diff options
Diffstat (limited to 'src/StardewModdingAPI/Framework')
-rw-r--r-- | src/StardewModdingAPI/Framework/SGame.cs | 1133 | ||||
-rw-r--r-- | src/StardewModdingAPI/Framework/Serialisation/SemanticVersionConverter.cs | 51 |
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) + Game1.drawTool(Game1.player); + if (Game1.currentLocation.Map.GetLayer("AlwaysFront") != null) + { + Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch); + Game1.currentLocation.Map.GetLayer("AlwaysFront").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, Game1.pixelZoom); + Game1.mapDisplayDevice.EndScene(); + } + if (Game1.toolHold > 400f && Game1.player.CurrentTool.UpgradeLevel >= 1 && Game1.player.canReleaseTool) + { + Color color = Color.White; + switch ((int)(Game1.toolHold / 600f) + 2) + { + case 1: + color = Tool.copperColor; + break; + case 2: + color = Tool.steelColor; + break; + case 3: + color = Tool.goldColor; + break; + case 4: + color = Tool.iridiumColor; + break; + } + Game1.spriteBatch.Draw(Game1.littleEffect, new Rectangle((int)Game1.player.getLocalPosition(Game1.viewport).X - 2, (int)Game1.player.getLocalPosition(Game1.viewport).Y - (Game1.player.CurrentTool.Name.Equals("Watering Can") ? 0 : Game1.tileSize) - 2, (int)(Game1.toolHold % 600f * 0.08f) + 4, Game1.tileSize / 8 + 4), Color.Black); + Game1.spriteBatch.Draw(Game1.littleEffect, new Rectangle((int)Game1.player.getLocalPosition(Game1.viewport).X, (int)Game1.player.getLocalPosition(Game1.viewport).Y - (Game1.player.CurrentTool.Name.Equals("Watering Can") ? 0 : Game1.tileSize), (int)(Game1.toolHold % 600f * 0.08f), Game1.tileSize / 8), color); + } + if (Game1.isDebrisWeather && Game1.currentLocation.IsOutdoors && !Game1.currentLocation.ignoreDebrisWeather && !Game1.currentLocation.Name.Equals("Desert") && Game1.viewport.X > -10) + { + foreach (WeatherDebris current6 in Game1.debrisWeather) + current6.draw(Game1.spriteBatch); + } + Game1.farmEvent?.draw(Game1.spriteBatch); + if (Game1.currentLocation.LightLevel > 0f && Game1.timeOfDay < 2000) + Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.Black * Game1.currentLocation.LightLevel); + if (Game1.screenGlow) + Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Game1.screenGlowColor * Game1.screenGlowAlpha); + Game1.currentLocation.drawAboveAlwaysFrontLayer(Game1.spriteBatch); + if (Game1.player.CurrentTool is FishingRod && ((Game1.player.CurrentTool as FishingRod).isTimingCast || (Game1.player.CurrentTool as FishingRod).castingChosenCountdown > 0f || (Game1.player.CurrentTool as FishingRod).fishCaught || (Game1.player.CurrentTool as FishingRod).showingTreasure)) + Game1.player.CurrentTool.draw(Game1.spriteBatch); + if (Game1.isRaining && Game1.currentLocation.IsOutdoors && !Game1.currentLocation.Name.Equals("Desert") && !(Game1.currentLocation is Summit) && (!Game1.eventUp || Game1.currentLocation.isTileOnMap(new Vector2(Game1.viewport.X / Game1.tileSize, Game1.viewport.Y / Game1.tileSize)))) + { + for (int j = 0; j < Game1.rainDrops.Length; j++) + Game1.spriteBatch.Draw(Game1.rainTexture, Game1.rainDrops[j].position, Game1.getSourceRectForStandardTileSheet(Game1.rainTexture, Game1.rainDrops[j].frame), Color.White); + } + + Game1.spriteBatch.End(); + + //base.Draw(gameTime); + + Game1.spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); + if (Game1.eventUp && Game1.currentLocation.currentEvent != null) + { + foreach (NPC current7 in Game1.currentLocation.currentEvent.actors) + { + if (current7.isEmoting) + { + Vector2 localPosition = current7.getLocalPosition(Game1.viewport); + localPosition.Y -= Game1.tileSize * 2 + Game1.pixelZoom * 3; + if (current7.age == 