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-rw-r--r--src/StardewModdingAPI/Framework/SGame.cs1133
-rw-r--r--src/StardewModdingAPI/Framework/Serialisation/SemanticVersionConverter.cs51
2 files changed, 1184 insertions, 0 deletions
diff --git a/src/StardewModdingAPI/Framework/SGame.cs b/src/StardewModdingAPI/Framework/SGame.cs
new file mode 100644
index 00000000..2486e376
--- /dev/null
+++ b/src/StardewModdingAPI/Framework/SGame.cs
@@ -0,0 +1,1133 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using System.Linq;
+using System.Reflection;
+using Microsoft.Xna.Framework;
+using Microsoft.Xna.Framework.Graphics;
+using Microsoft.Xna.Framework.Input;
+using StardewModdingAPI.Events;
+using StardewValley;
+using StardewValley.BellsAndWhistles;
+using StardewValley.Locations;
+using StardewValley.Menus;
+using StardewValley.Tools;
+using xTile.Dimensions;
+using Rectangle = Microsoft.Xna.Framework.Rectangle;
+
+namespace StardewModdingAPI.Framework
+{
+ /// <summary>SMAPI's extension of the game's core <see cref="Game1"/>, used to inject events.</summary>
+ internal class SGame : Game1
+ {
+ /*********
+ ** Properties
+ *********/
+ /// <summary>The number of ticks until SMAPI should notify mods when <see cref="Game1.hasLoadedGame"/> is set.</summary>
+ /// <remarks>Skipping a few frames ensures the game finishes initialising the world before mods try to change it.</remarks>
+ private int AfterLoadTimer = 5;
+
+ /// <summary>Whether the player has loaded a save and the world has finished initialising.</summary>
+ private bool IsWorldReady => this.AfterLoadTimer < 0;
+
+ /// <summary>The debug messages to add to the next debug output.</summary>
+ internal static Queue<string> DebugMessageQueue { get; private set; }
+
+ /// <summary>Whether the game's zoom level is at 100% (i.e. nothing should be scaled).</summary>
+ public bool ZoomLevelIsOne => Game1.options.zoomLevel.Equals(1.0f);
+
+ /// <summary>Encapsulates monitoring and logging.</summary>
+ private readonly IMonitor Monitor;
+
+
+ /*********
+ ** Accessors
+ *********/
+ /// <summary>Arrays of pressed controller buttons indexed by <see cref="PlayerIndex"/>.</summary>
+ public Buttons[][] PreviouslyPressedButtons;
+
+ /// <summary>A record of the keyboard state (i.e. the up/down state for each button) as of the latest tick.</summary>
+ public KeyboardState KStateNow { get; private set; }
+
+ /// <summary>A record of the keyboard state (i.e. the up/down state for each button) as of the previous tick.</summary>
+ public KeyboardState KStatePrior { get; private set; }
+
+ /// <summary>A record of the mouse state (i.e. the cursor position, scroll amount, and the up/down state for each button) as of the latest tick.</summary>
+ public MouseState MStateNow { get; private set; }
+
+ /// <summary>A record of the mouse state (i.e. the cursor position, scroll amount, and the up/down state for each button) as of the previous tick.</summary>
+ public MouseState MStatePrior { get; private set; }
+
+ /// <summary>The current mouse position on the screen adjusted for the zoom level.</summary>
+ public Point MPositionNow { get; private set; }
+
+ /// <summary>The previous mouse position on the screen adjusted for the zoom level.</summary>
+ public Point MPositionPrior { get; private set; }
+
+ /// <summary>The keys that were pressed as of the latest tick.</summary>
+ public Keys[] CurrentlyPressedKeys => this.KStateNow.GetPressedKeys();
+
+ /// <summary>The keys that were pressed as of the previous tick.</summary>
+ public Keys[] PreviouslyPressedKeys => this.KStatePrior.GetPressedKeys();
+
+ /// <summary>The keys that just entered the down state.</summary>
+ public Keys[] FramePressedKeys => this.CurrentlyPressedKeys.Except(this.PreviouslyPressedKeys).ToArray();
+
+ /// <summary>The keys that just entered the up state.</summary>
+ public Keys[] FrameReleasedKeys => this.PreviouslyPressedKeys.Except(this.CurrentlyPressedKeys).ToArray();
+
+ /// <summary>Whether a save is currently loaded at last check.</summary>
+ public bool PreviouslyLoadedGame { get; private set; }
+
+ /// <summary>A hash of <see cref="Game1.locations"/> at last check.</summary>
+ public int PreviousGameLocations { get; private set; }
+
+ /// <summary>A hash of the current location's <see cref="GameLocation.objects"/> at last check.</summary>
+ public int PreviousLocationObjects { get; private set; }
+
