diff options
34 files changed, 1218 insertions, 673 deletions
@@ -150,5 +150,5 @@ testing and may change without warning. argument | purpose -------- | ------- -`--log path "path"` | The relative or absolute path of the log file SMAPI should write. +`--log-path "path"` | The relative or absolute path of the log file SMAPI should write. `--no-terminal` | SMAPI won't write anything to the console window. (Messages will still be written to the log file.) diff --git a/release-notes.md b/release-notes.md index a5ef4a0b..d600db57 100644 --- a/release-notes.md +++ b/release-notes.md @@ -8,12 +8,27 @@ For mod developers: * Added `ContentEvents.AssetLoading` event with a helper which lets you intercept the XNB content load, and dynamically adjust or replace the content being loaded (including support for patching images). +--> ## 1.10 See [log](https://github.com/Pathoschild/SMAPI/compare/1.9...1.10). -* Updated for Stardew Valley 1.2. -* SMAPI now rewrites many mods for compatibility with game updates, but some mods will need an update. ---> + +For players: +* Updated to Stardew Valley 1.2. +* Added logic to rewrite many mods for compatibility with game updates, though some mods may still need an update. +* Fixed `SEHException` errors affecting some players. +* Fixed issue where SMAPI didn't unlock some files on exit. +* Fixed rare issue where the installer would crash trying to delete a bundled mod from `%appdata%`. +* Improved TrainerMod commands: + * Added `world_setyear` to change the current year. + * Replaced `player_addmelee` with `player_addweapon` with support for non-melee weapons. + +For mod developers: +* Mods are now initialised after the `Initialize`/`LoadContent` phase, which means the `GameEvents.Initialize` and `GameEvents.LoadContent` events are deprecated. You can move any logic in those methods to your mod's `Entry` method. +* Added `IsBetween` and string overloads to the `ISemanticVersion` methods. +* Fixed mouse-changed event never updating prior mouse position. +* Fixed `monitor.ExitGameImmediately` not working correctly. +* Fixed `Constants.SaveFolderName` not set for a new game until the save is created. ## 1.9 See [log](https://github.com/Pathoschild/SMAPI/compare/1.8...1.9). diff --git a/src/StardewModdingAPI.Installer/InteractiveInstaller.cs b/src/StardewModdingAPI.Installer/InteractiveInstaller.cs index fffba30f..38c19d2b 100644 --- a/src/StardewModdingAPI.Installer/InteractiveInstaller.cs +++ b/src/StardewModdingAPI.Installer/InteractiveInstaller.cs @@ -65,30 +65,30 @@ namespace StardewModdingApi.Installer /// <param name="modsDir">The folder for SMAPI mods.</param> private IEnumerable<string> GetUninstallPaths(DirectoryInfo installDir, DirectoryInfo modsDir) { - Func<string, string> installPath = path => Path.Combine(installDir.FullName, path); + string GetInstallPath(string path) => Path.Combine(installDir.FullName, path); // common - yield return installPath("Mono.Cecil.dll"); - yield return installPath("Newtonsoft.Json.dll"); - yield return installPath("StardewModdingAPI.exe"); - yield return installPath("StardewModdingAPI.config.json"); - yield return installPath("StardewModdingAPI.data.json"); - yield return installPath("StardewModdingAPI.AssemblyRewriters.dll"); - yield return installPath("steam_appid.txt"); + yield return GetInstallPath("Mono.Cecil.dll"); + yield return GetInstallPath("Newtonsoft.Json.dll"); + yield return GetInstallPath("StardewModdingAPI.exe"); + yield return GetInstallPath("StardewModdingAPI.config.json"); + yield return GetInstallPath("StardewModdingAPI.data.json"); + yield return GetInstallPath("StardewModdingAPI.AssemblyRewriters.dll"); + yield return GetInstallPath("steam_appid.txt"); // Linux/Mac only - yield return installPath("StardewModdingAPI"); - yield return installPath("StardewModdingAPI.exe.mdb"); - yield return installPath("System.Numerics.dll"); - yield return installPath("System.Runtime.Caching.dll"); + yield return GetInstallPath("StardewModdingAPI"); + yield return GetInstallPath("StardewModdingAPI.exe.mdb"); + yield return GetInstallPath("System.Numerics.dll"); + yield return GetInstallPath("System.Runtime.Caching.dll"); // Windows only - yield return installPath("StardewModdingAPI.pdb"); + yield return GetInstallPath("StardewModdingAPI.pdb"); // obsolete - yield return installPath("Mods/.cache"); // 1.3-1.4 - yield return installPath("Mono.Cecil.Rocks.dll"); // 1.3–1.8 - yield return installPath("StardewModdingAPI-settings.json"); // 1.0-1.4 + yield return GetInstallPath("Mods/.cache"); // 1.3-1.4 + yield return GetInstallPath("Mono.Cecil.Rocks.dll"); // 1.3–1.8 + yield return GetInstallPath("StardewModdingAPI-settings.json"); // 1.0-1.4 if (modsDir.Exists) { foreach (DirectoryInfo modDir in modsDir.EnumerateDirectories()) @@ -435,7 +435,7 @@ namespace StardewModdingApi.Installer catch (Exception ex) { this.PrintError($"Oops! The installer couldn't delete {path}: [{ex.GetType().Name}] {ex.Message}."); - this.PrintError("Please delete it yourself, then press any key to retry."); + this.PrintError("Try rebooting your computer and then run the installer again. If that doesn't work, try deleting it yourself then press any key to retry."); Console.ReadKey(); } } @@ -592,7 +592,7 @@ namespace StardewModdingApi.Installer if (isDir && packagedModNames.Contains(entry.Name, StringComparer.InvariantCultureIgnoreCase)) { this.PrintDebug($" Deleting {entry.Name} because it's bundled into SMAPI..."); - entry.Delete(); + this.InteractivelyDelete(entry.FullName); continue; } @@ -626,9 +626,8 @@ namespace StardewModdingApi.Installer private void Move(FileSystemInfo entry, string newPath) { // file - if (entry is FileInfo) + if (entry is FileInfo file) { - FileInfo file = (FileInfo)entry; file.CopyTo(newPath); file.Delete(); } diff --git a/src/StardewModdingAPI/Constants.cs b/src/StardewModdingAPI/Constants.cs index 4a036cd0..6ba16935 100644 --- a/src/StardewModdingAPI/Constants.cs +++ b/src/StardewModdingAPI/Constants.cs @@ -33,13 +33,13 @@ namespace StardewModdingAPI ** Public ****/ /// <summary>SMAPI's current semantic version.</summary> - public static ISemanticVersion ApiVersion { get; } = new SemanticVersion(1, 9, 0); + public static ISemanticVersion ApiVersion { get; } = new SemanticVersion(1, 10, 0); /// <summary>The minimum supported version of Stardew Valley.</summary> - public static ISemanticVersion MinimumGameVersion { get; } = new SemanticVersion("1.1"); + public static ISemanticVersion MinimumGameVersion { get; } = new SemanticVersion("1.2.15"); /// <summary>The maximum supported version of Stardew Valley.</summary> - public static ISemanticVersion MaximumGameVersion { get; } = new SemanticVersion("1.1.1"); + public static ISemanticVersion MaximumGameVersion { get; } = null; /// <summary>The path to the game folder.</summary> public static string ExecutionPath { get; } = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location); @@ -54,7 +54,7 @@ namespace StardewModdingAPI public static string SavesPath { get; } = Path.Combine(Constants.DataPath, "Saves"); /// <summary>The directory name containing the current save's data (if a save is loaded and the directory exists).</summary> - public static string SaveFolderName => Constants.SavePathReady ? Constants.GetSaveFolderName() : ""; + public static string SaveFolderName => Constants.IsSaveLoaded ? Constants.GetSaveFolderName() : ""; /// <summary>The directory path containing the current save's data (if a save is loaded and the directory exists).</summary> public static string CurrentSavePath => Constants.SavePathReady ? Path.Combine(Constants.SavesPath, Constants.GetSaveFolderName()) : ""; @@ -146,6 +146,9 @@ namespace StardewModdingAPI /**** ** Finders throw an exception when incompatible code is found. ****/ + // changes in Stardew Valley 1.2 (with no rewriters) + new FieldFinder("StardewValley.Item", "set_Name"), + // APIs removed in SMAPI 1.9 new TypeFinder("StardewModdingAPI.Advanced.ConfigFile"), new TypeFinder("StardewModdingAPI.Advanced.IConfigFile"), @@ -169,6 +172,14 @@ namespace StardewModdingAPI // crossplatform new MethodParentRewriter(typeof(SpriteBatch), typeof(SpriteBatchWrapper), onlyIfPlatformChanged: true), + // Stardew Valley 1.2 + new FieldToPropertyRewriter(typeof(Game1), nameof(Game1.activeClickableMenu)), + new FieldToPropertyRewriter(typeof(Game1), nameof(Game1.currentMinigame)), + new FieldToPropertyRewriter(typeof(Game1), nameof(Game1.gameMode)), + new FieldToPropertyRewriter(typeof(Game1), nameof(Game1.player)), + new FieldReplaceRewriter(typeof(Game1), "borderFont", nameof(Game1.smallFont)), + new FieldReplaceRewriter(typeof(Game1), "smoothFont", nameof(Game1.smallFont)), + // SMAPI 1.9 new TypeReferenceRewriter("StardewModdingAPI.Inheritance.ItemStackChange", typeof(ItemStackChange)) }; diff --git a/src/StardewModdingAPI/Events/ContentEvents.cs b/src/StardewModdingAPI/Events/ContentEvents.cs index 9418673a..5b4146c5 100644 --- a/src/StardewModdingAPI/Events/ContentEvents.cs +++ b/src/StardewModdingAPI/Events/ContentEvents.cs @@ -5,7 +5,6 @@ using StardewModdingAPI.Framework; namespace StardewModdingAPI.Events { /// <summary>Events raised when the game loads content.</summary> - [Obsolete("This is an undocumented experimental API and may change without warning.")] public static class ContentEvents { /********* diff --git a/src/StardewModdingAPI/Events/EventArgsClickableMenuChanged.cs b/src/StardewModdingAPI/Events/EventArgsClickableMenuChanged.cs index 708c02e0..2a2aa163 100644 --- a/src/StardewModdingAPI/Events/EventArgsClickableMenuChanged.cs +++ b/src/StardewModdingAPI/Events/EventArgsClickableMenuChanged.cs @@ -10,10 +10,10 @@ namespace StardewModdingAPI.Events ** Accessors *********/ /// <summary>The previous menu.</summary> - public IClickableMenu NewMenu { get; private set; } + public IClickableMenu NewMenu { get; } /// <summary>The current menu.</summary> - public IClickableMenu PriorMenu { get; private set; } + public IClickableMenu PriorMenu { get; } /********* diff --git a/src/StardewModdingAPI/Events/EventArgsClickableMenuClosed.cs b/src/StardewModdingAPI/Events/EventArgsClickableMenuClosed.cs index 1a62432f..5e6585f0 100644 --- a/src/StardewModdingAPI/Events/EventArgsClickableMenuClosed.cs +++ b/src/StardewModdingAPI/Events/EventArgsClickableMenuClosed.cs @@ -10,7 +10,7 @@ namespace StardewModdingAPI.Events ** Accessors *********/ /// <summary>The menu that was closed.</summary> - public IClickableMenu PriorMenu { get; private set; } + public IClickableMenu PriorMenu { get; } /********* diff --git a/src/StardewModdingAPI/Events/EventArgsCommand.cs b/src/StardewModdingAPI/Events/EventArgsCommand.cs index bae13694..88a9e5a3 100644 --- a/src/StardewModdingAPI/Events/EventArgsCommand.cs +++ b/src/StardewModdingAPI/Events/EventArgsCommand.cs @@ -10,7 +10,7 @@ namespace StardewModdingAPI.Events ** Accessors *********/ /// <summary>The triggered command.</summary> - public Command Command { get; private set; } + public Command Command { get; } /********* diff --git a/src/StardewModdingAPI/Events/EventArgsControllerButtonPressed.cs b/src/StardewModdingAPI/Events/EventArgsControllerButtonPressed.cs index 87c96678..3243b80b 100644 --- a/src/StardewModdingAPI/Events/EventArgsControllerButtonPressed.cs +++ b/src/StardewModdingAPI/Events/EventArgsControllerButtonPressed.cs @@ -11,10 +11,10 @@ namespace StardewModdingAPI.Events ** Accessors *********/ /// <summary>The player who pressed the button.</summary> - public PlayerIndex PlayerIndex { get; private set; } + public PlayerIndex PlayerIndex { get; } /// <summary>The controller button that was pressed.</summary> - public Buttons ButtonPressed { get; private set; } + public Buttons ButtonPressed { get; } /********* diff --git a/src/StardewModdingAPI/Events/EventArgsControllerButtonReleased.cs b/src/StardewModdingAPI/Events/EventArgsControllerButtonReleased.cs index cb53b545..e05a080b 100644 --- a/src/StardewModdingAPI/Events/EventArgsControllerButtonReleased.cs +++ b/src/StardewModdingAPI/Events/EventArgsControllerButtonReleased.cs @@ -11,10 +11,10 @@ namespace StardewModdingAPI.Events ** Accessors *********/ /// <summary>The player who pressed the button.</summary> - public PlayerIndex PlayerIndex { get; private set; } + public PlayerIndex PlayerIndex { get; } /// <summary>The controller button that was pressed.</summary> - public Buttons ButtonReleased { get; private set; } + public Buttons ButtonReleased { get; } /********* diff --git a/src/StardewModdingAPI/Events/EventArgsControllerTriggerPressed.cs b/src/StardewModdingAPI/Events/EventArgsControllerTriggerPressed.cs index 72b73040..a2087733 100644 --- a/src/StardewModdingAPI/Events/EventArgsControllerTriggerPressed.cs +++ b/src/StardewModdingAPI/Events/EventArgsControllerTriggerPressed.cs @@ -11,13 +11,13 @@ namespace StardewModdingAPI.Events ** Accessors *********/ /// <summary>The player who pressed the button.</summary> - public PlayerIndex PlayerIndex { get; private set; } + public PlayerIndex PlayerIndex { get; } /// <summary>The controller button that was pressed.</summary> - public Buttons ButtonPressed { get; private set; } + public Buttons ButtonPressed { get; } /// <summary>The current trigger value.</summary> - public float Value { get; private set; } + public float Value { get; } /********* diff --git a/src/StardewModdingAPI/Events/EventArgsControllerTriggerReleased.cs b/src/StardewModdingAPI/Events/EventArgsControllerTriggerReleased.cs index de28a159..d2eecbec 100644 --- a/src/StardewModdingAPI/Events/EventArgsControllerTriggerReleased.cs +++ b/src/StardewModdingAPI/Events/EventArgsControllerTriggerReleased.cs @@ -11,13 +11,13 @@ namespace StardewModdingAPI.Events ** Accessors *********/ /// <summary>The player who pressed the button.