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-rw-r--r--src/SMAPI/Framework/SGame.cs1198
1 files changed, 476 insertions, 722 deletions
diff --git a/src/SMAPI/Framework/SGame.cs b/src/SMAPI/Framework/SGame.cs
index 704eb6bc..47261862 100644
--- a/src/SMAPI/Framework/SGame.cs
+++ b/src/SMAPI/Framework/SGame.cs
@@ -9,9 +9,6 @@ using System.Threading;
using System.Threading.Tasks;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
-#if !SMAPI_3_0_STRICT
-using Microsoft.Xna.Framework.Input;
-#endif
using Netcode;
using StardewModdingAPI.Enums;
using StardewModdingAPI.Events;
@@ -19,19 +16,18 @@ using StardewModdingAPI.Framework.Events;
using StardewModdingAPI.Framework.Input;
using StardewModdingAPI.Framework.Networking;
using StardewModdingAPI.Framework.Reflection;
-using StardewModdingAPI.Framework.StateTracking;
+using StardewModdingAPI.Framework.StateTracking.Snapshots;
using StardewModdingAPI.Framework.Utilities;
-using StardewModdingAPI.Toolkit.Serialisation;
+using StardewModdingAPI.Toolkit.Serialization;
using StardewValley;
using StardewValley.BellsAndWhistles;
-using StardewValley.Buildings;
+using StardewValley.Events;
using StardewValley.Locations;
using StardewValley.Menus;
-using StardewValley.TerrainFeatures;
using StardewValley.Tools;
using xTile.Dimensions;
using xTile.Layers;
-using SObject = StardewValley.Object;
+using xTile.Tiles;
namespace StardewModdingAPI.Framework
{
@@ -45,7 +41,7 @@ namespace StardewModdingAPI.Framework
** SMAPI state
****/
/// <summary>Encapsulates monitoring and logging for SMAPI.</summary>
- private readonly IMonitor Monitor;
+ private readonly Monitor Monitor;
/// <summary>Encapsulates monitoring and logging on the game's behalf.</summary>
private readonly IMonitor MonitorForGame;
@@ -66,20 +62,23 @@ namespace StardewModdingAPI.Framework
private readonly Countdown UpdateCrashTimer = new Countdown(60); // 60 ticks = roughly one second
/// <summary>The number of ticks until SMAPI should notify mods that the game has loaded.</summary>
- /// <remarks>Skipping a few frames ensures the game finishes initialising the world before mods try to change it.</remarks>
+ /// <remarks>Skipping a few frames ensures the game finishes initializing the world before mods try to change it.</remarks>
private readonly Countdown AfterLoadTimer = new Countdown(5);
+ /// <summary>Whether custom content was removed from the save data to avoid a crash.</summary>
+ private bool IsSaveContentRemoved;
+
/// <summary>Whether the game is saving and SMAPI has already raised <see cref="IGameLoopEvents.Saving"/>.</summary>
private bool IsBetweenSaveEvents;
/// <summary>Whether the game is creating the save file and SMAPI has already raised <see cref="IGameLoopEvents.SaveCreating"/>.</summary>
private bool IsBetweenCreateEvents;
- /// <summary>A callback to invoke after the content language changes.</summary>
- private readonly Action OnLocaleChanged;
+ /// <summary>A callback to invoke the first time *any* game content manager loads an asset.</summary>
+ private readonly Action OnLoadingFirstAsset;
- /// <summary>A callback to invoke after the game finishes initialising.</summary>
- private readonly Action OnGameInitialised;
+ /// <summary>A callback to invoke after the game finishes initializing.</summary>
+ private readonly Action OnGameInitialized;
/// <summary>A callback to invoke when the game exits.</summary>
private readonly Action OnGameExiting;
@@ -87,14 +86,23 @@ namespace StardewModdingAPI.Framework
/// <summary>Simplifies access to private game code.</summary>
private readonly Reflector Reflection;
+ /// <summary>Encapsulates access to SMAPI core translations.</summary>
+ private readonly Translator Translator;
+
+ /// <summary>Propagates notification that SMAPI should exit.</summary>
+ private readonly CancellationTokenSource CancellationToken;
+
/****
** Game state
****/
/// <summary>Monitors the entire game state for changes.</summary>
private WatcherCore Watchers;
- /// <summary>Whether post-game-startup initialisation has been performed.</summary>
- private bool IsInitialised;
+ /// <summary>A snapshot of the current <see cref="Watchers"/> state.</summary>
+ private WatcherSnapshot WatcherSnapshot = new WatcherSnapshot();
+
+ /// <summary>Whether post-game-startup initialization has been performed.</summary>
+ private bool IsInitialized;
/// <summary>Whether the next content manager requested by the game will be for <see cref="Game1.content"/>.</summary>
private bool NextContentManagerIsMain;
@@ -103,7 +111,7 @@ namespace StardewModdingAPI.Framework
/*********
** Accessors
*********/
- /// <summary>Static state to use while <see cref="Game1"/> is initialising, which happens before the <see cref="SGame"/> constructor runs.</summary>
+ /// <summary>Static state to use while <see cref="Game1"/> is initializing, which happens before the <see cref="SGame"/> constructor runs.</summary>
internal static SGameConstructorHack ConstructorHack { get; set; }
/// <summary>The number of update ticks which have already executed. This is similar to <see cref="Game1.ticks"/>, but incremented more consistently for every tick.</summary>
@@ -133,20 +141,23 @@ namespace StardewModdingAPI.Framework
/// <param name="monitor">Encapsulates monitoring and logging for SMAPI.</param>
/// <param name="monitorForGame">Encapsulates monitoring and logging on the game's behalf.</param>
/// <param name="reflection">Simplifies access to private game code.</param>
+ /// <param name="translator">Encapsulates access to arbitrary translations.</param>
/// <param name="eventManager">Manages SMAPI events for mods.</param>
/// <param name="jsonHelper">Encapsulates SMAPI's JSON file parsing.</param>
/// <param name="modRegistry">Tracks the installed mods.</param>
/// <param name="deprecationManager">Manages deprecation warnings.</param>
- /// <param name="onLocaleChanged">A callback to invoke after the content language changes.</param>
- /// <param name="onGameInitialised">A callback to invoke after the game finishes initialising.</param>
+ /// <param name="onGameInitialized">A callback to invoke after the game finishes initializing.</param>
/// <param name="onGameExiting">A callback to invoke when the game exits.</param>
- internal SGame(IMonitor monitor, IMonitor monitorForGame, Reflector reflection, EventManager eventManager, JsonHelper jsonHelper, ModRegistry modRegistry, DeprecationManager deprecationManager, Action onLocaleChanged, Action onGameInitialised, Action onGameExiting)
+ /// <param name="cancellationToken">Propagates notification that SMAPI should exit.</param>
+ /// <param name="logNetworkTraffic">Whether to log network traffic.</param>
+ internal SGame(Monitor monitor, IMonitor monitorForGame, Reflector reflection, Translator translator, EventManager eventManager, JsonHelper jsonHelper, ModRegistry modRegistry, DeprecationManager deprecationManager, Action onGameInitialized, Action onGameExiting, CancellationTokenSource cancellationToken, bool logNetworkTraffic)
{
+ this.OnLoadingFirstAsset = SGame.ConstructorHack.OnLoadingFirstAsset;
SGame.ConstructorHack = null;
// check expectations
if (this.ContentCore == null)
- throw new InvalidOperationException($"The game didn't initialise its first content manager before SMAPI's {nameof(SGame)} constructor. This indicates an incompatible lifecycle change.");
+ throw new InvalidOperationException($"The game didn't initialize its first content manager before SMAPI's {nameof(SGame)} constructor. This indicates an incompatible lifecycle change.");
// init XNA
Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef;
@@ -157,20 +168,21 @@ namespace StardewModdingAPI.Framework
this.Events = eventManager;
this.ModRegistry = modRegistry;
this.Reflection = reflection;
+ this.Translator = translator;
this.DeprecationManager = deprecationManager;
- this.OnLocaleChanged = onLocaleChanged;
- this.OnGameInitialised = onGameInitialised;
+ this.OnGameInitialized = onGameInitialized;
this.OnGameExiting = onGameExiting;
Game1.input = new SInputState();
- Game1.multiplayer = new SMultiplayer(monitor, eventManager, jsonHelper, modRegistry, reflection, this.OnModMessageReceived);
+ Game1.multiplayer = new SMultiplayer(monitor, eventManager, jsonHelper, modRegistry, reflection, this.OnModMessageReceived, logNetworkTraffic);
Game1.hooks = new SModHooks(this.OnNewDayAfterFade);
+ this.CancellationToken = cancellationToken;
// init observables
Game1.locations = new ObservableCollection<GameLocation>();
}
- /// <summary>Initialise just before the game's first update tick.</summary>
- private void InitialiseAfterGameStarted()
+ /// <summary>Initialize just before the game's first update tick.</summary>
+ private void InitializeAfterGameStarted()
{
// set initial state
this.Input.TrueUpdate();
@@ -179,7 +191,7 @@ namespace StardewModdingAPI.Framework
this.Watchers = new WatcherCore(this.Input);
// raise callback
- this.OnGameInitialised();
+ this.OnGameInitialized();
}
/// <summary>Perform cleanup logic when the game exits.</summary>
@@ -188,7 +200,7 @@ namespace StardewModdingAPI.Framework
/// <remarks>This overrides the logic in <see cref="Game1.exitEvent"/> to let SMAPI clean up before exit.</remarks>
protected override void OnExiting(object sender, EventArgs args)
{
- Game1.multiplayer.Disconnect();
+ Game1.multiplayer.Disconnect(StardewValley.Multiplayer.DisconnectType.ClosedGame);
this.OnGameExiting?.Invoke();
}
@@ -207,6 +219,12 @@ namespace StardewModdingAPI.Framework
this.Events.ModMessageReceived.RaiseForMods(new ModMessageReceivedEventArgs(message), mod => mod != null && modIDs.Contains(mod.Manifest.UniqueID));
}
+ /// <summary>A callback invoked when custom content is removed from the save data to avoid a crash.</summary>
+ internal void OnSaveContentRemoved()
+ {
+ this.IsSaveContentRemoved = true;
+ }
+
/// <summary>A callback invoked when the game's low-level load stage changes.</summary>
/// <param name="newStage">The new load stage.</param>
internal void OnLoadStageChanged(LoadStage newStage)
@@ -228,12 +246,7 @@ namespace StardewModdingAPI.Framework
// raise events
this.Events.LoadStageChanged.Raise(new LoadStageChangedEventArgs(oldStage, newStage));
if (newStage == LoadStage.None)
- {
this.Events.ReturnedToTitle.RaiseEmpty();
-#if !SMAPI_3_0_STRICT
- this.Events.Legacy_AfterReturnToTitle.Raise();
-#endif
- }
}
/// <summary>Constructor a content manager to read XNB files.</summary>
@@ -241,16 +254,16 @@ namespace StardewModdingAPI.Framework
/// <param name="rootDirectory">The root directory to search for content.</param>
protected override LocalizedContentManager CreateContentManager(IServiceProvider serviceProvider, string rootDirectory)
{
- // Game1._temporaryContent initialising from SGame constructor
- // NOTE: this method is called before the SGame constructor runs. Don't depend on anything being initialised at this point.
+ // Game1._temporaryContent initializing from SGame constructor
+ // NOTE: this method is called before the SGame constructor runs. Don't depend on anything being initialized at this point.
if (this.ContentCore == null)
{
- this.ContentCore = new ContentCoordinator(serviceProvider, rootDirectory, Thread.CurrentThread.CurrentUICulture, SGame.ConstructorHack.Monitor, SGame.ConstructorHack.Reflection, SGame.ConstructorHack.JsonHelper);
+ this.ContentCore = new ContentCoordinator(serviceProvider, rootDirectory, Thread.CurrentThread.CurrentUICulture, SGame.ConstructorHack.Monitor, SGame.ConstructorHack.Reflection, SGame.ConstructorHack.JsonHelper, this.OnLoadingFirstAsset ?? SGame.ConstructorHack?.OnLoadingFirstAsset);
this.NextContentManagerIsMain = true;
return this.ContentCore.CreateGameContentManager("Game1._temporaryContent");
}
- // Game1.content initialising from LoadContent
+ // Game1.content initializing from LoadContent
if (this.NextContentManagerIsMain)
{
this.NextContentManagerIsMain = false;
@@ -272,17 +285,29 @@ namespace StardewModdingAPI.Framework
this.DeprecationManager.PrintQueued();
/*********
- ** Special cases
+ ** First-tick initialization
*********/
- // Perform first-tick initialisation.
