasButtonJustReleased(Buttons.RightStick, state.Buttons.RightStick, index)) buttons.Add(Buttons.RightStick);
- if (this.WasButtonJustReleased(Buttons.Start, state.Buttons.Start, index)) buttons.Add(Buttons.Start);
- if (this.WasButtonJustReleased(Buttons.X, state.Buttons.X, index)) buttons.Add(Buttons.X);
- if (this.WasButtonJustReleased(Buttons.Y, state.Buttons.Y, index)) buttons.Add(Buttons.Y);
- if (this.WasButtonJustReleased(Buttons.DPadUp, state.DPad.Up, index)) buttons.Add(Buttons.DPadUp);
- if (this.WasButtonJustReleased(Buttons.DPadDown, state.DPad.Down, index)) buttons.Add(Buttons.DPadDown);
- if (this.WasButtonJustReleased(Buttons.DPadLeft, state.DPad.Left, index)) buttons.Add(Buttons.DPadLeft);
- if (this.WasButtonJustReleased(Buttons.DPadRight, state.DPad.Right, index)) buttons.Add(Buttons.DPadRight);
- if (this.WasButtonJustReleased(Buttons.LeftTrigger, state.Triggers.Left, index)) buttons.Add(Buttons.LeftTrigger);
- if (this.WasButtonJustReleased(Buttons.RightTrigger, state.Triggers.Right, index)) buttons.Add(Buttons.RightTrigger);
+ if (this.WasButtonJustReleased(Buttons.A, state.Buttons.A)) buttons.Add(Buttons.A);
+ if (this.WasButtonJustReleased(Buttons.B, state.Buttons.B)) buttons.Add(Buttons.B);
+ if (this.WasButtonJustReleased(Buttons.Back, state.Buttons.Back)) buttons.Add(Buttons.Back);
+ if (this.WasButtonJustReleased(Buttons.BigButton, state.Buttons.BigButton)) buttons.Add(Buttons.BigButton);
+ if (this.WasButtonJustReleased(Buttons.LeftShoulder, state.Buttons.LeftShoulder)) buttons.Add(Buttons.LeftShoulder);
+ if (this.WasButtonJustReleased(Buttons.LeftStick, state.Buttons.LeftStick)) buttons.Add(Buttons.LeftStick);
+ if (this.WasButtonJustReleased(Buttons.RightShoulder, state.Buttons.RightShoulder)) buttons.Add(Buttons.RightShoulder);
+ if (this.WasButtonJustReleased(Buttons.RightStick, state.Buttons.RightStick)) buttons.Add(Buttons.RightStick);
+ if (this.WasButtonJustReleased(Buttons.Start, state.Buttons.Start)) buttons.Add(Buttons.Start);
+ if (this.WasButtonJustReleased(Buttons.X, state.Buttons.X)) buttons.Add(Buttons.X);
+ if (this.WasButtonJustReleased(Buttons.Y, state.Buttons.Y)) buttons.Add(Buttons.Y);
+ if (this.WasButtonJustReleased(Buttons.DPadUp, state.DPad.Up)) buttons.Add(Buttons.DPadUp);
+ if (this.WasButtonJustReleased(Buttons.DPadDown, state.DPad.Down)) buttons.Add(Buttons.DPadDown);
+ if (this.WasButtonJustReleased(Buttons.DPadLeft, state.DPad.Left)) buttons.Add(Buttons.DPadLeft);
+ if (this.WasButtonJustReleased(Buttons.DPadRight, state.DPad.Right)) buttons.Add(Buttons.DPadRight);
+ if (this.WasButtonJustReleased(Buttons.LeftTrigger, state.Triggers.Left)) buttons.Add(Buttons.LeftTrigger);
+ if (this.WasButtonJustReleased(Buttons.RightTrigger, state.Triggers.Right)) buttons.Add(Buttons.RightTrigger);
}
return buttons.ToArray();
}
@@ -1066,267 +1382,33 @@ namespace StardewModdingAPI.Framework
/// <summary>Get whether a controller button was pressed since the last check.</summary>
/// <param name="button">The controller button to check.</param>
/// <param name="buttonState">The last known state.</param>
- /// <param name="stateIndex">The player whose controller to check.</param>
- private bool WasButtonJustPressed(Buttons button, ButtonState buttonState, PlayerIndex stateIndex)
+ private bool WasButtonJustPressed(Buttons button, ButtonState buttonState)