</summary> - public PlayerIndex PlayerIndex { get; private set; } + public PlayerIndex PlayerIndex { get; } /// <summary>The controller button that was released.</summary> - public Buttons ButtonReleased { get; private set; } + public Buttons ButtonReleased { get; } /// <summary>The current trigger value.</summary> - public float Value { get; private set; } + public float Value { get; } /********* diff --git a/src/StardewModdingAPI/Events/EventArgsCurrentLocationChanged.cs b/src/StardewModdingAPI/Events/EventArgsCurrentLocationChanged.cs index aa0bb377..25d3ebf3 100644 --- a/src/StardewModdingAPI/Events/EventArgsCurrentLocationChanged.cs +++ b/src/StardewModdingAPI/Events/EventArgsCurrentLocationChanged.cs @@ -10,10 +10,10 @@ namespace StardewModdingAPI.Events ** Accessors *********/ /// <summary>The player's current location.</summary> - public GameLocation NewLocation { get; private set; } + public GameLocation NewLocation { get; } /// <summary>The player's previous location.</summary> - public GameLocation PriorLocation { get; private set; } + public GameLocation PriorLocation { get; } /********* diff --git a/src/StardewModdingAPI/Events/EventArgsGameLocationsChanged.cs b/src/StardewModdingAPI/Events/EventArgsGameLocationsChanged.cs index c68951ce..fb8c821e 100644 --- a/src/StardewModdingAPI/Events/EventArgsGameLocationsChanged.cs +++ b/src/StardewModdingAPI/Events/EventArgsGameLocationsChanged.cs @@ -11,7 +11,7 @@ namespace StardewModdingAPI.Events ** Accessors *********/ /// <summary>The current list of game locations.</summary> - public List<GameLocation> NewLocations { get; private set; } + public List<GameLocation> NewLocations { get; } /********* diff --git a/src/StardewModdingAPI/Events/EventArgsInventoryChanged.cs b/src/StardewModdingAPI/Events/EventArgsInventoryChanged.cs index 11cbcedf..1ee02842 100644 --- a/src/StardewModdingAPI/Events/EventArgsInventoryChanged.cs +++ b/src/StardewModdingAPI/Events/EventArgsInventoryChanged.cs @@ -12,16 +12,16 @@ namespace StardewModdingAPI.Events ** Accessors *********/ /// <summary>The player's inventory.</summary> - public List<Item> Inventory { get; private set; } + public List<Item> Inventory { get; } /// <summary>The added items.</summary> - public List<ItemStackChange> Added { get; private set; } + public List<ItemStackChange> Added { get; } /// <summary>The removed items.</summary> - public List<ItemStackChange> Removed { get; private set; } + public List<ItemStackChange> Removed { get; } /// <summary>The items whose stack sizes changed.</summary> - public List<ItemStackChange> QuantityChanged { get; private set; } + public List<ItemStackChange> QuantityChanged { get; } /********* diff --git a/src/StardewModdingAPI/Events/EventArgsKeyPressed.cs b/src/StardewModdingAPI/Events/EventArgsKeyPressed.cs index 82a593be..d9d81e10 100644 --- a/src/StardewModdingAPI/Events/EventArgsKeyPressed.cs +++ b/src/StardewModdingAPI/Events/EventArgsKeyPressed.cs @@ -10,7 +10,7 @@ namespace StardewModdingAPI.Events ** Accessors *********/ /// <summary>The keyboard button that was pressed.</summary> - public Keys KeyPressed { get; private set; } + public Keys KeyPressed { get; } /********* diff --git a/src/StardewModdingAPI/Events/EventArgsKeyboardStateChanged.cs b/src/StardewModdingAPI/Events/EventArgsKeyboardStateChanged.cs index 2e314731..14e397ce 100644 --- a/src/StardewModdingAPI/Events/EventArgsKeyboardStateChanged.cs +++ b/src/StardewModdingAPI/Events/EventArgsKeyboardStateChanged.cs @@ -10,10 +10,10 @@ namespace StardewModdingAPI.Events ** Accessors *********/ /// <summary>The previous keyboard state.</summary> - public KeyboardState NewState { get; private set; } + public KeyboardState NewState { get; } /// <summary>The current keyboard state.</summary> - public KeyboardState PriorState { get; private set; } + public KeyboardState PriorState { get; } /********* diff --git a/src/StardewModdingAPI/Events/EventArgsLevelUp.cs b/src/StardewModdingAPI/Events/EventArgsLevelUp.cs index 826914da..fe6696d4 100644 --- a/src/StardewModdingAPI/Events/EventArgsLevelUp.cs +++ b/src/StardewModdingAPI/Events/EventArgsLevelUp.cs @@ -9,10 +9,10 @@ namespace StardewModdingAPI.Events ** Accessors *********/ /// <summary>The player skill that leveled up.</summary> - public LevelType Type { get; private set; } + public LevelType Type { get; } /// <summary>The new skill level.</summary> - public int NewLevel { get; private set; } + public int NewLevel { get; } /// <summary>The player skill types.</summary> public enum LevelType diff --git a/src/StardewModdingAPI/Events/EventArgsLoadedGameChanged.cs b/src/StardewModdingAPI/Events/EventArgsLoadedGameChanged.cs index cd7a366f..51d64016 100644 --- a/src/StardewModdingAPI/Events/EventArgsLoadedGameChanged.cs +++ b/src/StardewModdingAPI/Events/EventArgsLoadedGameChanged.cs @@ -9,7 +9,7 @@ namespace StardewModdingAPI.Events ** Accessors *********/ /// <summary>Whether the save has been loaded. This is always true.</summary> - public bool LoadedGame { get; private set; } + public bool LoadedGame { get; } /********* diff --git a/src/StardewModdingAPI/Events/EventArgsLocationObjectsChanged.cs b/src/StardewModdingAPI/Events/EventArgsLocationObjectsChanged.cs index f708ab6b..058999e9 100644 --- a/src/StardewModdingAPI/Events/EventArgsLocationObjectsChanged.cs +++ b/src/StardewModdingAPI/Events/EventArgsLocationObjectsChanged.cs @@ -12,7 +12,7 @@ namespace StardewModdingAPI.Events ** Accessors *********/ /// <summary>The current list of objects in the current location.</summary> - public SerializableDictionary<Vector2, Object> NewObjects { get; private set; } + public SerializableDictionary<Vector2, Object> NewObjects { get; } /********* diff --git a/src/StardewModdingAPI/Events/EventArgsMineLevelChanged.cs b/src/StardewModdingAPI/Events/EventArgsMineLevelChanged.cs index a02921d2..c82fed35 100644 --- a/src/StardewModdingAPI/Events/EventArgsMineLevelChanged.cs +++ b/src/StardewModdingAPI/Events/EventArgsMineLevelChanged.cs @@ -9,10 +9,10 @@ namespace StardewModdingAPI.Events ** Accessors *********/ /// <summary>The previous mine level.</summary> - public int PreviousMineLevel { get; private set; } + public int PreviousMineLevel { get; } /// <summary>The current mine level.</summary> - public int CurrentMineLevel { get; private set; } + public int CurrentMineLevel { get; } /********* diff --git a/src/StardewModdingAPI/Events/EventArgsMouseStateChanged.cs b/src/StardewModdingAPI/Events/EventArgsMouseStateChanged.cs index a589e29d..57298164 100644 --- a/src/StardewModdingAPI/Events/EventArgsMouseStateChanged.cs +++ b/src/StardewModdingAPI/Events/EventArgsMouseStateChanged.cs @@ -11,16 +11,16 @@ namespace StardewModdingAPI.Events ** Accessors *********/ /// <summary>The previous mouse state.</summary> - public MouseState PriorState { get; private set; } + public MouseState PriorState { get; } /// <summary>The current mouse state.</summary> - public MouseState NewState { get; private set; } + public MouseState NewState { get; } /// <summary>The previous mouse position on the screen adjusted for the zoom level.</summary> - public Point PriorPosition { get; private set; } + public Point PriorPosition { get; } /// <summary>The current mouse position on the screen adjusted for the zoom level.</summary> - public Point NewPosition { get; private set; } + public Point NewPosition { get; } /********* diff --git a/src/StardewModdingAPI/Events/EventArgsNewDay.cs b/src/StardewModdingAPI/Events/EventArgsNewDay.cs index 5088cb5c..aba837e4 100644 --- a/src/StardewModdingAPI/Events/EventArgsNewDay.cs +++ b/src/StardewModdingAPI/Events/EventArgsNewDay.cs @@ -9,13 +9,13 @@ namespace StardewModdingAPI.Events ** Accessors *********/ /// <summary>The previous day value.</summary> - public int PreviousDay { get; private set; } + public int PreviousDay { get; } /// <summary>The current day value.</summary> - public int CurrentDay { get; private set; } + public int CurrentDay { get; } /// <summary>Whether the game just started the transition (<c>true</c>) or finished it (<c>false</c>).</summary> - public bool IsNewDay { get; private set; } + public bool IsNewDay { get; } /********* diff --git a/src/StardewModdingAPI/Events/EventArgsStringChanged.cs b/src/StardewModdingAPI/Events/EventArgsStringChanged.cs index f91951ae..85b6fab5 100644 --- a/src/StardewModdingAPI/Events/EventArgsStringChanged.cs +++ b/src/StardewModdingAPI/Events/EventArgsStringChanged.cs @@ -9,10 +9,10 @@ namespace StardewModdingAPI.Events ** Accessors *********/ /// <summary>The previous value.</summary> - public string NewString { get; private set; } + public string NewString { get; } /// <summary>The current value.</summary> - public string PriorString { get; private set; } + public string PriorString { get; } /********* ** Public methods diff --git a/src/StardewModdingAPI/Events/GameEvents.cs b/src/StardewModdingAPI/Events/GameEvents.cs index 715083b9..029ec1f9 100644 --- a/src/StardewModdingAPI/Events/GameEvents.cs +++ b/src/StardewModdingAPI/Events/GameEvents.cs @@ -7,17 +7,29 @@ namespace StardewModdingAPI.Events public static class GameEvents { /********* + ** Properties + *********/ + /// <summary>Manages deprecation warnings.</summary> + private static DeprecationManager DeprecationManager; + + + /********* ** Events *********/ - /// <summary>Raised during launch after configuring XNA or MonoGame. The game window hasn't been opened by this point. Called during <see cref="Microsoft.Xna.Framework.Game.Initialize"/>.</summary> - public static event EventHandler Initialize; + /// <summary>Raised during launch after configuring XNA or MonoGame. The game window hasn't been opened by this point. Called after <see cref="Microsoft.Xna.Framework.Game.Initialize"/>.</summary> + internal static event EventHandler InitializeInternal; - /// <summary>Raised during launch after configuring Stardew Valley, loading it into memory, and opening the game window. The window is still blank by this point.</summary> - public static event EventHandler GameLoaded; + /// <summary>Raised during launch after configuring XNA or MonoGame. The game window hasn't been opened by this point. Called after <see cref="Microsoft.Xna.Framework.Game.Initialize"/>.</summary> + [Obsolete("The " + nameof(Mod) + "." + nameof(Mod.Entry) + " method is now called after the " + nameof(GameEvents.Initialize) + " event, so any contained logic can be done directly in " + nameof(Mod.Entry) + ".")] + public static event EventHandler Initialize; /// <summary>Raised before XNA loads or reloads graphics resources. Called during <see cref="Microsoft.Xna.Framework.Game.LoadContent"/>.</summary> + [Obsolete("The " + nameof(Mod) + "." + nameof(Mod.Entry) + " method is now called after the " + nameof(GameEvents.LoadContent) + " event, so any contained logic can be done directly in " + nameof(Mod.Entry) + ".")] public static event EventHandler LoadContent; + /// <summary>Raised during launch after configuring Stardew Valley, loading it into memory, and opening the game window. The window is still blank by this point.</summary> + public static event EventHandler GameLoaded; + /// <summary>Raised during the first game update tick.</summary> public static event EventHandler FirstUpdateTick; @@ -46,25 +58,48 @@ namespace StardewModdingAPI.Events /********* ** Internal methods *********/ - /// <summary>Raise a <see cref="GameLoaded"/> event.</summary> - /// <param name="monitor">Encapsulates monitoring and logging.</param> - internal static void InvokeGameLoaded(IMonitor monitor) + /// <summary>Injects types required for backwards compatibility.</summary> + /// <param name="deprecationManager">Manages deprecation warnings.</param> + internal static void Shim(DeprecationManager deprecationManager) { - monitor.SafelyRaisePlainEvent($"{nameof(GameEvents)}.{nameof(GameEvents.GameLoaded)}", GameEvents.GameLoaded?.GetInvocationList()); + GameEvents.DeprecationManager = deprecationManager; } /// <summary>Raise an <see cref="Initialize"/> event.</summary> /// <param name="monitor">Encapsulates logging and monitoring.</param> internal static void InvokeInitialize(IMonitor monitor) { - monitor.SafelyRaisePlainEvent($"{nameof(GameEvents)}.{nameof(GameEvents.Initialize)}", GameEvents.Initialize?.GetInvocationList()); + // notify SMAPI + monitor.SafelyRaisePlainEvent($"{nameof(GameEvents)}.{nameof(GameEvents.InitializeInternal)}", GameEvents.InitializeInternal?.GetInvocationList()); + + // notify mods + if (GameEvents.Initialize == null) + return; + string name = $"{nameof(GameEvents)}.{nameof(GameEvents.Initialize)}"; + Delegate[] handlers = GameEvents.Initialize.GetInvocationList(); + GameEvents.DeprecationManager.WarnForEvent(handlers, name, "1.10", DeprecationLevel.Info); + monitor.SafelyRaisePlainEvent(name, handlers); } /// <summary>Raise a <see cref="LoadContent"/> event.</summary> /// <param name="monitor">Encapsulates logging and monitoring.</param> internal static void InvokeLoadContent(IMonitor monitor) { - monitor.SafelyRaisePlainEvent($"{nameof(GameEvents)}.{nameof(GameEvents.LoadContent)}", GameEvents.LoadContent?.GetInvocationList()); + if (GameEvents.LoadContent == null) + return; + + string name = $"{nameof(GameEvents)}.{nameof(GameEvents.LoadContent)}"; + Delegate[] handlers = GameEvents.LoadContent.GetInvocationList(); + + GameEvents.DeprecationManager.WarnForEvent(handlers, name, "1.10", DeprecationLevel.Info); + monitor.SafelyRaisePlainEvent(name, handlers); + } + + /// <summary>Raise a <see cref="GameLoaded"/> event.