+ /// <summary>The player's inventory at last check.</summary>
+ public Dictionary<Item, int> PreviousItems { get; private set; }
+
+ /// <summary>The player's combat skill level at last check.</summary>
+ public int PreviousCombatLevel { get; private set; }
+
+ /// <summary>The player's farming skill level at last check.</summary>
+ public int PreviousFarmingLevel { get; private set; }
+
+ /// <summary>The player's fishing skill level at last check.</summary>
+ public int PreviousFishingLevel { get; private set; }
+
+ /// <summary>The player's foraging skill level at last check.</summary>
+ public int PreviousForagingLevel { get; private set; }
+
+ /// <summary>The player's mining skill level at last check.</summary>
+ public int PreviousMiningLevel { get; private set; }
+
+ /// <summary>The player's luck skill level at last check.</summary>
+ public int PreviousLuckLevel { get; private set; }
+
+ /// <summary>The player's location at last check.</summary>
+ public GameLocation PreviousGameLocation { get; private set; }
+
+ /// <summary>The active game menu at last check.</summary>
+ public IClickableMenu PreviousActiveMenu { get; private set; }
+
+ /// <summary>The mine level at last check.</summary>
+ public int PreviousMineLevel { get; private set; }
+
+ /// <summary>The time of day (in 24-hour military format) at last check.</summary>
+ public int PreviousTimeOfDay { get; private set; }
+
+ /// <summary>The day of month (1–28) at last check.</summary>
+ public int PreviousDayOfMonth { get; private set; }
+
+ /// <summary>The season name (winter, spring, summer, or fall) at last check.</summary>
+ public string PreviousSeasonOfYear { get; private set; }
+
+ /// <summary>The year number at last check.</summary>
+ public int PreviousYearOfGame { get; private set; }
+
+ /// <summary>Whether the game was transitioning to a new day at last check.</summary>
+ public bool PreviousIsNewDay { get; private set; }
+
+ /// <summary>The player character at last check.</summary>
+ public Farmer PreviousFarmer { get; private set; }
+
+ /// <summary>An index incremented on every tick and reset every 60th tick (0–59).</summary>
+ public int CurrentUpdateTick { get; private set; }
+
+ /// <summary>Whether this is the very first update tick since the game started.</summary>
+ public bool FirstUpdate { get; private set; }
+
+ /// <summary>The game's current render target.</summary>
+ public RenderTarget2D Screen
+ {
+ get { return this.GetBaseFieldValue<RenderTarget2D>("screen"); }
+ set { this.SetBaseFieldValue<RenderTarget2D>("screen", value); }
+ }
+
+ /// <summary>The game's current background color.</summary>
+ public Color BgColour
+ {
+ get { return (Color)this.GetBaseFieldValue<object>("bgColor"); }
+ set { this.SetBaseFieldValue<object>("bgColor", value); }
+ }
+
+ /// <summary>The current game instance.</summary>
+ public static SGame Instance { get; private set; }
+
+ /// <summary>The game's current frame rate, recalculated on each draw update.</summary>
+ public static float FramesPerSecond { get; private set; }
+
+ /// <summary>Whether we're in pseudo-debug mode, which shows information like FPS.</summary>
+ public static bool Debug { get; private set; }
+
+ /// <summary>The current player.</summary>
+ [Obsolete("Use Game1.player instead")]
+ public Farmer CurrentFarmer => Game1.player;
+
+ /// <summary>The game method which draws the farm buildings.</summary>
+ public static MethodInfo DrawFarmBuildings = typeof(Game1).GetMethod("drawFarmBuildings", BindingFlags.NonPublic | BindingFlags.Instance);
+
+ /// <summary>The game method which draws the game HUD.</summary>
+ public static MethodInfo DrawHUD = typeof(Game1).GetMethod("drawHUD", BindingFlags.NonPublic | BindingFlags.Instance);
+
+ /// <summary>The game method which draws the current dialogue box, if any.</summary>
+ public static MethodInfo DrawDialogueBox = typeof(Game1).GetMethod("drawDialogueBox", BindingFlags.NonPublic | BindingFlags.Instance);
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Get the controller buttons which are currently pressed.</summary>
+ /// <param name="index">The controller to check.</param>
+ public Buttons[] GetButtonsDown(PlayerIndex index)
+ {
+ var state = GamePad.GetState(index);
+ var buttons = new List<Buttons>();
+ if (state.IsConnected)
+ {
+ if (state.Buttons.A == ButtonState.Pressed) buttons.Add(Buttons.A);
