diff options
Diffstat (limited to 'src/StardewModdingAPI')
| -rw-r--r-- | src/StardewModdingAPI/Events/GraphicsEvents.cs | 24 | ||||
| -rw-r--r-- | src/StardewModdingAPI/Framework/SGame.cs | 1050 |
2 files changed, 629 insertions, 445 deletions
diff --git a/src/StardewModdingAPI/Events/GraphicsEvents.cs b/src/StardewModdingAPI/Events/GraphicsEvents.cs index c3236c0a..fc25d2b8 100644 --- a/src/StardewModdingAPI/Events/GraphicsEvents.cs +++ b/src/StardewModdingAPI/Events/GraphicsEvents.cs @@ -18,14 +18,6 @@ namespace StardewModdingAPI.Events /// <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; - /// <summary>Obsolete.</summary> - [Obsolete("Use the other Pre/Post render events instead.")] - public static event EventHandler DrawTick; - - /// <summary>Obsolete.</summary> - [Obsolete("Use the other Pre/Post render events instead. All of them will automatically be drawn into the render target if needed.")] - public static event EventHandler DrawInRenderTargetTick; - /**** ** Main render events ****/ @@ -88,22 +80,6 @@ namespace StardewModdingAPI.Events monitor.SafelyRaisePlainEvent($"{nameof(GraphicsEvents)}.{nameof(GraphicsEvents.DrawDebug)}", GraphicsEvents.DrawDebug?.GetInvocationList()); } - /// <summary>Raise a <see cref="DrawTick"/> event.</summary> - /// <param name="monitor">Encapsulates logging and monitoring.</param> - [Obsolete("Should not be used.")] - public static void InvokeDrawTick(IMonitor monitor) - { - monitor.SafelyRaisePlainEvent($"{nameof(GraphicsEvents)}.{nameof(GraphicsEvents.DrawTick)}", GraphicsEvents.DrawTick?.GetInvocationList()); - } - - /// <summary>Raise a <see cref="DrawInRenderTargetTick"/> event.</summary> - /// <param name="monitor">Encapsulates monitoring and logging.</param> - [Obsolete("Should not be used.")] - public static void InvokeDrawInRenderTargetTick(IMonitor monitor) - { - monitor.SafelyRaisePlainEvent($"{nameof(GraphicsEvents)}.{nameof(GraphicsEvents.DrawInRenderTargetTick)}", GraphicsEvents.DrawInRenderTargetTick?.GetInvocationList()); - } - /**** ** Main render events ****/ diff --git a/src/StardewModdingAPI/Framework/SGame.cs b/src/StardewModdingAPI/Framework/SGame.cs index 2aaca9af..aa48c9b2 100644 --- a/src/StardewModdingAPI/Framework/SGame.cs +++ b/src/StardewModdingAPI/Framework/SGame.cs @@ -1,19 +1,21 @@ using System; using System.Collections; using System.Collections.Generic; +using System.Diagnostics; using System.Linq; -using System.Reflection; +using System.Threading.Tasks; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using StardewModdingAPI.Events; +using StardewModdingAPI.Framework.Reflection; using StardewValley; using StardewValley.BellsAndWhistles; using StardewValley.Locations; using StardewValley.Menus; using StardewValley.Tools; using xTile.Dimensions; -using Rectangle = Microsoft.Xna.Framework.Rectangle; +using xTile.Layers; using SFarmer = StardewValley.Farmer; namespace StardewModdingAPI.Framework @@ -24,6 +26,9 @@ namespace StardewModdingAPI.Framework /********* ** Properties *********/ + /**** + ** SMAPI state + ****/ /// <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; @@ -40,6 +45,28 @@ namespace StardewModdingAPI.Framework /// <summary>Encapsulates monitoring and logging.</summary> private readonly IMonitor Monitor; + /**** + ** Private wrappers + ****/ + // ReSharper disable InconsistentNaming + /// <summary>Used to access private fields and methods.</summary> + private static readonly IReflectionHelper Reflection = new ReflectionHelper(); + private static List<float> _fpsList => SGame.Reflection.GetPrivateField<List<float>>(typeof(Game1), nameof(_fpsList)).GetValue(); + private static Stopwatch _fpsStopwatch => SGame.Reflection.GetPrivateField<Stopwatch>(typeof(Game1), nameof(SGame._fpsStopwatch)).GetValue(); + private static float _fps + { + get { return SGame.Reflection.GetPrivateField<float>(typeof(Game1), nameof(_fps)).GetValue(); } + set { SGame.Reflection.GetPrivateField<float>(typeof(Game1), nameof(_fps)).SetValue(value); } + } + private static Task _newDayTask => SGame.Reflection.GetPrivateField<Task>(typeof(Game1), nameof(_newDayTask)).GetValue(); + private Color bgColor => SGame.Reflection.GetPrivateField<Color>(this, nameof(bgColor)).GetValue(); + public RenderTarget2D screenWrapper => SGame.Reflection.GetPrivateProperty<RenderTarget2D>(this, "screen").GetValue(); // deliberately renamed to avoid an infinite loop + public BlendState lightingBlend => SGame.Reflection.GetPrivateField<BlendState>(this, nameof(lightingBlend)).GetValue(); + private readonly Action drawFarmBuildings = () => SGame.Reflection.GetPrivateMethod(SGame.Instance, nameof(drawFarmBuildings)).Invoke(new object[0]); + private readonly Action drawHUD = () => SGame.Reflection.GetPrivateMethod(SGame.Instance, nameof(drawHUD)).Invoke(new object[0]); + private readonly Action drawDialogueBox = () => SGame.Reflection.GetPrivateMethod(SGame.Instance, nameof(drawDialogueBox)).Invoke(new object[0]); + // ReSharper restore InconsistentNaming + /********* ** Accessors @@ -140,20 +167,6 @@ namespace StardewModdingAPI.Framework /// <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; } @@ -163,19 +176,6 @@ namespace StardewModdingAPI.Framework /// <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 SFarmer 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 @@ -384,421 +384,653 @@ namespace StardewModdingAPI.Framework try { - if (!this.ZoomLevelIsOne) - this.GraphicsDevice.SetRenderTarget(this.Screen); - - this.GraphicsDevice.Clear(this.BgColour); - if (Game1.options.showMenuBackground && Game1.activeClickableMenu != null && Game1.activeClickableMenu.showWithoutTransparencyIfOptionIsSet()) + if (Game1.debugMode) { - Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); - try + if (SGame._fpsStopwatch.IsRunning) { - Game1.activeClickableMenu.drawBackground(Game1.spriteBatch); + float totalSeconds = (float)SGame._fpsStopwatch.Elapsed.TotalSeconds; + SGame._fpsList.Add(totalSeconds); + while (SGame._fpsList.Count >= 120) + SGame._fpsList.RemoveAt(0); + float num = 0.0f; + foreach (float fps in SGame._fpsList) + num += fps; + SGame._fps = (float)(1.0 / ((double)num / (double)SGame._fpsList.Count)); } - 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; + SGame._fpsStopwatch.Restart(); } - if (Game1.gameMode == 11) + else { - 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 (SGame._fpsStopwatch.IsRunning) + SGame._fpsStopwatch.Reset(); + SGame._fps = 0.0f; + SGame._fpsList.Clear(); } - if (Game1.currentMinigame != null) + if (SGame._newDayTask != 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; + this.GraphicsDevice.Clear(this.bgColor); + base.Draw(gameTime); } - if (Game1.showingEndOfNightStuff) + else if (this.IsSaving) { - Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); - try + this.GraphicsDevice.Clear(this.bgColor); + IClickableMenu activeClickableMenu = Game1.activeClickableMenu; + if (activeClickableMenu != null) { - 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.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); + activeClickableMenu.draw(Game1.spriteBatch); Game1.spriteBatch.End(); } - return; + base.Draw(gameTime); } - if (Game1.gameMode == 6) + else { - 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) + if ((double)Game1.options.zoomLevel != 1.0) + this.GraphicsDevice.SetRenderTarget(this.screenWrapper); + this.GraphicsDevice.Clear(this.bgColor); + if (Game1.activeClickableMenu != null && Game1.options.showMenuBackground && Game1.activeClickableMenu.showWithoutTransparencyIfOptionIsSet()) { - text += "."; - num++; + Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); + Game1.activeClickableMenu.drawBackground(Game1.spriteBatch); + Game1.activeClickableMenu.draw(Game1.spriteBatch); + Game1.spriteBatch.End(); + if ((double)Game1.options.zoomLevel != 1.0) + { + this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null); + this.GraphicsDevice.Clear(this.bgColor); + Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); + Game1.spriteBatch.Draw((Texture2D)this.screenWrapper, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screenWrapper.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f); + Game1.spriteBatch.End(); + } + if (Game1.overlayMenu == null) + return; + Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); + Game1.overlayMenu.draw(Game1.spriteBatch); + Game1.spriteBatch.End(); } - 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) + else if ((int)Game1.gameMode == 11) { - 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.