</summary> + /// <param name="monitor">Encapsulates monitoring and logging.</param> + internal static void InvokeGameLoaded(IMonitor monitor) + { + monitor.SafelyRaisePlainEvent($"{nameof(GameEvents)}.{nameof(GameEvents.GameLoaded)}", GameEvents.GameLoaded?.GetInvocationList()); } /// <summary>Raise an <see cref="UpdateTick"/> event.</summary> diff --git a/src/StardewModdingAPI/Framework/AssemblyLoader.cs b/src/StardewModdingAPI/Framework/AssemblyLoader.cs index f6fe89f5..2c9973c1 100644 --- a/src/StardewModdingAPI/Framework/AssemblyLoader.cs +++ b/src/StardewModdingAPI/Framework/AssemblyLoader.cs @@ -284,7 +284,7 @@ namespace StardewModdingAPI.Framework { if (!hash.Contains(message)) { - this.Monitor.Log(message, level); + monitor.Log(message, level); hash.Add(message); } } diff --git a/src/StardewModdingAPI/Framework/InternalExtensions.cs b/src/StardewModdingAPI/Framework/InternalExtensions.cs index 4ca79518..a2d589ff 100644 --- a/src/StardewModdingAPI/Framework/InternalExtensions.cs +++ b/src/StardewModdingAPI/Framework/InternalExtensions.cs @@ -39,7 +39,7 @@ namespace StardewModdingAPI.Framework if (handlers == null) return; - foreach (EventHandler handler in Enumerable.Cast<EventHandler>(handlers)) + foreach (EventHandler handler in handlers.Cast<EventHandler>()) { try { @@ -64,7 +64,7 @@ namespace StardewModdingAPI.Framework if (handlers == null) return; - foreach (EventHandler<TEventArgs> handler in Enumerable.Cast<EventHandler<TEventArgs>>(handlers)) + foreach (EventHandler<TEventArgs> handler in handlers.Cast<EventHandler<TEventArgs>>()) { try { @@ -85,14 +85,14 @@ namespace StardewModdingAPI.Framework public static string GetLogSummary(this Exception exception) { // type load exception - if (exception is TypeLoadException) - return $"Failed loading type: {((TypeLoadException)exception).TypeName}: {exception}"; + if (exception is TypeLoadException typeLoadEx) + return $"Failed loading type: {typeLoadEx.TypeName}: {exception}"; // reflection type load exception - if (exception is ReflectionTypeLoadException) + if (exception is ReflectionTypeLoadException reflectionTypeLoadEx) { string summary = exception.ToString(); - foreach (Exception childEx in ((ReflectionTypeLoadException)exception).LoaderExceptions) + foreach (Exception childEx in reflectionTypeLoadEx.LoaderExceptions) summary += $"\n\n{childEx.GetLogSummary()}"; return summary; } diff --git a/src/StardewModdingAPI/Framework/Monitor.cs b/src/StardewModdingAPI/Framework/Monitor.cs index 64075f2f..51feff78 100644 --- a/src/StardewModdingAPI/Framework/Monitor.cs +++ b/src/StardewModdingAPI/Framework/Monitor.cs @@ -21,7 +21,7 @@ namespace StardewModdingAPI.Framework private readonly LogFileManager LogFile; /// <summary>The maximum length of the <see cref="LogLevel"/> values.</summary> - private static readonly int MaxLevelLength = (from level in Enumerable.Cast<LogLevel>(Enum.GetValues(typeof(LogLevel))) select level.ToString().Length).Max(); + private static readonly int MaxLevelLength = (from level in Enum.GetValues(typeof(LogLevel)).Cast<LogLevel>() select level.ToString().Length).Max(); /// <summary>The console text color for each log level.</summary> private static readonly Dictionary<LogLevel, ConsoleColor> Colors = new Dictionary<LogLevel, ConsoleColor> @@ -35,7 +35,7 @@ namespace StardewModdingAPI.Framework }; /// <summary>A delegate which requests that SMAPI immediately exit the game. This should only be invoked when an irrecoverable fatal error happens that risks save corruption or game-breaking bugs.</summary> - private RequestExitDelegate RequestExit; + private readonly RequestExitDelegate RequestExit; /********* @@ -71,6 +71,7 @@ namespace StardewModdingAPI.Framework this.Source = source; this.LogFile = logFile; this.ConsoleManager = consoleManager; + this.RequestExit = requestExitDelegate; } /// <summary>Log a message for the player or developer.</summary> @@ -129,6 +130,8 @@ namespace StardewModdingAPI.Framework { if (this.ConsoleManager.SupportsColor) { + if (background.HasValue) + Console.BackgroundColor = background.Value; Console.ForegroundColor = color; Console.WriteLine(message); Console.ResetColor(); diff --git a/src/StardewModdingAPI/Framework/SGame.cs b/src/StardewModdingAPI/Framework/SGame.cs index 5f265139..61493e87 100644 --- a/src/StardewModdingAPI/Framework/SGame.cs +++ b/src/StardewModdingAPI/Framework/SGame.cs @@ -1,8 +1,10 @@ using System; using System.Collections; using System.Collections.Generic; +using System.Diagnostics; using System.Diagnostics.CodeAnalysis; using System.Linq; +using System.Threading.Tasks; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; @@ -14,7 +16,7 @@ using StardewValley.Locations; using StardewValley.Menus; using StardewValley.Tools; using xTile.Dimensions; -using Rectangle = Microsoft.Xna.Framework.Rectangle; +using xTile.Layers; using SFarmer = StardewValley.Farmer; namespace StardewModdingAPI.Framework @@ -48,7 +50,7 @@ namespace StardewModdingAPI.Framework ** Game state ****/ /// <summary>Arrays of pressed controller buttons indexed by <see cref="PlayerIndex"/>.</summary> - private Buttons[][] PreviouslyPressedButtons; + private readonly Buttons[][] PreviouslyPressedButtons = { new Buttons[0], new Buttons[0], new Buttons[0], new Buttons[0] }; /// <summary>A record of the keyboard state (i.e. the up/down state for each button) as of the latest tick.</summary> private KeyboardState KStateNow; @@ -134,6 +136,9 @@ namespace StardewModdingAPI.Framework /// <summary>The player character at last check.</summary> private SFarmer PreviousFarmer; + /// <summary>The previous content locale.</summary> + private LocalizedContentManager.LanguageCode? PreviousLocale; + /// <summary>An index incremented on every tick and reset every 60th tick (0–59).</summary> private int CurrentUpdateTick; @@ -149,12 +154,20 @@ namespace StardewModdingAPI.Framework // ReSharper disable ArrangeStaticMemberQualifier, ArrangeThisQualifier, InconsistentNaming /// <summary>Used to access private fields and methods.</summary> private static readonly IReflectionHelper Reflection = new ReflectionHelper(); + private static List<float> _fpsList => SGame.Reflection.GetPrivateField<List<float>>(typeof(Game1), nameof(_fpsList)).GetValue(); + private static Stopwatch _fpsStopwatch => SGame.Reflection.GetPrivateField<Stopwatch>(typeof(Game1), nameof(SGame._fpsStopwatch)).GetValue(); + private static float _fps + { + set { SGame.Reflection.GetPrivateField<float>(typeof(Game1), nameof(_fps)).SetValue(value); } + } + private static Task _newDayTask => SGame.Reflection.GetPrivateField<Task>(typeof(Game1), nameof(_newDayTask)).GetValue(); private Color bgColor => SGame.Reflection.GetPrivateField<Color>(this, nameof(bgColor)).GetValue(); - public RenderTarget2D screenWrapper => SGame.Reflection.GetPrivateField<RenderTarget2D>(this, "screen").GetValue(); // deliberately renamed to avoid an infinite loop + public RenderTarget2D screenWrapper => SGame.Reflection.GetPrivateProperty<RenderTarget2D>(this, "screen").GetValue(); // deliberately renamed to avoid an infinite loop public BlendState lightingBlend => SGame.Reflection.GetPrivateField<BlendState>(this, nameof(lightingBlend)).GetValue(); private readonly Action drawFarmBuildings = () => SGame.Reflection.GetPrivateMethod(SGame.Instance, nameof(drawFarmBuildings)).Invoke(new object[0]); private readonly Action drawHUD = () => SGame.Reflection.GetPrivateMethod(SGame.Instance, nameof(drawHUD)).Invoke(new object[0]); private readonly Action drawDialogueBox = () => SGame.Reflection.GetPrivateMethod(SGame.Instance, nameof(drawDialogueBox)).Invoke(new object[0]); + private readonly Action renderScreenBuffer = () => SGame.Reflection.GetPrivateMethod(SGame.Instance, nameof(renderScreenBuffer)).Invoke(new object[0]); // ReSharper restore ArrangeStaticMemberQualifier, ArrangeThisQualifier, InconsistentNaming @@ -168,36 +181,48 @@ namespace StardewModdingAPI.Framework this.Monitor = monitor; this.FirstUpdate = true; SGame.Instance = this; + + Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef; // required by Stardew Valley } /**** ** Intercepted methods & events ****/ - /// <summary>The method called during game launch after configuring XNA or MonoGame. The game window hasn't been opened by this point.</summary> - protected override void Initialize() - { - this.PreviouslyPressedButtons = new Buttons[4][]; - for (var i = 0; i < 4; ++i) - this.PreviouslyPressedButtons[i] = new Buttons[0]; - - base.Initialize(); - GameEvents.InvokeInitialize(this.Monitor); - } - - /// <summary>The method called before XNA or MonoGame loads or reloads graphics resources.</summary> - protected override void LoadContent() + /// <summary>Constructor a content manager to read XNB files.</summary> + /// <param name="serviceProvider">The service provider to use to locate services.</param> + /// <param name="rootDirectory">The root directory to search for content.</param> + protected override LocalizedContentManager CreateContentManager(IServiceProvider serviceProvider, string rootDirectory) { - base.LoadContent(); - GameEvents.InvokeLoadContent(this.Monitor); + return new SContentManager(this.Content.ServiceProvider, this.Content.RootDirectory, this.Monitor); } /// <summary>The method called when the game is updating its state. This happens roughly 60 times per second.</summary> /// <param name="gameTime">A snapshot of the game timing state.</param> protected override void Update(GameTime gameTime) { + // While a background new-day task is in progress, the game skips its own update logic + // and defers to the XNA Update method. Running mod code in parallel to the background + // update is risky, because data changes can conflict (e.g. collection changed during + // enumeration errors) and data may change unexpectedly from one mod instruction to the + // next. + // + // Therefore we can just run Game1.Update here without raising any SMAPI events. There's + // a small chance that the task will finish after we defer but before the game checks, + // which means technically events should be raised, but the effects of missing one + // update tick are neglible and not worth the complications of bypassing Game1.Update. + if (SGame._newDayTask != null) + { + base.Update(gameTime); + return; + } + // raise game loaded if (this.FirstUpdate) + { + GameEvents.InvokeInitialize(this.Monitor); + GameEvents.InvokeLoadContent(this.Monitor); GameEvents.InvokeGameLoaded(this.Monitor); + } // update SMAPI events this.UpdateEventCalls(); @@ -258,412 +283,649 @@ namespace StardewModdingAPI.Framework { try { - if (!this.ZoomLevelIsOne) - this.GraphicsDevice.SetRenderTarget(this.screenWrapper); - - this.GraphicsDevice.Clear(this.bgColor); - if (Game1.options.showMenuBackground && Game1.activeClickableMenu != null && Game1.activeClickableMenu.showWithoutTransparencyIfOptionIsSet()) + if (Game1.debugMode) { - Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); - try - { - Game1.activeClickableMenu.drawBackground(Game1.spriteBatch); - } - catch (Exception ex) - { - this.Monitor.Log($"The {Game1.activeClickableMenu.GetType().FullName} menu crashed while drawing its background. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error); - Game1.activeClickableMenu.exitThisMenu(); - } - GraphicsEvents.InvokeOnPreRenderGuiEvent(this.Monitor); - try - { - Game1.activeClickableMenu.draw(Game1.spriteBatch); - } - catch (Exception ex) - { - this.Monitor.Log($"The {Game1.activeClickableMenu.GetType().FullName} menu crashed while drawing itself. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error); - Game1.activeClickableMenu.exitThisMenu(); - } - GraphicsEvents.InvokeOnPostRenderGuiEvent(this.Monitor); - Game1.spriteBatch.End(); - if (!this.ZoomLevelIsOne) + if (SGame._fpsStopwatch.IsRunning) { - this.GraphicsDevice.SetRenderTarget(null); - this.GraphicsDevice.Clear(this.bgColor); - Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); - Game1.spriteBatch.Draw(this.screenWrapper, Vector2.Zero, this.screenWrapper.Bounds, Color.White, 0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f); - Game1.spriteBatch.End(); + float totalSeconds = (float)SGame._fpsStopwatch.Elapsed.TotalSeconds; + SGame._fpsList.Add(totalSeconds); + while (SGame._fpsList.Count >= 120) + SGame._fpsList.RemoveAt(0); + float num = 0.0f; + foreach (float fps in SGame._fpsList) + num += fps; + SGame._fps = (float)(1.0 / ((double)num / (double)SGame._fpsList.Count)); } - return; + SGame._fpsStopwatch.Restart(); } - if (Game1.gameMode == 11) + else { - Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); - Game1.spriteBatch.DrawString(Game1.smoothFont, "Stardew Valley has crashed...", new Vector2(16f, 16f), Color.HotPink); - Game1.spriteBatch.DrawString(Game1.smoothFont, "Please send the error report or a screenshot of this message to @ConcernedApe. (http://stardewvalley.net/contact/)", new Vector2(16f, 32f), new Color(0, 255, 0)); - Game1.spriteBatch.DrawString(Game1.smoothFont, Game1.parseText(Game1.errorMessage, Game1.smoothFont, Game1.graphics.GraphicsDevice.Viewport.Width), new Vector2(16f, 48f), Color.White); - Game1.spriteBatch.End(); - return; + if (SGame._fpsStopwatch.IsRunning) + SGame._fpsStopwatch.Reset(); + SGame._fps = 0.0f; + SGame._fpsList.Clear(); } - if (Game1.currentMinigame != null) + if (SGame._newDayTask != null) { - Game1.currentMinigame.draw(Game1.spriteBatch); - if (Game1.globalFade && !Game1.menuUp && (!Game1.nameSelectUp || Game1.messagePause)) - { - Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); - Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.Black * ((Game1.gameMode == 0) ? (1f - Game1.fadeToBlackAlpha) : Game1.fadeToBlackAlpha)); - Game1.spriteBatch.End(); - } - if (!this.ZoomLevelIsOne) - { - this.GraphicsDevice.SetRenderTarget(null); - this.GraphicsDevice.Clear(this.bgColor); - Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); - Game1.spriteBatch.Draw(this.screenWrapper, Vector2.Zero, this.screenWrapper.Bounds, Color.White, 0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f); - Game1.spriteBatch.End(); - } - return; - } - if (Game1.showingEndOfNightStuff) - { - Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); - try - { - Game1.activeClickableMenu?.draw(Game1.spriteBatch); - } - catch (Exception ex) - { - this.Monitor.Log($"The {Game1.activeClickableMenu.GetType().FullName} menu crashed while drawing itself. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error); - Game1.activeClickableMenu.exitThisMenu(); - } - Game1.spriteBatch.End(); - if (!this.ZoomLevelIsOne) - { - this.GraphicsDevice.SetRenderTarget(null); - this.GraphicsDevice.Clear(this.bgColor); - Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); - Game1.spriteBatch.Draw(this.screenWrapper, Vector2.Zero, this.screenWrapper.Bounds, Color.White, 0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f); - Game1.spriteBatch.End(); - } - return; - } - if (Game1.gameMode == 6) - { - Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); - string text = ""; - int num = 0; - while (num < gameTime.TotalGameTime.TotalMilliseconds % 999.0 / 333.0) - { - text += "."; - num++; - } - SpriteText.drawString(Game1.spriteBatch, "Loading" + text, 64, Game1.graphics.GraphicsDevice.Viewport.Height - 64, 999, -1, 999, 1f, 1f, false, 0, "Loading..."); - Game1.spriteBatch.End(); - if (!this.ZoomLevelIsOne) - { - this.GraphicsDevice.SetRenderTarget(null); - this.GraphicsDevice.Clear(this.bgColor); - Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); - Game1.spriteBatch.Draw(this.screenWrapper, Vector2.Zero, this.screenWrapper.Bounds, Color.White, 0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f); - Game1.spriteBatch.End(); - } - return; + this.GraphicsDevice.Clear(this.bgColor); + //base.Draw(gameTime); } - if (Game1.gameMode == 0) - Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); else { - if (Game1.drawLighting) + if ((double)Game1.options.zoomLevel != 1.0) + this.GraphicsDevice.SetRenderTarget(this.screenWrapper); + if (this.IsSaving) { - this.GraphicsDevice.SetRenderTarget(Game1.lightmap); - this.GraphicsDevice.Clear(Color.White * 0f); - Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.PointClamp, null, null); - Game1.spriteBatch.Draw(Game1.staminaRect, Game1.lightmap.Bounds, Game1.currentLocation.name.Equals("UndergroundMine") ? Game1.mine.getLightingColor(gameTime) : ((!Game1.ambientLight.Equals(Color.White) && (!Game1.isRaining || !Game1.currentLocation.isOutdoors)) ? Game1.ambientLight : Game1.outdoorLight)); - for (int i = 0; i < Game1.currentLightSources.Count; i++) - { - if (Utility.isOnScreen(Game1.currentLightSources.ElementAt(i).position, (int)(Game1.currentLightSources.ElementAt(i).radius * Game1.tileSize * 4f))) - Game1.spriteBatch.Draw(Game1.currentLightSources.ElementAt(i).lightTexture, Game1.GlobalToLocal(Game1.viewport, Game1.currentLightSources.ElementAt(i).position) / Game1.options.lightingQuality, Game1.currentLightSources.ElementAt(i).lightTexture.Bounds, Game1.currentLightSources.ElementAt(i).color, 0f, new Vector2(Game1.currentLightSources.ElementAt(i).lightTexture.Bounds.Center.X, Game1.currentLightSources.ElementAt(i).lightTexture.Bounds.Center.Y), Game1.currentLightSources.ElementAt(i).radius / Game1.options.lightingQuality, SpriteEffects.None, 0.9f); - } - Game1.spriteBatch.End(); - this.GraphicsDevice.SetRenderTarget(this.ZoomLevelIsOne ? null : this.screenWrapper); - } - if (Game1.bloomDay) - Game1.bloom?.BeginDraw(); - this.GraphicsDevice.Clear(this.bgColor); - Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); - GraphicsEvents.InvokeOnPreRenderEvent(this.Monitor); - Game1.background?.draw(Game1.spriteBatch); - Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch); - Game1.currentLocation.Map.GetLayer("Back").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, Game1.pixelZoom); - Game1.currentLocation.drawWater(Game1.spriteBatch); - if (Game1.CurrentEvent == null) - { - using (List<NPC>.Enumerator enumerator = Game1.currentLocation.characters.GetEnumerator()) + this.GraphicsDevice.Clear(this.bgColor); + IClickableMenu activeClickableMenu = Game1.activeClickableMenu; + if (activeClickableMenu != null) { - while (enumerator.MoveNext()) + Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); + try + { + GraphicsEvents.InvokeOnPreRenderGuiEvent(this.Monitor); + activeClickableMenu.draw(Game1.spriteBatch); + GraphicsEvents.InvokeOnPostRenderGuiEvent(this.Monitor); + } + catch (Exception ex) { - NPC current = enumerator.Current; - if (current != null && !current.swimming && !current.hideShadow && !current.IsMonster && !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(current.getTileLocation())) - Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, current.position + new Vector2(current.sprite.spriteWidth * Game1.pixelZoom / 2f, current.GetBoundingBox().Height + (current.IsMonster ? 0 : (Game1.pixelZoom * 3)))), Game1.shadowTexture.Bounds, Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), (Game1.pixelZoom + current.yJumpOffset / 40f) * current.scale, SpriteEffects.None, Math.Max(0f, current.getStandingY() / 10000f) - 1E-06f); + this.Monitor.Log($"The {activeClickableMenu.GetType().FullName} menu crashed while drawing itself during save. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error); + activeClickableMenu.exitThisMenu(); } - goto IL_B30; + Game1.spriteBatch.End(); } + //base.Draw(gameTime); + this.renderScreenBuffer(); } - foreach (NPC current2 in Game1.CurrentEvent.actors) + else { - if (!current2.swimming && !current2.hideShadow && !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(current2.getTileLocation())) - Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, current2.position + new Vector2(current2.sprite.spriteWidth * Game1.pixelZoom / 2f, current2.GetBoundingBox().Height + (current2.IsMonster ? 0 : (Game1.pixelZoom * 3)))), Game1.shadowTexture.Bounds, Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), (Game1.pixelZoom + current2.yJumpOffset / 40f) * current2.scale, SpriteEffects.None, Math.Max(0f, current2.getStandingY() / 10000f) - 1E-06f); - } - IL_B30: - if (!Game1.player.swimming && !Game1.player.isRidingHorse() && !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(Game1.player.getTileLocation())) - Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.player.position + new Vector2(32f, 24f)), Game1.shadowTexture.Bounds, Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), 4f - (((Game1.player.running || Game1.player.usingTool) && Game1.player.FarmerSprite.indexInCurrentAnimation > 1) ? (Math.Abs(FarmerRenderer.featureYOffsetPerFrame[Game1.player.FarmerSprite.CurrentFrame]) * 0.5f) : 0f), SpriteEffects.None, 0f); - Game1.currentLocation.Map.GetLayer("Buildings").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, Game1.pixelZoom); - Game1.mapDisplayDevice.EndScene(); - Game1.spriteBatch.End(); - Game1.spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); - if (Game1.CurrentEvent == null) - { - using (List<NPC>.Enumerator enumerator3 = Game1.currentLocation.characters.GetEnumerator()) + this.GraphicsDevice.Clear(this.bgColor); + if (Game1.activeClickableMenu != null && Game1.options.showMenuBackground && Game1.activeClickableMenu.showWithoutTransparencyIfOptionIsSet()) { - while (enumerator3.MoveNext()) + Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); + try + { + Game1.activeClickableMenu.drawBackground(Game1.spriteBatch); + GraphicsEvents.InvokeOnPreRenderGuiEvent(this.Monitor); + Game1.activeClickableMenu.draw(Game1.spriteBatch); + GraphicsEvents.InvokeOnPostRenderGuiEvent(this.Monitor); + } + catch (Exception ex) { - NPC current3 = enumerator3.Current; - if (current3 != null && !current3.swimming && !current3.hideShadow && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(current3.getTileLocation())) - Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, current3.position + new Vector2(current3.sprite.spriteWidth * Game1.pixelZoom / 2f, current3.GetBoundingBox().Height + (current3.IsMonster ? 0 : (Game1.pixelZoom * 3)))), Game1.shadowTexture.Bounds, Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), (Game1.pixelZoom + current3.yJumpOffset / 40f) * current3.scale, SpriteEffects.None, Math.Max(0f, current3.getStandingY() / 10000f) - 1E-06f); + this.Monitor.Log($"The {Game1.activeClickableMenu.GetType().FullName} menu crashed while drawing itself. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error); + Game1.activeClickableMenu.exitThisMenu(); } - goto IL_F5F; + Game1.spriteBatch.End(); + if ((double)Game1.options.zoomLevel != 1.0) + { + this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null); + this.GraphicsDevice.Clear(this.bgColor); + Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); + Game1.spriteBatch.Draw((Texture2D)this.screenWrapper, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screenWrapper.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f); + Game1.spriteBatch.End(); + } + if (Game1.overlayMenu == null) + return; + Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); + Game1.overlayMenu.draw(Game1.spriteBatch); + Game1.spriteBatch.End(); } - } - foreach (NPC current4 in Game1.CurrentEvent.actors) - { - if (!current4.swimming && !current4.hideShadow && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(current4.getTileLocation())) - Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, current4.position + new Vector2(current4.sprite.spriteWidth * Game1.pixelZoom / 2f, current4.GetBoundingBox().Height + (current4.IsMonster ? 0 : (Game1.pixelZoom * 3)))), Game1.shadowTexture.Bounds, Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), (Game1.pixelZoom + current4.yJumpOffset / 40f) * current4.scale, SpriteEffects.None, Math.Max(0f, current4.getStandingY() / 10000f) - 1E-06f); - } - IL_F5F: - if (!Game1.player.swimming && !Game1.player.isRidingHorse() && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(Game1.player.getTileLocation())) - Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.player.position + new Vector2(32f, 24f)), Game1.shadowTexture.Bounds, Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), 4f - (((Game1.player.running || Game1.player.usingTool) && Game1.player.FarmerSprite.indexInCurrentAnimation > 1) ? (Math.Abs(FarmerRenderer.featureYOffsetPerFrame[Game1.player.FarmerSprite.CurrentFrame]) * 0.5f) : 0f), SpriteEffects.None, Math.Max(0.0001f, Game1.player.getStandingY() / 10000f + 0.00011f) - 0.0001f); - if (Game1.displayFarmer) - Game1.player.draw(Game1.spriteBatch); - if ((Game1.eventUp || Game1.killScreen) && !Game1.killScreen) - Game1.currentLocation.currentEvent?.draw(Game1.spriteBatch); - if (Game1.player.currentUpgrade != null && Game1.player.currentUpgrade.daysLeftTillUpgradeDone <= 3 && Game1.currentLocation.Name.Equals("Farm")) - Game1.spriteBatch.Draw(Game1.player.currentUpgrade.workerTexture, Game1.GlobalToLocal(Game1.viewport, Game1.player.currentUpgrade.positionOfCarpenter), Game1.player.currentUpgrade.getSourceRectangle(), Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, (Game1.player.currentUpgrade.positionOfCarpenter.Y + Game1.tileSize * 3 / 4) / 10000f); - Game1.currentLocation.draw(Game1.spriteBatch); - if (Game1.eventUp && Game1.currentLocation.currentEvent?.messageToScreen != null) - Game1.drawWithBorder(Game1.currentLocation.currentEvent.messageToScreen, Color.Black, Color.White, new Vector2(Game1.graphics.GraphicsDevice.Viewport.TitleSafeArea.Width / 2 - Game1.borderFont.MeasureString(Game1.currentLocation.currentEvent.messageToScreen).X / 2f, Game1.graphics.GraphicsDevice.Viewport.TitleSafeArea.Height - Game1.tileSize), 0f, 1f, 0.999f); - if (Game1.player.ActiveObject == null && (Game1.player.UsingTool || Game1.pickingTool) && Game1.player.CurrentTool != null && (!Game1.player.CurrentTool.Name.Equals("Seeds") || Game1.pickingTool)) - Game1.drawTool(Game1.player); - if (Game1.currentLocation.Name.Equals("Farm")) - this.drawFarmBuildings(); - if (Game1.tvStation >= 0) - Game1.spriteBatch.Draw(Game1.tvStationTexture, Game1.GlobalToLocal(Game1.viewport, new Vector2(6 * Game1.tileSize + Game1.tileSize / 4, 2 * Game1.tileSize + Game1.tileSize / 2)), new Rectangle(Game1.tvStation * 24, 0, 24, 15), Color.White, 0f, Vector2.Zero, 4f, SpriteEffects.None, 1E-08f); - if (Game1.panMode) - { - Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Rectangle((int)Math.Floor((Game1.getOldMouseX() + Game1.viewport.X) / (double)Game1.tileSize) * Game1.tileSize - Game1.viewport.X, (int)Math.Floor((Game1.getOldMouseY() + Game1.viewport.Y) / (double)Game1.tileSize) * Game1.tileSize - Game1.viewport.Y, Game1.tileSize, Game1.tileSize), Color.Lime * 0.75f); - foreach (Warp current5 in Game1.currentLocation.warps) - Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Rectangle(current5.X * Game1.tileSize - Game1.viewport.X, current5.Y * Game1.tileSize - Game1.viewport.Y, Game1.tileSize, Game1.tileSize), Color.Red * 0.75f); - } - Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch); - Game1.currentLocation.Map.GetLayer("Front").