- if (!this.IsInitialised)
+ if (!this.IsInitialized)
{
- this.IsInitialised = true;
- this.InitialiseAfterGameStarted();
+ this.IsInitialized = true;
+ this.InitializeAfterGameStarted();
}
+ /*********
+ ** Update input
+ *********/
+ // This should *always* run, even when suppressing mod events, since the game uses
+ // this too. For example, doing this after mod event suppression would prevent the
+ // user from doing anything on the overnight shipping screen.
+ SInputState inputState = this.Input;
+ if (this.IsActive)
+ inputState.TrueUpdate();
+
+ /*********
+ ** Special cases
+ *********/
// Abort if SMAPI is exiting.
- if (this.Monitor.IsExiting)
+ if (this.CancellationToken.IsCancellationRequested)
{
this.Monitor.Log("SMAPI shutting down: aborting update.", LogLevel.Trace);
return;
@@ -293,7 +318,7 @@ namespace StardewModdingAPI.Framework
bool saveParsed = false;
if (Game1.currentLoader != null)
{
- this.Monitor.Log("Game loader synchronising...", LogLevel.Trace);
+ this.Monitor.Log("Game loader synchronizing...", LogLevel.Trace);
while (Game1.currentLoader?.MoveNext() == true)
{
// raise load stage changed
@@ -324,7 +349,7 @@ namespace StardewModdingAPI.Framework
}
if (Game1._newDayTask?.Status == TaskStatus.Created)
{
- this.Monitor.Log("New day task synchronising...", LogLevel.Trace);
+ this.Monitor.Log("New day task synchronizing...", LogLevel.Trace);
Game1._newDayTask.RunSynchronously();
this.Monitor.Log("New day task done.", LogLevel.Trace);
}
@@ -337,16 +362,45 @@ namespace StardewModdingAPI.Framework
// 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.
+ // update tick are negligible and not worth the complications of bypassing Game1.Update.
if (Game1._newDayTask != null || Game1.gameMode == Game1.loadingMode)
{
events.UnvalidatedUpdateTicking.RaiseEmpty();
SGame.TicksElapsed++;
base.Update(gameTime);
events.UnvalidatedUpdateTicked.RaiseEmpty();
-#if !SMAPI_3_0_STRICT
- events.Legacy_UnvalidatedUpdateTick.Raise();
-#endif
+ return;
+ }
+
+ // Raise minimal events while saving.
+ // While the game is writing to the save file in the background, mods can unexpectedly
+ // fail since they don't have exclusive access to resources (e.g. collection changed
+ // during enumeration errors). To avoid problems, events are not invoked while a save
+ // is in progress. It's safe to raise SaveEvents.BeforeSave as soon as the menu is
+ // opened (since the save hasn't started yet), but all other events should be suppressed.
+ if (Context.IsSaving)
+ {
+ // raise before-create
+ if (!Context.IsWorldReady && !this.IsBetweenCreateEvents)
+ {
+ this.IsBetweenCreateEvents = true;
+ this.Monitor.Log("Context: before save creation.", LogLevel.Trace);
+ events.SaveCreating.RaiseEmpty();
+ }
+
+ // raise before-save
+ if (Context.IsWorldReady && !this.IsBetweenSaveEvents)
+ {
+ this.IsBetweenSaveEvents = true;
+ this.Monitor.Log("Context: before save.", LogLevel.Trace);
+ events.Saving.RaiseEmpty();
+ }
+
+ // suppress non-save events
+ events.UnvalidatedUpdateTicking.RaiseEmpty();
+ SGame.TicksElapsed++;
+ base.Update(gameTime);
+ events.UnvalidatedUpdateTicked.RaiseEmpty();
return;
}
@@ -388,85 +442,6 @@ namespace StardewModdingAPI.Framework
}
/*********
- ** Update input
- *********/
- // This should *always* run, even when suppressing mod events, since the game uses
- // this too. For example, doing this after mod event suppression would prevent the
- // user from doing anything on the overnight shipping screen.
-#if !SMAPI_3_0_STRICT
- SInputState previousInputState = this.Input.Clone();
-#endif
- SInputState inputState = this.Input;
- if (this.IsActive)
- inputState.TrueUpdate();
-
- /*********
- ** Save events + suppress events during save
- *********/
- // While the game is writing to the save file in the background, mods can unexpectedly
- // fail since they don't have exclusive access to resources (e.g. collection changed
- // during enumeration errors). To avoid problems, events are not invoked while a save
- // is in progress. It's safe to raise SaveEvents.BeforeSave as soon as the menu is
- // opened (since the save hasn't started yet), but all other events should be suppressed.
- if (Context.IsSaving)
- {
- // raise before-create
- if (!Context.IsWorldReady && !this.IsBetweenCreateEvents)
- {
- this.IsBetweenCreateEvents = true;
- this.Monitor.Log("Context: before save creation.", LogLevel.Trace);
- events.SaveCreating.RaiseEmpty();
-#if !SMAPI_3_0_STRICT
- events.Legacy_BeforeCreateSave.Raise();
-#endif
- }
-
- // raise before-save
- if (Context.IsWorldReady && !this.IsBetweenSaveEvents)
- {
- this.IsBetweenSaveEvents = true;
- this.Monitor.Log("Context: before save.", LogLevel.Trace);
- events.Saving.RaiseEmpty();
-#if !SMAPI_3_0_STRICT
- events.Legacy_BeforeSave.Raise();
-#endif
- }
-
- // suppress non-save events
- events.UnvalidatedUpdateTicking.RaiseEmpty();
- SGame.TicksElapsed++;
- base.Update(gameTime);
- events.UnvalidatedUpdateTicked.RaiseEmpty();
-#if !SMAPI_3_0_STRICT
- events.Legacy_UnvalidatedUpdateTick.Raise();
-#endif
- return;
- }
- if (this.IsBetweenCreateEvents)
- {
- // raise after-create
- this.IsBetweenCreateEvents = false;
- this.Monitor.Log($"Context: after save creation, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace);
- this.OnLoadStageChanged(LoadStage.CreatedSaveFile);
- events.SaveCreated.RaiseEmpty();
-#if !SMAPI_3_0_STRICT
- events.Legacy_AfterCreateSave.Raise();
-#endif
- }
- if (this.IsBetweenSaveEvents)
- {
- // raise after-save
- this.IsBetweenSaveEvents = false;
- this.Monitor.Log($"Context: after save, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace);
- events.Saved.RaiseEmpty();
- events.DayStarted.RaiseEmpty();
-#if !SMAPI_3_0_STRICT
- events.Legacy_AfterSave.Raise();
- events.Legacy_AfterDayStarted.Raise();
-#endif
- }
-
- /*********
** Update context
*********/
bool wasWorldReady = Context.IsWorldReady;
@@ -477,231 +452,170 @@ namespace StardewModdingAPI.Framework
}
else if (Context.IsSaveLoaded && this.AfterLoadTimer.Current > 0 && Game1.currentLocation != null)
{
- if (Game1.dayOfMonth != 0) // wait until new-game intro finishes (world not fully initialised yet)
+ if (Game1.dayOfMonth != 0) // wait until new-game intro finishes (world not fully initialized yet)
this.AfterLoadTimer.Decrement();
Context.IsWorldReady = this.AfterLoadTimer.Current == 0;
}
/*********
** Update watchers
+ ** (Watchers need to be updated, checked, and reset in one go so we can detect any changes mods make in event handlers.)
*********/
this.Watchers.Update();
+ this.WatcherSnapshot.Update(this.Watchers);
+ this.Watchers.Reset();
+ WatcherSnapshot state = this.WatcherSnapshot;
/*********
- ** Locale changed events
+ ** Display in-game warnings
*********/
- if (this.Watchers.LocaleWatcher.IsChanged)
+ // save content removed
+ if (this.IsSaveContentRemoved && Context.IsWorldReady)
{
- var was = this.Watchers.LocaleWatcher.PreviousValue;
- var now = this.Watchers.LocaleWatcher.CurrentValue;
-
- this.Monitor.Log($"Context: locale set to {now}.", LogLevel.Trace);
-
- this.OnLocaleChanged();
-#if !SMAPI_3_0_STRICT
- events.Legacy_LocaleChanged.Raise(new EventArgsValueChanged<string>(was.ToString(), now.ToString()));
-#endif
-
- this.Watchers.LocaleWatcher.Reset();
+ this.IsSaveContentRemoved = false;
+ Game1.addHUDMessage(new HUDMessage(this.Translator.Get("warn.invalid-content-removed"), HUDMessage.error_type));
}
/*********
- ** Load / return-to-title events
+ ** Pre-update events
*********/
- if (wasWorldReady && !Context.IsWorldReady)
- this.OnLoadStageChanged(LoadStage.None);
- else if (Context.IsWorldReady && Context.LoadStage != LoadStage.Ready)
{
- // print context
- string context = $"Context: loaded save '{Constants.SaveFolderName}', starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}, locale set to {this.ContentCore.Language}.";
- if (Context.IsMultiplayer)
+ /*********
+ ** Save created/loaded events
+ *********/
+ if (this.IsBetweenCreateEvents)
{
- int onlineCount = Game1.getOnlineFarmers().Count();
- context += $" {(Context.IsMainPlayer ? "Main player" : "Farmhand")} with {onlineCount} {(onlineCount == 1 ? "player" : "players")} online.";
+ // raise after-create
+ this.IsBetweenCreateEvents = false;
+ this.Monitor.Log($"Context: after save creation, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace);
+ this.OnLoadStageChanged(LoadStage.CreatedSaveFile);
+ events.SaveCreated.RaiseEmpty();
+ }
+ if (this.IsBetweenSaveEvents)
+ {
+ // raise after-save
+ this.IsBetweenSaveEvents = false;
+ this.Monitor.Log($"Context: after save, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace);
+ events.Saved.RaiseEmpty();
+ events.DayStarted.RaiseEmpty();
}
- else
- context += " Single-player.";
- this.Monitor.Log(context, LogLevel.Trace);
-
- // raise events
- this.OnLoadStageChanged(LoadStage.Ready);
- events.SaveLoaded.RaiseEmpty();
- events.DayStarted.RaiseEmpty();
-#if !SMAPI_3_0_STRICT
- events.Legacy_AfterLoad.Raise();
- events.Legacy_AfterDayStarted.Raise();
-#endif
- }
-
- /*********
- ** Window events
- *********/
- // Here we depend on the game's viewport instead of listening to the Window.Resize
- // event because we need to notify mods after the game handles the resize, so the
- // game's metadata (like Game1.viewport) are updated. That's a bit complicated
- // since the game adds & removes its own handler on the fly.
- if (this.Watchers.WindowSizeWatcher.IsChanged)
- {
- if (this.Monitor.IsVerbose)
- this.Monitor.Log($"Events: window size changed to {this.Watchers.WindowSizeWatcher.CurrentValue}.", LogLevel.Trace);
- Point oldSize = this.Watchers.WindowSizeWatcher.PreviousValue;
- Point newSize = this.Watchers.WindowSizeWatcher.CurrentValue;
+ /*********
+ ** Locale changed events
+ *********/
+ if (state.Locale.IsChanged)
+ this.Monitor.Log($"Context: locale set to {state.Locale.New}.", LogLevel.Trace);
+
+ /*********
+ ** Load / return-to-title events
+ *********/
+ if (wasWorldReady && !Context.IsWorldReady)
+ this.OnLoadStageChanged(LoadStage.None);
+ else if (Context.IsWorldReady && Context.LoadStage != LoadStage.Ready)
+ {
+ // print context
+ string context = $"Context: loaded save '{Constants.SaveFolderName}', starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}, locale set to {this.ContentCore.Language}.";
+ if (Context.IsMultiplayer)
+ {
+ int onlineCount = Game1.getOnlineFarmers().Count();
+ context += $" {(Context.IsMainPlayer ? "Main player" : "Farmhand")} with {onlineCount} {(onlineCount == 1 ? "player" : "players")} online.";
+ }
+ else
+ context += " Single-player.";
+ this.Monitor.Log(context, LogLevel.Trace);
- events.WindowResized.Raise(new WindowResizedEventArgs(oldSize, newSize));
-#if !SMAPI_3_0_STRICT
- events.Legacy_Resize.Raise();
-#endif
- this.Watchers.WindowSizeWatcher.Reset();
- }
+ // raise events
+ this.OnLoadStageChanged(LoadStage.Ready);
+ events.SaveLoaded.RaiseEmpty();
+ events.DayStarted.RaiseEmpty();
+ }
- /*********
- ** Input events (if window has focus)
- *********/
- if (this.IsActive)
- {
- // raise events
- bool isChatInput = Game1.IsChatting || (Context.IsMultiplayer && Context.IsWorldReady && Game1.activeClickableMenu == null && Game1.currentMinigame == null && inputState.IsAnyDown(Game1.options.chatButton));
- if (!isChatInput)
+ /*********
+ ** Window events
+ *********/
+ // Here we depend on the game's viewport instead of listening to the Window.Resize
+ // event because we need to notify mods after the game handles the resize, so the
+ // game's metadata (like Game1.viewport) are updated. That's a bit complicated
+ // since the game adds & removes its own handler on the fly.
