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authorJesse Plamondon-Willard <github@jplamondonw.com>2017-04-24 13:30:49 -0400
committerJesse Plamondon-Willard <github@jplamondonw.com>2017-04-24 13:30:49 -0400
commit22806ab900721a61b142937bc58dd33727d377f9 (patch)
treebc5062865b0d5d384b6fb13326c1b32313a0038a /src/StardewModdingAPI/Framework
parentdbb9bd84306830456032778fc11fb9a34dd140c7 (diff)
parentfee89a99da3295c6bb35d6543a112db8924057de (diff)
downloadSMAPI-22806ab900721a61b142937bc58dd33727d377f9.tar.gz
SMAPI-22806ab900721a61b142937bc58dd33727d377f9.tar.bz2
SMAPI-22806ab900721a61b142937bc58dd33727d377f9.zip
Merge branch 'develop' into stable
Diffstat (limited to 'src/StardewModdingAPI/Framework')
-rw-r--r--src/StardewModdingAPI/Framework/AssemblyLoader.cs2
-rw-r--r--src/StardewModdingAPI/Framework/InternalExtensions.cs12
-rw-r--r--src/StardewModdingAPI/Framework/Monitor.cs7
-rw-r--r--src/StardewModdingAPI/Framework/SGame.cs1061
4 files changed, 679 insertions, 403 deletions
diff --git a/src/StardewModdingAPI/Framework/AssemblyLoader.cs b/src/StardewModdingAPI/Framework/AssemblyLoader.cs
index f6fe89f5..2c9973c1 100644
--- a/src/StardewModdingAPI/Framework/AssemblyLoader.cs
+++ b/src/StardewModdingAPI/Framework/AssemblyLoader.cs
@@ -284,7 +284,7 @@ namespace StardewModdingAPI.Framework
{
if (!hash.Contains(message))
{
- this.Monitor.Log(message, level);
+ monitor.Log(message, level);
hash.Add(message);
}
}
diff --git a/src/StardewModdingAPI/Framework/InternalExtensions.cs b/src/StardewModdingAPI/Framework/InternalExtensions.cs
index 4ca79518..a2d589ff 100644
--- a/src/StardewModdingAPI/Framework/InternalExtensions.cs
+++ b/src/StardewModdingAPI/Framework/InternalExtensions.cs
@@ -39,7 +39,7 @@ namespace StardewModdingAPI.Framework
if (handlers == null)
return;
- foreach (EventHandler handler in Enumerable.Cast<EventHandler>(handlers))
+ foreach (EventHandler handler in handlers.Cast<EventHandler>())
{
try
{
@@ -64,7 +64,7 @@ namespace StardewModdingAPI.Framework
if (handlers == null)
return;
- foreach (EventHandler<TEventArgs> handler in Enumerable.Cast<EventHandler<TEventArgs>>(handlers))
+ foreach (EventHandler<TEventArgs> handler in handlers.Cast<EventHandler<TEventArgs>>())
{
try
{
@@ -85,14 +85,14 @@ namespace StardewModdingAPI.Framework
public static string GetLogSummary(this Exception exception)
{
// type load exception
- if (exception is TypeLoadException)
- return $"Failed loading type: {((TypeLoadException)exception).TypeName}: {exception}";
+ if (exception is TypeLoadException typeLoadEx)
+ return $"Failed loading type: {typeLoadEx.TypeName}: {exception}";
// reflection type load exception
- if (exception is ReflectionTypeLoadException)
+ if (exception is ReflectionTypeLoadException reflectionTypeLoadEx)
{
string summary = exception.ToString();
- foreach (Exception childEx in ((ReflectionTypeLoadException)exception).LoaderExceptions)
+ foreach (Exception childEx in reflectionTypeLoadEx.LoaderExceptions)
summary += $"\n\n{childEx.GetLogSummary()}";
return summary;
}
diff --git a/src/StardewModdingAPI/Framework/Monitor.cs b/src/StardewModdingAPI/Framework/Monitor.cs
index 64075f2f..51feff78 100644
--- a/src/StardewModdingAPI/Framework/Monitor.cs
+++ b/src/StardewModdingAPI/Framework/Monitor.cs
@@ -21,7 +21,7 @@ namespace StardewModdingAPI.Framework
private readonly LogFileManager LogFile;
/// <summary>The maximum length of the <see cref="LogLevel"/> values.</summary>
- private static readonly int MaxLevelLength = (from level in Enumerable.Cast<LogLevel>(Enum.GetValues(typeof(LogLevel))) select level.ToString().Length).Max();