+ if (state.Buttons.B == ButtonState.Pressed) buttons.Add(Buttons.B);
+ if (state.Buttons.Back == ButtonState.Pressed) buttons.Add(Buttons.Back);
+ if (state.Buttons.BigButton == ButtonState.Pressed) buttons.Add(Buttons.BigButton);
+ if (state.Buttons.LeftShoulder == ButtonState.Pressed) buttons.Add(Buttons.LeftShoulder);
+ if (state.Buttons.LeftStick == ButtonState.Pressed) buttons.Add(Buttons.LeftStick);
+ if (state.Buttons.RightShoulder == ButtonState.Pressed) buttons.Add(Buttons.RightShoulder);
+ if (state.Buttons.RightStick == ButtonState.Pressed) buttons.Add(Buttons.RightStick);
+ if (state.Buttons.Start == ButtonState.Pressed) buttons.Add(Buttons.Start);
+ if (state.Buttons.X == ButtonState.Pressed) buttons.Add(Buttons.X);
+ if (state.Buttons.Y == ButtonState.Pressed) buttons.Add(Buttons.Y);
+ if (state.DPad.Up == ButtonState.Pressed) buttons.Add(Buttons.DPadUp);
+ if (state.DPad.Down == ButtonState.Pressed) buttons.Add(Buttons.DPadDown);
+ if (state.DPad.Left == ButtonState.Pressed) buttons.Add(Buttons.DPadLeft);
+ if (state.DPad.Right == ButtonState.Pressed) buttons.Add(Buttons.DPadRight);
+ if (state.Triggers.Left > 0.2f) buttons.Add(Buttons.LeftTrigger);
+ if (state.Triggers.Right > 0.2f) buttons.Add(Buttons.RightTrigger);
+ }
+ return buttons.ToArray();
+ }
+
+ /// <summary>Get the controller buttons which were pressed after the last update.</summary>
+ /// <param name="index">The controller to check.</param>
+ public Buttons[] GetFramePressedButtons(PlayerIndex index)
+ {
+ var state = GamePad.GetState(index);
+ var buttons = new List<Buttons>();
+ if (state.IsConnected)
+ {
+ if (this.WasButtonJustPressed(Buttons.A, state.Buttons.A, index)) buttons.Add(Buttons.A);
+ if (this.WasButtonJustPressed(Buttons.B, state.Buttons.B, index)) buttons.Add(Buttons.B);
+ if (this.WasButtonJustPressed(Buttons.Back, state.Buttons.Back, index)) buttons.Add(Buttons.Back);
+ if (this.WasButtonJustPressed(Buttons.BigButton, state.Buttons.BigButton, index)) buttons.Add(Buttons.BigButton);
+ if (this.WasButtonJustPressed(Buttons.LeftShoulder, state.Buttons.LeftShoulder, index)) buttons.Add(Buttons.LeftShoulder);
+ if (this.WasButtonJustPressed(Buttons.LeftStick, state.Buttons.LeftStick, index)) buttons.Add(Buttons.LeftStick);
+ if (this.WasButtonJustPressed(Buttons.RightShoulder, state.Buttons.RightShoulder, index)) buttons.Add(Buttons.RightShoulder);
+ if (this.WasButtonJustPressed(Buttons.RightStick, state.Buttons.RightStick, index)) buttons.Add(Buttons.RightStick);
+ if (this.WasButtonJustPressed(Buttons.Start, state.Buttons.Start, index)) buttons.Add(Buttons.Start);
+ if (this.WasButtonJustPressed(Buttons.X, state.Buttons.X, index)) buttons.Add(Buttons.X);
+ if (this.WasButtonJustPressed(Buttons.Y, state.Buttons.Y, index)) buttons.Add(Buttons.Y);
+ if (this.WasButtonJustPressed(Buttons.DPadUp, state.DPad.Up, index)) buttons.Add(Buttons.DPadUp);
+ if (this.WasButtonJustPressed(Buttons.DPadDown, state.DPad.Down, index)) buttons.Add(Buttons.DPadDown);
+ if (this.WasButtonJustPressed(Buttons.DPadLeft, state.DPad.Left, index)) buttons.Add(Buttons.DPadLeft);
+ if (this.WasButtonJustPressed(Buttons.DPadRight, state.DPad.Right, index)) buttons.Add(Buttons.DPadRight);
+ if (this.WasButtonJustPressed(Buttons.LeftTrigger, state.Triggers.Left, index)) buttons.Add(Buttons.LeftTrigger);
+ if (this.WasButtonJustPressed(Buttons.RightTrigger, state.Triggers.Right, index)) buttons.Add(Buttons.RightTrigger);
+ }
+ return buttons.ToArray();
+ }
+
+ /// <summary>Get the controller buttons which were released after the last update.</summary>
+ /// <param name="index">The controller to check.</param>
+ public Buttons[] GetFrameReleasedButtons(PlayerIndex index)
+ {
+ var state = GamePad.GetState(index);
+ var buttons = new List<Buttons>();
+ if (state.IsConnected)
+ {
+ if (this.WasButtonJustReleased(Buttons.A, state.Buttons.A, index)) buttons.Add(Buttons.A);
+ if (this.WasButtonJustReleased(Buttons.B, state.Buttons.B, index)) buttons.Add(Buttons.B);
+ if (this.WasButtonJustReleased(Buttons.Back, state.Buttons.Back, index)) buttons.Add(Buttons.Back);
+ if (this.WasButtonJustReleased(Buttons.BigButton, state.Buttons.BigButton, index)) buttons.Add(Buttons.BigButton);
+ if (this.WasButtonJustReleased(Buttons.LeftShoulder, state.Buttons.LeftShoulder, index)) buttons.Add(Buttons.LeftShoulder);
+ if (this.WasButtonJustReleased(Buttons.LeftStick, state.Buttons.LeftStick, index)) buttons.Add(Buttons.LeftStick);