+ if (state.WindowSize.IsChanged)
{
- ICursorPosition cursor = this.Input.CursorPosition;
+ if (this.Monitor.IsVerbose)
+ this.Monitor.Log($"Events: window size changed to {state.WindowSize.New}.", LogLevel.Trace);
- // raise cursor moved event
- if (this.Watchers.CursorWatcher.IsChanged)
+ events.WindowResized.Raise(new WindowResizedEventArgs(state.WindowSize.Old, state.WindowSize.New));
+ }
+
+ /*********
+ ** Input events (if window has focus)
+ *********/
+ if (this.IsActive)
+ {
+ // raise events
+ bool isChatInput = Game1.IsChatting || (Context.IsMultiplayer && Context.IsWorldReady && Game1.activeClickableMenu == null && Game1.currentMinigame == null && inputState.IsAnyDown(Game1.options.chatButton));
+ if (!isChatInput)
{
- if (events.CursorMoved.HasListeners())
- {
- ICursorPosition was = this.Watchers.CursorWatcher.PreviousValue;
- ICursorPosition now = this.Watchers.CursorWatcher.CurrentValue;
- this.Watchers.CursorWatcher.Reset();
+ ICursorPosition cursor = this.Input.CursorPosition;
- events.CursorMoved.Raise(new CursorMovedEventArgs(was, now));
- }
- else
- this.Watchers.CursorWatcher.Reset();
- }
+ // raise cursor moved event
+ if (state.Cursor.IsChanged)
+ events.CursorMoved.Raise(new CursorMovedEventArgs(state.Cursor.Old, state.Cursor.New));
- // raise mouse wheel scrolled
- if (this.Watchers.MouseWheelScrollWatcher.IsChanged)
- {
- if (events.MouseWheelScrolled.HasListeners() || this.Monitor.IsVerbose)
+ // raise mouse wheel scrolled
+ if (state.MouseWheelScroll.IsChanged)
{
- int was = this.Watchers.MouseWheelScrollWatcher.PreviousValue;
- int now = this.Watchers.MouseWheelScrollWatcher.CurrentValue;
- this.Watchers.MouseWheelScrollWatcher.Reset();
-
if (this.Monitor.IsVerbose)
- this.Monitor.Log($"Events: mouse wheel scrolled to {now}.", LogLevel.Trace);
- events.MouseWheelScrolled.Raise(new MouseWheelScrolledEventArgs(cursor, was, now));
+ this.Monitor.Log($"Events: mouse wheel scrolled to {state.MouseWheelScroll.New}.", LogLevel.Trace);
+ events.MouseWheelScrolled.Raise(new MouseWheelScrolledEventArgs(cursor, state.MouseWheelScroll.Old, state.MouseWheelScroll.New));
}
- else
- this.Watchers.MouseWheelScrollWatcher.Reset();
- }
-
- // raise input button events
- foreach (var pair in inputState.ActiveButtons)
- {
- SButton button = pair.Key;
- InputStatus status = pair.Value;
- if (status == InputStatus.Pressed)
+ // raise input button events
+ foreach (var pair in inputState.ActiveButtons)
{
- if (this.Monitor.IsVerbose)
- this.Monitor.Log($"Events: button {button} pressed.", LogLevel.Trace);
+ SButton button = pair.Key;
+ InputStatus status = pair.Value;
- events.ButtonPressed.Raise(new ButtonPressedEventArgs(button, cursor, inputState));
-
-#if !SMAPI_3_0_STRICT
- // legacy events
- events.Legacy_ButtonPressed.Raise(new EventArgsInput(button, cursor, inputState.SuppressButtons));
- if (button.TryGetKeyboard(out Keys key))
- {
- if (key != Keys.None)
- events.Legacy_KeyPressed.Raise(new EventArgsKeyPressed(key));
- }
- else if (button.TryGetController(out Buttons controllerButton))
+ if (status == InputStatus.Pressed)
{
- if (controllerButton == Buttons.LeftTrigger || controllerButton == Buttons.RightTrigger)
- events.Legacy_ControllerTriggerPressed.Raise(new EventArgsControllerTriggerPressed(PlayerIndex.One, controllerButton, controllerButton == Buttons.LeftTrigger ? inputState.RealController.Triggers.Left : inputState.RealController.Triggers.Right));
- else
- events.Legacy_ControllerButtonPressed.Raise(new EventArgsControllerButtonPressed(PlayerIndex.One, controllerButton));
- }
-#endif
- }
- else if (status == InputStatus.Released)
- {
- if (this.Monitor.IsVerbose)
- this.Monitor.Log($"Events: button {button} released.", LogLevel.Trace);
-
- events.ButtonReleased.Raise(new ButtonReleasedEventArgs(button, cursor, inputState));
+ if (this.Monitor.IsVerbose)
+ this.Monitor.Log($"Events: button {button} pressed.", LogLevel.Trace);
-#if !SMAPI_3_0_STRICT
- // legacy events
- events.Legacy_ButtonReleased.Raise(new EventArgsInput(button, cursor, inputState.SuppressButtons));
- if (button.TryGetKeyboard(out Keys key))
- {
- if (key != Keys.None)
- events.Legacy_KeyReleased.Raise(new EventArgsKeyPressed(key));
+ events.ButtonPressed.Raise(new ButtonPressedEventArgs(button, cursor, inputState));
}
- else if (button.TryGetController(out Buttons controllerButton))
+ else if (status == InputStatus.Released)
{
- if (controllerButton == Buttons.LeftTrigger || controllerButton == Buttons.RightTrigger)
- events.Legacy_ControllerTriggerReleased.Raise(new EventArgsControllerTriggerReleased(PlayerIndex.One, controllerButton, controllerButton == Buttons.LeftTrigger ? inputState.RealController.Triggers.Left : inputState.RealController.Triggers.Right));
- else
- events.Legacy_ControllerButtonReleased.Raise(new EventArgsControllerButtonReleased(PlayerIndex.One, controllerButton));
+ if (this.Monitor.IsVerbose)
+ this.Monitor.Log($"Events: button {button} released.", LogLevel.Trace);
+
+ events.ButtonReleased.Raise(new ButtonReleasedEventArgs(button, cursor, inputState));
}
-#endif
}
}
-
-#if !SMAPI_3_0_STRICT
- // raise legacy state-changed events
- if (inputState.RealKeyboard != previousInputState.RealKeyboard)
- events.Legacy_KeyboardChanged.Raise(new EventArgsKeyboardStateChanged(previousInputState.RealKeyboard, inputState.RealKeyboard));
- if (inputState.RealMouse != previousInputState.RealMouse)
- events.Legacy_MouseChanged.Raise(new EventArgsMouseStateChanged(previousInputState.RealMouse, inputState.RealMouse, new Point((int)previousInputState.CursorPosition.ScreenPixels.X, (int)previousInputState.CursorPosition.ScreenPixels.Y), new Point((int)inputState.CursorPosition.ScreenPixels.X, (int)inputState.CursorPosition.ScreenPixels.Y)));
-#endif
}
- }
- /*********
- ** Menu events
- *********/
- if (this.Watchers.ActiveMenuWatcher.IsChanged)
- {
- IClickableMenu was = this.Watchers.ActiveMenuWatcher.PreviousValue;
- IClickableMenu now = this.Watchers.ActiveMenuWatcher.CurrentValue;
- this.Watchers.ActiveMenuWatcher.Reset(); // reset here so a mod changing the menu will be raised as a new event afterwards
-
- if (this.Monitor.IsVerbose)
- this.Monitor.Log($"Context: menu changed from {was?.GetType().FullName ?? "none"} to {now?.GetType().FullName ?? "none"}.", LogLevel.Trace);
-
- // raise menu events
- events.MenuChanged.Raise(new MenuChangedEventArgs(was, now));
-#if !SMAPI_3_0_STRICT
- if (now != null)
- events.Legacy_MenuChanged.Raise(new EventArgsClickableMenuChanged(was, now));
- else
- events.Legacy_MenuClosed.Raise(new EventArgsClickableMenuClosed(was));
-#endif
- }
+ /*********
+ ** Menu events
+ *********/
+ if (state.ActiveMenu.IsChanged)
+ {
+ if (this.Monitor.IsVerbose)
+ this.Monitor.Log($"Context: menu changed from {state.ActiveMenu.Old?.GetType().FullName ?? "none"} to {state.ActiveMenu.New?.GetType().FullName ?? "none"}.", LogLevel.Trace);
- /*********
- ** World & player events
- *********/
- if (Context.IsWorldReady)
- {
- bool raiseWorldEvents = !this.Watchers.SaveIdWatcher.IsChanged; // don't report changes from unloaded => loaded
+ // raise menu events
+ events.MenuChanged.Raise(new MenuChangedEventArgs(state.ActiveMenu.Old, state.ActiveMenu.New));
+ }
- // raise location changes
- if (this.Watchers.LocationsWatcher.IsChanged)
+ /*********
+ ** World & player events
+ *********/
+ if (Context.IsWorldReady)
{
+ bool raiseWorldEvents = !state.SaveID.IsChanged; // don't report changes from unloaded => loaded
+
// location list changes
- if (this.Watchers.LocationsWatcher.IsLocationListChanged)
+ if (state.Locations.LocationList.IsChanged && (events.LocationListChanged.HasListeners() || this.Monitor.IsVerbose))
{
- GameLocation[] added = this.Watchers.LocationsWatcher.Added.ToArray();
- GameLocation[] removed = this.Watchers.LocationsWatcher.Removed.ToArray();
- this.Watchers.LocationsWatcher.ResetLocationList();
+ var added = state.Locations.LocationList.Added.ToArray();
+ var removed = state.Locations.LocationList.Removed.ToArray();
if (this.Monitor.IsVerbose)
{
@@ -711,224 +625,128 @@ namespace StardewModdingAPI.Framework
}
events.LocationListChanged.Raise(new LocationListChangedEventArgs(added, removed));
-#if !SMAPI_3_0_STRICT
- events.Legacy_LocationsChanged.Raise(new EventArgsLocationsChanged(added, removed));
-#endif
}
// raise location contents changed
if (raiseWorldEvents)
{
- foreach (LocationTracker watcher in this.Watchers.LocationsWatcher.Locations)
+ foreach (LocationSnapshot locState in state.Locations.Locations)
{
+ var location = locState.Location;
+
// buildings changed
- if (watcher.BuildingsWatcher.IsChanged)
- {
- GameLocation location = watcher.Location;
- Building[] added = watcher.BuildingsWatcher.Added.ToArray();
- Building[] removed = watcher.BuildingsWatcher.Removed.ToArray();
- watcher.BuildingsWatcher.Reset();
-
- events.BuildingListChanged.Raise(new BuildingListChangedEventArgs(location, added, removed));
-#if !SMAPI_3_0_STRICT
- events.Legacy_BuildingsChanged.Raise(new EventArgsLocationBuildingsChanged(location, added, removed));
-#endif
- }
+ if (locState.Buildings.IsChanged)
+ events.BuildingListChanged.Raise(new BuildingListChangedEventArgs(location, locState.Buildings.Added, locState.Buildings.Removed));
// debris changed
- if (watcher.DebrisWatcher.IsChanged)
- {
- GameLocation location = watcher.Location;
- Debris[] added = watcher.DebrisWatcher.Added.ToArray();
- Debris[] removed = watcher.DebrisWatcher.Removed.ToArray();
- watcher.DebrisWatcher.Reset();
-
- events.DebrisListChanged.Raise(new DebrisListChangedEventArgs(location, added, removed));
- }
+ if (locState.Debris.IsChanged)
+ events.DebrisListChanged.Raise(new DebrisListChangedEventArgs(location, locState.Debris.Added, locState.Debris.Removed));
// large terrain features changed
- if (watcher.LargeTerrainFeaturesWatcher.IsChanged)
- {
- GameLocation location = watcher.Location;
- LargeTerrainFeature[] added = watcher.LargeTerrainFeaturesWatcher.Added.ToArray();
- LargeTerrainFeature[] removed = watcher.LargeTerrainFeaturesWatcher.Removed.ToArray();
- watcher.LargeTerrainFeaturesWatcher.Reset();
-
- events.LargeTerrainFeatureListChanged.Raise(new LargeTerrainFeatureListChangedEventArgs(location, added, removed));
- }
+ if (locState.LargeTerrainFeatures.IsChanged)
+ events.LargeTerrainFeatureListChanged.Raise(new LargeTerrainFeatureListChangedEventArgs(location, locState.LargeTerrainFeatures.Added, locState.LargeTerrainFeatures.Removed));
// NPCs changed
- if (watcher.NpcsWatcher.IsChanged)
- {
- GameLocation location = watcher.Location;
- NPC[] added = watcher.NpcsWatcher.Added.ToArray();
- NPC[] removed = watcher.NpcsWatcher.Removed.ToArray();
- watcher.NpcsWatcher.Reset();
-
- events.NpcListChanged.Raise(new NpcListChangedEventArgs(location, added, removed));
- }
+ if (locState.Npcs.IsChanged)
+ events.NpcListChanged.Raise(new NpcListChangedEventArgs(location, locState.Npcs.Added, locState.Npcs.Removed));