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, Game1.pixelZoom); - Game1.mapDisplayDevice.EndScene(); - Game1.currentLocation.drawAboveFrontLayer(Game1.spriteBatch); - Game1.spriteBatch.End(); - Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); - if (Game1.currentLocation.Name.Equals("Farm") && Game1.stats.SeedsSown >= 200u) - { - Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2(3 * Game1.tileSize + Game1.tileSize / 4, Game1.tileSize + Game1.tileSize / 3)), Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16), Color.White); - Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2(4 * Game1.tileSize + Game1.tileSize, 2 * Game1.tileSize + Game1.tileSize)), Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16), Color.White); - Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2(5 * Game1.tileSize, 2 * Game1.tileSize)), Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16), Color.White); - Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2(3 * Game1.tileSize + Game1.tileSize / 2, 3 * Game1.tileSize)), Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16), Color.White); - Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2(5 * Game1.tileSize - Game1.tileSize / 4, Game1.tileSize)), Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16), Color.White); - Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2(4 * Game1.tileSize, 3 * Game1.tileSize + Game1.tileSize / 6)), Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16), Color.White); - Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2(4 * Game1.tileSize + Game1.tileSize / 5, 2 * Game1.tileSize + Game1.tileSize / 3)), Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16), Color.White); - } - if (Game1.displayFarmer && Game1.player.ActiveObject != null && Game1.player.ActiveObject.bigCraftable && this.checkBigCraftableBoundariesForFrontLayer() && Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.getStandingX(), Game1.player.getStandingY()), Game1.viewport.Size) == null) - Game1.drawPlayerHeldObject(Game1.player); - else if (Game1.displayFarmer && Game1.player.ActiveObject != null && ((Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location((int)Game1.player.position.X, (int)Game1.player.position.Y - Game1.tileSize * 3 / 5), Game1.viewport.Size) != null && !Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location((int)Game1.player.position.X, (int)Game1.player.position.Y - Game1.tileSize * 3 / 5), Game1.viewport.Size).TileIndexProperties.ContainsKey("FrontAlways")) || (Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.GetBoundingBox().Right, (int)Game1.player.position.Y - Game1.tileSize * 3 / 5), Game1.viewport.Size) != null && !Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.GetBoundingBox().Right, (int)Game1.player.position.Y - Game1.tileSize * 3 / 5), Game1.viewport.Size).TileIndexProperties.ContainsKey("FrontAlways")))) - Game1.drawPlayerHeldObject(Game1.player); - if ((Game1.player.UsingTool || Game1.pickingTool) && Game1.player.CurrentTool != null && (!Game1.player.CurrentTool.Name.Equals("Seeds") || Game1.pickingTool) && Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.getStandingX(), (int)Game1.player.position.Y - Game1.tileSize * 3 / 5), Game1.viewport.Size) != null && Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.getStandingX(), Game1.player.getStandingY()), Game1.viewport.Size) == null) - Game1.drawTool(Game1.player); - if (Game1.currentLocation.Map.GetLayer("AlwaysFront") != null) - { - Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch); - Game1.currentLocation.Map.GetLayer("AlwaysFront").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, Game1.pixelZoom); - Game1.mapDisplayDevice.EndScene(); - } - if (Game1.toolHold > 400f && Game1.player.CurrentTool.UpgradeLevel >= 1 && Game1.player.canReleaseTool) - { - Color color = Color.White; - switch ((int)(Game1.toolHold / 600f) + 2) + else if ((int)Game1.gameMode == 11) { - case 1: - color = Tool.copperColor; - break; - case 2: - color = Tool.steelColor; - break; - case 3: - color = Tool.goldColor; - break; - case 4: - color = Tool.iridiumColor; - break; + Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); + Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3685"), new Vector2(16f, 16f), Color.HotPink); + Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3686"), new Vector2(16f, 32f), new Color(0, (int)byte.MaxValue, 0)); + Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.parseText(Game1.errorMessage, Game1.dialogueFont, Game1.graphics.GraphicsDevice.Viewport.Width), new Vector2(16f, 48f), Color.White); + Game1.spriteBatch.End(); } - Game1.spriteBatch.Draw(Game1.littleEffect, new 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)(Game1.toolHold % 600f * 0.08f) + 4, Game1.tileSize / 8 + 4), Color.Black); - Game1.spriteBatch.Draw(Game1.littleEffect, new 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)(Game1.toolHold % 600f * 0.08f), Game1.tileSize / 8), color); - } - if (Game1.isDebrisWeather && Game1.currentLocation.IsOutdoors && !Game1.currentLocation.ignoreDebrisWeather && !Game1.currentLocation.Name.Equals("Desert") && Game1.viewport.X > -10) - { - foreach (WeatherDebris current6 in Game1.debrisWeather) - current6.draw(Game1.spriteBatch); - } - Game1.farmEvent?.draw(Game1.spriteBatch); - if (Game1.currentLocation.LightLevel > 0f && 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 is FishingRod && ((Game1.player.CurrentTool as FishingRod).isTimingCast || (Game1.player.CurrentTool as FishingRod).castingChosenCountdown > 0f || (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(Game1.viewport.X / Game1.tileSize, Game1.viewport.Y / Game1.tileSize)))) - { - for (int j = 0; j < Game1.rainDrops.Length; j++) - Game1.spriteBatch.Draw(Game1.rainTexture, Game1.rainDrops[j].position, Game1.getSourceRectForStandardTileSheet(Game1.rainTexture, Game1.rainDrops[j].frame), Color.White); - } - - Game1.spriteBatch.End(); - - //base.Draw(gameTime); - - Game1.spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); - if (Game1.eventUp && Game1.currentLocation.currentEvent != null) - { - foreach (NPC current7 in Game1.currentLocation.currentEvent.actors) + else if (Game1.currentMinigame != null) { - if (current7.isEmoting) + Game1.currentMinigame.draw(Game1.spriteBatch); + if (Game1.globalFade && !Game1.menuUp && (!Game1.nameSelectUp || Game1.messagePause)) { - Vector2 localPosition = current7.getLocalPosition(Game1.viewport); - localPosition.Y -= Game1.tileSize * 2 + Game1.pixelZoom * 3; - if (current7.age == 2) - localPosition.Y += Game1.tileSize / 2; - else if (current7.gender == 1) - localPosition.Y += Game1.tileSize / 6; - Game1.spriteBatch.Draw(Game1.emoteSpriteSheet, localPosition, new Rectangle(current7.CurrentEmoteIndex * (Game1.tileSize / 4) % Game1.emoteSpriteSheet.Width, current7.CurrentEmoteIndex * (Game1.tileSize / 4) / Game1.emoteSpriteSheet.Width * (Game1.tileSize / 4), Game1.tileSize / 4, Game1.tileSize / 4), Color.White, 0f, Vector2.Zero, 4f, SpriteEffects.None, current7.getStandingY() / 10000f); + 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(); } - } - Game1.spriteBatch.End(); - if (Game1.drawLighting) - { - Game1.spriteBatch.Begin(SpriteSortMode.Deferred, new BlendState + else if (Game1.showingEndOfNightStuff) { - ColorBlendFunction = BlendFunction.ReverseSubtract, - ColorDestinationBlend = Blend.One, - ColorSourceBlend = Blend.SourceColor - }, SamplerState.LinearClamp, null, null); - Game1.spriteBatch.Draw(Game1.lightmap, Vector2.Zero, Game1.lightmap.Bounds, Color.White, 0f, Vector2.Zero, Game1.options.lightingQuality, SpriteEffects.None, 1f); - if (Game1.isRaining && Game1.currentLocation.isOutdoors && !(Game1.currentLocation is Desert)) + 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) { - Game1.spriteBatch.Draw(Game1.staminaRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.OrangeRed * 0.45f); + 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) + { + 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(); } - Game1.spriteBatch.End(); - } - Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); - if (Game1.drawGrid) - { - int num2 = -Game1.viewport.X % Game1.tileSize; - float num3 = -(float)Game1.viewport.Y % Game1.tileSize; - for (int k = num2; k < Game1.graphics.GraphicsDevice.Viewport.Width; k += Game1.tileSize) - Game1.spriteBatch.Draw(Game1.staminaRect, new Rectangle(k, (int)num3, 1, Game1.graphics.GraphicsDevice.Viewport.Height), Color.Red * 0.5f); - for (float num4 = num3; num4 < (float)Game1.graphics.GraphicsDevice.Viewport.Height; num4 += (float)Game1.tileSize) - Game1.spriteBatch.Draw(Game1.staminaRect, new Rectangle(num2, (int)num4, Game1.graphics.GraphicsDevice.Viewport.Width, 1), Color.Red * 0.5f); - } - if (Game1.currentBillboard != 0) - this.drawBillboard(); - - if ((Game1.displayHUD || Game1.eventUp) && Game1.currentBillboard == 0 && Game1.gameMode == 3 && !Game1.freezeControls && !Game1.panMode) - { - GraphicsEvents.InvokeOnPreRenderHudEvent(this.Monitor); - this.drawHUD(); - GraphicsEvents.InvokeOnPostRenderHudEvent(this.Monitor); - } - else if (Game1.activeClickableMenu == null && Game1.farmEvent == null) - Game1.spriteBatch.Draw(Game1.mouseCursors, new Vector2(Game1.getOldMouseX(), Game1.getOldMouseY()), Game1.getSourceRectForStandardTileSheet(Game1.mouseCursors, 0, 16, 16), Color.White, 0f, Vector2.Zero, 4f + Game1.dialogueButtonScale / 150f, SpriteEffects.None, 1f); + else + { + Microsoft.Xna.Framework.Rectangle rectangle; + if ((int)Game1.gameMode == 0) + { + Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); + } + 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()))) + { + 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) + { + 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); + } + } + } + else + { + foreach (NPC actor in Game1.CurrentEvent.actors) + { + 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); + } + } + } + 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")) + { + 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 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 + goto label_127; + } + Game1.drawPlayerHeldObject(Game1.player); + } + label_127: + if ((Game1.player.UsingTool || Game1.pickingTool) && Game1.player.CurrentTool != null && ((!Game1.player.CurrentTool.Name.Equals("Seeds") || Game1.pickingTool) && (Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.getStandingX(), (int)Game1.player.position.Y - Game1.tileSize * 3 / 5), Game1.viewport.Size) != null && Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.getStandingX(), Game1.player.getStandingY()), Game1.viewport.Size) == null))) + Game1.drawTool(Game1.player); + if (Game1.currentLocation.Map.GetLayer("AlwaysFront") != null) + { + Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch); + Game1.currentLocation.Map.GetLayer("AlwaysFront").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, Game1.pixelZoom); + Game1.mapDisplayDevice.EndScene(); + } + if ((double)Game1.toolHold > 400.0 && Game1.player.CurrentTool.UpgradeLevel >= 1 && Game1.player.canReleaseTool) + { + Color color = Color.White; + switch ((int)((double)Game1.toolHold / 600.0) + 2) + { + case 1: + color = Tool.copperColor; + break; + case 2: + color = Tool.steelColor; + break; + case 3: + color = Tool.goldColor; + break; + case 4: + color = Tool.iridiumColor; + break; + } + Game1.spriteBatch.Draw(Game1.littleEffect, new Microsoft.Xna.Framework.Rectangle((int)Game1.player.getLocalPosition(Game1.viewport).X - 2, (int)Game1.player.getLocalPosition(Game1.viewport).Y - (Game1.player.CurrentTool.Name.Equals("Watering Can") ? 0 : Game1.tileSize) - 2, (int)((double)Game1.toolHold % 600.0 * 0.0799999982118607) + 4, Game1.tileSize / 8 + 4), Color.Black); + Game1.spriteBatch.Draw(Game1.littleEffect, new Microsoft.Xna.Framework.Rectangle((int)Game1.player.getLocalPosition(Game1.viewport).X, (int)Game1.player.getLocalPosition(Game1.viewport).Y - (Game1.player.CurrentTool.Name.Equals("Watering Can") ? 0 : Game1.tileSize), (int)((double)Game1.toolHold % 600.0 * 0.0799999982118607), Game1.tileSize / 8), color); + } + if (Game1.isDebrisWeather && Game1.currentLocation.IsOutdoors && (!Game1.currentLocation.ignoreDebrisWeather && !Game1.currentLocation.Name.Equals("Desert")) && Game1.viewport.X > -10) + { + foreach (WeatherDebris weatherDebris in Game1.debrisWeather) + weatherDebris.draw(Game1.spriteBatch); + } + 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) + { + 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); + } + } + } + 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)) + { + GraphicsEvents.InvokeOnPreRenderHudEvent(this.Monitor); + this.drawHUD(); + GraphicsEvents.InvokeOnPostRenderHudEvent(this.Monitor); + } + 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())) + { + for (int i = Game1.hudMessages.Count - 1; i >= 0; --i) + Game1.hudMessages[i].draw(Game1.spriteBatch, i); + } + } + 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.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) + { + 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 + { + 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(); + } + } + 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.hudMessages.Any() && (!Game1.eventUp || Game1.isFestival())) - { - for (int l = Game1.hudMessages.Count - 1; l >= 0; l--) - Game1.hudMessages[l].draw(Game1.spriteBatch, l); - } - } - Game1.farmEvent?.draw(Game1.spriteBatch); - if (Game1.dialogueUp && !Game1.nameSelectUp && !Game1.messagePause && !