+ private static readonly int MaxLevelLength = (from level in Enum.GetValues(typeof(LogLevel)).Cast<LogLevel>() select level.ToString().Length).Max();
/// <summary>The console text color for each log level.</summary>
private static readonly Dictionary<LogLevel, ConsoleColor> Colors = new Dictionary<LogLevel, ConsoleColor>
@@ -35,7 +35,7 @@ namespace StardewModdingAPI.Framework
};
/// <summary>A delegate which requests that SMAPI immediately exit the game. This should only be invoked when an irrecoverable fatal error happens that risks save corruption or game-breaking bugs.</summary>
- private RequestExitDelegate RequestExit;
+ private readonly RequestExitDelegate RequestExit;
/*********
@@ -71,6 +71,7 @@ namespace StardewModdingAPI.Framework
this.Source = source;
this.LogFile = logFile;
this.ConsoleManager = consoleManager;
+ this.RequestExit = requestExitDelegate;
}
/// <summary>Log a message for the player or developer.</summary>
@@ -129,6 +130,8 @@ namespace StardewModdingAPI.Framework
{
if (this.ConsoleManager.SupportsColor)
{
+ if (background.HasValue)
+ Console.BackgroundColor = background.Value;
Console.ForegroundColor = color;
Console.WriteLine(message);
Console.ResetColor();
diff --git a/src/StardewModdingAPI/Framework/SGame.cs b/src/StardewModdingAPI/Framework/SGame.cs
index 5f265139..61493e87 100644
--- a/src/StardewModdingAPI/Framework/SGame.cs
+++ b/src/StardewModdingAPI/Framework/SGame.cs
@@ -1,8 +1,10 @@
using System;
using System.Collections;
using System.Collections.Generic;
+using System.Diagnostics;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
+using System.Threading.Tasks;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
@@ -14,7 +16,7 @@ using StardewValley.Locations;
using StardewValley.Menus;
using StardewValley.Tools;
using xTile.Dimensions;
-using Rectangle = Microsoft.Xna.Framework.Rectangle;
+using xTile.Layers;
using SFarmer = StardewValley.Farmer;
namespace StardewModdingAPI.Framework
@@ -48,7 +50,7 @@ namespace StardewModdingAPI.Framework
** Game state
****/
/// <summary>Arrays of pressed controller buttons indexed by <see cref="PlayerIndex"/>.</summary>
- private Buttons[][] PreviouslyPressedButtons;
+ private readonly Buttons[][] PreviouslyPressedButtons = { new Buttons[0], new Buttons[0], new Buttons[0], 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;
@@ -134,6 +136,9 @@ namespace StardewModdingAPI.Framework
/// <summary>The player character at last check.</summary>
private SFarmer PreviousFarmer;
+ /// <summary>The previous content locale.</summary>
+ private LocalizedContentManager.LanguageCode? PreviousLocale;
+
/// <summary>An index incremented on every tick and reset every 60th tick (0–59).</summary>
private int CurrentUpdateTick;
@@ -149,12 +154,20 @@ namespace StardewModdingAPI.Framework
// 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); }
+ }
+ private static Task _newDayTask => SGame.Reflection.GetPrivateField<Task>(typeof(Game1), nameof(_newDayTask)).GetValue();
private Color bgColor => SGame.Reflection.GetPrivateField<Color>(this, nameof(bgColor)).GetValue();
- public RenderTarget2D screenWrapper => SGame.Reflection.GetPrivateField<RenderTarget2D>(this, "screen").GetValue(); // deliberately renamed to avoid an infinite loop
+ public RenderTarget2D screenWrapper => SGame.Reflection.GetPrivateProperty<RenderTarget2D>(this, "screen").GetValue(); // deliberately renamed to avoid an infinite loop
public BlendState lightingBlend => SGame.Reflection.GetPrivateField<BlendState>(this, nameof(lightingBlend)).GetValue();
private readonly Action drawFarmBuildings = () => SGame.Reflection.GetPrivateMethod(SGame.Instance, nameof(drawFarmBuildings)).Invoke(new object[0]);