+ if (this.WasButtonJustReleased(Buttons.RightShoulder, state.Buttons.RightShoulder, index)) buttons.Add(Buttons.RightShoulder);
+ if (this.WasButtonJustReleased(Buttons.RightStick, state.Buttons.RightStick, index)) buttons.Add(Buttons.RightStick);
+ if (this.WasButtonJustReleased(Buttons.Start, state.Buttons.Start, index)) buttons.Add(Buttons.Start);
+ if (this.WasButtonJustReleased(Buttons.X, state.Buttons.X, index)) buttons.Add(Buttons.X);
+ if (this.WasButtonJustReleased(Buttons.Y, state.Buttons.Y, index)) buttons.Add(Buttons.Y);
+ if (this.WasButtonJustReleased(Buttons.DPadUp, state.DPad.Up, index)) buttons.Add(Buttons.DPadUp);
+ if (this.WasButtonJustReleased(Buttons.DPadDown, state.DPad.Down, index)) buttons.Add(Buttons.DPadDown);
+ if (this.WasButtonJustReleased(Buttons.DPadLeft, state.DPad.Left, index)) buttons.Add(Buttons.DPadLeft);
+ if (this.WasButtonJustReleased(Buttons.DPadRight, state.DPad.Right, index)) buttons.Add(Buttons.DPadRight);
+ if (this.WasButtonJustReleased(Buttons.LeftTrigger, state.Triggers.Left, index)) buttons.Add(Buttons.LeftTrigger);
+ if (this.WasButtonJustReleased(Buttons.RightTrigger, state.Triggers.Right, index)) buttons.Add(Buttons.RightTrigger);
+ }
+ return buttons.ToArray();
+ }
+
+ /// <summary>Queue a message to be added to the debug output.</summary>
+ /// <param name="message">The message to add.</param>
+ /// <returns>Returns whether the message was successfully queued.</returns>
+ public static bool QueueDebugMessage(string message)
+ {
+ if (!SGame.Debug)
+ return false;
+ if (SGame.DebugMessageQueue.Count > 32)
+ return false;
+
+ SGame.DebugMessageQueue.Enqueue(message);
+ return true;
+ }
+
+
+ /*********
+ ** Protected methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ /// <param name="monitor">Encapsulates monitoring and logging.</param>
+ internal SGame(IMonitor monitor)
+ {
+ this.Monitor = monitor;
+ this.FirstUpdate = true;
+ SGame.Instance = this;
+ }
+
+ /// <summary>The method called during game launch after configuring XNA or MonoGame. The game window hasn't been opened by this point.</summary>
+ protected override void Initialize()
+ {
+ //ModItems = new Dictionary<int, SObject>();
+ SGame.DebugMessageQueue = new Queue<string>();
+ this.PreviouslyPressedButtons = new Buttons[4][];
+ for (var i = 0; i < 4; ++i)
+ this.PreviouslyPressedButtons[i] = new Buttons[0];
+
+ base.Initialize();
+ GameEvents.InvokeInitialize(this.Monitor);
+ }
+
+ /// <summary>The method called before XNA or MonoGame loads or reloads graphics resources.</summary>
+ protected override void LoadContent()
+ {
+ base.LoadContent();
+ GameEvents.InvokeLoadContent(this.Monitor);
+ }
+
+ /// <summary>The method called when the game is updating its state. This happens roughly 60 times per second.</summary>
+ /// <param name="gameTime">A snapshot of the game timing state.</param>
+ protected override void Update(GameTime gameTime)
+ {
+ // add FPS to debug output
+ SGame.QueueDebugMessage($"FPS: {SGame.FramesPerSecond}");
+
+ // raise game loaded
+ if (this.FirstUpdate)
+ GameEvents.InvokeGameLoaded(this.Monitor);
+
+ // update SMAPI events
+ this.UpdateEventCalls();
+
+ // toggle debug output
+ if (this.FramePressedKeys.Contains(Keys.F3))
+ SGame.Debug = !SGame.Debug;
+
+ // let game update
+ try
+ {
+ base.Update(gameTime);
+ }
+ catch (Exception ex)
+ {
+ this.Monitor.Log($"An error occured in the base update loop: {ex.GetLogSummary()}", LogLevel.Error);
+ Console.ReadKey();
+ }
+
+ // raise update events
+ GameEvents.InvokeUpdateTick(this.Monitor);
+ if (this.FirstUpdate)
+ {
+ GameEvents.InvokeFirstUpdateTick(this.Monitor);
+ this.FirstUpdate = false;
+ }
+ if (this.CurrentUpdateTick % 2 == 0)
+ GameEvents.InvokeSecondUpdateTick(this.Monitor);
+ if (this.CurrentUpdateTick % 4 == 0)
+ GameEvents.InvokeFourthUpdateTick(this.Monitor);
+ if (this.CurrentUpdateTick % 8 == 0)
+ GameEvents.InvokeEighthUpdateTick(this.Monitor);
+ if (this.CurrentUpdateTick % 15 == 0)
+ GameEvents.InvokeQuarterSecondTick(this.Monitor);
+ if (this.CurrentUpdateTick % 30 == 0)
+ GameEvents.InvokeHalfSecondTick(this.Monitor);
+ if (this.CurrentUpdateTick % 60 == 0)
+ GameEvents.InvokeOneSecondTick(this.Monitor);
+ this.CurrentUpdateTick += 1;
+ if (this.CurrentUpdateTick >= 60)
+ this.CurrentUpdateTick = 0;
+
+ // track keyboard state
+ if (this.KStatePrior != this.KStateNow)