(Game1.activeClickableMenu is DialogueBox)) - this.drawDialogueBox(); - if (Game1.progressBar) - { - Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Rectangle((Game1.graphics.GraphicsDevice.Viewport.TitleSafeArea.Width - Game1.dialogueWidth) / 2, Game1.graphics.GraphicsDevice.Viewport.TitleSafeArea.Bottom - Game1.tileSize * 2, Game1.dialogueWidth, Game1.tileSize / 2), Color.LightGray); - Game1.spriteBatch.Draw(Game1.staminaRect, new Rectangle((Game1.graphics.GraphicsDevice.Viewport.TitleSafeArea.Width - Game1.dialogueWidth) / 2, Game1.graphics.GraphicsDevice.Viewport.TitleSafeArea.Bottom - Game1.tileSize * 2, (int)(Game1.pauseAccumulator / Game1.pauseTime * Game1.dialogueWidth), Game1.tileSize / 2), Color.DimGray); - } - if (Game1.eventUp) - Game1.currentLocation.currentEvent?.drawAfterMap(Game1.spriteBatch); - if (Game1.isRaining && Game1.currentLocation.isOutdoors && !(Game1.currentLocation is Desert)) - Game1.spriteBatch.Draw(Game1.staminaRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.Blue * 0.2f); - if ((Game1.fadeToBlack || Game1.globalFade) && !Game1.menuUp && (!Game1.nameSelectUp || Game1.messagePause)) - Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.Black * ((Game1.gameMode == 0) ? (1f - Game1.fadeToBlackAlpha) : Game1.fadeToBlackAlpha)); - else if (Game1.flashAlpha > 0f) - { - if (Game1.options.screenFlash) - Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.White * Math.Min(1f, Game1.flashAlpha)); - Game1.flashAlpha -= 0.1f; - } - if ((Game1.messagePause || Game1.globalFade) && Game1.dialogueUp) - this.drawDialogueBox(); - foreach (TemporaryAnimatedSprite current8 in Game1.screenOverlayTempSprites) - current8.draw(Game1.spriteBatch, true); - if (Game1.debugMode) - { - Game1.spriteBatch.DrawString(Game1.smallFont, string.Concat(new object[] - { - Game1.panMode ? ((Game1.getOldMouseX() + Game1.viewport.X) / Game1.tileSize + "," + (Game1.getOldMouseY() + Game1.viewport.Y) / Game1.tileSize) : string.Concat("aplayer: ", Game1.player.getStandingX() / Game1.tileSize, ", ", Game1.player.getStandingY() / Game1.tileSize), - Environment.NewLine, - "debugOutput: ", - Game1.debugOutput - }), new Vector2(this.GraphicsDevice.Viewport.TitleSafeArea.X, this.GraphicsDevice.Viewport.TitleSafeArea.Y), Color.Red, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0.9999999f); - } - /*if (inputMode) - { - spriteBatch.DrawString(smallFont, "Input: " + debugInput, new Vector2(tileSize, tileSize * 3), Color.Purple); - }*/ - if (Game1.showKeyHelp) - Game1.spriteBatch.DrawString(Game1.smallFont, Game1.keyHelpString, new Vector2(Game1.tileSize, 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, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0.9999999f); + if (GraphicsEvents.HasPostRenderListeners()) + { + Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); + GraphicsEvents.InvokeOnPostRenderEvent(this.Monitor); + Game1.spriteBatch.End(); + } - if (Game1.activeClickableMenu != null) - { - GraphicsEvents.InvokeOnPreRenderGuiEvent(this.Monitor); - try - { - Game1.activeClickableMenu.draw(Game1.spriteBatch); - } - catch (Exception ex) - { - this.Monitor.Log($"The {Game1.activeClickableMenu.GetType().FullName} menu crashed while drawing itself. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error); - Game1.activeClickableMenu.exitThisMenu(); + this.renderScreenBuffer(); + } } - GraphicsEvents.InvokeOnPostRenderGuiEvent(this.Monitor); - } - else - Game1.farmEvent?.drawAboveEverything(Game1.spriteBatch); - - GraphicsEvents.InvokeOnPostRenderEvent(this.Monitor); - Game1.spriteBatch.End(); - - if (!this.ZoomLevelIsOne) - { - this.GraphicsDevice.SetRenderTarget(null); - this.GraphicsDevice.Clear(this.bgColor); - Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); - Game1.spriteBatch.Draw(this.screenWrapper, Vector2.Zero, this.screenWrapper.Bounds, Color.White, 0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f); - Game1.spriteBatch.End(); } } catch (Exception ex) @@ -801,8 +1063,19 @@ namespace StardewModdingAPI.Framework /// <summary>Detect changes since the last update ticket and trigger mod events.</summary> private void UpdateEventCalls() { + // content locale changed event + if (this.PreviousLocale != LocalizedContentManager.CurrentLanguageCode) + { + var oldValue = this.PreviousLocale; + var newValue = LocalizedContentManager.CurrentLanguageCode; + + if (oldValue != null) + ContentEvents.InvokeAfterLocaleChanged(this.Monitor, oldValue.ToString(), newValue.ToString()); + this.PreviousLocale = newValue; + } + // save loaded event - if (Constants.IsSaveLoaded && this.AfterLoadTimer >= 0) + if (Constants.IsSaveLoaded && !SaveGame.IsProcessing/*still loading save*/ && this.AfterLoadTimer >= 0) { if (this.AfterLoadTimer == 0) { @@ -874,7 +1147,7 @@ namespace StardewModdingAPI.Framework { ControlEvents.InvokeMouseChanged(this.Monitor, this.MStatePrior, this.MStateNow, this.MPositionPrior, this.MPositionNow); this.MStatePrior = this.MStateNow; - this.MPositionPrior = this.MPositionPrior; + this.MPositionPrior = this.MPositionNow; } } @@ -1060,4 +1333,4 @@ namespace StardewModdingAPI.Framework return hash; } } -}
\ No newline at end of file +} diff --git a/src/StardewModdingAPI/ISemanticVersion.cs b/src/StardewModdingAPI/ISemanticVersion.cs index 3b9bdb44..27a2f67d 100644 --- a/src/StardewModdingAPI/ISemanticVersion.cs +++ b/src/StardewModdingAPI/ISemanticVersion.cs @@ -28,10 +28,31 @@ namespace StardewModdingAPI /// <param name="other">The version to compare with this instance.</param> bool IsOlderThan(ISemanticVersion other); + /// <summary>Get whether this version is older than the specified version.</summary> + /// <param name="other">The version to compare with this instance.</param> + /// <exception cref="FormatException">The specified version is not a valid semantic version.</exception> + bool IsOlderThan(string other); + /// <summary>Get whether this version is newer than the specified version.</summary> /// <param name="other">The version to compare with this instance.</param> bool IsNewerThan(ISemanticVersion other); + /// <summary>Get whether this version is newer than the specified version.</summary> + /// <param name="other">The version to compare with this instance.</param> + /// <exception cref="FormatException">The specified version is not a valid semantic version.</exception> + bool IsNewerThan(string other); + + /// <summary>Get whether this version is between two specified versions (inclusively).</summary> + /// <param name="min">The minimum version.</param> + /// <param name="max">The maximum version.</param> + bool IsBetween(ISemanticVersion min, ISemanticVersion max); + + /// <summary>Get whether this version is between two specified versions (inclusively).</summary> + /// <param name="min">The minimum version.</param> + /// <param name="max">The maximum version.</param> + /// <exception cref="FormatException">One of the specified versions is not a valid semantic version.</exception> + bool IsBetween(string min, string max); + /// <summary>Get a string representation of the version.</summary> string ToString(); } diff --git a/src/StardewModdingAPI/Program.cs b/src/StardewModdingAPI/Program.cs index 58850dc3..31aeb3a6 100644 --- a/src/StardewModdingAPI/Program.cs +++ b/src/StardewModdingAPI/Program.cs @@ -1,7 +1,6 @@ using System; using System.Collections.Generic; using System.Diagnostics.CodeAnalysis; -using System.Globalization; using System.IO; using System.Linq; using System.Reflection; @@ -10,7 +9,6 @@ using System.Threading; using System.Management; using System.Windows.Forms; #endif -using Microsoft.Xna.Framework.Graphics; using Newtonsoft.Json; using StardewModdingAPI.AssemblyRewriters; using StardewModdingAPI.Events; @@ -18,13 +16,12 @@ using StardewModdingAPI.Framework; using StardewModdingAPI.Framework.Logging; using StardewModdingAPI.Framework.Models; using StardewModdingAPI.Framework.Serialisation; -using StardewValley; using Monitor = StardewModdingAPI.Framework.Monitor; namespace StardewModdingAPI { /// <summary>The main entry point for SMAPI, responsible for hooking into and launching the game.</summary> - internal class Program + internal class Program : IDisposable { /********* ** Properties @@ -38,26 +35,33 @@ namespace StardewModdingAPI /// <summary>The core logger for SMAPI.</summary> private readonly Monitor Monitor; - /// <summary>The SMAPI configuration settings.</summary> - private readonly SConfig Settings; - /// <summary>Tracks whether the game should exit immediately and any pending initialisation should be cancelled.</summary> private readonly CancellationTokenSource CancellationTokenSource = new CancellationTokenSource(); - /// <summary>Whether the game is currently running.</summary> - private bool IsGameRunning; - /// <summary>The underlying game instance.</summary> private SGame GameInstance; + /// <summary>The SMAPI configuration settings.</summary> + /// <remarks>This is initialised after the game starts.</remarks> + private SConfig Settings; + /// <summary>Tracks the installed mods.</summary> - private readonly ModRegistry ModRegistry; + /// <remarks>This is initialised after the game starts.</remarks> + private ModRegistry ModRegistry; /// <summary>Manages deprecation warnings.</summary> - private readonly DeprecationManager DeprecationManager; + /// <remarks>This is initialised after the game starts.</remarks> + private DeprecationManager DeprecationManager; /// <summary>Manages console commands.</summary> - private readonly CommandManager CommandManager = new CommandManager(); + /// <remarks>This is initialised after the game starts.</remarks> + private CommandManager CommandManager; + + /// <summary>Whether the game is currently running.</summary> + private bool IsGameRunning; + + /// <summary>Whether the program has been disposed.</summary> + private bool IsDisposed; /********* @@ -65,7 +69,7 @@ namespace StardewModdingAPI *********/ /// <summary>The main entry point which hooks into and launches the game.</summary> /// <param name="args">The command-line arguments.</param> - private static void Main(string[] args) + public static void Main(string[] args) { // get flags from arguments bool writeToConsole = !args.Contains("--no-terminal"); @@ -85,71 +89,35 @@ namespace StardewModdingAPI logPath = Constants.DefaultLogPath; // load SMAPI - new Program(writeToConsole, logPath) - .LaunchInteractively(); + using (Program program = new Program(writeToConsole, logPath)) + program.RunInteractively(); } /// <summary>Construct an instance.</summary> /// <param name="writeToConsole">Whether to output log messages to the console.</param> /// <param name="logPath">The full file path to which to write log messages.</param> - internal Program(bool writeToConsole, string logPath) + public Program(bool writeToConsole, string logPath) { - // load settings - this.Settings = JsonConvert.DeserializeObject<SConfig>(File.ReadAllText(Constants.ApiConfigPath)); - - // initialise this.LogFile = new LogFileManager(logPath); this.Monitor = new Monitor("SMAPI", this.ConsoleManager, this.LogFile, this.ExitGameImmediately) { WriteToConsole = writeToConsole }; - this.ModRegistry = new ModRegistry(this.Settings.ModCompatibility); - this.DeprecationManager = new DeprecationManager(this.Monitor, this.ModRegistry); } /// <summary>Launch SMAPI.</summary> - internal void LaunchInteractively() + public void RunInteractively() { - // initialise logging - Thread.CurrentThread.CurrentCulture = CultureInfo.CreateSpecificCulture("en-GB"); // for consistent log formatting - this.Monitor.Log($"SMAPI {Constants.ApiVersion} with Stardew Valley {Constants.GetGameDisplayVersion(Constants.GameVersion)} on {this.GetFriendlyPlatformName()}", LogLevel.Info); - Console.Title = $"SMAPI {Constants.ApiVersion} - running Stardew Valley {Constants.GetGameDisplayVersion(Constants.GameVersion)}"; - - // inject compatibility shims -#pragma warning disable 618 - Command.Shim(this.CommandManager, this.DeprecationManager, this.ModRegistry); - Config.Shim(this.DeprecationManager); - InternalExtensions.Shim(this.ModRegistry); - Log.Shim(this.DeprecationManager, this.GetSecondaryMonitor("legacy mod"), this.ModRegistry); - Mod.Shim(this.DeprecationManager); - ContentEvents.Shim(this.ModRegistry, this.Monitor); - PlayerEvents.Shim(this.DeprecationManager); - TimeEvents.Shim(this.DeprecationManager); -#pragma warning restore 618 - - // redirect direct console output - { - Monitor monitor = this.GetSecondaryMonitor("Console.Out"); - monitor.WriteToFile = false; // not useful for troubleshooting mods per discussion - if (monitor.WriteToConsole) - this.ConsoleManager.OnLineIntercepted += line => monitor.Log(line, LogLevel.Trace); - } - - // add warning headers - if (this.Settings.DeveloperMode) + // initialise SMAPI + try { - this.Monitor.ShowTraceInConsole = true; - this.Monitor.Log($"You configured SMAPI to run in developer mode. The console may be much more verbose. You can disable developer mode by installing the non-developer version of SMAPI, or by editing {Constants.ApiConfigPath}.", LogLevel.Warn); - } - if (!this.Settings.CheckForUpdates) - this.Monitor.Log($"You configured SMAPI to not check for updates. Running an old version of SMAPI is not recommended. You can enable update checks by reinstalling SMAPI or editing {Constants.ApiConfigPath}.", LogLevel.Warn); - if (!this.Monitor.WriteToConsole) - this.Monitor.Log("Writing to the terminal is disabled because the --no-terminal argument was received. This usually means launching the terminal failed.", LogLevel.Warn); + // init logging + this.Monitor.Log($"SMAPI {Constants.ApiVersion} with Stardew Valley {Constants.GetGameDisplayVersion(Constants.GameVersion)} on {this.GetFriendlyPlatformName()}", LogLevel.Info); + this.Monitor.Log($"Mods