// objects changed
- if (watcher.ObjectsWatcher.IsChanged)
- {
- GameLocation location = watcher.Location;
- KeyValuePair<Vector2, SObject>[] added = watcher.ObjectsWatcher.Added.ToArray();
- KeyValuePair<Vector2, SObject>[] removed = watcher.ObjectsWatcher.Removed.ToArray();
- watcher.ObjectsWatcher.Reset();
-
- events.ObjectListChanged.Raise(new ObjectListChangedEventArgs(location, added, removed));
-#if !SMAPI_3_0_STRICT
- events.Legacy_ObjectsChanged.Raise(new EventArgsLocationObjectsChanged(location, added, removed));
-#endif
- }
+ if (locState.Objects.IsChanged)
+ events.ObjectListChanged.Raise(new ObjectListChangedEventArgs(location, locState.Objects.Added, locState.Objects.Removed));
// terrain features changed
- if (watcher.TerrainFeaturesWatcher.IsChanged)
- {
- GameLocation location = watcher.Location;
- KeyValuePair<Vector2, TerrainFeature>[] added = watcher.TerrainFeaturesWatcher.Added.ToArray();
- KeyValuePair<Vector2, TerrainFeature>[] removed = watcher.TerrainFeaturesWatcher.Removed.ToArray();
- watcher.TerrainFeaturesWatcher.Reset();
-
- events.TerrainFeatureListChanged.Raise(new TerrainFeatureListChangedEventArgs(location, added, removed));
- }
+ if (locState.TerrainFeatures.IsChanged)
+ events.TerrainFeatureListChanged.Raise(new TerrainFeatureListChangedEventArgs(location, locState.TerrainFeatures.Added, locState.TerrainFeatures.Removed));
}
}
- else
- this.Watchers.LocationsWatcher.Reset();
- }
-
- // raise time changed
- if (raiseWorldEvents && this.Watchers.TimeWatcher.IsChanged)
- {
- int was = this.Watchers.TimeWatcher.PreviousValue;
- int now = this.Watchers.TimeWatcher.CurrentValue;
- this.Watchers.TimeWatcher.Reset();
- if (this.Monitor.IsVerbose)
- this.Monitor.Log($"Events: time changed from {was} to {now}.", LogLevel.Trace);
+ // raise time changed
+ if (raiseWorldEvents && state.Time.IsChanged)
+ events.TimeChanged.Raise(new TimeChangedEventArgs(state.Time.Old, state.Time.New));
- events.TimeChanged.Raise(new TimeChangedEventArgs(was, now));
-#if !SMAPI_3_0_STRICT
- events.Legacy_TimeOfDayChanged.Raise(new EventArgsIntChanged(was, now));
-#endif
- }
- else
- this.Watchers.TimeWatcher.Reset();
+ // raise player events
+ if (raiseWorldEvents)
+ {
+ PlayerSnapshot playerState = state.CurrentPlayer;
+ Farmer player = playerState.Player;
- // raise player events
- if (raiseWorldEvents)
- {
- PlayerTracker playerTracker = this.Watchers.CurrentPlayerTracker;
+ // raise current location changed
+ if (playerState.Location.IsChanged)
+ {
+ if (this.Monitor.IsVerbose)
+ this.Monitor.Log($"Context: set location to {playerState.Location.New}.", LogLevel.Trace);
- // raise current location changed
- if (playerTracker.TryGetNewLocation(out GameLocation newLocation))
- {
- if (this.Monitor.IsVerbose)
- this.Monitor.Log($"Context: set location to {newLocation.Name}.", LogLevel.Trace);
+ events.Warped.Raise(new WarpedEventArgs(player, playerState.Location.Old, playerState.Location.New));
+ }
- GameLocation oldLocation = playerTracker.LocationWatcher.PreviousValue;
- events.Warped.Raise(new WarpedEventArgs(playerTracker.Player, oldLocation, newLocation));
-#if !SMAPI_3_0_STRICT
- events.Legacy_PlayerWarped.Raise(new EventArgsPlayerWarped(oldLocation, newLocation));
-#endif
- }
+ // raise player leveled up a skill
+ foreach (var pair in playerState.Skills)
+ {
+ if (!pair.Value.IsChanged)
+ continue;
- // raise player leveled up a skill
- foreach (KeyValuePair<SkillType, IValueWatcher<int>> pair in playerTracker.GetChangedSkills())
- {
- if (this.Monitor.IsVerbose)
- this.Monitor.Log($"Events: player skill '{pair.Key}' changed from {pair.Value.PreviousValue} to {pair.Value.CurrentValue}.", LogLevel.Trace);
+ if (this.Monitor.IsVerbose)
+ this.Monitor.Log($"Events: player skill '{pair.Key}' changed from {pair.Value.Old} to {pair.Value.New}.", LogLevel.Trace);
- events.LevelChanged.Raise(new LevelChangedEventArgs(playerTracker.Player, pair.Key, pair.Value.PreviousValue, pair.Value.CurrentValue));
-#if !SMAPI_3_0_STRICT
- events.Legacy_LeveledUp.Raise(new EventArgsLevelUp((EventArgsLevelUp.LevelType)pair.Key, pair.Value.CurrentValue));
-#endif
- }
+ events.LevelChanged.Raise(new LevelChangedEventArgs(player, pair.Key, pair.Value.Old, pair.Value.New));
+ }
- // raise player inventory changed
- ItemStackChange[] changedItems = playerTracker.GetInventoryChanges().ToArray();
- if (changedItems.Any())
- {
- if (this.Monitor.IsVerbose)
- this.Monitor.Log("Events: player inventory changed.", LogLevel.Trace);
- events.InventoryChanged.Raise(new InventoryChangedEventArgs(playerTracker.Player, changedItems));
-#if !SMAPI_3_0_STRICT
- events.Legacy_InventoryChanged.Raise(new EventArgsInventoryChanged(Game1.player.Items, changedItems));
-#endif
+ // raise player inventory changed
+ ItemStackChange[] changedItems = playerState.InventoryChanges.ToArray();
+ if (changedItems.Any())
+ {
+ if (this.Monitor.IsVerbose)
+ this.Monitor.Log("Events: player inventory changed.", LogLevel.Trace);
+ events.InventoryChanged.Raise(new InventoryChangedEventArgs(player, changedItems));
+ }
}
+ }
- // raise mine level changed
- if (playerTracker.TryGetNewMineLevel(out int mineLevel))
- {
- if (this.Monitor.IsVerbose)
- this.Monitor.Log($"Context: mine level changed to {mineLevel}.", LogLevel.Trace);
-#if !SMAPI_3_0_STRICT
- events.Legacy_MineLevelChanged.Raise(new EventArgsMineLevelChanged(playerTracker.MineLevelWatcher.PreviousValue, mineLevel));
-#endif
- }
+ /*********
+ ** Game update
+ *********/
+ // game launched
+ bool isFirstTick = SGame.TicksElapsed == 0;
+ if (isFirstTick)
+ {
+ Context.IsGameLaunched = true;
+ events.GameLaunched.Raise(new GameLaunchedEventArgs());
}
- this.Watchers.CurrentPlayerTracker?.Reset();
- }
- // update save ID watcher
- this.Watchers.SaveIdWatcher.Reset();
+ // preloaded
+ if (Context.IsSaveLoaded && Context.LoadStage != LoadStage.Loaded && Context.LoadStage != LoadStage.Ready && Game1.dayOfMonth != 0)
+ this.OnLoadStageChanged(LoadStage.Loaded);
+ }
/*********
- ** Game update
+ ** Game update tick
*********/
- // game launched
- bool isFirstTick = SGame.TicksElapsed == 0;
- if (isFirstTick)
- events.GameLaunched.Raise(new GameLaunchedEventArgs());
-
- // preloaded
- if (Context.IsSaveLoaded && Context.LoadStage != LoadStage.Loaded && Context.LoadStage != LoadStage.Ready)
- this.OnLoadStageChanged(LoadStage.Loaded);
-
- // update tick
- bool isOneSecond = SGame.TicksElapsed % 60 == 0;
- events.UnvalidatedUpdateTicking.RaiseEmpty();
- events.UpdateTicking.RaiseEmpty();
- if (isOneSecond)
- events.OneSecondUpdateTicking.RaiseEmpty();
- try
{
- this.Input.UpdateSuppression();
- SGame.TicksElapsed++;
- base.Update(gameTime);
- }
- catch (Exception ex)
- {
- this.MonitorForGame.Log($"An error occured in the base update loop: {ex.GetLogSummary()}", LogLevel.Error);
+ bool isOneSecond = SGame.TicksElapsed % 60 == 0;
+ events.UnvalidatedUpdateTicking.RaiseEmpty();
+ events.UpdateTicking.RaiseEmpty();
+ if (isOneSecond)
+ events.OneSecondUpdateTicking.RaiseEmpty();
+ try
+ {
+ this.Input.UpdateSuppression();
+ SGame.TicksElapsed++;
+ base.Update(gameTime);
+ }
+ catch (Exception ex)
+ {
+ this.MonitorForGame.Log($"An error occured in the base update loop: {ex.GetLogSummary()}", LogLevel.Error);
+ }
+
+ events.UnvalidatedUpdateTicked.RaiseEmpty();
+ events.UpdateTicked.RaiseEmpty();
+ if (isOneSecond)
+ events.OneSecondUpdateTicked.RaiseEmpty();
}
- events.UnvalidatedUpdateTicked.RaiseEmpty();
- events.UpdateTicked.RaiseEmpty();
- if (isOneSecond)
- events.OneSecondUpdateTicked.RaiseEmpty();
/*********
** Update events
*********/
-#if !SMAPI_3_0_STRICT
- events.Legacy_UnvalidatedUpdateTick.Raise();
- if (isFirstTick)
- events.Legacy_FirstUpdateTick.Raise();
- events.Legacy_UpdateTick.Raise();
- if (SGame.TicksElapsed % 2 == 0)
- events.Legacy_SecondUpdateTick.Raise();
- if (SGame.TicksElapsed % 4 == 0)
- events.Legacy_FourthUpdateTick.Raise();
- if (SGame.TicksElapsed % 8 == 0)
- events.Legacy_EighthUpdateTick.Raise();
- if (SGame.TicksElapsed % 15 == 0)
- events.Legacy_QuarterSecondTick.Raise();
- if (SGame.TicksElapsed % 30 == 0)
- events.Legacy_HalfSecondTick.Raise();
- if (SGame.TicksElapsed % 60 == 0)
- events.Legacy_OneSecondTick.Raise();
-#endif
-
this.UpdateCrashTimer.Reset();
}
catch (Exception ex)
@@ -938,18 +756,20 @@ namespace StardewModdingAPI.Framework
// exit if irrecoverable
if (!this.UpdateCrashTimer.Decrement())
- this.Monitor.ExitGameImmediately("the game crashed when updating, and SMAPI was unable to recover the game.");
+ this.ExitGameImmediately("The game crashed when updating, and SMAPI was unable to recover the game.");
}
}
/// <summary>The method called to draw everything to the screen.</summary>
/// <param name="gameTime">A snapshot of the game timing state.</param>
- protected override void Draw(GameTime gameTime)
+ /// <param name="target_screen">The render target, if any.</param>
+ [SuppressMessage("ReSharper", "InconsistentNaming", Justification = "copied from game code as-is")]
+ protected override void _draw(GameTime gameTime, RenderTarget2D target_screen)
{
Context.IsInDrawLoop = true;
try
{
- this.DrawImpl(gameTime);
+ this.DrawImpl(gameTime, target_screen);
this.DrawCrashTimer.Reset();
}
catch (Exception ex)
@@ -960,7 +780,7 @@ namespace StardewModdingAPI.Framework
// exit if irrecoverable
if (!this.DrawCrashTimer.Decrement())
{
- this.Monitor.ExitGameImmediately("the game crashed when drawing, and SMAPI was unable to recover the game.");
+ this.ExitGameImmediately("The game crashed when drawing, and SMAPI was unable to recover the game.");
return;
}
@@ -983,8 +803,10 @@ namespace StardewModdingAPI.Framework
/// <summary>Replicate the game's draw logic with some changes for SMAPI.</summary>
/// <param name="gameTime">A snapshot of the game timing state.</param>
+ /// <param name="target_screen">The render target, if any.</param>
/// <remarks>This implementation is identical to <see cref="Game1.Draw"/>, except for try..catch around menu draw code, private field references replaced by wrappers, and added events.</remarks>
[SuppressMessage("ReSharper", "CompareOfFloatsByEqualityOperator", Justification = "copied from game code as-is")]
+ [SuppressMessage("ReSharper", "InconsistentNaming", Justification = "copied from game code as-is")]
[SuppressMessage("ReSharper", "LocalVariableHidesMember", Justification = "copied from game code as-is")]
[SuppressMessage("ReSharper", "PossibleLossOfFraction", Justification = "copied from game code as-is")]
[SuppressMessage("ReSharper", "RedundantArgumentDefaultValue", Justification = "copied from game code as-is")]
@@ -993,19 +815,21 @@ namespace StardewModdingAPI.Framework
[SuppressMessage("ReSharper", "RedundantTypeArgumentsOfMethod", Justification = "copied from game code as-is")]
[SuppressMessage("SMAPI.CommonErrors", "AvoidNetField", Justification = "copied from game code as-is")]