2) + localPosition.Y += Game1.tileSize / 2; + else if (current7.gender == 1) + localPosition.Y += Game1.tileSize / 6; + Game1.spriteBatch.Draw(Game1.emoteSpriteSheet, localPosition, new Rectangle(current7.CurrentEmoteIndex * (Game1.tileSize / 4) % Game1.emoteSpriteSheet.Width, current7.CurrentEmoteIndex * (Game1.tileSize / 4) / Game1.emoteSpriteSheet.Width * (Game1.tileSize / 4), Game1.tileSize / 4, Game1.tileSize / 4), Color.White, 0f, Vector2.Zero, 4f, SpriteEffects.None, current7.getStandingY() / 10000f); + } + } + } + Game1.spriteBatch.End(); + if (Game1.drawLighting) + { + Game1.spriteBatch.Begin(SpriteSortMode.Deferred, new BlendState + { + ColorBlendFunction = BlendFunction.ReverseSubtract, + ColorDestinationBlend = Blend.One, + ColorSourceBlend = Blend.SourceColor + }, SamplerState.LinearClamp, null, null); + Game1.spriteBatch.Draw(Game1.lightmap, Vector2.Zero, Game1.lightmap.Bounds, Color.White, 0f, Vector2.Zero, Game1.options.lightingQuality, SpriteEffects.None, 1f); + if (Game1.isRaining && Game1.currentLocation.isOutdoors && !(Game1.currentLocation is Desert)) + { + Game1.spriteBatch.Draw(Game1.staminaRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.OrangeRed * 0.45f); + } + Game1.spriteBatch.End(); + } + Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); + if (Game1.drawGrid) + { + int num2 = -Game1.viewport.X % Game1.tileSize; + float num3 = -(float)Game1.viewport.Y % Game1.tileSize; + for (int k = num2; k < Game1.graphics.GraphicsDevice.Viewport.Width; k += Game1.tileSize) + Game1.spriteBatch.Draw(Game1.staminaRect, new Rectangle(k, (int)num3, 1, Game1.graphics.GraphicsDevice.Viewport.Height), Color.Red * 0.5f); + for (float num4 = num3; num4 < (float)Game1.graphics.GraphicsDevice.Viewport.Height; num4 += (float)Game1.tileSize) + Game1.spriteBatch.Draw(Game1.staminaRect, new Rectangle(num2, (int)num4, Game1.graphics.GraphicsDevice.Viewport.Width, 1), Color.Red * 0.5f); + } + if (Game1.currentBillboard != 0) + this.drawBillboard(); + + GraphicsEvents.InvokeOnPreRenderHudEventNoCheck(this.Monitor); + if ((Game1.displayHUD || Game1.eventUp) && Game1.currentBillboard == 0 && Game1.gameMode == 3 && !Game1.freezeControls && !Game1.panMode) + { + GraphicsEvents.InvokeOnPreRenderHudEvent(this.Monitor); + SGame.DrawHUD.Invoke(Program.gamePtr, null); + GraphicsEvents.InvokeOnPostRenderHudEvent(this.Monitor); + } + else if (Game1.activeClickableMenu == null && Game1.farmEvent == null) + Game1.spriteBatch.Draw(Game1.mouseCursors, new Vector2(Game1.getOldMouseX(), Game1.getOldMouseY()), Game1.getSourceRectForStandardTileSheet(Game1.mouseCursors, 0, 16, 16), Color.White, 0f, Vector2.Zero, 4f + Game1.dialogueButtonScale / 150f, SpriteEffects.None, 1f); + GraphicsEvents.InvokeOnPostRenderHudEventNoCheck(this.Monitor); + + if (Game1.hudMessages.Any() && (!Game1.eventUp || Game1.isFestival())) + { + for (int l = Game1.hudMessages.Count - 1; l >= 0; l--) + Game1.hudMessages[l].draw(Game1.spriteBatch, l); + } + } + Game1.farmEvent?.draw(Game1.spriteBatch); + if (Game1.dialogueUp && !Game1.nameSelectUp && !Game1.messagePause && !(Game1.activeClickableMenu is DialogueBox)) + SGame.DrawDialogueBox.Invoke(Program.gamePtr, null); + if (Game1.progressBar) + { + Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Rectangle((Game1.graphics.GraphicsDevice.Viewport.TitleSafeArea.Width - Game1.dialogueWidth) / 2, Game1.graphics.GraphicsDevice.Viewport.TitleSafeArea.Bottom - Game1.tileSize * 2, Game1.dialogueWidth, Game1.tileSize / 2), Color.LightGray); + Game1.spriteBatch.Draw(Game1.staminaRect, new Rectangle((Game1.graphics.GraphicsDevice.Viewport.TitleSafeArea.Width - Game1.dialogueWidth) / 2, Game1.graphics.GraphicsDevice.Viewport.TitleSafeArea.Bottom - Game1.tileSize * 2, (int)(Game1.pauseAccumulator / Game1.pauseTime * Game1.dialogueWidth), Game1.tileSize / 2), Color.DimGray); + } + if (Game1.eventUp) + Game1.currentLocation.currentEvent?.drawAfterMap(Game1.spriteBatch); + if (Game1.isRaining && Game1.currentLocation.isOutdoors && !