go here: {Constants.ModPath}"); + this.Monitor.Log("Preparing SMAPI..."); - // print file paths - this.Monitor.Log($"Mods go here: {Constants.ModPath}"); + // validate paths + this.VerifyPath(Constants.ModPath); + this.VerifyPath(Constants.LogDir); - // hook into & launch the game - try - { - // verify version + // validate game version if (Constants.GameVersion.IsOlderThan(Constants.MinimumGameVersion)) { this.Monitor.Log($"Oops! You're running Stardew Valley {Constants.GetGameDisplayVersion(Constants.GameVersion)}, but the oldest supported version is {Constants.GetGameDisplayVersion(Constants.MinimumGameVersion)}. Please update your game before using SMAPI. If you have the beta version on Steam, you may need to opt out to get the latest non-beta updates.", LogLevel.Error); @@ -163,29 +131,59 @@ namespace StardewModdingAPI return; } - // initialise folders - this.Monitor.Log("Loading SMAPI..."); - this.VerifyPath(Constants.ModPath); - this.VerifyPath(Constants.LogDir); + // add error handlers +#if SMAPI_FOR_WINDOWS + Application.ThreadException += (sender, e) => this.Monitor.Log($"Critical thread exception: {e.Exception.GetLogSummary()}", LogLevel.Error); + Application.SetUnhandledExceptionMode(UnhandledExceptionMode.CatchException); +#endif + AppDomain.CurrentDomain.UnhandledException += (sender, e) => this.Monitor.Log($"Critical app domain exception: {e.ExceptionObject}", LogLevel.Error); + + // override game + this.GameInstance = new SGame(this.Monitor); + StardewValley.Program.gamePtr = this.GameInstance; + + // hook into game events +#if SMAPI_FOR_WINDOWS + ((Form)Control.FromHandle(this.GameInstance.Window.Handle)).FormClosing += (sender, args) => this.Dispose(); +#endif + this.GameInstance.Exiting += (sender, e) => this.Dispose(); + this.GameInstance.Window.ClientSizeChanged += (sender, e) => GraphicsEvents.InvokeResize(this.Monitor, sender, e); + GameEvents.InitializeInternal += (sender, e) => this.InitialiseAfterGameStart(); + GameEvents.GameLoaded += (sender, e) => this.CheckForUpdateAsync(); - // check for update when game loads - if (this.Settings.CheckForUpdates) - GameEvents.GameLoaded += (sender, e) => this.CheckForUpdateAsync(); + // set window titles + this.GameInstance.Window.Title = $"Stardew Valley {Constants.GetGameDisplayVersion(Constants.GameVersion)} - running SMAPI {Constants.ApiVersion}"; + Console.Title = $"SMAPI {Constants.ApiVersion} - running Stardew Valley {Constants.GetGameDisplayVersion(Constants.GameVersion)}"; + } + catch (Exception ex) + { + this.Monitor.Log($"SMAPI failed to initialise: {ex.GetLogSummary()}", LogLevel.Error); + this.PressAnyKeyToExit(); + return; + } - // launch game - this.StartGame(); + // start game + this.Monitor.Log("Starting game..."); + try + { + this.IsGameRunning = true; + this.GameInstance.Run(); } catch (Exception ex) { - this.Monitor.Log($"Critical error: {ex.GetLogSummary()}", LogLevel.Error); + this.Monitor.Log($"The game failed unexpectedly: {ex.GetLogSummary()}", LogLevel.Error); + this.PressAnyKeyToExit(); + } + finally + { + this.Dispose(); } - this.PressAnyKeyToExit(); } /// <summary>Immediately exit the game without saving. This should only be invoked when an irrecoverable fatal error happens that risks save corruption or game-breaking bugs.</summary> /// <param name="module">The module which requested an immediate exit.</param> /// <param name="reason">The reason provided for the shutdown.</param> - internal void ExitGameImmediately(string module, string reason) + public void ExitGameImmediately(string module, string reason) { this.Monitor.LogFatal($"{module} requested an immediate game shutdown: {reason}"); this.CancellationTokenSource.Cancel(); @@ -204,13 +202,124 @@ namespace StardewModdingAPI return this.GetSecondaryMonitor(modName); } + /// <summary>Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.</summary> + public void Dispose() + { + if (this.IsDisposed) + return; + this.IsDisposed = true; + + this.IsGameRunning = false; + this.LogFile?.Dispose(); + this.ConsoleManager?.Dispose(); + this.CancellationTokenSource?.Dispose(); + this.GameInstance?.Dispose(); + } + /********* ** Private methods *********/ + /// <summary>Initialise SMAPI and mods after the game starts.</summary> + private void InitialiseAfterGameStart() + { + // load settings + this.Settings = JsonConvert.DeserializeObject<SConfig>(File.ReadAllText(Constants.ApiConfigPath)); + + // load core components + this.ModRegistry = new ModRegistry(this.Settings.ModCompatibility); + this.DeprecationManager = new DeprecationManager(this.Monitor, this.ModRegistry); + this.CommandManager = new CommandManager(); + + // inject compatibility shims +#pragma warning disable 618 + Command.Shim(this.CommandManager, this.DeprecationManager, this.ModRegistry); + Config.Shim(this.DeprecationManager); + InternalExtensions.Shim(this.ModRegistry); + Log.Shim(this.DeprecationManager, this.GetSecondaryMonitor("legacy mod"), this.ModRegistry); + Mod.Shim(this.DeprecationManager); + ContentEvents.Shim(this.ModRegistry, this.Monitor); + GameEvents.Shim(this.DeprecationManager); + PlayerEvents.Shim(this.DeprecationManager); + TimeEvents.Shim(this.DeprecationManager); +#pragma warning restore 618 + + // redirect direct console output + { + Monitor monitor = this.GetSecondaryMonitor("Console.Out"); + monitor.WriteToFile = false; // not useful for troubleshooting mods per discussion + if (monitor.WriteToConsole) + this.ConsoleManager.OnLineIntercepted += line => monitor.Log(line, LogLevel.Trace); + } + + // add warning headers + if (this.Settings.DeveloperMode) + { + this.Monitor.ShowTraceInConsole = true; + this.Monitor.Log($"You configured SMAPI to run in developer mode. The console may be much more verbose. You can disable developer mode by installing the non-developer version of SMAPI, or by editing {Constants.ApiConfigPath}.", LogLevel.Warn); + } + if (!this.Settings.CheckForUpdates) + this.Monitor.Log($"You configured SMAPI to not check for updates. Running an old version of SMAPI is not recommended. You can enable update checks by reinstalling SMAPI or editing {Constants.ApiConfigPath}.", LogLevel.Warn); + if (!this.Monitor.WriteToConsole) + this.Monitor.Log("Writing to the terminal is disabled because the --no-terminal argument was received. This usually means launching the terminal failed.", LogLevel.Warn); + + // load mods + int modsLoaded = this.LoadMods(); + if (this.CancellationTokenSource.IsCancellationRequested) + { + this.Monitor.Log("Shutdown requested; interrupting initialisation.", LogLevel.Error); + return; + } + + // update window titles + this.GameInstance.Window.Title = $"Stardew Valley {Constants.GetGameDisplayVersion(Constants.GameVersion)} - running SMAPI {Constants.ApiVersion} with {modsLoaded} mods"; + Console.Title = $"SMAPI {Constants.ApiVersion} - running Stardew Valley {Constants.GetGameDisplayVersion(Constants.GameVersion)} with {modsLoaded} mods"; + + // start SMAPI console + new Thread(this.RunConsoleLoop).Start(); + } + + /// <summary>Run a loop handling console input.</summary> + [SuppressMessage("ReSharper", "FunctionNeverReturns", Justification = "The thread is aborted when the game exits.")] + private void RunConsoleLoop() + { + // prepare help command + this.Monitor.Log("Starting console..."); + this.Monitor.Log("Type 'help' for help, or 'help <cmd>' for a command's usage", LogLevel.Info); + this.CommandManager.Add("SMAPI", "help", "Lists all commands | 'help <cmd>' returns command description", this.HandleHelpCommand); + + // start handling command line input + Thread inputThread = new Thread(() => + { + while (true) + { + string input = Console.ReadLine(); + try + { + if (!string.IsNullOrWhiteSpace(input) && !this.CommandManager.Trigger(input)) + this.Monitor.Log("Unknown command; type 'help' for a list of available commands.", LogLevel.Error); + } + catch (Exception ex) + { + this.Monitor.Log($"The handler registered for that command failed:\n{ex.GetLogSummary()}", LogLevel.Error); + } + } + }); + inputThread.Start(); + + // keep console thread alive while the game is running + while (this.IsGameRunning) + Thread.Sleep(1000 / 10); + if (inputThread.ThreadState == ThreadState.Running) + inputThread.Abort(); + } + /// <summary>Asynchronously check for a new version of SMAPI, and print a message to the console if an update is available.</summary> private void CheckForUpdateAsync() { + if (!this.Settings.CheckForUpdates) + return; + new Thread(() => { try @@ -227,87 +336,6 @@ namespace StardewModdingAPI }).Start(); } - /// <summary>Hook into Stardew Valley and launch the game.</summary> - private void StartGame() - { - try - { - this.Monitor.Log("Loading game..."); - - // add error handlers -#if SMAPI_FOR_WINDOWS - Application.ThreadException += (sender, e) => this.Monitor.Log($"Critical thread exception: {e.Exception.GetLogSummary()}", LogLevel.Error); - Application.SetUnhandledExceptionMode(UnhandledExceptionMode.CatchException); -#endif - AppDomain.CurrentDomain.UnhandledException += (sender, e) => this.Monitor.Log($"Critical app domain exception: {e.ExceptionObject}", LogLevel.Error); - - // override Game1 instance - this.GameInstance = new SGame(this.Monitor); - this.GameInstance.Exiting += (sender, e) => this.IsGameRunning = false; - this.GameInstance.Window.ClientSizeChanged += (sender, e) => GraphicsEvents.InvokeResize(this.Monitor, sender, e); - this.GameInstance.Window.Title = $"Stardew Valley {Constants.GameVersion} with SMAPI {Constants.ApiVersion}"; - { - Type type = typeof(Game1).Assembly.GetType("StardewValley.Program", true); - type.GetField("gamePtr").SetValue(null, this.GameInstance); - } - - // configure - Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef; - - // load mods - this.LoadMods(); - if (this.CancellationTokenSource.IsCancellationRequested) - { - this.Monitor.Log("Shutdown requested; interrupting initialisation.", LogLevel.Error); - return; - } - - // initialise console after game launches - new Thread(() => - { - // wait for the game to load up - while (!this.IsGameRunning) - Thread.Sleep(1000); - - // register help command - this.CommandManager.Add("SMAPI", "help", "Lists all commands | 'help <cmd>' returns command description", this.HandleHelpCommand); - - // listen for command line input - this.Monitor.Log("Starting console..."); - this.Monitor.Log("Type 'help' for help, or 'help <cmd>' for a command's usage", LogLevel.Info); - Thread consoleInputThread = new Thread(this.ConsoleInputLoop); - consoleInputThread.Start(); - while (this.IsGameRunning) - Thread.Sleep(1000 / 10); // Check if the game is still running 10 times a second - - // abort the console thread, we're closing - if (consoleInputThread.ThreadState == ThreadState.Running) - consoleInputThread.Abort(); - }).Start(); - - // start game loop - this.Monitor.Log("Starting game..."); - if (this.CancellationTokenSource.IsCancellationRequested) - { - this.Monitor.Log("Shutdown requested; interrupting initialisation.", LogLevel.Error); - return; - } - try - { - this.IsGameRunning = true; - this.GameInstance.Run(); - } - finally - { - this.IsGameRunning = false; - } - } - catch (Exception ex) - { - this.Monitor.Log($"The game encountered a fatal error:\n{ex.GetLogSummary()}", LogLevel.Error); - } - } - /// <summary>Create a directory path if it doesn't exist.</summary> /// <param name="path">The directory path.</param> private void VerifyPath(string path) @@ -324,7 +352,8 @@ namespace StardewModdingAPI } /// <summary>Load and hook up all mods in the mod directory.</summary> - private void LoadMods() + /// <returns>Returns the number of mods loaded.</returns> + private int LoadMods() { this.Monitor.Log("Loading mods..."); @@ -349,7 +378,7 @@ namespace StardewModdingAPI if (this.CancellationTokenSource.IsCancellationRequested) { this.Monitor.Log("Shutdown requested; interrupting mod loading.", LogLevel.Error); - return; + return modsLoaded; } // get manifest path @@ -529,12 +558,12 @@ namespace StardewModdingAPI } // initialise mods - foreach (Mod mod in this.ModRegistry.GetMods()) + foreach (IMod mod in this.ModRegistry.GetMods()) { try { // call entry methods - mod.Entry(); // deprecated since 1.0 + (mod as Mod)?.Entry(); // deprecated since 1.0 mod.Entry(mod.Helper); // raise deprecation warning for old Entry() methods @@ -551,26 +580,8 @@ namespace StardewModdingAPI this.Monitor.Log($"Loaded {modsLoaded} mods."); foreach (Action warning in deprecationWarnings) warning(); - Console.Title = $"SMAPI {Constants.ApiVersion} - running Stardew Valley {Constants.GetGameDisplayVersion(Constants.GameVersion)} with {modsLoaded} mods"; - } - /// <summary>Run a loop handling console input.</summary> - [SuppressMessage("ReSharper", "FunctionNeverReturns", Justification = "The thread is aborted when the game exits.")] - private void ConsoleInputLoop() - { - while (true) - { - string input = Console.ReadLine(); - try - { - if (!string.IsNullOrWhiteSpace(input) && !this.CommandManager.Trigger(input)) - this.Monitor.Log("Unknown command; type 'help' for a list of available commands.", LogLevel.Error); - } - catch (Exception ex) - { - this.Monitor.Log($"The handler registered for that command failed:\n{ex.GetLogSummary()}", LogLevel.Error); - } - } + return modsLoaded; } /// <summary>The method called when the user submits the help command in the console.</summary> diff --git a/src/StardewModdingAPI/SemanticVersion.cs b/src/StardewModdingAPI/SemanticVersion.cs index 9610562f..db25dc11 100644 --- a/src/StardewModdingAPI/SemanticVersion.cs +++ b/src/StardewModdingAPI/SemanticVersion.cs @@ -67,7 +67,7 @@ namespace StardewModdingAPI /// <remarks>The implementation is defined by Semantic Version 2.0 (http://semver.org/).