[SuppressMessage("SMAPI.CommonErrors", "AvoidImplicitNetFieldCast", Justification = "copied from game code as-is")]
- private void DrawImpl(GameTime gameTime)
+ private void DrawImpl(GameTime gameTime, RenderTarget2D target_screen)
{
var events = this.Events;
if (Game1._newDayTask != null)
- this.GraphicsDevice.Clear(this.bgColor);
+ {
+ this.GraphicsDevice.Clear(Game1.bgColor);
+ }
else
{
- if ((double)Game1.options.zoomLevel != 1.0)
- this.GraphicsDevice.SetRenderTarget(this.screen);
+ if (target_screen != null)
+ this.GraphicsDevice.SetRenderTarget(target_screen);
if (this.IsSaving)
{
- this.GraphicsDevice.Clear(this.bgColor);
+ this.GraphicsDevice.Clear(Game1.bgColor);
IClickableMenu activeClickableMenu = Game1.activeClickableMenu;
if (activeClickableMenu != null)
{
@@ -1014,14 +838,8 @@ namespace StardewModdingAPI.Framework
try
{
events.RenderingActiveMenu.RaiseEmpty();
-#if !SMAPI_3_0_STRICT
- events.Legacy_OnPreRenderGuiEvent.Raise();
-#endif
activeClickableMenu.draw(Game1.spriteBatch);
events.RenderedActiveMenu.RaiseEmpty();
-#if !SMAPI_3_0_STRICT
- events.Legacy_OnPostRenderGuiEvent.Raise();
-#endif
}
catch (Exception ex)
{
@@ -1029,10 +847,6 @@ namespace StardewModdingAPI.Framework
activeClickableMenu.exitThisMenu();
}
events.Rendered.RaiseEmpty();
-#if !SMAPI_3_0_STRICT
- events.Legacy_OnPostRenderEvent.Raise();
-#endif
-
Game1.spriteBatch.End();
}
if (Game1.overlayMenu != null)
@@ -1041,11 +855,11 @@ namespace StardewModdingAPI.Framework
Game1.overlayMenu.draw(Game1.spriteBatch);
Game1.spriteBatch.End();
}
- this.renderScreenBuffer();
+ this.renderScreenBuffer(target_screen);
}
else
{
- this.GraphicsDevice.Clear(this.bgColor);
+ this.GraphicsDevice.Clear(Game1.bgColor);
if (Game1.activeClickableMenu != null && Game1.options.showMenuBackground && Game1.activeClickableMenu.showWithoutTransparencyIfOptionIsSet())
{
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
@@ -1055,14 +869,8 @@ namespace StardewModdingAPI.Framework
{
Game1.activeClickableMenu.drawBackground(Game1.spriteBatch);
events.RenderingActiveMenu.RaiseEmpty();
-#if !SMAPI_3_0_STRICT
- events.Legacy_OnPreRenderGuiEvent.Raise();
-#endif
Game1.activeClickableMenu.draw(Game1.spriteBatch);
events.RenderedActiveMenu.RaiseEmpty();
-#if !SMAPI_3_0_STRICT
- events.Legacy_OnPostRenderGuiEvent.Raise();
-#endif
}
catch (Exception ex)
{
@@ -1070,17 +878,14 @@ namespace StardewModdingAPI.Framework
Game1.activeClickableMenu.exitThisMenu();
}
events.Rendered.RaiseEmpty();
-#if !SMAPI_3_0_STRICT
- events.Legacy_OnPostRenderEvent.Raise();
-#endif
Game1.spriteBatch.End();
this.drawOverlays(Game1.spriteBatch);
- if ((double)Game1.options.zoomLevel != 1.0)
+ if (target_screen != null)
{
this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null);
- this.GraphicsDevice.Clear(this.bgColor);
+ this.GraphicsDevice.Clear(Game1.bgColor);
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
- Game1.spriteBatch.Draw((Texture2D)this.screen, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screen.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
+ Game1.spriteBatch.Draw((Texture2D)target_screen, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(target_screen.Bounds), Microsoft.Xna.Framework.Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
Game1.spriteBatch.End();
}
if (Game1.overlayMenu == null)
@@ -1093,34 +898,46 @@ namespace StardewModdingAPI.Framework
{
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
events.Rendering.RaiseEmpty();
- 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.DrawString(Game1.dialogueFont, Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3685"), new Vector2(16f, 16f), Microsoft.Xna.Framework.Color.HotPink);
+ Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3686"), new Vector2(16f, 32f), new Microsoft.Xna.Framework.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), Microsoft.Xna.Framework.Color.White);
events.Rendered.RaiseEmpty();
-#if !SMAPI_3_0_STRICT
- events.Legacy_OnPostRenderEvent.Raise();
-#endif
Game1.spriteBatch.End();
}
else if (Game1.currentMinigame != null)
{
+ int batchEnds = 0;
+
+ if (events.Rendering.HasListeners())
+ {
+ Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
+ events.Rendering.RaiseEmpty();
+ Game1.spriteBatch.End();
+ }
Game1.currentMinigame.draw(Game1.spriteBatch);
if (Game1.globalFade && !Game1.menuUp && (!Game1.nameSelectUp || Game1.messagePause))
{
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
- Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.Black * (Game1.gameMode == (byte)0 ? 1f - Game1.fadeToBlackAlpha : Game1.fadeToBlackAlpha));
+ Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Microsoft.Xna.Framework.Color.Black * (Game1.gameMode == (byte)0 ? 1f - Game1.fadeToBlackAlpha : Game1.fadeToBlackAlpha));
Game1.spriteBatch.End();
}
this.drawOverlays(Game1.spriteBatch);
-#if !SMAPI_3_0_STRICT
- this.RaisePostRender(needsNewBatch: true);
-#endif
- if ((double)Game1.options.zoomLevel == 1.0)
+ if (target_screen == null)
+ {
+ if (++batchEnds == 1 && events.Rendered.HasListeners())
+ {
+ Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
+ events.Rendered.RaiseEmpty();
+ Game1.spriteBatch.End();
+ }
return;
+ }
this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null);
- this.GraphicsDevice.Clear(this.bgColor);
+ this.GraphicsDevice.Clear(Game1.bgColor);
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
- Game1.spriteBatch.Draw((Texture2D)this.screen, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screen.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
+ Game1.spriteBatch.Draw((Texture2D)target_screen, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(target_screen.Bounds), Microsoft.Xna.Framework.Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
+ if (++batchEnds == 1)
+ events.Rendered.RaiseEmpty();
Game1.spriteBatch.End();
}
else if (Game1.showingEndOfNightStuff)
@@ -1132,14 +949,8 @@ namespace StardewModdingAPI.Framework
try
{
events.RenderingActiveMenu.RaiseEmpty();
-#if !SMAPI_3_0_STRICT
- events.Legacy_OnPreRenderGuiEvent.Raise();
-#endif
Game1.activeClickableMenu.draw(Game1.spriteBatch);
events.RenderedActiveMenu.RaiseEmpty();
-#if !SMAPI_3_0_STRICT
- events.Legacy_OnPostRenderGuiEvent.Raise();
-#endif
}
catch (Exception ex)
{
@@ -1150,12 +961,12 @@ namespace StardewModdingAPI.Framework
events.Rendered.RaiseEmpty();
Game1.spriteBatch.End();
this.drawOverlays(Game1.spriteBatch);
- if ((double)Game1.options.zoomLevel == 1.0)
+ if (target_screen == null)
return;
this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null);
- this.GraphicsDevice.Clear(this.bgColor);
+ this.GraphicsDevice.Clear(Game1.bgColor);
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
- Game1.spriteBatch.Draw((Texture2D)this.screen, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screen.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
+ Game1.spriteBatch.Draw((Texture2D)target_screen, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(target_screen.Bounds), Microsoft.Xna.Framework.Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
Game1.spriteBatch.End();
}
else if (Game1.gameMode == (byte)6 || Game1.gameMode == (byte)3 && Game1.currentLocation == null)
@@ -1168,20 +979,20 @@ namespace StardewModdingAPI.Framework
string str2 = Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3688");
string s = str2 + str1;
string str3 = str2 + "... ";
- int widthOfString = SpriteText.getWidthOfString(str3);
+ int widthOfString = SpriteText.getWidthOfString(str3, 999999);
int height = 64;
int x = 64;
int y = Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Bottom - height;
- SpriteText.drawString(Game1.spriteBatch, s, x, y, 999999, widthOfString, height, 1f, 0.88f, false, 0, str3, -1);
+ SpriteText.drawString(Game1.spriteBatch, s, x, y, 999999, widthOfString, height, 1f, 0.88f, false, 0, str3, -1, SpriteText.ScrollTextAlignment.Left);
events.Rendered.RaiseEmpty();
Game1.spriteBatch.End();
this.drawOverlays(Game1.spriteBatch);
- if ((double)Game1.options.zoomLevel != 1.0)
+ if (target_screen != null)
{
this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null);
- this.GraphicsDevice.Clear(this.bgColor);
+ this.GraphicsDevice.Clear(Game1.bgColor);
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
- Game1.spriteBatch.Draw((Texture2D)this.screen, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screen.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
+ Game1.spriteBatch.Draw((Texture2D)target_screen, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(target_screen.Bounds), Microsoft.Xna.Framework.Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
Game1.spriteBatch.End();
}
if (Game1.overlayMenu != null)
@@ -1196,7 +1007,6 @@ namespace StardewModdingAPI.Framework
{
byte batchOpens = 0; // used for rendering event
- Microsoft.Xna.Framework.Rectangle rectangle;
Viewport viewport;
if (Game1.gameMode == (byte)0)
{
@@ -1209,29 +1019,37 @@ namespace StardewModdingAPI.Framework
if (Game1.drawLighting)
{
this.GraphicsDevice.SetRenderTarget(Game1.lightmap);
- this.GraphicsDevice.Clear(Color.White * 0.0f);
+ this.GraphicsDevice.Clear(Microsoft.Xna.Framework.Color.White * 0.0f);
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
if (++batchOpens == 1)
events.Rendering.RaiseEmpty();
- Game1.spriteBatch.Draw(Game1.staminaRect, Game1.lightmap.Bounds, Game1.currentLocation.Name.StartsWith("UndergroundMine") ? Game1.mine.getLightingColor(gameTime) : (Game1.ambientLight.Equals(Color.White) || Game1.isRaining && (bool)((NetFieldBase<bool, NetBool>)Game1.currentLocation.isOutdoors) ? Game1.outdoorLight : Game1.ambientLight));
+ Microsoft.Xna.Framework.Color color = !Game1.currentLocation.Name.StartsWith("UndergroundMine") || !(Game1.currentLocation is MineShaft) ? (Game1.ambientLight.Equals(Microsoft.Xna.Framework.Color.White) || Game1.isRaining && (bool)((NetFieldBase<bool, NetBool>)Game1.currentLocation.isOutdoors) ? Game1.outdoorLight : Game1.ambientLight) : (Game1.currentLocation as MineShaft).getLightingColor(gameTime);
+ Game1.spriteBatch.Draw(Game1.staminaRect, Game1.lightmap.Bounds, color);
for (int index = 0; index < Game1.currentLightSources.Count; ++index)
{
- if (Utility.isOnScreen((Vector2)((NetFieldBase<Vector2, NetVector2>)Game1.currentLightSources.ElementAt<LightSource>(index).position), (int)((double)(float)((NetFieldBase<float, NetFloat>)Game1.currentLightSources.ElementAt<LightSource>(index).radius) * 64.0 * 4.0)))
- Game1.spriteBatch.Draw(Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture, Game1.GlobalToLocal(Game1.viewport, (Vector2)((NetFieldBase<Vector2, NetVector2>)Game1.currentLightSources.ElementAt<LightSource>(index).position)) / (float)(Game1.options.lightingQuality / 2), new Microsoft.Xna.Framework.Rectangle?(Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture.Bounds), (Color)((NetFieldBase<Color, NetColor>)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), (float)((NetFieldBase<float, NetFloat>)Game1.currentLightSources.ElementAt<LightSource>(index).radius) / (float)(Game1.options.lightingQuality / 2), SpriteEffects.None, 0.9f);