(Game1.currentLocation is Desert)) + Game1.spriteBatch.Draw(Game1.staminaRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.Blue * 0.2f); + if ((Game1.fadeToBlack || Game1.globalFade) && !Game1.menuUp && (!Game1.nameSelectUp || Game1.messagePause)) + Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.Black * ((Game1.gameMode == 0) ? (1f - Game1.fadeToBlackAlpha) : Game1.fadeToBlackAlpha)); + else if (Game1.flashAlpha > 0f) + { + if (Game1.options.screenFlash) + Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.White * Math.Min(1f, Game1.flashAlpha)); + Game1.flashAlpha -= 0.1f; + } + if ((Game1.messagePause || Game1.globalFade) && Game1.dialogueUp) + SGame.DrawDialogueBox.Invoke(Program.gamePtr, null); + foreach (TemporaryAnimatedSprite current8 in Game1.screenOverlayTempSprites) + current8.draw(Game1.spriteBatch, true); + if (Game1.debugMode) + { + Game1.spriteBatch.DrawString(Game1.smallFont, string.Concat(new object[] + { + Game1.panMode ? ((Game1.getOldMouseX() + Game1.viewport.X) / Game1.tileSize + "," + (Game1.getOldMouseY() + Game1.viewport.Y) / Game1.tileSize) : string.Concat("aplayer: ", Game1.player.getStandingX() / Game1.tileSize, ", ", Game1.player.getStandingY() / Game1.tileSize), + Environment.NewLine, + "debugOutput: ", + Game1.debugOutput + }), new Vector2(this.GraphicsDevice.Viewport.TitleSafeArea.X, this.GraphicsDevice.Viewport.TitleSafeArea.Y), Color.Red, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0.9999999f); + } + /*if (inputMode) + { + spriteBatch.DrawString(smallFont, "Input: " + debugInput, new Vector2(tileSize, tileSize * 3), Color.Purple); + }*/ + if (Game1.showKeyHelp) + Game1.spriteBatch.DrawString(Game1.smallFont, Game1.keyHelpString, new Vector2(Game1.tileSize, Game1.viewport.Height - Game1.tileSize - (Game1.dialogueUp ? (Game1.tileSize * 3 + (Game1.isQuestion ? (Game1.questionChoices.Count * Game1.tileSize) : 0)) : 0) - Game1.smallFont.MeasureString(Game1.keyHelpString).Y), Color.LightGray, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0.9999999f); + + GraphicsEvents.InvokeOnPreRenderGuiEventNoCheck(this.Monitor); + if (Game1.activeClickableMenu != null) + { + GraphicsEvents.InvokeOnPreRenderGuiEvent(this.Monitor); + try + { + Game1.activeClickableMenu.draw(Game1.spriteBatch); + } + catch (Exception ex) + { + this.Monitor.Log($"The {Game1.activeClickableMenu.GetType().FullName} menu crashed while drawing itself. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error); + Game1.activeClickableMenu.exitThisMenu(); + } + GraphicsEvents.InvokeOnPostRenderGuiEvent(this.Monitor); + } + else + Game1.farmEvent?.drawAboveEverything(Game1.spriteBatch); + GraphicsEvents.InvokeOnPostRenderGuiEventNoCheck(this.Monitor); + + GraphicsEvents.InvokeOnPostRenderEvent(this.Monitor); + Game1.spriteBatch.End(); + + GraphicsEvents.InvokeDrawInRenderTargetTick(this.Monitor); + + if (!this.ZoomLevelIsOne) + { + this.GraphicsDevice.SetRenderTarget(null); + this.GraphicsDevice.Clear(this.BgColour); + Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, 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(); + } + + GraphicsEvents.InvokeDrawTick(this.Monitor); + } + catch (Exception ex) + { + this.Monitor.Log($"An error occured in the overridden draw loop: {ex.GetLogSummary()}", LogLevel.Error); + } + + if (SGame.Debug) + { + Game1.spriteBatch.Begin(); + + int i = 0; + while (SGame.DebugMessageQueue.Any()) + { + string message = SGame.DebugMessageQueue.Dequeue(); + Game1.spriteBatch.DrawString(Game1.smoothFont, message, new Vector2(0, i * 14), Color.CornflowerBlue); + i++; + } + GraphicsEvents.InvokeDrawDebug(this.Monitor); + + Game1.spriteBatch.End(); + } + else + SGame.DebugMessageQueue.Clear(); + } + + /// <summary>Get whether a controller button was pressed since the last check.