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authorJesse Plamondon-Willard <github@jplamondonw.com>2017-05-12 21:09:20 -0400
committerJesse Plamondon-Willard <github@jplamondonw.com>2017-05-12 21:09:20 -0400
commit588b42742da93c3807eb3e4d6e6a75d7dda471be (patch)
tree45eccdffacbdad41a52e29dd783779e505e9e080 /src/StardewModdingAPI/Framework
parente84028f22bf3fc81682ff6fb3a59293f23c030f4 (diff)
downloadSMAPI-588b42742da93c3807eb3e4d6e6a75d7dda471be.tar.gz
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SMAPI-588b42742da93c3807eb3e4d6e6a75d7dda471be.zip
fix error on Linux/Mac when a mod tries to load content immediately after save is loaded
Diffstat (limited to 'src/StardewModdingAPI/Framework')
-rw-r--r--src/StardewModdingAPI/Framework/SGame.cs1191
1 files changed, 598 insertions, 593 deletions
diff --git a/src/StardewModdingAPI/Framework/SGame.cs b/src/StardewModdingAPI/Framework/SGame.cs
index f2098dbd..7ee72af2 100644
--- a/src/StardewModdingAPI/Framework/SGame.cs
+++ b/src/StardewModdingAPI/Framework/SGame.cs
@@ -264,7 +264,7 @@ namespace StardewModdingAPI.Framework
base.Update(gameTime);
return;
}
- if(this.IsBetweenSaveEvents)
+ if (this.IsBetweenSaveEvents)
{
// raise after-save
this.IsBetweenSaveEvents = false;
@@ -543,7 +543,7 @@ namespace StardewModdingAPI.Framework
{
this.Monitor.Log($"An error occured in the base update loop: {ex.GetLogSummary()}", LogLevel.Error);
}
-
+
/*********
** Update events
*********/
@@ -579,6 +579,53 @@ namespace StardewModdingAPI.Framework
/// <summary>The method called to draw everything to the screen.</summary>
/// <param name="gameTime">A snapshot of the game timing state.</param>
+ protected override void Draw(GameTime gameTime)
+ {
+ Context.IsInDrawLoop = true;
+ try
+ {
+ this.DrawImpl(gameTime);
+ this.FailedDraws = 0;
+ }
+ catch (Exception ex)
+ {
+ // log error
+ this.Monitor.Log($"An error occured in the overridden draw loop: {ex.GetLogSummary()}", LogLevel.Error);
+
+ // exit if irrecoverable
+ if (this.FailedDraws >= this.MaxFailedDraws)
+ {
+ this.Monitor.ExitGameImmediately("the game crashed when drawing, and SMAPI was unable to recover the game.");
+ return;
+ }
+ this.FailedDraws++;
+
+ // 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);
+ }
+ }
+ Context.IsInDrawLoop = false;
+ }
+
+ /// <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")]
[SuppressMessage("ReSharper", "LocalVariableHidesMember", Justification = "copied from game code as-is")]
@@ -587,694 +634,652 @@ 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 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
- {
- 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())))
+ foreach (NPC actor in Game1.CurrentEvent.actors)
{
- 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);
+ 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);
}
- 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);
+ else
+ goto label_127;
}
- 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)))))
+ 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($"The {Game1.activeClickableMenu.GetType().FullName} menu crashed while drawing itself. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error);
+ Game1.activeClickableMenu.exitThisMenu();
}
- else if (Game1.farmEvent != null)
- Game1.farmEvent.drawAboveEverything(Game1.spriteBatch);
+ }
+ else if (Game1.farmEvent != null)
+ Game1.farmEvent.drawAboveEverything(Game1.spriteBatch);
+ Game1.spriteBatch.End();
+ if (Game1.overlayMenu != null)
+ {
+ Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
+ Game1.overlayMenu.draw(Game1.spriteBatch);
Game1.spriteBatch.End();
- if (Game1.overlayMenu != null)
- {
- Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
- Game1.overlayMenu.draw(Game1.spriteBatch);
- Game1.spriteBatch.End();
- }
-
- if (GraphicsEvents.HasPostRenderListeners())
- {
- Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
- GraphicsEvents.InvokeOnPostRenderEvent(this.Monitor);
- Game1.spriteBatch.End();
- }
-
- this.renderScreenBuffer();
}
- }
- }
-
- // reset failed draw count
- this.FailedDraws = 0;
- }
- catch (Exception ex)
- {
- // log error
- this.Monitor.Log($"An error occured in the overridden draw loop: {ex.GetLogSummary()}", LogLevel.Error);
- // exit if irrecoverable
- if (this.FailedDraws >= this.MaxFailedDraws)
- {
- this.Monitor.ExitGameImmediately("the game crashed when drawing, and SMAPI was unable to recover the game.");
- return;
- }
- this.FailedDraws++;
-
- // 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;
- }
+ if (GraphicsEvents.HasPostRenderListeners())
+ {
+ Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
+ GraphicsEvents.InvokeOnPostRenderEvent(this.Monitor);
+ Game1.spriteBatch.End();
+ }
- // recover sprite batch
- try
- {
- if (Game1.spriteBatch.IsOpen(SGame.Reflection))
- {
- 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;
}
/****