diff options
Diffstat (limited to 'src/StardewModdingAPI')
-rw-r--r-- | src/StardewModdingAPI/Events/GraphicsEvents.cs | 10 | ||||
-rw-r--r-- | src/StardewModdingAPI/Framework/SGame.cs | 43 |
2 files changed, 2 insertions, 51 deletions
diff --git a/src/StardewModdingAPI/Events/GraphicsEvents.cs b/src/StardewModdingAPI/Events/GraphicsEvents.cs index 03dabb85..d9d57a8d 100644 --- a/src/StardewModdingAPI/Events/GraphicsEvents.cs +++ b/src/StardewModdingAPI/Events/GraphicsEvents.cs @@ -15,9 +15,6 @@ namespace StardewModdingAPI.Events /// <summary>Raised after the game window is resized.</summary> public static event EventHandler Resize; - /// <summary>Raised when drawing debug information to the screen (when <see cref="SGame.Debug"/> is true). This is called after the sprite batch is begun. If you just want to add debug info, use <see cref="SGame.DebugMessageQueue" /> in your update loop.</summary> - public static event EventHandler DrawDebug; - /**** ** Main render events ****/ @@ -61,13 +58,6 @@ namespace StardewModdingAPI.Events monitor.SafelyRaisePlainEvent($"{nameof(GraphicsEvents)}.{nameof(GraphicsEvents.Resize)}", GraphicsEvents.Resize?.GetInvocationList(), sender, e); } - /// <summary>Raise a <see cref="DrawDebug"/> event.</summary> - /// <param name="monitor">Encapsulates monitoring and logging.</param> - internal static void InvokeDrawDebug(IMonitor monitor) - { - monitor.SafelyRaisePlainEvent($"{nameof(GraphicsEvents)}.{nameof(GraphicsEvents.DrawDebug)}", GraphicsEvents.DrawDebug?.GetInvocationList()); - } - /**** ** Main render events ****/ diff --git a/src/StardewModdingAPI/Framework/SGame.cs b/src/StardewModdingAPI/Framework/SGame.cs index 9e269df3..55e7ff1a 100644 --- a/src/StardewModdingAPI/Framework/SGame.cs +++ b/src/StardewModdingAPI/Framework/SGame.cs @@ -40,9 +40,6 @@ namespace StardewModdingAPI.Framework /// <summary>Whether the game is returning to the menu.</summary> private bool IsExiting = false; - /// <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); @@ -267,20 +264,6 @@ namespace StardewModdingAPI.Framework 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 @@ -297,7 +280,6 @@ namespace StardewModdingAPI.Framework /// <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() { - SGame.DebugMessageQueue = new Queue<string>(); this.PreviouslyPressedButtons = new Buttons[4][]; for (var i = 0; i < 4; ++i) this.PreviouslyPressedButtons[i] = new Buttons[0]; @@ -317,9 +299,6 @@ namespace StardewModdingAPI.Framework /// <param name="gameTime">A snapshot of the game timing state.</param> protected override void Update(GameTime gameTime) { - // add FPS to debug output - SGame.QueueDebugMessage($"FPS: {SGame.FramesPerSecond}"); - // raise game loaded if (this.FirstUpdate) GameEvents.InvokeGameLoaded(this.Monitor); @@ -928,14 +907,14 @@ namespace StardewModdingAPI.Framework } if (Game1.currentBillboard != 0) this.drawBillboard(); - if ((Game1.displayHUD || Game1.eventUp) && (Game1.currentBillboard == 0 && (int) Game1.gameMode == 3) && (!Game1.freezeControls && !Game1.panMode)) + if ((Game1.displayHUD || Game1.eventUp) && (Game1.currentBillboard == 0 && (int)Game1.gameMode == 3) && (!Game1.freezeControls && !Game1.panMode)) { GraphicsEvents.InvokeOnPreRenderHudEvent(this.Monitor); this.drawHUD(); GraphicsEvents.InvokeOnPostRenderHudEvent(this.Monitor); } else if (Game1.activeClickableMenu == null && Game1.farmEvent == null) - Game1.spriteBatch.Draw(Game1.mouseCursors, new Vector2((float) Game1.getOldMouseX(), (float) Game1.getOldMouseY()), new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.mouseCursors, 0, 16, 16)), Color.White, 0.0f, Vector2.Zero, (float) (4.0 + (double) Game1.dialogueButtonScale / 150.0), SpriteEffects.None, 1f); + Game1.spriteBatch.Draw(Game1.mouseCursors, new Vector2((float)Game1.getOldMouseX(), (float)Game1.getOldMouseY()), new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.mouseCursors, 0, 16, 16)), Color.White, 0.0f, Vector2.Zero, (float)(4.0 + (double)Game1.dialogueButtonScale / 150.0), SpriteEffects.None, 1f); if (Game1.hudMessages.Count > 0 && (!Game1.eventUp || Game1.isFestival())) { for (int i = Game1.hudMessages.Count - 1; i >= 0; --i) @@ -1093,24 +1072,6 @@ namespace StardewModdingAPI.Framework { this.Monitor.Log($"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> |