+ this.KStatePrior = this.KStateNow;
+
+ // track controller button state
+ for (var i = PlayerIndex.One; i <= PlayerIndex.Four; i++)
+ this.PreviouslyPressedButtons[(int)i] = this.GetButtonsDown(i);
+ }
+
+ /// <summary>The method called to draw everything to the screen.</summary>
+ /// <param name="gameTime">A snapshot of the game timing state.</param>
+ /// <remarks>This implementation is identical to <see cref="Game1.Draw"/>, except for try..catch around menu draw code, minor formatting, and added events.</remarks>
+ protected override void Draw(GameTime gameTime)
+ {
+ // track frame rate
+ SGame.FramesPerSecond = 1 / (float)gameTime.ElapsedGameTime.TotalSeconds;
+
+ try
+ {
+ if (!this.ZoomLevelIsOne)
+ this.GraphicsDevice.SetRenderTarget(this.Screen);
+
+ this.GraphicsDevice.Clear(this.BgColour);
+ if (Game1.options.showMenuBackground && Game1.activeClickableMenu != null && Game1.activeClickableMenu.showWithoutTransparencyIfOptionIsSet())
+ {
+ Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
+ try
+ {
+ Game1.activeClickableMenu.drawBackground(Game1.spriteBatch);
+ }
+ catch (Exception ex)
+ {
+ this.Monitor.Log($"The {Game1.activeClickableMenu.GetType().FullName} menu crashed while drawing its background. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error);
+ Game1.activeClickableMenu.exitThisMenu();
+ }
+ GraphicsEvents.InvokeOnPreRenderGuiEvent(this.Monitor);
+ try
+ {
+ Game1.activeClickableMenu.draw(Game1.spriteBatch);
+ }
+ catch (Exception ex)
+ {
+ this.Monitor.Log($"The {Game1.activeClickableMenu.GetType().FullName} menu crashed while drawing itself. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error);
+ Game1.activeClickableMenu.exitThisMenu();
+ }
+ GraphicsEvents.InvokeOnPostRenderGuiEvent(this.Monitor);
+ Game1.spriteBatch.End();
+ if (!this.ZoomLevelIsOne)
+ {
+ this.GraphicsDevice.SetRenderTarget(null);
+ this.GraphicsDevice.Clear(this.BgColour);
+ Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
+ Game1.spriteBatch.Draw(this.Screen, Vector2.Zero, this.Screen.Bounds, Color.White, 0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
+ Game1.spriteBatch.End();
+ }
+ return;
+ }
+ if (Game1.gameMode == 11)
+ {
+ Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
+ Game1.spriteBatch.DrawString(Game1.smoothFont, "Stardew Valley has crashed...", new Vector2(16f, 16f), Color.HotPink);
+ Game1.spriteBatch.DrawString(Game1.smoothFont, "Please send the error report or a screenshot of this message to @ConcernedApe. (http://stardewvalley.net/contact/)", new Vector2(16f, 32f), new Color(0, 255, 0));
+ Game1.spriteBatch.DrawString(Game1.smoothFont, Game1.parseText(Game1.errorMessage, Game1.smoothFont, Game1.graphics.GraphicsDevice.Viewport.Width), new Vector2(16f, 48f), Color.White);
+ Game1.spriteBatch.End();
+ return;
+ }
+ if (Game1.currentMinigame != null)
+ {
+ Game1.currentMinigame.draw(Game1.spriteBatch);
+ if (Game1.globalFade && !Game1.menuUp && (!Game1.nameSelectUp || Game1.messagePause))
+ {
+ Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
+ Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.Black * ((Game1.gameMode == 0) ? (1f - Game1.fadeToBlackAlpha) : Game1.fadeToBlackAlpha));
+ Game1.spriteBatch.End();
+ }
+ if (!this.ZoomLevelIsOne)
+ {
+ this.GraphicsDevice.SetRenderTarget(null);
+ this.GraphicsDevice.Clear(this.BgColour);
+ Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
+ Game1.spriteBatch.Draw(this.Screen, Vector2.Zero, this.Screen.Bounds, Color.White, 0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
+ Game1.spriteBatch.End();
+ }
+ return;
+ }
+ if (Game1.showingEndOfNightStuff)
+ {
+ Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
+ try
+ {
+ Game1.activeClickableMenu?.draw(Game1.spriteBatch);
+ }
+ catch (Exception ex)
+ {
+ this.Monitor.Log($"The {Game1.activeClickableMenu.GetType().FullName} menu crashed while drawing itself. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error);
+ Game1.activeClickableMenu.exitThisMenu();
+ }
+ Game1.spriteBatch.End();
+ if (!this.ZoomLevelIsOne)
+ {
+ this.GraphicsDevice.SetRenderTarget(null);
+ this.GraphicsDevice.Clear(this.BgColour);
+ Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
+ Game1.spriteBatch.Draw(this.Screen, Vector2.Zero, this.Screen.Bounds, Color.White, 0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
+ Game1.spriteBatch.End();
+ }
+ return;
+ }
+ if (Game1.gameMode == 6)
+ {
+ Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
+ string text = "";
+ int num = 0;
+ while (num < gameTime.TotalGameTime.TotalMilliseconds % 999.0 / 333.0)
+ {
+ text += ".";
+ num++;
+ }
+ SpriteText.drawString(Game1.spriteBatch, "Loading" + text, 64, Game1.graphics.GraphicsDevice.Viewport.Height - 64, 999, -1, 999, 1f, 1f, false, 0, "Loading...");
+ Game1.spriteBatch.End();
+ if (!this.ZoomLevelIsOne)
+ {
+ this.GraphicsDevice.SetRenderTarget(null);
+ this.GraphicsDevice.Clear(this.BgColour);
+ Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
+ Game1.spriteBatch.Draw(this.Screen, Vector2.Zero, this.Screen.Bounds, Color.White, 0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
+ Game1.spriteBatch.End();
+ }
+ return;
+ }
+ if (Game1.gameMode == 0)
+ Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
+ else
+ {
+ if (Game1.drawLighting)
+ {
+ this.GraphicsDevice.SetRenderTarget(Game1.lightmap);
+ this.GraphicsDevice.Clear(Color.White * 0f);
+ Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.PointClamp, null, null);
+ Game1.spriteBatch.Draw(Game1.staminaRect, Game1.lightmap.Bounds, Game1.currentLocation.name.Equals("UndergroundMine") ? Game1.mine.getLightingColor(gameTime) : ((!Game1.ambientLight.Equals(Color.White) && (!Game1.isRaining || !Game1.currentLocation.isOutdoors)) ? Game1.ambientLight : Game1.outdoorLight));
+ for (int i = 0; i < Game1.currentLightSources.Count; i++)
+ {
+ if (Utility.isOnScreen(Game1.currentLightSources.ElementAt(i).position, (int)(Game1.currentLightSources.ElementAt(i).radius * Game1.tileSize * 4f)))
+ Game1.spriteBatch.Draw(Game1.currentLightSources.ElementAt(i).lightTexture, Game1.GlobalToLocal(Game1.viewport, Game1.currentLightSources.ElementAt(i).position) / Game1.options.lightingQuality, Game1.currentLightSources.ElementAt(i).lightTexture.Bounds, Game1.currentLightSources.ElementAt(i).color, 0f, new Vector2(Game1.currentLightSources.ElementAt(i).lightTexture.Bounds.Center.X, Game1.currentLightSources.ElementAt(i).lightTexture.Bounds.Center.Y), Game1.currentLightSources.ElementAt(i).radius / Game1.options.lightingQuality, SpriteEffects.None, 0.9f);
+ }
+ Game1.spriteBatch.End();
+ this.GraphicsDevice.SetRenderTarget(this.ZoomLevelIsOne ? null : this.Screen);
+ }
+ if (Game1.bloomDay)
+ Game1.bloom?.BeginDraw();
+ this.GraphicsDevice.Clear(this.BgColour);
+ Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
+ GraphicsEvents.InvokeOnPreRenderEvent(this.Monitor);
+ Game1.background?.draw(Game1.spriteBatch);
+ Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch);
+ Game1.currentLocation.Map.GetLayer("Back").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, Game1.pixelZoom);
+ Game1.currentLocation.drawWater(Game1.spriteBatch);
+ if (Game1.CurrentEvent == null)
+ {
+ using (List<NPC>.Enumerator enumerator = Game1.currentLocation.characters.GetEnumerator())
+ {
+ while (enumerator.MoveNext())
+ {
+ NPC current = enumerator.Current;
+ if (current != null && !current.swimming && !current.hideShadow && !current.IsMonster && !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(current.getTileLocation()))
+ Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, current.position + new Vector2(current.sprite.spriteWidth * Game1.pixelZoom / 2f, current.GetBoundingBox().Height + (current.IsMonster ? 0 : (Game1.pixelZoom * 3)))), Game1.shadowTexture.Bounds, Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), (Game1.pixelZoom + current.yJumpOffset / 40f) * current.scale, SpriteEffects.None, Math.Max(0f, current.getStandingY() / 10000f) - 1E-06f);
+ }
+ goto IL_B30;
+ }
+ }
+ foreach (NPC current2 in Game1.CurrentEvent.actors)
+ {
+ if (!current2.swimming && !current2.hideShadow && !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(current2.getTileLocation()))
+ Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, current2.position + new Vector2(current2.sprite.spriteWidth * Game1.pixelZoom / 2f, current2.GetBoundingBox().Height + (current2.IsMonster ? 0 : (Game1.pixelZoom * 3)))), Game1.shadowTexture.Bounds, Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), (Game1.pixelZoom + current2.yJumpOffset / 40f) * current2.scale, SpriteEffects.None, Math.Max(0f, current2.getStandingY() / 10000f) - 1E-06f);
+ }
+ IL_B30:
+ if (!Game1.player.swimming && !Game1.player.isRidingHorse() && !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(Game1.player.getTileLocation()))
+ Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.player.position + new Vector2(32f, 24f)), Game1.shadowTexture.Bounds, Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), 4f - (((Game1.player.running || Game1.player.usingTool) && Game1.player.FarmerSprite.indexInCurrentAnimation > 1) ? (Math.Abs(FarmerRenderer.featureYOffsetPerFrame[Game1.player.FarmerSprite.CurrentFrame]) * 0.5f) : 0f), SpriteEffects.None, 0f);
+ Game1.currentLocation.Map.GetLayer("Buildings").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, Game1.pixelZoom);
+ Game1.mapDisplayDevice.EndScene();
+ Game1.spriteBatch.End();
+ Game1.spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
+ if (Game1.CurrentEvent == null)
+ {
+ using (List<NPC>.Enumerator enumerator3 = Game1.currentLocation.characters.GetEnumerator())
+ {
+ while (enumerator3.MoveNext())
+ {
+ NPC current3 = enumerator3.Current;
+ if (current3 != null && !current3.swimming && !current3.hideShadow && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(current3.getTileLocation()))
+ Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, current3.position + new Vector2(current3.sprite.spriteWidth * Game1.pixelZoom / 2f, current3.GetBoundingBox().Height + (current3.IsMonster ? 0 : (Game1.pixelZoom * 3)))), Game1.shadowTexture.Bounds, Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), (Game1.pixelZoom + current3.yJumpOffset / 40f) * current3.scale, SpriteEffects.None, Math.Max(0f, current3.getStandingY() / 10000f) - 1E-06f);
+ }
+ goto IL_F5F;
+ }
+ }
+ foreach (NPC current4 in Game1.CurrentEvent.actors)
+ {
+ if (!current4.swimming && !current4.hideShadow && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(current4.getTileLocation()))
+ Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, current4.position + new Vector2(current4.sprite.spriteWidth * Game1.pixelZoom / 2f, current4.GetBoundingBox().Height + (current4.IsMonster ? 0 : (Game1.pixelZoom * 3)))), Game1.shadowTexture.Bounds, Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), (Game1.pixelZoom + current4.yJumpOffset / 40f) * current4.scale, SpriteEffects.None, Math.Max(0f, current4.getStandingY() / 10000f) - 1E-06f);
+ }
+ IL_F5F:
+ if (!Game1.player.swimming && !Game1.player.isRidingHorse() && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(Game1.player.getTileLocation()))
+ Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.player.position + new Vector2(32f, 24f)), Game1.shadowTexture.Bounds, Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), 4f - (((Game1.player.running || Game1.player.usingTool) && Game1.player.FarmerSprite.indexInCurrentAnimation > 1) ? (Math.Abs(FarmerRenderer.featureYOffsetPerFrame[Game1.player.FarmerSprite.CurrentFrame]) * 0.5f) : 0f), SpriteEffects.None, Math.Max(0.0001f, Game1.player.getStandingY() / 10000f + 0.00011f) - 0.0001f);
+ if (Game1.displayFarmer)
+ Game1.player.draw(Game1.spriteBatch);
+ if ((Game1.eventUp || Game1.killScreen) && !Game1.killScreen)
+ Game1.currentLocation.currentEvent?.draw(Game1.spriteBatch);
+ if (Game1.player.currentUpgrade != null && Game1.player.currentUpgrade.daysLeftTillUpgradeDone <= 3 && Game1.currentLocation.Name.Equals("Farm"))
+ Game1.spriteBatch.Draw(Game1.player.currentUpgrade.workerTexture, Game1.GlobalToLocal(Game1.viewport, Game1.player.currentUpgrade.positionOfCarpenter), Game1.player.currentUpgrade.getSourceRectangle(), Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, (Game1.player.currentUpgrade.positionOfCarpenter.Y + Game1.tileSize * 3 / 4) / 10000f);
+ Game1.currentLocation.draw(Game1.spriteBatch);
+ if (Game1.eventUp && Game1.currentLocation.currentEvent?.messageToScreen != null)
+ Game1.drawWithBorder(Game1.currentLocation.currentEvent.messageToScreen, Color.Black, Color.White, new Vector2(Game1.graphics.GraphicsDevice.Viewport.TitleSafeArea.Width / 2 - Game1.borderFont.MeasureString(Game1.currentLocation.currentEvent.messageToScreen).X / 2f, Game1.graphics.GraphicsDevice.Viewport.TitleSafeArea.Height - Game1.tileSize), 0f, 1f, 0.999f);
+ if (Game1.player.ActiveObject == null && (Game1.player.UsingTool || Game1.pickingTool) && Game1.player.CurrentTool != null && (!Game1.player.CurrentTool.Name.Equals("Seeds") || Game1.pickingTool))
+ Game1.drawTool(Game1.player);
+ if (Game1.currentLocation.Name.Equals("Farm"))
+ SGame.DrawFarmBuildings.Invoke(Program.gamePtr, null);
+ if (Game1.tvStation >= 0)