</remarks> public int CompareTo(ISemanticVersion other) { - if(other == null) + if (other == null) throw new ArgumentNullException(nameof(other)); const int same = 0; @@ -127,6 +127,14 @@ namespace StardewModdingAPI return this.CompareTo(other) < 0; } + /// <summary>Get whether this version is older than the specified version.</summary> + /// <param name="other">The version to compare with this instance.</param> + /// <exception cref="FormatException">The specified version is not a valid semantic version.</exception> + public bool IsOlderThan(string other) + { + return this.IsOlderThan(new SemanticVersion(other)); + } + /// <summary>Get whether this version is newer than the specified version.</summary> /// <param name="other">The version to compare with this instance.</param> public bool IsNewerThan(ISemanticVersion other) @@ -134,6 +142,31 @@ namespace StardewModdingAPI return this.CompareTo(other) > 0; } + /// <summary>Get whether this version is newer than the specified version.</summary> + /// <param name="other">The version to compare with this instance.</param> + /// <exception cref="FormatException">The specified version is not a valid semantic version.</exception> + public bool IsNewerThan(string other) + { + return this.IsNewerThan(new SemanticVersion(other)); + } + + /// <summary>Get whether this version is between two specified versions (inclusively).</summary> + /// <param name="min">The minimum version.</param> + /// <param name="max">The maximum version.</param> + public bool IsBetween(ISemanticVersion min, ISemanticVersion max) + { + return this.CompareTo(min) >= 0 && this.CompareTo(max) <= 0; + } + + /// <summary>Get whether this version is between two specified versions (inclusively).</summary> + /// <param name="min">The minimum version.</param> + /// <param name="max">The maximum version.</param> + /// <exception cref="FormatException">One of the specified versions is not a valid semantic version.</exception> + public bool IsBetween(string min, string max) + { + return this.IsBetween(new SemanticVersion(min), new SemanticVersion(max)); + } + /// <summary>Get a string representation of the version.</summary> public override string ToString() { diff --git a/src/StardewModdingAPI/StardewModdingAPI.config.json b/src/StardewModdingAPI/StardewModdingAPI.config.json index 0b6f3a37..9438c621 100644 --- a/src/StardewModdingAPI/StardewModdingAPI.config.json +++ b/src/StardewModdingAPI/StardewModdingAPI.config.json @@ -28,6 +28,15 @@ This file contains advanced configuration for SMAPI. You generally shouldn't cha */ "ModCompatibility": [ { + "Name": "AccessChestAnywhere", + "ID": "AccessChestAnywhere", + "UpperVersion": "1.1", + "Compatibility": "AssumeBroken", + "UpdateUrl": "http://www.nexusmods.com/stardewvalley/mods/257", + "UnofficialUpdateUrl": "http://www.nexusmods.com/stardewvalley/mods/518", + "Notes": "Crashes with 'Method not found: Void StardewValley.Item.set_Name(System.String)'." + }, + { "Name": "Almighty Tool", "ID": "AlmightyTool.dll", "UpperVersion": "1.1.1", @@ -49,7 +58,7 @@ This file contains advanced configuration for SMAPI. You generally shouldn't cha "UpperVersion": "2.3", "Compatibility": "AssumeBroken", "UpdateUrl": "http://www.nexusmods.com/stardewvalley/mods/41", - "Notes": "Uses obsolete StardewModdingAPI.Extensions." + "Notes": "ID changed in 2.3. Uses obsolete StardewModdingAPI.Extensions." }, { "Name": "Chest Label System", @@ -60,6 +69,30 @@ This file contains advanced configuration for SMAPI. You generally shouldn't cha "Notes": "Not compatible with Stardew Valley 1.1+" }, { + "Name": "Chests Anywhere", + "ID": "ChestsAnywhere", + "UpperVersion": "1.8.2", + "Compatibility": "AssumeBroken", + "UpdateUrl": "http://www.nexusmods.com/stardewvalley/mods/518", + "Notes": "Crashes with 'Method not found: Void StardewValley.Menus.TextBox.set_Highlighted(Boolean)'." + }, + { + "Name": "Chests Anywhere", + "ID": "Pathoschild.ChestsAnywhere", + "UpperVersion": "1.9-beta", + "Compatibility": "AssumeBroken", + "UpdateUrl": "http://www.nexusmods.com/stardewvalley/mods/518", + "Notes": "ID changed in 1.9. Crashes with InvalidOperationException: 'The menu doesn't seem to have a player inventory'." + }, + { + "Name": "CJB Automation", + "ID": "CJBAutomation", + "UpperVersion": "1.4", + "Compatibility": "AssumeBroken", + "UpdateUrl": "http://www.nexusmods.com/stardewvalley/mods/211", + "Notes": "Crashes with 'Method not found: Void StardewValley.Item.set_Name(System.String)'." + }, + { "Name": "CJB Cheats Menu", "ID": "CJBCheatsMenu", "UpperVersion": "1.12", @@ -82,6 +115,14 @@ This file contains advanced configuration for SMAPI. You generally shouldn't cha "Notes": "Uses SMAPI's internal SGame class." }, { + "Name": "Cooking Skill", + "ID": "CookingSkill", + "UpperVersion": "1.0.3", + "Compatibility": "AssumeBroken", + "UpdateUrl": "http://www.nexusmods.com/stardewvalley/mods/522", + "Notes": "Crashes with 'Method not found: Void StardewValley.Buff..ctor(Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32, System.String)'." + }, + { "Name": "Enemy Health Bars", "ID": "SPDHealthBar", "UpperVersion": "1.7", @@ -98,6 +139,38 @@ This file contains advanced configuration for SMAPI. You generally shouldn't cha "Notes": "Uses obsolete StardewModdingAPI.Inheritance.SObject until 1.6.1; then crashes until 1.6.4 ('Entoarox Framework requested an immediate game shutdown: Fatal error attempting to update player tick properties System.NullReferenceException: Object reference not set to an instance of an object. at Entoarox.Framework.PlayerHelper.Update(Object s, EventArgs e)')." }, { + "Name": "Extended Fridge", + "ID": "Mystra007ExtendedFridge", + "UpperVersion": "1.0", + "Compatibility": "AssumeBroken", + "UpdateUrl": "http://www.nexusmods.com/stardewvalley/mods/485", + "Notes": "Actual upper version is 0.94, but mod incorrectly sets it to 1.0 in the manifest. Crashes with 'Field not found: StardewValley.Game1.mouseCursorTransparency'." + }, + { + "Name": "Get Dressed", + "ID": "GetDressed.dll", + "UpperVersion": "3.2", + "Compatibility": "AssumeBroken", + "UpdateUrl": "http://www.nexusmods.com/stardewvalley/mods/331", + "Notes": "Crashes with NullReferenceException in GameEvents.UpdateTick." + }, + { + "Name": "Lookup Anything", + "ID": "LookupAnything", + "UpperVersion": "1.10", + "Compatibility": "AssumeBroken", + "UpdateUrl": "http://www.nexusmods.com/stardewvalley/mods/541", + "Notes": "Crashes with FormatException when looking up NPCs." + }, + { + "Name": "Lookup Anything", + "ID": "Pathoschild.LookupAnything", + "UpperVersion": "1.10.1", + "Compatibility": "AssumeBroken", + "UpdateUrl": "http://www.nexusmods.com/stardewvalley/mods/541", + "Notes": "ID changed in 1.10.1. Crashes with FormatException when looking up NPCs." + }, + { "Name": "Makeshift Multiplayer", "ID": "StardewValleyMP", "Compatibility": "AssumeBroken", @@ -111,7 +184,7 @@ This file contains advanced configuration for SMAPI. You generally shouldn't cha "UpperVersion": "0.5", "Compatibility": "AssumeBroken", "UpdateUrl": "http://www.nexusmods.com/stardewvalley/mods/237", - "Notes": "Uses obsolete StardewModdingAPI.Extensions." + "Notes": "Uses obsolete StardewModdingAPI.Extensions and Assembly.GetExecutingAssembly().Location." }, { "Name": "NPC Map Locations", @@ -155,6 +228,14 @@ This file contains advanced configuration for SMAPI. You generally shouldn't cha "Notes": "Crashes with 'Method not found: Void StardewModdingAPI.Command.CallCommand(System.String)'." }, { + "Name": "Teleporter", + "ID": "Teleporter", + "UpperVersion": "1.0.2", + "Compatibility": "AssumeBroken", + "UpdateUrl": "http://community.playstarbound.com/resources/4374", + "Notes": "Crashes with 'InvalidOperationException: The StardewValley.Menus.MapPage object doesn't have a private 'points' instance field'." + }, + { "Name": "Zoryn's Better RNG", "ID": "76b6d1e1-f7ba-4d72-8c32-5a1e6d2716f6", "UpperVersion": "1.5", diff --git a/src/TrainerMod/TrainerMod.cs b/src/TrainerMod/TrainerMod.cs index 7187a358..168b7e8e 100644 --- a/src/TrainerMod/TrainerMod.cs +++ b/src/TrainerMod/TrainerMod.cs @@ -97,15 +97,16 @@ namespace TrainerMod .Add("player_changestyle", "Sets the style of a player feature.\n\nUsage: player_changecolor <target> <value>.\n- target: what to change (one of 'hair', 'shirt', 'skin', 'acc', 'shoe', 'swim', or 'gender').\n- value: the integer style ID.", this.HandleCommand) .Add("player_additem", $"Gives the player an item.\n\nUsage: player_additem <item> [count] [quality]\n- item: the item ID (use the 'list_items' command to see a list).\n- count (optional): how many of the item to give.\n- quality (optional): one of {Object.lowQuality} (normal), {Object.medQuality} (silver), {Object.highQuality} (gold), or {Object.bestQuality} (iridium).", this.HandleCommand) - .Add("player_addmelee", "Gives the player a melee weapon.\n\nUsage: player_addmelee <item>\n- item: the melee weapon ID (use the 'list_items' command to see a list).", this.HandleCommand) + .Add("player_addweapon", "Gives the player a weapon.\n\nUsage: player_addweapon <item>\n- item: the weapon ID (use the 'list_items' command to see a list).", this.HandleCommand) .Add("player_addring", "Gives the player a ring.\n\nUsage: player_addring <item>\n- item: the ring ID (use the 'list_items' command to see a list).", this.HandleCommand) .Add("list_items", "Lists and searches items in the game data.\n\nUsage: list_items [search]\n- search (optional): an arbitrary search string to filter by.", this.HandleCommand) - .Add("world_settime", "Sets the time to the specified value.\n\nUsage: world_settime <value>\n- value: the target time in military time (like 0600 for 6am and 1800 for 6pm)", this.HandleCommand) .Add("world_freezetime", "Freezes or resumes time.\n\nUsage: world_freezetime [value]\n- value: one of 0 (resume), 1 (freeze), or blank (toggle).", this.HandleCommand) + .Add("world_settime", "Sets the time to the specified value.\n\nUsage: world_settime <value>\n- value: the target time in military time (like 0600 for 6am and 1800 for 6pm)", this.HandleCommand) .Add("world_setday", "Sets the day to the specified value.\n\nUsage: world_setday <value>.\n- value: the target day (a number from 1 to 28).", this.HandleCommand) - .Add("world_setseason", "Sets the season to the specified value.\n\nUsage: world_setseason <season>\n- value: the target season (one of 'spring', 'summer', 'fall', 'winter').", this.HandleCommand) + .Add("world_setseason", "Sets the season to the specified value.\n\nUsage: world_setseason <season>\n- season: the target season (one of 'spring', 'summer', 'fall', 'winter').", this.HandleCommand) + .Add("world_setyear", "Sets the year to the specified value.\n\nUsage: world_setyear <year>\n- year: the target year (a number starting from 1).", this.HandleCommand) .Add("world_downminelevel", "Goes down one mine level?", this.HandleCommand) .Add("world_setminelevel", "Sets the mine level?\n\nUsage: world_setminelevel <value>\n- value: The target level (a number between 1 and 120).", this.HandleCommand) @@ -489,6 +490,27 @@ namespace TrainerMod this.Monitor.Log($"The current season is {Game1.currentSeason}. Specify a value to change it.", LogLevel.Info); break; + case "world_setyear": + if (args.Any()) + { + int year; + if (int.TryParse(args[0], out year)) + { + if (year >= 1) + { + Game1.year = year; + this.Monitor.Log($"OK, the year is now {Game1.year}.", LogLevel.Info); + } + else + this.LogUsageError("That isn't a valid year.", command); + } + else + this.LogArgumentNotInt(command); + } + else + this.Monitor.Log($"The current year is {Game1.year}. Specify a value to change the year.", LogLevel.Info); + break; + case "player_sethealth": if (args.Any()) { @@ -587,20 +609,62 @@ namespace TrainerMod this.LogArgumentsInvalid(command); break; - case "player_addmelee": + case "player_addweapon": if (args.Any()) { int weaponID; if (int.TryParse(args[0], out weaponID)) { - MeleeWeapon weapon = new MeleeWeapon(weaponID); - if (weapon.Name == null) + // get raw weapon data + string data; + if (!Game1.content.Load<Dictionary<int, string>>("Data\\weapons").TryGetValue(weaponID, out data)) + { this.Monitor.Log("There is no such weapon ID.", LogLevel.Error); - else + return; + } + + // get raw weapon type + int type; + { + string[] fields = data.Split('/'); + string typeStr = fields.Length > 8 ? fields[8] : null; + if (!int.TryParse(typeStr, out type)) + { + this.Monitor.Log("Could not parse the data for the weapon with that ID.", LogLevel.Error); + return; + } + } + + // get weapon + Tool weapon; + switch (type) + { + case MeleeWeapon.stabbingSword: + case MeleeWeapon.dagger: + case MeleeWeapon.club: + case MeleeWeapon.defenseSword: + weapon = new MeleeWeapon(weaponID); + break; + + case 4: + weapon = new Slingshot(weaponID); + break; + + default: + this.Monitor.Log($"The specified weapon has unknown type '{type}' in the game data.", LogLevel.Error); + return; + } + + // validate + if (weapon.Name == null) { - Game1.player.addItemByMenuIfNecessary(weapon); - this.Monitor.Log($"OK, added {weapon.Name} to your inventory.", LogLevel.Info); + this.Monitor.Log("That weapon doesn't seem to be valid.", LogLevel.Error); + return; } + + // add weapon + Game1.player.addItemByMenuIfNecessary(weapon); + this.Monitor.Log($"OK, added {weapon.Name} to your inventory.", LogLevel.Info); } else this.LogUsageError("The weapon ID must be an integer.", command); |