private readonly Action drawHUD = () => SGame.Reflection.GetPrivateMethod(SGame.Instance, nameof(drawHUD)).Invoke(new object[0]);
private readonly Action drawDialogueBox = () => SGame.Reflection.GetPrivateMethod(SGame.Instance, nameof(drawDialogueBox)).Invoke(new object[0]);
+ private readonly Action renderScreenBuffer = () => SGame.Reflection.GetPrivateMethod(SGame.Instance, nameof(renderScreenBuffer)).Invoke(new object[0]);
// ReSharper restore ArrangeStaticMemberQualifier, ArrangeThisQualifier, InconsistentNaming
@@ -168,36 +181,48 @@ namespace StardewModdingAPI.Framework
this.Monitor = monitor;
this.FirstUpdate = true;
SGame.Instance = this;
+
+ Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef; // required by Stardew Valley
}
/****
** Intercepted methods & events
****/
- /// <summary>The method called during game launch after configuring XNA or MonoGame. The game window hasn't been opened by this point.</summary>
- protected override void Initialize()
- {
- this.PreviouslyPressedButtons = new Buttons[4][];
- for (var i = 0; i < 4; ++i)
- this.PreviouslyPressedButtons[i] = new Buttons[0];
-
- base.Initialize();
- GameEvents.InvokeInitialize(this.Monitor);
- }
-
- /// <summary>The method called before XNA or MonoGame loads or reloads graphics resources.</summary>
- protected override void LoadContent()
+ /// <summary>Constructor a content manager to read XNB files.</summary>
+ /// <param name="serviceProvider">The service provider to use to locate services.</param>
+ /// <param name="rootDirectory">The root directory to search for content.</param>
+ protected override LocalizedContentManager CreateContentManager(IServiceProvider serviceProvider, string rootDirectory)
{
- base.LoadContent();
- GameEvents.InvokeLoadContent(this.Monitor);
+ return new SContentManager(this.Content.ServiceProvider, this.Content.RootDirectory, this.Monitor);
}
/// <summary>The method called when the game is updating its state. This happens roughly 60 times per second.</summary>
/// <param name="gameTime">A snapshot of the game timing state.</param>
protected override void Update(GameTime gameTime)
{
+ // 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;
+ }
+
// raise game loaded
if (this.FirstUpdate)
+ {
+ GameEvents.InvokeInitialize(this.Monitor);
+ GameEvents.InvokeLoadContent(this.Monitor);
GameEvents.InvokeGameLoaded(this.Monitor);
+ }
// update SMAPI events
this.UpdateEventCalls();
@@ -258,412 +283,649 @@ namespace StardewModdingAPI.Framework
{
try
{
- if (!this.ZoomLevelIsOne)
- this.GraphicsDevice.SetRenderTarget(this.screenWrapper);
-
- this.GraphicsDevice.Clear(this.bgColor);
- if (Game1.options.showMenuBackground && Game1.activeClickableMenu != null && Game1.activeClickableMenu.showWithoutTransparencyIfOptionIsSet())
+ if (Game1.debugMode)
{
- Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
- try
- {
- Game1.activeClickableMenu.drawBackground(Game1.spriteBatch);
- }
- catch (Exception ex)
- {
- this.Monitor.Log($"The {Game1.activeClickableMenu.GetType().FullName} menu crashed while drawing its background. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error);
- Game1.activeClickableMenu.exitThisMenu();
- }
- GraphicsEvents.InvokeOnPreRenderGuiEvent(this.Monitor);
- try
- {
- Game1.activeClickableMenu.draw(Game1.spriteBatch);
- }
- 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();
- }
- GraphicsEvents.InvokeOnPostRenderGuiEvent(this.Monitor);
- Game1.spriteBatch.End();
- if (!this.ZoomLevelIsOne)
+ if (SGame._fpsStopwatch.IsRunning)
{
- this.GraphicsDevice.SetRenderTarget(null);
- this.GraphicsDevice.Clear(this.bgColor);
- Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