+ Game1.spriteBatch.Draw(Game1.tvStationTexture, Game1.GlobalToLocal(Game1.viewport, new Vector2(6 * Game1.tileSize + Game1.tileSize / 4, 2 * Game1.tileSize + Game1.tileSize / 2)), new Rectangle(Game1.tvStation * 24, 0, 24, 15), Color.White, 0f, Vector2.Zero, 4f, SpriteEffects.None, 1E-08f);
+ if (Game1.panMode)
+ {
+ Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Rectangle((int)Math.Floor((Game1.getOldMouseX() + Game1.viewport.X) / (double)Game1.tileSize) * Game1.tileSize - Game1.viewport.X, (int)Math.Floor((Game1.getOldMouseY() + Game1.viewport.Y) / (double)Game1.tileSize) * Game1.tileSize - Game1.viewport.Y, Game1.tileSize, Game1.tileSize), Color.Lime * 0.75f);
+ foreach (Warp current5 in Game1.currentLocation.warps)
+ Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Rectangle(current5.X * Game1.tileSize - Game1.viewport.X, current5.Y * Game1.tileSize - Game1.viewport.Y, Game1.tileSize, Game1.tileSize), Color.Red * 0.75f);
+ }
+ Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch);
+ Game1.currentLocation.Map.GetLayer("Front").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, Game1.pixelZoom);
+ Game1.mapDisplayDevice.EndScene();
+ Game1.currentLocation.drawAboveFrontLayer(Game1.spriteBatch);
+ Game1.spriteBatch.End();
+ Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
+ if (Game1.currentLocation.Name.Equals("Farm") && Game1.stats.SeedsSown >= 200u)
+ {
+ Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2(3 * Game1.tileSize + Game1.tileSize / 4, Game1.tileSize + Game1.tileSize / 3)), Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16), Color.White);
+ Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2(4 * Game1.tileSize + Game1.tileSize, 2 * Game1.tileSize + Game1.tileSize)), Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16), Color.White);
+ Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2(5 * Game1.tileSize, 2 * Game1.tileSize)), Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16), Color.White);
+ Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2(3 * Game1.tileSize + Game1.tileSize / 2, 3 * Game1.tileSize)), Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16), Color.White);
+ Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2(5 * Game1.tileSize - Game1.tileSize / 4, Game1.tileSize)), Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16), Color.White);
+ Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2(4 * Game1.tileSize, 3 * Game1.tileSize + Game1.tileSize / 6)), Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16), Color.White);
+ Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2(4 * Game1.tileSize + Game1.tileSize / 5, 2 * Game1.tileSize + Game1.tileSize / 3)), Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16), Color.White);
+ }
+ if (Game1.displayFarmer && Game1.player.ActiveObject != null && Game1.player.ActiveObject.bigCraftable && this.checkBigCraftableBoundariesForFrontLayer() && Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.getStandingX(), Game1.player.getStandingY()), Game1.viewport.Size) == null)
+ Game1.drawPlayerHeldObject(Game1.player);
+ else if (Game1.displayFarmer && Game1.player.ActiveObject != null && ((Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location((int)Game1.player.position.X, (int)Game1.player.position.Y - Game1.tileSize * 3 / 5), Game1.viewport.Size) != null && !Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location((int)Game1.player.position.X, (int)Game1.player.position.Y - Game1.tileSize * 3 / 5), Game1.viewport.Size).TileIndexProperties.ContainsKey("FrontAlways")) || (Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.GetBoundingBox().Right, (int)Game1.player.position.Y - Game1.tileSize * 3 / 5), Game1.viewport.Size) != null && !Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.GetBoundingBox().Right, (int)Game1.player.position.Y - Game1.tileSize * 3 / 5), Game1.viewport.Size).TileIndexProperties.ContainsKey("FrontAlways"))))
+ Game1.drawPlayerHeldObject(Game1.player);
+ if ((Game1.player.UsingTool || Game1.pickingTool) && Game1.player.CurrentTool != null && (!Game1.player.CurrentTool.Name.Equals("Seeds") || Game1.pickingTool) && Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.getStandingX(), (int)Game1.player.position.Y - Game1.tileSize * 3 / 5), Game1.viewport.Size) != null && Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.getStandingX(), Game1.player.getStandingY()), Game1.viewport.Size) == null)
+ G