</summary> + /// <param name="button">The controller button to check.</param> + /// <param name="buttonState">The last known state.</param> + /// <param name="stateIndex">The player whose controller to check.</param> + private bool WasButtonJustPressed(Buttons button, ButtonState buttonState, PlayerIndex stateIndex) + { + return buttonState == ButtonState.Pressed && !this.PreviouslyPressedButtons[(int)stateIndex].Contains(button); + } + + /// <summary>Get whether a controller button was released since the last check.</summary> + /// <param name="button">The controller button to check.</param> + /// <param name="buttonState">The last known state.</param> + /// <param name="stateIndex">The player whose controller to check.</param> + private bool WasButtonJustReleased(Buttons button, ButtonState buttonState, PlayerIndex stateIndex) + { + return buttonState == ButtonState.Released && this.PreviouslyPressedButtons[(int)stateIndex].Contains(button); + } + + /// <summary>Get whether an analogue controller button was pressed since the last check.</summary> + /// <param name="button">The controller button to check.</param> + /// <param name="value">The last known value.</param> + /// <param name="stateIndex">The player whose controller to check.</param> + private bool WasButtonJustPressed(Buttons button, float value, PlayerIndex stateIndex) + { + return this.WasButtonJustPressed(button, value > 0.2f ? ButtonState.Pressed : ButtonState.Released, stateIndex); + } + + /// <summary>Get whether an analogue controller button was released since the last check.</summary> + /// <param name="button">The controller button to check.</param> + /// <param name="value">The last known value.</param> + /// <param name="stateIndex">The player whose controller to check.</param> + private bool WasButtonJustReleased(Buttons button, float value, PlayerIndex stateIndex) + { + return this.WasButtonJustReleased(button, value > 0.2f ? ButtonState.Pressed : ButtonState.Released, stateIndex); + } + + /// <summary>Detect changes since the last update ticket and trigger mod events.</summary> + private void UpdateEventCalls() + { + // save loaded event + if (Game1.hasLoadedGame && this.AfterLoadTimer >= 0) + { + if (this.AfterLoadTimer == 0) + { + SaveEvents.InvokeAfterLoad(this.Monitor); + PlayerEvents.InvokeLoadedGame(this.Monitor, new EventArgsLoadedGameChanged(Game1.hasLoadedGame)); + } + this.AfterLoadTimer--; + } + + // input events + { + // get latest state + this.KStateNow = Keyboard.GetState(); + this.MStateNow = Mouse.GetState(); + this.MPositionNow = new Point(Game1.getMouseX(), Game1.getMouseY()); + + // raise key pressed + foreach (var key in this.FramePressedKeys) + ControlEvents.InvokeKeyPressed(this.Monitor, key); + + // raise key released + foreach (var key in this.FrameReleasedKeys) + ControlEvents.InvokeKeyReleased(this.Monitor, key); + + // raise controller button pressed + for (var i = PlayerIndex.One; i <= PlayerIndex.Four; i++) + { + var buttons = this.GetFramePressedButtons(i); + foreach (var button in buttons) + { + if (button == Buttons.LeftTrigger || button == Buttons.RightTrigger) + ControlEvents.InvokeTriggerPressed(this.Monitor, i, button, button == Buttons.LeftTrigger ? GamePad.GetState(i).Triggers.Left : GamePad.GetState(i).Triggers.Right); + else + ControlEvents.InvokeButtonPressed(this.Monitor, i, button); + } + } + + // raise controller button released + for (var i = PlayerIndex.One; i <= PlayerIndex.Four; i++) + { + foreach (var button in this.GetFrameReleasedButtons(i)) + { + if (button == Buttons.LeftTrigger || button == Buttons.RightTrigger) + ControlEvents.InvokeTriggerReleased(this.Monitor, i, button, button == Buttons.LeftTrigger ? GamePad.GetState(i).Triggers.Left : GamePad.GetState(i).Triggers.Right); + else + ControlEvents.InvokeButtonReleased(this.Monitor, i, button); + } + } + + // raise keyboard state changed + if (this.KStateNow != this.KStatePrior) + ControlEvents.InvokeKeyboardChanged(this.Monitor, this.KStatePrior, this.KStateNow); + + // raise mouse state changed + if (this.MStateNow != this.MStatePrior) + { + ControlEvents.InvokeMouseChanged(this.Monitor, this.MStatePrior, this.MStateNow, this.MPositionPrior, this.MPositionNow); + this.MStatePrior = this.MStateNow; + this.MPositionPrior = this.MPositionPrior; + } + } + + // menu events + if (Game1.activeClickableMenu != this.PreviousActiveMenu) + { + IClickableMenu previousMenu = this.PreviousActiveMenu; + IClickableMenu newMenu = Game1.activeClickableMenu; + + // raise save events + // (saving is performed by SaveGameMenu; on days when the player shipping something, ShippingMenu wraps SaveGameMenu) + if (newMenu is SaveGameMenu || newMenu is ShippingMenu) + SaveEvents.InvokeBeforeSave(this.Monitor); + else if (previousMenu is SaveGameMenu || previousMenu is ShippingMenu) + SaveEvents.InvokeAfterSave(this.Monitor); + + // raise menu events + if (newMenu != null) + MenuEvents.InvokeMenuChanged(this.Monitor, previousMenu, newMenu); + else + MenuEvents.InvokeMenuClosed(this.Monitor, previousMenu); + + // update previous menu + // (if the menu was changed in one of the handlers, deliberately defer detection until the next update so mods can be notified of the new menu change) + this.PreviousActiveMenu = newMenu; + } + + // world & player events + if (this.IsWorldReady) + { + // raise location list changed + if (this.GetHash(Game1.locations) != this.PreviousGameLocations) + { + LocationEvents.InvokeLocationsChanged(this.Monitor, Game1.locations); + this.PreviousGameLocations = this.GetHash(Game1.locations); + } + + // raise current location changed + if (Game1.currentLocation != this.PreviousGameLocation) + { + LocationEvents.InvokeCurrentLocationChanged(this.Monitor, this.PreviousGameLocation, Game1.currentLocation); + this.PreviousGameLocation = Game1.currentLocation; + } + + // raise player changed + if (Game1.player != this.PreviousFarmer) + { + PlayerEvents.InvokeFarmerChanged(this.Monitor, this.PreviousFarmer, Game1.player); + this.PreviousFarmer = Game1.player; + } + + // raise player leveled up a skill + if (Game1.player.combatLevel != this.PreviousCombatLevel) + { + PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Combat, Game1.player.combatLevel); + this.PreviousCombatLevel = Game1.player.combatLevel; + } + if (Game1.player.farmingLevel != this.PreviousFarmingLevel) + { + PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Farming, Game1.player.farmingLevel); + this.PreviousFarmingLevel = Game1.player.farmingLevel; + } + if (Game1.player.fishingLevel != this.PreviousFishingLevel) + { + PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Fishing, Game1.player.fishingLevel); + this.PreviousFishingLevel = Game1.player.fishingLevel; + } + if (Game1.player.foragingLevel != this.PreviousForagingLevel) + { + PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Foraging, Game1.player.foragingLevel); + this.PreviousForagingLevel = Game1.player.foragingLevel; + } + if (Game1.player.miningLevel != this.PreviousMiningLevel) + { + PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Mining, Game1.player.miningLevel); + this.PreviousMiningLevel = Game1.player.miningLevel; + } + if (Game1.player.luckLevel != this.PreviousLuckLevel) + { + PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Luck, Game1.player.luckLevel); + this.PreviousLuckLevel = Game1.player.luckLevel; + } + + // raise player inventory changed + ItemStackChange[] changedItems = this.GetInventoryChanges(Game1.player.items, this.PreviousItems).ToArray(); + if (changedItems.Any()) + { + PlayerEvents.InvokeInventoryChanged(this.Monitor, Game1.player.items, changedItems); + this.PreviousItems = Game1.player.items.Where(n => n != null).ToDictionary(n => n, n => n.Stack); + } + + // raise current location's object list changed + { + int? objectHash = Game1.currentLocation?.objects != null ? this.GetHash(Game1.currentLocation.objects) : (int?)null; + if (objectHash != null && this.PreviousLocationObjects != objectHash) + { + LocationEvents.InvokeOnNewLocationObject(this.Monitor, Game1.currentLocation.objects); + this.PreviousLocationObjects = objectHash.Value; + } + } + + // raise time changed + if (Game1.timeOfDay != this.PreviousTimeOfDay) + { + TimeEvents.InvokeTimeOfDayChanged(this.Monitor, this.PreviousTimeOfDay, Game1.timeOfDay); + this.PreviousTimeOfDay = Game1.timeOfDay; + } + if (Game1.dayOfMonth != this.PreviousDayOfMonth) + { + TimeEvents.InvokeDayOfMonthChanged(this.Monitor, this.PreviousDayOfMonth, Game1.dayOfMonth); + this.PreviousDayOfMonth = Game1.dayOfMonth; + } + if (Game1.currentSeason != this.PreviousSeasonOfYear) + { + TimeEvents.InvokeSeasonOfYearChanged(this.Monitor, this.PreviousSeasonOfYear, Game1.currentSeason); + this.PreviousSeasonOfYear = Game1.currentSeason; + } + if (Game1.year != this.PreviousYearOfGame) + { + TimeEvents.InvokeYearOfGameChanged(this.Monitor, this.PreviousYearOfGame, Game1.year); + this.PreviousYearOfGame = Game1.year; + } + + // raise mine level changed + if (Game1.mine != null && Game1.mine.mineLevel != this.PreviousMineLevel) + { + MineEvents.InvokeMineLevelChanged(this.Monitor, this.PreviousMineLevel, Game1.mine.mineLevel); + this.PreviousMineLevel = Game1.mine.mineLevel; + } + } + + // raise game day transition event (obsolete) + if (Game1.newDay != this.PreviousIsNewDay) + { + TimeEvents.InvokeOnNewDay(this.Monitor, this.PreviousDayOfMonth, Game1.dayOfMonth, Game1.newDay); + this.PreviousIsNewDay = Game1.newDay; + } + } + + /// <summary>Get the player inventory changes between two states.</summary> + /// <param name="current">The player's current inventory.</param> + /// <param name="previous">The player's previous inventory.</param> + private IEnumerable<ItemStackChange> GetInventoryChanges(IEnumerable<Item> current, IDictionary<Item, int> previous) + { + current = current.Where(n => n != null).ToArray(); + foreach (Item item in current) + { + // stack size changed + if (previous != null && previous.ContainsKey(item)) + { + if (previous[item] != item.Stack) + yield return new ItemStackChange { Item = item, StackChange = item.Stack - previous[item], ChangeType = ChangeType.StackChange }; + } + + // new item + else + yield return new ItemStackChange { Item = item, StackChange = item.Stack, ChangeType = ChangeType.Added }; + } + + // removed items + if (previous != null) + { + foreach (var entry in previous) + { + if (current.Any(i => i == entry.Key)) + continue; + + yield return new ItemStackChange { Item = entry.Key, StackChange = -entry.Key.Stack, ChangeType = ChangeType.Removed }; + } + } + } + + /// <summary>Get a hash value for an enumeration.