- Game1.spriteBatch.Draw(this.screenWrapper, Vector2.Zero, this.screenWrapper.Bounds, Color.White, 0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
- Game1.spriteBatch.End();
+ 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));
}
- return;
+ SGame._fpsStopwatch.Restart();
}
- if (Game1.gameMode == 11)
+ else
{
- Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
- Game1.spriteBatch.DrawString(Game1.smoothFont, "Stardew Valley has crashed...", new Vector2(16f, 16f), Color.HotPink);
- Game1.spriteBatch.DrawString(Game1.smoothFont, "Please send the error report or a screenshot of this message to @ConcernedApe. (http://stardewvalley.net/contact/)", new Vector2(16f, 32f), new Color(0, 255, 0));
- Game1.spriteBatch.DrawString(Game1.smoothFont, Game1.parseText(Game1.errorMessage, Game1.smoothFont, Game1.graphics.GraphicsDevice.Viewport.Width), new Vector2(16f, 48f), Color.White);
- Game1.spriteBatch.End();
- return;
+ if (SGame._fpsStopwatch.IsRunning)
+ SGame._fpsStopwatch.Reset();
+ SGame._fps = 0.0f;
+ SGame._fpsList.Clear();
}
- if (Game1.currentMinigame != null)
+ if (SGame._newDayTask != null)
{
- Game1.currentMinigame.draw(Game1.spriteBatch);
- if (Game1.globalFade && !Game1.menuUp && (!Game1.nameSelectUp || Game1.messagePause))
- {
- Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
- Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.Black * ((Game1.gameMode == 0) ? (1f - Game1.fadeToBlackAlpha) : Game1.fadeToBlackAlpha));
- Game1.spriteBatch.End();
- }
- if (!this.ZoomLevelIsOne)
- {
- this.GraphicsDevice.SetRenderTarget(null);
- this.GraphicsDevice.Clear(this.bgColor);
- Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
- Game1.spriteBatch.Draw(this.screenWrapper, Vector2.Zero, this.screenWrapper.Bounds, Color.White, 0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
- Game1.spriteBatch.End();
- }
- return;
- }
- if (Game1.showingEndOfNightStuff)
- {
- Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
- try
- {
- Game1.activeClickableMenu?.draw(Game1.spriteBatch);
- }
- 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 (!this.ZoomLevelIsOne)
- {
- this.GraphicsDevice.SetRenderTarget(null);
- this.GraphicsDevice.Clear(this.bgColor);
- Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
- Game1.spriteBatch.Draw(this.screenWrapper, Vector2.Zero, this.screenWrapper.Bounds, Color.White, 0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
- Game1.spriteBatch.End();
- }
- return;
- }
- if (Game1.gameMode == 6)
- {
- Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
- string text = "";
- int num = 0;
- while (num < gameTime.TotalGameTime.TotalMilliseconds % 999.0 / 333.0)
- {
- text += ".";
- num++;
- }
- SpriteText.drawString(Game1.spriteBatch, "Loading" + text, 64, Game1.graphics.GraphicsDevice.Viewport.Height - 64, 999, -1, 999, 1f, 1f, false, 0, "Loading...");
- Game1.spriteBatch.End();
- if (!this.ZoomLevelIsOne)
- {
- this.GraphicsDevice.SetRenderTarget(null);
- this.GraphicsDevice.Clear(this.bgColor);
- Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
- Game1.spriteBatch.Draw(this.screenWrapper, Vector2.Zero, this.screenWrapper.Bounds, Color.White, 0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
- Game1.spriteBatch.End();
- }
- return;
+ this.GraphicsDevice.Clear(this.bgColor);
+ //base.Draw(gameTime);
}
- if (Game1.gameMode == 0)
- Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
else
{
- if (Game1.drawLighting)
+ if ((double)Game1.options.zoomLevel != 1.0)
+ this.GraphicsDevice.SetRenderTarget(this.screenWrapper);
+ if (this.IsSaving)
{
- this.GraphicsDevice.SetRenderTarget(Game1.lightmap);
- this.GraphicsDevice.Clear(Color.White * 0f);
- Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.PointClamp, null, 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.ambientLight : Game1.outdoorLight));
- for (int i = 0; i < Game1.currentLightSources.Count; i++)
- {
- if (Utility.isOnScreen(Game1.currentLightSources.ElementAt(i).position, (int)(Game1.currentLightSources.ElementAt(i).radius * Game1.tileSize * 4f)))
- Game1.spriteBatch.Draw(Game1.currentLightSources.ElementAt(i).lightTexture, Game1.GlobalToLocal(Game1.viewport, Game1.currentLightSources.ElementAt(i).position) / Game1.options.lightingQuality, Game1.currentLightSources.ElementAt(i).lightTexture.Bounds, Game1.currentLightSources.ElementAt(i).color, 0f, new Vector2(Game1.currentLightSources.ElementAt(i).lightTexture.Bounds.Center.X, Game1.currentLightSources.ElementAt(i).lightTexture.Bounds.Center.Y), Game1.currentLightSources.ElementAt(i).radius / Game1.options.lightingQuality, SpriteEffects.None, 0.9f);
- }
- Game1.spriteBatch.End();
- this.GraphicsDevice.SetRenderTarget(this.ZoomLevelIsOne ? null : this.screenWrapper);
- }
- if (Game1.bloomDay)
- Game1.bloom?.BeginDraw();
- this.GraphicsDevice.Clear(this.bgColor);
- Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
- GraphicsEvents.InvokeOnPreRenderEvent(this.Monitor);
- 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)
- {
- using (List<NPC>.Enumerator enumerator = Game1.currentLocation.characters.GetEnumerator())
+ this.GraphicsDevice.Clear(this.bgColor);
+ IClickableMenu activeClickableMenu = Game1.activeClickableMenu;
+ if (activeClickableMenu != null)
{
- while (enumerator.MoveNext())
+ 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)
{
- NPC current = enumerator.Current;
- if (current != null && !current.swimming && !current.hideShadow && !current.IsMonster && !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(current.getTileLocation()))
- Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, current.position + new Vector2(current.sprite.spriteWidth * Game1.pixelZoom / 2f, current.GetBoundingBox().Height + (current.IsMonster ? 0 : (Game1.pixelZoom * 3)))), Game1.shadowTexture.Bounds, Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), (Game1.pixelZoom + current.yJumpOffset / 40f) * current.scale, SpriteEffects.None, Math.Max(0f, current.getStandingY() / 10000f) - 1E-06f);
+ 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();
}
- goto IL_B30;
+ Game1.spriteBatch.End();
}
+ //base.Draw(gameTime);
+ this.renderScreenBuffer();
}
- foreach (NPC current2 in Game1.CurrentEvent.actors)
+ else
{
- if (!current2.swimming && !current2.hideShadow && !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(current2.getTileLocation()))
- Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, current2.position + new Vector2(current2.sprite.spriteWidth * Game1.pixelZoom / 2f, current2.GetBoundingBox().Height + (current2.IsMonster ? 0 : (Game1.pixelZoom * 3)))), Game1.shadowTexture.Bounds, Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), (Game1.pixelZoom + current2.yJumpOffset / 40f) * current2.scale, SpriteEffects.None, Math.Max(0f, current2.getStandingY() / 10000f) - 1E-06f);
- }
- IL_B30:
- if (!Game1.player.swimming && !Game1.player.isRidingHorse() && !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(Game1.player.getTileLocation()))
- Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.player.position + new Vector2(32f, 24f)), Game1.shadowTexture.Bounds, Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), 4f - (((Game1.player.running || Game1.player.usingTool) && Game1.player.FarmerSprite.indexInCurrentAnimation > 1) ? (Math.Abs(FarmerRenderer.featureYOffsetPerFrame[Game1.player.FarmerSprite.CurrentFrame]) * 0.5f) : 0f), SpriteEffects.None, 0f);