+ LightSource lightSource = Game1.currentLightSources.ElementAt<LightSource>(index);
+ if (!Game1.isRaining && !Game1.isDarkOut() || lightSource.lightContext.Value != LightSource.LightContext.WindowLight)
+ {
+ if (lightSource.PlayerID != 0L && lightSource.PlayerID != Game1.player.UniqueMultiplayerID)
+ {
+ Farmer farmerMaybeOffline = Game1.getFarmerMaybeOffline(lightSource.PlayerID);
+ if (farmerMaybeOffline == null || farmerMaybeOffline.currentLocation != null && farmerMaybeOffline.currentLocation.Name != Game1.currentLocation.Name || (bool)((NetFieldBase<bool, NetBool>)farmerMaybeOffline.hidden))
+ continue;
+ }
+ if (Utility.isOnScreen((Vector2)((NetFieldBase<Vector2, NetVector2>)Game1.currentLightSources.ElementAt<LightSource>(index).position), (int)((double)(float)((NetFieldBase<float, NetFloat>)Game1.currentLightSources.ElementAt<LightSource>(index).radius) * 64.0 * 4.0)))
+ Game1.spriteBatch.Draw(Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture, Game1.GlobalToLocal(Game1.viewport, (Vector2)((NetFieldBase<Vector2, NetVector2>)Game1.currentLightSources.ElementAt<LightSource>(index).position)) / (float)(Game1.options.lightingQuality / 2), new Microsoft.Xna.Framework.Rectangle?(Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture.Bounds), (Microsoft.Xna.Framework.Color)((NetFieldBase<Microsoft.Xna.Framework.Color, NetColor>)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), (float)((NetFieldBase<float, NetFloat>)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.screen);
+ this.GraphicsDevice.SetRenderTarget(target_screen);
}
if (Game1.bloomDay && Game1.bloom != null)
Game1.bloom.BeginDraw();
- this.GraphicsDevice.Clear(this.bgColor);
+ this.GraphicsDevice.Clear(Game1.bgColor);
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
if (++batchOpens == 1)
events.Rendering.RaiseEmpty();
events.RenderingWorld.RaiseEmpty();
-#if !SMAPI_3_0_STRICT
- events.Legacy_OnPreRenderEvent.Raise();
-#endif
if (Game1.background != null)
Game1.background.draw(Game1.spriteBatch);
Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch);
@@ -1261,7 +1079,7 @@ namespace StardewModdingAPI.Framework
foreach (NPC character in Game1.currentLocation.characters)
{
if (!(bool)((NetFieldBase<bool, NetBool>)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 * 4) / 2f, (float)(character.GetBoundingBox().Height + (character.IsMonster ? 0 : 12)))), 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)(4.0 + (double)character.yJumpOffset / 40.0) * (float)((NetFieldBase<float, NetFloat>)character.scale), SpriteEffects.None, Math.Max(0.0f, (float)character.getStandingY() / 10000f) - 1E-06f);
+ Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, character.Position + new Vector2((float)(character.Sprite.SpriteWidth * 4) / 2f, (float)(character.GetBoundingBox().Height + (character.IsMonster ? 0 : 12)))), new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds), Microsoft.Xna.Framework.Color.White, 0.0f, new Vector2((float)Game1.shadowTexture.Bounds.Center.X, (float)Game1.shadowTexture.Bounds.Center.Y), (float)(4.0 + (double)character.yJumpOffset / 40.0) * (float)((NetFieldBase<float, NetFloat>)character.scale), SpriteEffects.None, Math.Max(0.0f, (float)character.getStandingY() / 10000f) - 1E-06f);
}
}
else
@@ -1269,32 +1087,17 @@ namespace StardewModdingAPI.Framework
foreach (NPC actor in Game1.CurrentEvent.actors)
{
if (!(bool)((NetFieldBase<bool, NetBool>)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 * 4) / 2f, (float)(actor.GetBoundingBox().Height + (actor.IsMonster ? 0 : (actor.Sprite.SpriteHeight <= 16 ? -4 : 12))))), 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)(4.0 + (double)actor.yJumpOffset / 40.0) * (float)((NetFieldBase<float, NetFloat>)actor.scale), SpriteEffects.None, Math.Max(0.0f, (float)actor.getStandingY() / 10000f) - 1E-06f);
+ Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, actor.Position + new Vector2((float)(actor.Sprite.SpriteWidth * 4) / 2f, (float)(actor.GetBoundingBox().Height + (actor.IsMonster ? 0 : (actor.Sprite.SpriteHeight <= 16 ? -4 : 12))))), new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds), Microsoft.Xna.Framework.Color.White, 0.0f, new Vector2((float)Game1.shadowTexture.Bounds.Center.X, (float)Game1.shadowTexture.Bounds.Center.Y), (float)(4.0 + (double)actor.yJumpOffset / 40.0) * (float)((NetFieldBase<float, NetFloat>)actor.scale), SpriteEffects.None, Math.Max(0.0f, (float)actor.getStandingY() / 10000f) - 1E-06f);
}
}
foreach (Farmer farmerShadow in this._farmerShadows)
{
- if (!(bool)((NetFieldBase<bool, NetBool>)farmerShadow.swimming) && !farmerShadow.isRidingHorse() && (Game1.currentLocation == null || !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(farmerShadow.getTileLocation())))
- {
- SpriteBatch spriteBatch = Game1.spriteBatch;
- Texture2D shadowTexture = Game1.shadowTexture;
- Vector2 local = Game1.GlobalToLocal(farmerShadow.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;
- Microsoft.Xna.Framework.Rectangle 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 = 4.0 - (!farmerShadow.running && !farmerShadow.UsingTool || farmerShadow.FarmerSprite.currentAnimationIndex <= 1 ? 0.0 : (double)Math.Abs(FarmerRenderer.featureYOffsetPerFrame[farmerShadow.FarmerSprite.CurrentFrame]) * 0.5);
- int num3 = 0;
- double num4 = 0.0;
- spriteBatch.Draw(shadowTexture, local, sourceRectangle, white, (float)num1, origin, (float)num2, (SpriteEffects)num3, (float)num4);
- }
+ if (!Game1.multiplayer.isDisconnecting(farmerShadow.UniqueMultiplayerID) && !(bool)((NetFieldBase<bool, NetBool>)farmerShadow.swimming) && !farmerShadow.isRidingHorse() && (Game1.currentLocation == null || !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(farmerShadow.getTileLocation())))
+ Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(farmerShadow.Position + new Vector2(32f, 24f)), new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds), Microsoft.Xna.Framework.Color.White, 0.0f, new Vector2((float)Game1.shadowTexture.Bounds.Center.X, (float)Game1.shadowTexture.Bounds.Center.Y), (float)(4.0 - (!farmerShadow.running && !farmerShadow.UsingTool || farmerShadow.FarmerSprite.currentAnimationIndex <= 1 ? 0.0 : (double)Math.Abs(FarmerRenderer.featureYOffsetPerFrame[farmerShadow.FarmerSprite.CurrentFrame]) * 0.5)), SpriteEffects.None, 0.0f);
}
}
- Game1.currentLocation.Map.GetLayer("Buildings").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, 4);
+ Layer layer = Game1.currentLocation.Map.GetLayer("Buildings");
+ layer.Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, 4);
Game1.mapDisplayDevice.EndScene();
Game1.spriteBatch.End();
Game1.spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
@@ -1304,8 +1107,8 @@ namespace StardewModdingAPI.Framework
{
foreach (NPC character in Game1.currentLocation.characters)
{
- if (!(bool)((NetFieldBase<bool, NetBool>)character.swimming) && !character.HideShadow && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(character.getTileLocation()))
- Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, character.Position + new Vector2((float)(character.Sprite.SpriteWidth * 4) / 2f, (float)(character.GetBoundingBox().Height + (character.IsMonster ? 0 : 12)))), 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)(4.0 + (double)character.yJumpOffset / 40.0) * (float)((NetFieldBase<float, NetFloat>)character.scale), SpriteEffects.None, Math.Max(0.0f, (float)character.getStandingY() / 10000f) - 1E-06f);
+ if (!(bool)((NetFieldBase<bool, NetBool>)character.swimming) && !character.HideShadow && (!(bool)((NetFieldBase<bool, NetBool>)character.isInvisible) && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(character.getTileLocation())))
+ Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, character.Position + new Vector2((float)(character.Sprite.SpriteWidth * 4) / 2f, (float)(character.GetBoundingBox().Height + (character.IsMonster ? 0 : 12)))), new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds), Microsoft.Xna.Framework.Color.White, 0.0f, new Vector2((float)Game1.shadowTexture.Bounds.Center.X, (float)Game1.shadowTexture.Bounds.Center.Y), (float)(4.0 + (double)character.yJumpOffset / 40.0) * (float)((NetFieldBase<float, NetFloat>)character.scale), SpriteEffects.None, Math.Max(0.0f, (float)character.getStandingY() / 10000f) - 1E-06f);
}
}
else
@@ -1313,36 +1116,31 @@ namespace StardewModdingAPI.Framework
foreach (NPC actor in Game1.CurrentEvent.actors)
{
if (!(bool)((NetFieldBase<bool, NetBool>)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 * 4) / 2f, (float)(actor.GetBoundingBox().Height + (actor.IsMonster ? 0 : 12)))), 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)(4.0 + (double)actor.yJumpOffset / 40.0) * (float)((NetFieldBase<float, NetFloat>)actor.scale), SpriteEffects.None, Math.Max(0.0f, (float)actor.getStandingY() / 10000f) - 1E-06f);
+ Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, actor.Position + new Vector2((float)(actor.Sprite.SpriteWidth * 4) / 2f, (float)(actor.GetBoundingBox().Height + (actor.IsMonster ? 0 : 12)))), new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds), Microsoft.Xna.Framework.Color.White, 0.0f, new Vector2((float)Game1.shadowTexture.Bounds.Center.X, (float)Game1.shadowTexture.Bounds.Center.Y), (float)(4.0 + (double)actor.yJumpOffset / 40.0) * (float)((NetFieldBase<float, NetFloat>)actor.scale), SpriteEffects.None, Math.Max(0.0f, (float)actor.getStandingY() / 10000f) - 1E-06f);
}
}
foreach (Farmer farmerShadow in this._farmerShadows)
{
+ float layerDepth = Math.Max(0.0001f, farmerShadow.getDrawLayer() + 0.00011f) - 0.0001f;
if (!(bool)((NetFieldBase<bool, NetBool>)farmerShadow.swimming) && !farmerShadow.isRidingHorse() && (Game1.currentLocation != null && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(farmerShadow.getTileLocation())))
- {
- SpriteBatch spriteBatch = Game1.spriteBatch;
- Texture2D shadowTexture = Game1.shadowTexture;
- Vector2 local = Game1.GlobalToLocal(farmerShadow.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;
- Microsoft.Xna.Framework.Rectangle 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 = 4.0 - (!farmerShadow.running && !farmerShadow.UsingTool || farmerShadow.FarmerSprite.currentAnimationIndex <= 1 ? 0.0 : (double)Math.Abs(FarmerRenderer.featureYOffsetPerFrame[farmerShadow.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.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(farmerShadow.Position + new Vector2(32f, 24f)), new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds), Microsoft.Xna.Framework.Color.White, 0.0f, new Vector2((float)Game1.shadowTexture.Bounds.Center.X, (float)Game1.shadowTexture.Bounds.Center.Y), (float)(4.0 - (!farmerShadow.running && !farmerShadow.UsingTool || farmerShadow.FarmerSprite.currentAnimationIndex <= 1 ? 0.0 : (double)Math.Abs(FarmerRenderer.featureYOffsetPerFrame[farmerShadow.FarmerSprite.CurrentFrame]) * 0.5)), SpriteEffects.None, layerDepth);