{
- return buttonState == ButtonState.Pressed && !this.PreviouslyPressedButtons[(int)stateIndex].Contains(button);
+ return buttonState == ButtonState.Pressed && !this.PreviouslyPressedButtons.Contains(button);
}
/// <summary>Get whether a controller button was released since the last check.</summary>
/// <param name="button">The controller button to check.</param>
/// <param name="buttonState">The last known state.</param>
- /// <param name="stateIndex">The player whose controller to check.</param>
- private bool WasButtonJustReleased(Buttons button, ButtonState buttonState, PlayerIndex stateIndex)
+ private bool WasButtonJustReleased(Buttons button, ButtonState buttonState)
{
- return buttonState == ButtonState.Released && this.PreviouslyPressedButtons[(int)stateIndex].Contains(button);
+ return buttonState == ButtonState.Released && this.PreviouslyPressedButtons.Contains(button);
}
/// <summary>Get whether an analogue controller button was pressed since the last check.</summary>
/// <param name="button">The controller button to check.</param>
/// <param name="value">The last known value.</param>
- /// <param name="stateIndex">The player whose controller to check.</param>
- private bool WasButtonJustPressed(Buttons button, float value, PlayerIndex stateIndex)
+ private bool WasButtonJustPressed(Buttons button, float value)
{
- return this.WasButtonJustPressed(button, value > 0.2f ? ButtonState.Pressed : ButtonState.Released, stateIndex);
+ return this.WasButtonJustPressed(button, value > 0.2f ? ButtonState.Pressed : ButtonState.Released);
}
/// <summary>Get whether an analogue controller button was released since the last check.</summary>
/// <param name="button">The controller button to check.</param>
/// <param name="value">The last known value.</param>
- /// <param name="stateIndex">The player whose controller to check.</param>
- private bool WasButtonJustReleased(Buttons button, float value, PlayerIndex stateIndex)
- {
- return this.WasButtonJustReleased(button, value > 0.2f ? ButtonState.Pressed : ButtonState.Released, stateIndex);
- }
-
- /// <summary>Detect changes since the last update ticket and trigger mod events.</summary>
- private void UpdateEventCalls()
+ private bool WasButtonJustReleased(Buttons button, float value)
{
- // content locale changed event
- if (this.PreviousLocale != LocalizedContentManager.CurrentLanguageCode)
- {
- var oldValue = this.PreviousLocale;
- var newValue = LocalizedContentManager.CurrentLanguageCode;
-
- if (oldValue != null)
- ContentEvents.InvokeAfterLocaleChanged(this.Monitor, oldValue.ToString(), newValue.ToString());
- this.PreviousLocale = newValue;
- }
-
- // save loaded event
- if (Context.IsSaveLoaded && !SaveGame.IsProcessing/*still loading save*/ && this.AfterLoadTimer >= 0)
- {
- if (this.AfterLoadTimer == 0)
- {
- SaveEvents.InvokeAfterLoad(this.Monitor);
- PlayerEvents.InvokeLoadedGame(this.Monitor, new EventArgsLoadedGameChanged(Game1.hasLoadedGame));
- TimeEvents.InvokeAfterDayStarted(this.Monitor);
- }
- this.AfterLoadTimer--;
- }
-
- // before exit to title
- if (Game1.exitToTitle)
- this.IsExiting = true;
-
- // after exit to title
- if (this.IsWorldReady && this.IsExiting && Game1.activeClickableMenu is TitleMenu)
- {
- SaveEvents.InvokeAfterReturnToTitle(this.Monitor);
- this.AfterLoadTimer = 5;
- this.IsExiting = false;
- }
-
