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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
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')
-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;