}
}
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 + 48.0) / 10000.0));
+ Game1.spriteBatch.Draw(Game1.player.currentUpgrade.workerTexture, Game1.GlobalToLocal(Game1.viewport, Game1.player.currentUpgrade.positionOfCarpenter), new Microsoft.Xna.Framework.Rectangle?(Game1.player.currentUpgrade.getSourceRectangle()), Microsoft.Xna.Framework.Color.White, 0.0f, Vector2.Zero, 1f, SpriteEffects.None, (float)(((double)Game1.player.currentUpgrade.positionOfCarpenter.Y + 48.0) / 10000.0));
Game1.currentLocation.draw(Game1.spriteBatch);
+ foreach (Vector2 key in Game1.crabPotOverlayTiles.Keys)
+ {
+ Tile tile = layer.Tiles[(int)key.X, (int)key.Y];
+ if (tile != null)
+ {
+ Vector2 local = Game1.GlobalToLocal(Game1.viewport, key * 64f);
+ Location location = new Location((int)local.X, (int)local.Y);
+ Game1.mapDisplayDevice.DrawTile(tile, location, (float)(((double)key.Y * 64.0 - 1.0) / 10000.0));
+ }
+ }
if (Game1.eventUp && Game1.currentLocation.currentEvent != null)
{
string messageToScreen = Game1.currentLocation.currentEvent.messageToScreen;
@@ -1352,12 +1150,12 @@ namespace StardewModdingAPI.Framework
if (Game1.currentLocation.Name.Equals("Farm"))
this.drawFarmBuildings();
if (Game1.tvStation >= 0)
- Game1.spriteBatch.Draw(Game1.tvStationTexture, Game1.GlobalToLocal(Game1.viewport, new Vector2(400f, 160f)), 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);
+ Game1.spriteBatch.Draw(Game1.tvStationTexture, Game1.GlobalToLocal(Game1.viewport, new Vector2(400f, 160f)), new Microsoft.Xna.Framework.Rectangle?(new Microsoft.Xna.Framework.Rectangle(Game1.tvStation * 24, 0, 24, 15)), Microsoft.Xna.Framework.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) / 64.0) * 64 - Game1.viewport.X, (int)Math.Floor((double)(Game1.getOldMouseY() + Game1.viewport.Y) / 64.0) * 64 - Game1.viewport.Y, 64, 64), Color.Lime * 0.75f);
+ Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle((int)Math.Floor((double)(Game1.getOldMouseX() + Game1.viewport.X) / 64.0) * 64 - Game1.viewport.X, (int)Math.Floor((double)(Game1.getOldMouseY() + Game1.viewport.Y) / 64.0) * 64 - Game1.viewport.Y, 64, 64), Microsoft.Xna.Framework.Color.Lime * 0.75f);
foreach (Warp warp in (NetList<Warp, NetRef<Warp>>)Game1.currentLocation.warps)
- Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(warp.X * 64 - Game1.viewport.X, warp.Y * 64 - Game1.viewport.Y, 64, 64), Color.Red * 0.75f);
+ Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(warp.X * 64 - Game1.viewport.X, warp.Y * 64 - Game1.viewport.Y, 64, 64), Microsoft.Xna.Framework.Color.Red * 0.75f);
}
Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch);
Game1.currentLocation.Map.GetLayer("Front").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, 4);
@@ -1367,29 +1165,8 @@ namespace StardewModdingAPI.Framework
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
if (Game1.displayFarmer && Game1.player.ActiveObject != null && ((bool)((NetFieldBase<bool, NetBool>)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 - 38), Game1.viewport.Size) == null || Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location((int)Game1.player.Position.X, (int)Game1.player.Position.Y - 38), 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 - 38);
- 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 - 38);
- Size size2 = Game1.viewport.Size;
- if (layer2.PickTile(mapDisplayLocation2, size2).TileIndexProperties.ContainsKey("FrontAlways"))
- goto label_129;
- }
- else
- goto label_129;
- }
+ 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 - 38), Game1.viewport.Size) != null && !Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location((int)Game1.player.Position.X, (int)Game1.player.Position.Y - 38), Game1.viewport.Size).TileIndexProperties.ContainsKey("FrontAlways") || Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.GetBoundingBox().Right, (int)Game1.player.Position.Y - 38), Game1.viewport.Size) != null && !Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.GetBoundingBox().Right, (int)Game1.player.Position.Y - 38), Game1.viewport.Size).TileIndexProperties.ContainsKey("FrontAlways")))
Game1.drawPlayerHeldObject(Game1.player);
- }
- label_129:
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 - 38), 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)
@@ -1400,7 +1177,7 @@ namespace StardewModdingAPI.Framework
}
if ((double)Game1.toolHold > 400.0 && Game1.player.CurrentTool.UpgradeLevel >= 1 && Game1.player.canReleaseTool)
{
- Color color = Color.White;
+ Microsoft.Xna.Framework.Color color = Microsoft.Xna.Framework.Color.White;
switch ((int)((double)Game1.toolHold / 600.0) + 2)
{
case 1:
@@ -1416,14 +1193,10 @@ namespace StardewModdingAPI.Framework
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 : 64) - 2, (int)((double)Game1.toolHold % 600.0 * 0.0799999982118607) + 4, 12), Color.Black);
+ 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 : 64) - 2, (int)((double)Game1.toolHold % 600.0 * 0.0799999982118607) + 4, 12), Microsoft.Xna.Framework.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 : 64), (int)((double)Game1.toolHold % 600.0 * 0.0799999982118607), 8), color);
}
- if (Game1.isDebrisWeather && Game1.currentLocation.IsOutdoors && (!(bool)((NetFieldBase<bool, NetBool>)Game1.currentLocation.ignoreDebrisWeather) && !Game1.currentLocation.Name.Equals("Desert")) && Game1.viewport.X > -10)
- {
- foreach (WeatherDebris weatherDebris in Game1.debrisWeather)
- weatherDebris.draw(Game1.spriteBatch);
- }
+ this.drawWeather(gameTime, target_screen);
if (Game1.farmEvent != null)
Game1.farmEvent.draw(Game1.spriteBatch);
if ((double)Game1.currentLocation.LightLevel > 0.0 && Game1.timeOfDay < 2000)
@@ -1432,7 +1205,7 @@ namespace StardewModdingAPI.Framework
Texture2D fadeToBlackRect = Game1.fadeToBlackRect;
viewport = Game1.graphics.GraphicsDevice.Viewport;
Microsoft.Xna.Framework.Rectangle bounds = viewport.Bounds;
- Color color = Color.Black * Game1.currentLocation.LightLevel;
+ Microsoft.Xna.Framework.Color color = Microsoft.Xna.Framework.Color.Black * Game1.currentLocation.LightLevel;
spriteBatch.Draw(fadeToBlackRect, bounds, color);
}
if (Game1.screenGlow)
@@ -1441,17 +1214,12 @@ namespace StardewModdingAPI.Framework
Texture2D fadeToBlackRect = Game1.fadeToBlackRect;
viewport = Game1.graphics.GraphicsDevice.Viewport;
Microsoft.Xna.Framework.Rectangle bounds = viewport.Bounds;
- Color color = Game1.screenGlowColor * Game1.screenGlowAlpha;
+ Microsoft.Xna.Framework.Color color = Game1.screenGlowColor * Game1.screenGlowAlpha;
spriteBatch.Draw(fadeToBlackRect, bounds, color);
}
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 / 64), (float)(Game1.viewport.Y / 64)))))
- {
- 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();
Game1.spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
if (Game1.eventUp && Game1.currentLocation.currentEvent != null)
@@ -1466,7 +1234,7 @@ namespace StardewModdingAPI.Framework
localPosition.Y += 32f;
else if (actor.Gender == 1)
localPosition.Y += 10f;
- Game1.spriteBatch.Draw(Game1.emoteSpriteSheet, localPosition, new Microsoft.Xna.Framework.Rectangle?(new Microsoft.Xna.Framework.Rectangle(actor.CurrentEmoteIndex * 16 % Game1.emoteSpriteSheet.Width, actor.CurrentEmoteIndex * 16 / Game1.emoteSpriteSheet.Width * 16, 16, 16)), Color.White, 0.0f, Vector2.Zero, 4f, SpriteEffects.None, (float)actor.getStandingY() / 10000f);
+ Game1.spriteBatch.Draw(Game1.emoteSpriteSheet, localPosition, new Microsoft.Xna.Framework.Rectangle?(new Microsoft.Xna.Framework.Rectangle(actor.CurrentEmoteIndex * 16 % Game1.emoteSpriteSheet.Width, actor.CurrentEmoteIndex * 16 / Game1.emoteSpriteSheet.Width * 16, 16, 16)), Microsoft.Xna.Framework.Color.White, 0.0f, Vector2.Zero, 4f, SpriteEffects.None, (float)actor.getStandingY() / 10000f);
}
}
}
@@ -1474,14 +1242,14 @@ namespace StardewModdingAPI.Framework
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);
+ Game1.spriteBatch.Draw((Texture2D)Game1.lightmap, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(Game1.lightmap.Bounds), Microsoft.Xna.Framework.Color.White, 0.0f, Vector2.Zero, (float)(Game1.options.lightingQuality / 2), SpriteEffects.None, 1f);
if (Game1.isRaining && (bool)((NetFieldBase<bool, NetBool>)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.OrangeRed * 0.45f;
+ Microsoft.Xna.Framework.Color color = Microsoft.Xna.Framework.Color.OrangeRed * 0.45f;
spriteBatch.Draw(staminaRect, bounds, color);
}
Game1.spriteBatch.End();
@@ -1497,18 +1265,17 @@ namespace StardewModdingAPI.Framework
{
int num4 = num3;
viewport = Game1.graphics.GraphicsDevice.Viewport;
- int width1 = viewport.Width;
- if (num4 < width1)
+ int width = viewport.Width;
+ if (num4 < width)
{
SpriteBatch spriteBatch = Game1.spriteBatch;
Texture2D staminaRect = Game1.staminaRect;
int x = num3;
int y = (int)num2;
- int width2 = 1;
viewport = Game1.graphics.GraphicsDevice.Viewport;
int height = viewport.Height;
- Microsoft.Xna.Framework.Rectangle destinationRectangle = new Microsoft.Xna.Framework.Rectangle(x, y, width2, height);
- Color color = Color.Red * 0.5f;
+ Microsoft.Xna.Framework.Rectangle destinationRectangle = new Microsoft.Xna.Framework.Rectangle(x, y, 1, height);
+ Microsoft.Xna.Framework.Color color = Microsoft.Xna.Framework.Color.Red * 0.5f;
spriteBatch.Draw(staminaRect, destinationRectangle, color);
num3 += 64;
}
@@ -1520,8 +1287,8 @@ namespace StardewModdingAPI.Framework
{
double num4 = (double)num5;
viewport = Game1.graphics.GraphicsDevice.Viewport;
- double height1 = (double)viewport.Height;
- if (num4 < height1)
+ double height = (double)viewport.Height;
+ if (num4 < height)
{
SpriteBatch spriteBatch = Game1.spriteBatch;
Texture2D staminaRect = Game1.staminaRect;
@@ -1529,9 +1296,8 @@ namespace StardewModdingAPI.Framework
int y = (int)num5;
viewport = Game1.graphics.GraphicsDevice.Viewport;
int width = viewport.Width;
- int height2 = 1;
- Microsoft.Xna.Framework.Rectangle destinationRectangle = new Microsoft.Xna.Framework.Rectangle(x, y, width, height2);
- Color color = Color.Red * 0.5f;
+ Microsoft.Xna.Framework.Rectangle destinationRectangle = new Microsoft.Xna.Framework.Rectangle(x, y, width, 1);
+ Microsoft.Xna.Framework.Color color = Microsoft.Xna.Framework.Color.Red * 0.5f;
spriteBatch.Draw(staminaRect, destinationRectangle, color);
num5 += 64f;
}
@@ -1539,23 +1305,40 @@ namespace StardewModdingAPI.Framework
break;
}
}
- if (Game1.currentBillboard != 0)
+ if (Game1.currentBillboard != 0 && !this.takingMapScreenshot)
this.drawBillboard();
- if ((Game1.displayHUD || Game1.eventUp) && (Game1.currentBillboard == 0 && Game1.gameMode == (byte)3) && (!Game1.freezeControls && !Game1.panMode && !Game1.HostPaused))