- // input events
- {
- // get latest state
- this.KStateNow = Keyboard.GetState();
- this.MStateNow = Mouse.GetState();
- this.MPositionNow = new Point(Game1.getMouseX(), Game1.getMouseY());
-
- // raise key pressed
- foreach (var key in this.FramePressedKeys)
- ControlEvents.InvokeKeyPressed(this.Monitor, key);
-
- // raise key released
- foreach (var key in this.FrameReleasedKeys)
- ControlEvents.InvokeKeyReleased(this.Monitor, key);
-
- // raise controller button pressed
- for (var i = PlayerIndex.One; i <= PlayerIndex.Four; i++)
- {
- var buttons = this.GetFramePressedButtons(i);
- foreach (var button in buttons)
- {
- if (button == Buttons.LeftTrigger || button == Buttons.RightTrigger)
- ControlEvents.InvokeTriggerPressed(this.Monitor, i, button, button == Buttons.LeftTrigger ? GamePad.GetState(i).Triggers.Left : GamePad.GetState(i).Triggers.Right);
- else
- ControlEvents.InvokeButtonPressed(this.Monitor, i, button);
- }
- }
-
- // raise controller button released
- for (var i = PlayerIndex.One; i <= PlayerIndex.Four; i++)
- {
- foreach (var button in this.GetFrameReleasedButtons(i))
- {
- if (button == Buttons.LeftTrigger || button == Buttons.RightTrigger)
- ControlEvents.InvokeTriggerReleased(this.Monitor, i, button, button == Buttons.LeftTrigger ? GamePad.GetState(i).Triggers.Left : GamePad.GetState(i).Triggers.Right);
- else
- ControlEvents.InvokeButtonReleased(this.Monitor, i, button);
- }
- }
-
- // raise keyboard state changed
- if (this.KStateNow != this.KStatePrior)
- ControlEvents.InvokeKeyboardChanged(this.Monitor, this.KStatePrior, this.KStateNow);
-
- // raise mouse state changed
- if (this.MStateNow != this.MStatePrior)
- {
- ControlEvents.InvokeMouseChanged(this.Monitor, this.MStatePrior, this.MStateNow, this.MPositionPrior, this.MPositionNow);
- this.MStatePrior = this.MStateNow;
- this.MPositionPrior = this.MPositionNow;
- }
- }
-
- // menu events
- if (Game1.activeClickableMenu != this.PreviousActiveMenu)
- {
- IClickableMenu previousMenu = this.PreviousActiveMenu;
- IClickableMenu newMenu = Game1.activeClickableMenu;
-
- // raise save events
- // (saving is performed by SaveGameMenu; on days when the player shipping something, ShippingMenu wraps SaveGameMenu)
- if (newMenu is SaveGameMenu || newMenu is ShippingMenu)
- SaveEvents.InvokeBeforeSave(this.Monitor);
- else if (previousMenu is SaveGameMenu || previousMenu is ShippingMenu)
- {
- SaveEvents.InvokeAfterSave(this.Monitor);
- TimeEvents.InvokeAfterDayStarted(this.Monitor);
- }
-
- // raise menu events
- if (newMenu != null)
- MenuEvents.InvokeMenuChanged(this.Monitor, previousMenu, newMenu);
- else
- MenuEvents.InvokeMenuClosed(this.Monitor, previousMenu);
-
- // update previous menu
- // (if the menu was changed in one of the handlers, deliberately defer detection until the next update so mods can be notified of the new menu change)
- this.PreviousActiveMenu = newMenu;
- }
-
- // world & player events
- if (this.IsWorldReady)
- {
- // raise location list changed
- if (this.GetHash(Game1.locations) != this.PreviousGameLocations)
- {
- LocationEvents.InvokeLocationsChanged(this.Monitor, Game1.locations);
- this.PreviousGameLocations = this.GetHash(Game1.locations);
- }
-
- // raise current location changed
- if (Game1.currentLocation != this.PreviousGameLocation)
- {