</summary> + /// <param name="enumerable">The enumeration of items to hash.</param> + private int GetHash(IEnumerable enumerable) + { + var hash = 0; + foreach (var v in enumerable) + hash ^= v.GetHashCode(); + return hash; + } + + /// <summary>Get reflection metadata for a private <see cref="Game1"/> field.</summary> + /// <param name="name">The field name.</param> + private FieldInfo GetBaseFieldInfo(string name) + { + return typeof(Game1).GetField(name, BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Static); + } + + /// <summary>Get the value of a private <see cref="Game1"/> field.</summary> + /// <typeparam name="TValue">The expected value type.</typeparam> + /// <param name="name">The field name.</param> + private TValue GetBaseFieldValue<TValue>(string name) where TValue : class + { + return this.GetBaseFieldInfo(name).GetValue(Program.gamePtr) as TValue; + } + + /// <summary>Set the value of a private <see cref="Game1"/> field.</summary> + /// <typeparam name="TValue">The expected value type.</typeparam> + /// <param name="name">The field name.</param> + /// <param name="value">The value to set.</param> + public void SetBaseFieldValue<TValue>(string name, object value) where TValue : class + { + this.GetBaseFieldInfo(name).SetValue(Program.gamePtr, value as TValue); + } + } +} diff --git a/src/StardewModdingAPI/Framework/Serialisation/SemanticVersionConverter.cs b/src/StardewModdingAPI/Framework/Serialisation/SemanticVersionConverter.cs new file mode 100644 index 00000000..52ec999e --- /dev/null +++ b/src/StardewModdingAPI/Framework/Serialisation/SemanticVersionConverter.cs @@ -0,0 +1,51 @@ +using System; +using Newtonsoft.Json; +using Newtonsoft.Json.Linq; + +namespace StardewModdingAPI.Framework.Serialisation +{ + /// <summary>Overrides how SMAPI reads and writes <see cref="ISemanticVersion"/>.</summary> + internal class SemanticVersionConverter : JsonConverter + { + /********* + ** Accessors + *********/ + /// <summary>Whether this converter can write JSON.</summary> + public override bool CanWrite => false; + + + /********* + ** Public methods + *********/ + /// <summary>Get whether this instance can convert the specified object type.</summary> + /// <param name="objectType">The object type.</param> + public override bool CanConvert(Type objectType) + { + return objectType == typeof(ISemanticVersion); + } + + /// <summary>Reads the JSON representation of the object.</summary> + /// <param name="reader">The JSON reader.</param> + /// <param name="objectType">The object type.</param> + /// <param name="existingValue">The object being read.</param> + /// <param name="serializer">The calling serializer.</param> + public override object ReadJson(JsonReader reader, Type objectType, object existingValue, JsonSerializer serializer) + { + JObject obj = JObject.Load(reader); + int major = obj.Value<int>("MajorVersion"); + int minor = obj.Value<int>("MinorVersion"); + int patch = obj.Value<int>("PatchVersion"); + string build = obj.Value<string>("Build"); + return new SemanticVersion(major, minor, patch, build); + } + + /// <summary>Writes the JSON representation of the object.</summary> + /// <param name="writer">The JSON writer.</param> + /// <param name="value">The value.</param> + /// <param name="serializer">The calling serializer.</param> + public override void WriteJson(JsonWriter writer, object value, JsonSerializer serializer) + { + throw new InvalidOperationException("This converter does not write JSON."); + } + } +} |