+ if (!Game1.eventUp && Game1.farmEvent == null && (Game1.currentBillboard == 0 && Game1.gameMode == (byte)3) && (!this.takingMapScreenshot && Game1.isOutdoorMapSmallerThanViewport()))
+ {
+ SpriteBatch spriteBatch1 = Game1.spriteBatch;
+ Texture2D fadeToBlackRect1 = Game1.fadeToBlackRect;
+ int width1 = -Math.Min(Game1.viewport.X, 4096);
+ viewport = Game1.graphics.GraphicsDevice.Viewport;
+ int height1 = viewport.Height;
+ Microsoft.Xna.Framework.Rectangle destinationRectangle1 = new Microsoft.Xna.Framework.Rectangle(0, 0, width1, height1);
+ Microsoft.Xna.Framework.Color black1 = Microsoft.Xna.Framework.Color.Black;
+ spriteBatch1.Draw(fadeToBlackRect1, destinationRectangle1, black1);
+ SpriteBatch spriteBatch2 = Game1.spriteBatch;
+ Texture2D fadeToBlackRect2 = Game1.fadeToBlackRect;
+ int x = -Game1.viewport.X + Game1.currentLocation.map.Layers[0].LayerWidth * 64;
+ viewport = Game1.graphics.GraphicsDevice.Viewport;
+ int width2 = Math.Min(4096, viewport.Width - (-Game1.viewport.X + Game1.currentLocation.map.Layers[0].LayerWidth * 64));
+ viewport = Game1.graphics.GraphicsDevice.Viewport;
+ int height2 = viewport.Height;
+ Microsoft.Xna.Framework.Rectangle destinationRectangle2 = new Microsoft.Xna.Framework.Rectangle(x, 0, width2, height2);
+ Microsoft.Xna.Framework.Color black2 = Microsoft.Xna.Framework.Color.Black;
+ spriteBatch2.Draw(fadeToBlackRect2, destinationRectangle2, black2);
+ }
+ if ((Game1.displayHUD || Game1.eventUp) && (Game1.currentBillboard == 0 && Game1.gameMode == (byte)3) && (!Game1.freezeControls && !Game1.panMode && (!Game1.HostPaused && !this.takingMapScreenshot)))
{
events.RenderingHud.RaiseEmpty();
-#if !SMAPI_3_0_STRICT
- events.Legacy_OnPreRenderHudEvent.Raise();
-#endif
this.drawHUD();
events.RenderedHud.RaiseEmpty();
-#if !SMAPI_3_0_STRICT
- events.Legacy_OnPostRenderHudEvent.Raise();
-#endif
}
- 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()))
+ else if (Game1.activeClickableMenu == null)
+ {
+ FarmEvent farmEvent = Game1.farmEvent;
+ }
+ if (Game1.hudMessages.Count > 0 && !this.takingMapScreenshot)
{
for (int i = Game1.hudMessages.Count - 1; i >= 0; --i)
Game1.hudMessages[i].draw(Game1.spriteBatch, i);
@@ -1563,30 +1346,12 @@ namespace StardewModdingAPI.Framework
}
if (Game1.farmEvent != null)
Game1.farmEvent.draw(Game1.spriteBatch);
- if (Game1.dialogueUp && !Game1.nameSelectUp && !Game1.messagePause && (Game1.activeClickableMenu == null || !(Game1.activeClickableMenu is DialogueBox)))
+ if (Game1.dialogueUp && !Game1.nameSelectUp && !Game1.messagePause && ((Game1.activeClickableMenu == null || !(Game1.activeClickableMenu is DialogueBox)) && !this.takingMapScreenshot))
this.drawDialogueBox();
- if (Game1.progressBar)
+ if (Game1.progressBar && !this.takingMapScreenshot)
{
- SpriteBatch spriteBatch1 = Game1.spriteBatch;
- Texture2D fadeToBlackRect = Game1.fadeToBlackRect;
- int x1 = (Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Width - Game1.dialogueWidth) / 2;
- rectangle = Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea();
- int y1 = rectangle.Bottom - 128;
- int dialogueWidth = Game1.dialogueWidth;
- int height1 = 32;
- 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;
- int x2 = (Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Width - Game1.dialogueWidth) / 2;
- rectangle = Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea();
- int y2 = rectangle.Bottom - 128;
- int width = (int)((double)Game1.pauseAccumulator / (double)Game1.pauseTime * (double)Game1.dialogueWidth);
- int height2 = 32;
- Microsoft.Xna.Framework.Rectangle destinationRectangle2 = new Microsoft.Xna.Framework.Rectangle(x2, y2, width, height2);
- Color dimGray = Color.DimGray;
- spriteBatch2.Draw(staminaRect, destinationRectangle2, dimGray);
+ Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle((Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Width - Game1.dialogueWidth) / 2, Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Bottom - 128, Game1.dialogueWidth, 32), Microsoft.Xna.Framework.Color.LightGray);
+ Game1.spriteBatch.Draw(Game1.staminaRect, new Microsoft.Xna.Framework.Rectangle((Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Width - Game1.dialogueWidth) / 2, Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Bottom - 128, (int)((double)Game1.pauseAccumulator / (double)Game1.pauseTime * (double)Game1.dialogueWidth), 32), Microsoft.Xna.Framework.Color.DimGray);
}
if (Game1.eventUp && Game1.currentLocation != null && Game1.currentLocation.currentEvent != null)
Game1.currentLocation.currentEvent.drawAfterMap(Game1.spriteBatch);
@@ -1596,19 +1361,19 @@ namespace StardewModdingAPI.Framework
Texture2D staminaRect = Game1.staminaRect;
viewport = Game1.graphics.GraphicsDevice.Viewport;
Microsoft.Xna.Framework.Rectangle bounds = viewport.Bounds;
- Color color = Color.Blue * 0.2f;
+ Microsoft.Xna.Framework.Color color = Microsoft.Xna.Framework.Color.Blue * 0.2f;
spriteBatch.Draw(staminaRect, bounds, color);
}
- if ((Game1.fadeToBlack || Game1.globalFade) && !Game1.menuUp && (!Game1.nameSelectUp || Game1.messagePause))
+ if ((Game1.fadeToBlack || Game1.globalFade) && !Game1.menuUp && ((!Game1.nameSelectUp || Game1.messagePause) && !this.takingMapScreenshot))
{
SpriteBatch spriteBatch = Game1.spriteBatch;
Texture2D fadeToBlackRect = Game1.fadeToBlackRect;
viewport = Game1.graphics.GraphicsDevice.Viewport;
Microsoft.Xna.Framework.Rectangle bounds = viewport.Bounds;
- Color color = Color.Black * (Game1.gameMode == (byte)0 ? 1f - Game1.fadeToBlackAlpha : Game1.fadeToBlackAlpha);
+ Microsoft.Xna.Framework.Color color = Microsoft.Xna.Framework.Color.Black * (Game1.gameMode == (byte)0 ? 1f - Game1.fadeToBlackAlpha : Game1.fadeToBlackAlpha);
spriteBatch.Draw(fadeToBlackRect, bounds, color);
}
- else if ((double)Game1.flashAlpha > 0.0)
+ else if ((double)Game1.flashAlpha > 0.0 && !this.takingMapScreenshot)
{
if (Game1.options.screenFlash)
{
@@ -1616,15 +1381,18 @@ namespace StardewModdingAPI.Framework
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);
+ Microsoft.Xna.Framework.Color color = Microsoft.Xna.Framework.Color.White * Math.Min(1f, Game1.flashAlpha);
spriteBatch.Draw(fadeToBlackRect, bounds, color);
}
Game1.flashAlpha -= 0.1f;
}
- if ((Game1.messagePause || Game1.globalFade) && Game1.dialogueUp)
+ if ((Game1.messagePause || Game1.globalFade) && (Game1.dialogueUp && !this.takingMapScreenshot))
this.drawDialogueBox();
- foreach (TemporaryAnimatedSprite overlayTempSprite in Game1.screenOverlayTempSprites)
- overlayTempSprite.draw(Game1.spriteBatch, true, 0, 0, 1f);
+ if (!this.takingMapScreenshot)
+ {
+ foreach (TemporaryAnimatedSprite overlayTempSprite in Game1.screenOverlayTempSprites)
+ overlayTempSprite.draw(Game1.spriteBatch, true, 0, 0, 1f);
+ }
if (Game1.debugMode)
{
StringBuilder debugStringBuilder = Game1._debugStringBuilder;
@@ -1649,25 +1417,23 @@ namespace StardewModdingAPI.Framework
debugStringBuilder.Append(",");
debugStringBuilder.Append(Game1.getMouseY());
debugStringBuilder.Append(Environment.NewLine);
- debugStringBuilder.Append("debugOutput: ");
+ debugStringBuilder.Append(" mouseWorldPosition: ");
+ debugStringBuilder.Append(Game1.getMouseX() + Game1.viewport.X);
+ debugStringBuilder.Append(",");
+ debugStringBuilder.Append(Game1.getMouseY() + Game1.viewport.Y);
+ debugStringBuilder.Append(" debugOutput: ");
debugStringBuilder.Append(Game1.debugOutput);
- Game1.spriteBatch.DrawString(Game1.smallFont, debugStringBuilder, new Vector2((float)this.GraphicsDevice.Viewport.GetTitleSafeArea().X, (float)(this.GraphicsDevice.Viewport.GetTitleSafeArea().Y + Game1.smallFont.LineSpacing * 8)), Color.Red, 0.0f, Vector2.Zero, 1f, SpriteEffects.None, 0.9999999f);
+ Game1.spriteBatch.DrawString(Game1.smallFont, debugStringBuilder, new Vector2((float)this.GraphicsDevice.Viewport.GetTitleSafeArea().X, (float)(this.GraphicsDevice.Viewport.GetTitleSafeArea().Y + Game1.smallFont.LineSpacing * 8)), Microsoft.Xna.Framework.Color.Red, 0.0f, Vector2.Zero, 1f, SpriteEffects.None, 0.9999999f);
}
- if (Game1.showKeyHelp)
- Game1.spriteBatch.DrawString(Game1.smallFont, Game1.keyHelpString, new Vector2(64f, (float)(Game1.viewport.Height - 64 - (Game1.dialogueUp ? 192 + (Game1.isQuestion ? Game1.questionChoices.Count * 64 : 0) : 0)) - Game1.smallFont.MeasureString(Game1.keyHelpString).Y), Color.LightGray, 0.0f, Vector2.Zero, 1f, SpriteEffects.None, 0.9999999f);
- if (Game1.activeClickableMenu != null)
+ if (Game1.showKeyHelp && !this.takingMapScreenshot)
+ Game1.spriteBatch.DrawString(Game1.smallFont, Game1.keyHelpString, new Vector2(64f, (float)(Game1.viewport.Height - 64 - (Game1.dialogueUp ? 192 + (Game1.isQuestion ? Game1.questionChoices.Count * 64 : 0) : 0)) - Game1.smallFont.MeasureString(Game1.keyHelpString).Y), Microsoft.Xna.Framework.Color.LightGray, 0.0f, Vector2.Zero, 1f, SpriteEffects.None, 0.9999999f);
+ if (Game1.activeClickableMenu != null && !this.takingMapScreenshot)
{
try
{
events.RenderingActiveMenu.RaiseEmpty();
-#if !SMAPI_3_0_STRICT
- events.Legacy_OnPreRenderGuiEvent.Raise();
-#endif
Game1.activeClickableMenu.draw(Game1.spriteBatch);
events.RenderedActiveMenu.RaiseEmpty();
-#if !SMAPI_3_0_STRICT
- events.Legacy_OnPostRenderGuiEvent.Raise();
-#endif
}
catch (Exception ex)
{
@@ -1677,41 +1443,29 @@ namespace StardewModdingAPI.Framework
}
else if (Game1.farmEvent != null)
Game1.farmEvent.drawAboveEverything(Game1.spriteBatch);
- if (Game1.HostPaused)
+ if (Game1.emoteMenu != null && !this.takingMapScreenshot)
+ Game1.emoteMenu.draw(Game1.spriteBatch);
+ if (Game1.HostPaused && !this.takingMapScreenshot)
{
string s = Game1.content.LoadString("Strings\\StringsFromCSFiles:DayTimeMoneyBox.cs.10378");
- SpriteText.drawStringWithScrollBackground(Game1.spriteBatch, s, 96, 32, "", 1f, -1);
+ SpriteText.drawStringWithScrollBackground(Game1.spriteBatch, s, 96, 32, "", 1f, -1, SpriteText.ScrollTextAlignment.Left);
}
events.Rendered.RaiseEmpty();
-#if !SMAPI_3_0_STRICT
- events.Legacy_OnPostRenderEvent.Raise();
-#endif
Game1.spriteBatch.End();
this.drawOverlays(Game1.spriteBatch);
- this.renderScreenBuffer();
+ this.renderScreenBuffer(target_screen);
}
}
}
}
- /****
- ** Methods
- ****/
-#if !SMAPI_3_0_STRICT
- /// <summary>Raise the <see cref="GraphicsEvents.OnPostRenderEvent"/> if there are any listeners.</summary>
- /// <param name="needsNewBatch">Whether to create a new sprite batch.</param>
- private void RaisePostRender(bool needsNewBatch = false)
+ /// <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="message">The fatal log message.</param>
+ private void ExitGameImmediately(string message)
{
- if (this.Events.Legacy_OnPostRenderEvent.HasListeners())
- {
- if (needsNewBatch)
- Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
- this.Events.Legacy_OnPostRenderEvent.Raise();
- if (needsNewBatch)
- Game1.spriteBatch.End();
- }
+ this.Monitor.LogFatal(message);
+ this.CancellationToken.Cancel();
}
-#endif
}
}