- LocationEvents.InvokeCurrentLocationChanged(this.Monitor, this.PreviousGameLocation, Game1.currentLocation);
- this.PreviousGameLocation = Game1.currentLocation;
- }
-
- // raise player changed
- if (Game1.player != this.PreviousFarmer)
- {
- PlayerEvents.InvokeFarmerChanged(this.Monitor, this.PreviousFarmer, Game1.player);
- this.PreviousFarmer = Game1.player;
- }
-
- // raise player leveled up a skill
- if (Game1.player.combatLevel != this.PreviousCombatLevel)
- {
- PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Combat, Game1.player.combatLevel);
- this.PreviousCombatLevel = Game1.player.combatLevel;
- }
- if (Game1.player.farmingLevel != this.PreviousFarmingLevel)
- {
- PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Farming, Game1.player.farmingLevel);
- this.PreviousFarmingLevel = Game1.player.farmingLevel;
- }
- if (Game1.player.fishingLevel != this.PreviousFishingLevel)
- {
- PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Fishing, Game1.player.fishingLevel);
- this.PreviousFishingLevel = Game1.player.fishingLevel;
- }
- if (Game1.player.foragingLevel != this.PreviousForagingLevel)
- {
- PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Foraging, Game1.player.foragingLevel);
- this.PreviousForagingLevel = Game1.player.foragingLevel;
- }
- if (Game1.player.miningLevel != this.PreviousMiningLevel)
- {
- PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Mining, Game1.player.miningLevel);
- this.PreviousMiningLevel = Game1.player.miningLevel;
- }
- if (Game1.player.luckLevel != this.PreviousLuckLevel)
- {
- PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Luck, Game1.player.luckLevel);
- this.PreviousLuckLevel = Game1.player.luckLevel;
- }
-
- // raise player inventory changed
- ItemStackChange[] changedItems = this.GetInventoryChanges(Game1.player.items, this.PreviousItems).ToArray();
- if (changedItems.Any())
- {
- PlayerEvents.InvokeInventoryChanged(this.Monitor, Game1.player.items, changedItems);
- this.PreviousItems = Game1.player.items.Where(n => n != null).ToDictionary(n => n, n => n.Stack);
- }
-
- // raise current location's object list changed
- {
- int? objectHash = Game1.currentLocation?.objects != null ? this.GetHash(Game1.currentLocation.objects) : (int?)null;
- if (objectHash != null && this.PreviousLocationObjects != objectHash)
- {
- LocationEvents.InvokeOnNewLocationObject(this.Monitor, Game1.currentLocation.objects);
- this.PreviousLocationObjects = objectHash.Value;
- }
- }
-
- // raise time changed
- if (Game1.timeOfDay != this.PreviousTime)
- {
- TimeEvents.InvokeTimeOfDayChanged(this.Monitor, this.PreviousTime, Game1.timeOfDay);
- this.PreviousTime = Game1.timeOfDay;
- }
- if (Game1.dayOfMonth != this.PreviousDay)
- {
- TimeEvents.InvokeDayOfMonthChanged(this.Monitor, this.PreviousDay, Game1.dayOfMonth);
- this.PreviousDay = Game1.dayOfMonth;
- }
- if (Game1.currentSeason != this.PreviousSeason)
- {
- TimeEvents.InvokeSeasonOfYearChanged(this.Monitor, this.PreviousSeason, Game1.currentSeason);
- this.PreviousSeason = Game1.currentSeason;
- }
- if (Game1.year != this.PreviousYear)
- {
- TimeEvents.InvokeYearOfGameChanged(this.Monitor, this.PreviousYear, Game1.year);
- this.PreviousYear = Game1.year;
- }
-
- // raise mine level changed
- if (Game1.mine != null && Game1.mine.mineLevel != this.PreviousMineLevel)
- {
- MineEvents.InvokeMineLevelChanged(this.Monitor, this.PreviousMineLevel, Game1.mine.mineLevel);