- 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, null, null);
- if (Game1.CurrentEvent == null)
- {
- using (List<NPC>.Enumerator enumerator3 = Game1.currentLocation.characters.GetEnumerator())
+ this.GraphicsDevice.Clear(this.bgColor);
+ if (Game1.activeClickableMenu != null && Game1.options.showMenuBackground && Game1.activeClickableMenu.showWithoutTransparencyIfOptionIsSet())
{
- while (enumerator3.MoveNext())
+ Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
+ try
+ {
+ Game1.activeClickableMenu.drawBackground(Game1.spriteBatch);
+ GraphicsEvents.InvokeOnPreRenderGuiEvent(this.Monitor);
+ Game1.activeClickableMenu.draw(Game1.spriteBatch);
+ GraphicsEvents.InvokeOnPostRenderGuiEvent(this.Monitor);
+ }
+ catch (Exception ex)
{
- NPC current3 = enumerator3.Current;
- if (current3 != null && !current3.swimming && !current3.hideShadow && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(current3.getTileLocation()))
- Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, current3.position + new Vector2(current3.sprite.spriteWidth * Game1.pixelZoom / 2f, current3.GetBoundingBox().Height + (current3.IsMonster ? 0 : (Game1.pixelZoom * 3)))), Game1.shadowTexture.Bounds, Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), (Game1.pixelZoom + current3.yJumpOffset / 40f) * current3.scale, SpriteEffects.None, Math.Max(0f, current3.getStandingY() / 10000f) - 1E-06f);
+ 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();
}
- goto IL_F5F;
+ 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();
}
- }
- foreach (NPC current4 in Game1.CurrentEvent.actors)
- {
- if (!current4.swimming && !current4.hideShadow && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(current4.getTileLocation()))
- Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, current4.position + new Vector2(current4.sprite.spriteWidth * Game1.pixelZoom / 2f, current4.GetBoundingBox().Height + (current4.IsMonster ? 0 : (Game1.pixelZoom * 3)))), Game1.shadowTexture.Bounds, Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), (Game1.pixelZoom + current4.yJumpOffset / 40f) * current4.scale, SpriteEffects.None, Math.Max(0f, current4.getStandingY() / 10000f) - 1E-06f);
- }
- IL_F5F:
- if (!Game1.player.swimming && !Game1.player.isRidingHorse() && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(Game1.player.getTileLocation()))
- Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.player.position + new Vector2(32f, 24f)), Game1.shadowTexture.Bounds, Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), 4f - (((Game1.player.running || Game1.player.usingTool) && Game1.player.FarmerSprite.indexInCurrentAnimation > 1) ? (Math.Abs(FarmerRenderer.featureYOffsetPerFrame[Game1.player.FarmerSprite.CurrentFrame]) * 0.5f) : 0f), SpriteEffects.None, Math.Max(0.0001f, Game1.player.getStandingY() / 10000f + 0.00011f) - 0.0001f);
- if (Game1.displayFarmer)
- Game1.player.draw(Game1.spriteBatch);
- if ((Game1.eventUp || Game1.killScreen) && !Game1.killScreen)
- 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), Game1.player.currentUpgrade.getSourceRectangle(), Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, (Game1.player.currentUpgrade.positionOfCarpenter.Y + Game1.tileSize * 3 / 4) / 10000f);
- Game1.currentLocation.draw(Game1.spriteBatch);
- if (Game1.eventUp && Game1.currentLocation.currentEvent?.messageToScreen != null)
- Game1.drawWithBorder(Game1.currentLocation.currentEvent.messageToScreen, Color.Black, Color.White, new Vector2(Game1.graphics.GraphicsDevice.Viewport.TitleSafeArea.Width / 2 - Game1.borderFont.MeasureString(Game1.currentLocation.currentEvent.messageToScreen).X / 2f, Game1.graphics.GraphicsDevice.Viewport.TitleSafeArea.Height - Game1.tileSize), 0f, 1f, 0.999f);
