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-rw-r--r--src/SMAPI/Context.cs79
1 files changed, 64 insertions, 15 deletions
diff --git a/src/SMAPI/Context.cs b/src/SMAPI/Context.cs
index a7238b32..b1b33cd6 100644
--- a/src/SMAPI/Context.cs
+++ b/src/SMAPI/Context.cs
@@ -1,5 +1,7 @@
+using System.Collections.Generic;
using StardewModdingAPI.Enums;
using StardewModdingAPI.Events;
+using StardewModdingAPI.Utilities;
using StardewValley;
using StardewValley.Menus;
@@ -9,16 +11,49 @@ namespace StardewModdingAPI
public static class Context
{
/*********
+ ** Fields
+ *********/
+ /// <summary>Whether the player has loaded a save and the world has finished initializing.</summary>
+ private static readonly PerScreen<bool> IsWorldReadyForScreen = new PerScreen<bool>();
+
+ /// <summary>The current stage in the game's loading process.</summary>
+ private static readonly PerScreen<LoadStage> LoadStageForScreen = new PerScreen<LoadStage>();
+
+ /// <summary>Whether a player save has been loaded.</summary>
+ internal static bool IsSaveLoaded => Game1.hasLoadedGame && !(Game1.activeClickableMenu is TitleMenu);
+
+ /// <summary>Whether the game is currently writing to the save file.</summary>
+ internal static bool IsSaving => Game1.activeClickableMenu is SaveGameMenu || Game1.activeClickableMenu is ShippingMenu; // saving is performed by SaveGameMenu, but it's wrapped by ShippingMenu on days when the player shipping something
+
+ /// <summary>The active split-screen instance IDs.</summary>
+ internal static readonly ISet<int> ActiveScreenIds = new HashSet<int>();
+
+ /// <summary>The last screen ID that was removed from the game, used to synchronize <see cref="PerScreen{T}"/>.</summary>
+ internal static int LastRemovedScreenId = -1;
+
+ /// <summary>The current stage in the game's loading process.</summary>
+ internal static LoadStage LoadStage
+ {
+ get => Context.LoadStageForScreen.Value;
+ set => Context.LoadStageForScreen.Value = value;
+ }
+
+
+ /*********
** Accessors
*********/
/****
- ** Public
+ ** Game/player state
****/
/// <summary>Whether the game has performed core initialization. This becomes true right before the first update tick.</summary>
public static bool IsGameLaunched { get; internal set; }
/// <summary>Whether the player has loaded a save and the world has finished initializing.</summary>
- public static bool IsWorldReady { get; internal set; }
+ public static bool IsWorldReady
+ {
+ get => Context.IsWorldReadyForScreen.Value;
+ set => Context.IsWorldReadyForScreen.Value = value;
+ }
/// <summary>Whether <see cref="IsWorldReady"/> is true and the player is free to act in the world (no menu is displayed, no cutscene is in progress, etc).</summary>
public static bool IsPlayerFree => Context.IsWorldReady && Game1.currentLocation != null && Game1.activeClickableMenu == null && !Game1.dialogueUp && (!Game1.eventUp || Game1.isFestival());
@@ -29,22 +64,36 @@ namespace StardewModdingAPI
/// <summary>Whether the game is currently running the draw loop. This isn't relevant to most mods, since you should use <see cref="IDisplayEvents"/> events to draw to the screen.</summary>
public static bool IsInDrawLoop { get; internal set; }
- /// <summary>Whether <see cref="IsWorldReady"/> and the player loaded the save in multiplayer mode (regardless of whether any other players are connected).</summary>
- public static bool IsMultiplayer => Context.IsWorldReady && Game1.multiplayerMode != Game1.singlePlayer;
-
- /// <summary>Whether <see cref="IsWorldReady"/> and the current player is the main player. This is always true in single-player, and true when hosting in multiplayer.</summary>
- public static bool IsMainPlayer => Context.IsWorldReady && Game1.IsMasterGame;
-
/****
- ** Internal
+ ** Multiplayer
****/
- /// <summary>Whether a player save has been loaded.</summary>
- internal static bool IsSaveLoaded => Game1.hasLoadedGame && !(Game1.activeClickableMenu is TitleMenu);
+ /// <summary>The unique ID of the current screen in split-screen mode. A screen is always assigned a new ID when it's opened (so a player who quits and rejoins has a new screen ID).</summary>
+ public static int ScreenId => Game1.game1?.instanceId ?? 0;
- /// <summary>Whether the game is currently writing to the save file.</summary>
- internal static bool IsSaving => Game1.activeClickableMenu is SaveGameMenu || Game1.activeClickableMenu is ShippingMenu; // saving is performed by SaveGameMenu, but it's wrapped by ShippingMenu on days when the player shipping something
+ /// <summary>Whether the game is running in multiplayer or split-screen mode (regardless of whether any other players are connected). See <see cref="IsSplitScreen"/> and <see cref="HasRemotePlayers"/> for more specific checks.</summary>
+ public static bool IsMultiplayer => Context.IsSplitScreen || (Context.IsWorldReady && Game1.multiplayerMode != Game1.singlePlayer);
- /// <summary>The current stage in the game's loading process.</summary>
- internal static LoadStage LoadStage { get; set; }
+ /// <summary>Whether this player is running on the main player's computer. This is true for both the main player and split-screen players.</summary>
+ public static bool IsOnHostComputer => Context.IsMainPlayer || Context.IsSplitScreen;
+
+ /// <summary>Whether the current player is playing in a split-screen. This is only applicable when <see cref="IsOnHostComputer"/> is true, since split-screen players on another computer are just regular remote players.</summary>
+ public static bool IsSplitScreen => LocalMultiplayer.IsLocalMultiplayer();
+
+ /// <summary>Whether there are players connected over the network.</summary>
+ public static bool HasRemotePlayers => Context.IsMultiplayer && !Game1.hasLocalClientsOnly;
+
+ /// <summary>Whether the current player is the main player. This is always true in single-player, and true when hosting in multiplayer.</summary>
+ public static bool IsMainPlayer => Game1.IsMasterGame && !(TitleMenu.subMenu is FarmhandMenu);
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Get whether a screen ID is still active.</summary>
+ /// <param name="id">The screen ID.</param>
+ public static bool HasScreenId(int id)
+ {
+ return Context.ActiveScreenIds.Contains(id);
+ }
}
}