- this.PreviousMineLevel = Game1.mine.mineLevel;
- }
- }
-
- // raise game day transition event (obsolete)
- if (Game1.newDay != this.PreviousIsNewDay)
- {
- TimeEvents.InvokeOnNewDay(this.Monitor, this.PreviousDay, Game1.dayOfMonth, Game1.newDay);
- this.PreviousIsNewDay = Game1.newDay;
- }
+ return this.WasButtonJustReleased(button, value > 0.2f ? ButtonState.Pressed : ButtonState.Released);
}
/// <summary>Get the player inventory changes between two states.</summary>
diff --git a/src/StardewModdingAPI/Framework/Serialisation/SemanticVersionConverter.cs b/src/StardewModdingAPI/Framework/Serialisation/ManifestFieldConverter.cs
index 52ec999e..6b5a6aaa 100644
--- a/src/StardewModdingAPI/Framework/Serialisation/SemanticVersionConverter.cs
+++ b/src/StardewModdingAPI/Framework/Serialisation/ManifestFieldConverter.cs
@@ -1,11 +1,13 @@
using System;
+using System.Collections.Generic;
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
+using StardewModdingAPI.Framework.Models;
namespace StardewModdingAPI.Framework.Serialisation
{
- /// <summary>Overrides how SMAPI reads and writes <see cref="ISemanticVersion"/>.</summary>
- internal class SemanticVersionConverter : JsonConverter
+ /// <summary>Overrides how SMAPI reads and writes <see cref="ISemanticVersion"/> and <see cref="IManifestDependency"/> fields.</summary>
+ internal class ManifestFieldConverter : JsonConverter
{
/*********
** Accessors
@@ -21,7 +23,7 @@ namespace StardewModdingAPI.Framework.Serialisation
/// <param name="objectType">The object type.</param>
public override bool CanConvert(Type objectType)
{
- return objectType == typeof(ISemanticVersion);
+ return objectType == typeof(ISemanticVersion) || objectType == typeof(IManifestDependency[]);
}
/// <summary>Reads the JSON representation of the object.</summary>
@@ -31,12 +33,31 @@ namespace StardewModdingAPI.Framework.Serialisation
/// <param name="serializer">The calling serializer.</param>
public override object ReadJson(JsonReader reader, Type objectType, object existingValue, JsonSerializer serializer)
{
- JObject obj = JObject.Load(reader);
- int major = obj.Value<int>("MajorVersion");
- int minor = obj.Value<int>("MinorVersion");
- int patch = obj.Value<int>("PatchVersion");
- string build = obj.Value<string>("Build");
- return new SemanticVersion(major, minor, patch, build);
+ // semantic version
+ if (objectType == typeof(ISemanticVersion))
+ {
+ JObject obj = JObject.Load(reader);
+ int major = obj.Value<int>(nameof(ISemanticVersion.MajorVersion));
+ int minor = obj.Value<int>(nameof(ISemanticVersion.MinorVersion));
+ int patch = obj.Value<int>(nameof(ISemanticVersion.PatchVersion));
+ string build = obj.Value<string>(nameof(ISemanticVersion.Build));
+ return new SemanticVersion(major, minor, patch, build);
+ }
+
+ // manifest dependency
+ if (objectType == typeof(IManifestDependency[]))
+ {
+ List<IManifestDependency> result = new List<IManifestDependency>();
+ foreach (JObject obj in JArray.Load(reader).Children<JObject>())
+ {
+ string uniqueID = obj.Value<string>(nameof(IManifestDependency.UniqueID));
+ result.Add(new ManifestDependency(uniqueID));
+ }
+ return result.ToArray();
+ }
+
+ // unknown
+ throw new NotSupportedException($"Unknown type '{objectType?.FullName}'.");
}
/// <summary>Writes the JSON representation of the object.</summary>