- 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(6 * Game1.tileSize + Game1.tileSize / 4, 2 * Game1.tileSize + Game1.tileSize / 2)), new Rectangle(Game1.tvStation * 24, 0, 24, 15), Color.White, 0f, Vector2.Zero, 4f, SpriteEffects.None, 1E-08f);
- if (Game1.panMode)
- {
- Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Rectangle((int)Math.Floor((Game1.getOldMouseX() + Game1.viewport.X) / (double)Game1.tileSize) * Game1.tileSize - Game1.viewport.X, (int)Math.Floor((Game1.getOldMouseY() + Game1.viewport.Y) / (double)Game1.tileSize) * Game1.tileSize - Game1.viewport.Y, Game1.tileSize, Game1.tileSize), Color.Lime * 0.75f);
- foreach (Warp current5 in Game1.currentLocation.warps)
- Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Rectangle(current5.X * Game1.tileSize - Game1.viewport.X, current5.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, null, null);
- if (Game1.currentLocation.Name.Equals("Farm") && Game1.stats.SeedsSown >= 200u)
- {
- Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2(3 * Game1.tileSize + Game1.tileSize / 4, Game1.tileSize + Game1.tileSize / 3)), Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16), Color.White);
- Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2(4 * Game1.tileSize + Game1.tileSize, 2 * Game1.tileSize + Game1.tileSize)), Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16), Color.White);
- Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2(5 * Game1.tileSize, 2 * Game1.tileSize)), Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16), Color.White);
- Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2(3 * Game1.tileSize + Game1.tileSize / 2, 3 * Game1.tileSize)), Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16), Color.White);
- Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2(5 * Game1.tileSize - Game1.tileSize / 4, Game1.tileSize)), Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16), Color.White);
- Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2(4 * Game1.tileSize, 3 * Game1.tileSize + Game1.tileSize / 6)), Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16), Color.White);
- Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2(4 * Game1.tileSize + Game1.tileSize / 5, 2 * Game1.tileSize + Game1.tileSize / 3)), Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16), 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 && ((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")) || (Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.GetBoundingBox().Right, (int)Game1.player.position.Y - Game1.tileSize * 3 / 5), Game1.viewport.Size) != null && !Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.GetBoundingBox().Right, (int)Game1.player.position.Y - Game1.tileSize * 3 / 5), Game1.viewport.Size).TileIndexProperties.ContainsKey("FrontAlways"))))
- Game1.drawPlayerHeldObject(Game1.player);
- if ((Game1.player.UsingTool || Game1.pickingTool) && Game1.player.CurrentTool != null && (!Game1.player.CurrentTool.Name.Equals("Seeds") || Game1.pickingTool) && Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.getStandingX(), (int)Game1.player.position.Y - 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 (Game1.toolHold > 400f && Game1.player.CurrentTool.UpgradeLevel >= 1 && Game1.player.canReleaseTool)
- {
- Color color = Color.White;
- switch ((int)(Game1.toolHold / 600f) + 2)
+ else if ((int)Game1.gameMode == 11)
{
- 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.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(Ga