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); + Game1.spriteBatch.DrawString(Game1.smoothFont, Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3685"), new Vector2(16f, 16f), Color.HotPink); + Game1.spriteBatch.DrawString(Game1.smoothFont, Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3686"), new Vector2(16f, 32f), new Color(0, (int)byte.MaxValue, 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.gameMode == 0) - Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); - else - { - if (Game1.drawLighting) + else if (Game1.currentMinigame != null) { - 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++) + Game1.currentMinigame.draw(Game1.spriteBatch); + if (Game1.globalFade && !Game1.menuUp && (!Game1.nameSelectUp || Game1.messagePause)) + { + Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); + Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.Black * ((int)Game1.gameMode == 0 ? 1f - Game1.fadeToBlackAlpha : Game1.fadeToBlackAlpha)); + Game1.spriteBatch.End(); + } + if ((double)Game1.options.zoomLevel != 1.0) { - 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); + this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null); + this.GraphicsDevice.Clear(this.bgColor); + Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); + Game1.spriteBatch.Draw((Texture2D)this.screenWrapper, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screenWrapper.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f); + Game1.spriteBatch.End(); } + if (Game1.overlayMenu == null) + return; + Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); + Game1.overlayMenu.draw(Game1.spriteBatch); 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) + else if (Game1.showingEndOfNightStuff) { - using (List<NPC>.Enumerator enumerator = Game1.currentLocation.characters.GetEnumerator()) + Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); + if (Game1.activeClickableMenu != null) + Game1.activeClickableMenu.draw(Game1.spriteBatch); + Game1.spriteBatch.End(); + if ((double)Game1.options.zoomLevel != 1.0) { - 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; + this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null); + this.GraphicsDevice.Clear(this.bgColor); + Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); + Game1.spriteBatch.Draw((Texture2D)this.screenWrapper, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screenWrapper.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f); + Game1.spriteBatch.End(); } + if (Game1.overlayMenu == null) + return; + Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); + Game1.overlayMenu.draw(Game1.spriteBatch); + Game1.spriteBatch.End(); } - foreach (NPC current2 in Game1.CurrentEvent.actors) + else if ((int)Game1.gameMode == 6) { - 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); + Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); + string str1 = ""; + for (int index = 0; (double)index < gameTime.TotalGameTime.TotalMilliseconds % 999.0 / 333.0; ++index) + str1 += "."; + string s = Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3688") + str1; + string str2 = Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3689"); + int widthOfString = SpriteText.getWidthOfString(str2); + int height = 64; + int x = 64; + int y = Game1.graphics.GraphicsDevice.Viewport.TitleSafeArea.Bottom - height; + SpriteText.drawString(Game1.spriteBatch, s, x, y, 999999, widthOfString, height, 1f, 0.88f, false, 0, str2, -1); + Game1.spriteBatch.End(); + if ((double)Game1.options.zoomLevel != 1.0) + { + this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null); + this.GraphicsDevice.Clear(this.bgColor); + Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); + Game1.spriteBatch.Draw((Texture2D)this.screenWrapper, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screenWrapper.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f); + Game1.spriteBatch.End(); + } + if (Game1.overlayMenu == null) + return; + Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); + Game1.overlayMenu.draw(Game1.spriteBatch); + Game1.spriteBatch.End(); } - 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) + else { - using (List<NPC>.Enumerator enumerator3 = Game1.currentLocation.characters.GetEnumerator()) + Microsoft.Xna.Framework.Rectangle rectangle; + Viewport viewport; + if ((int)Game1.gameMode == 0) + { + Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); + } + else { - while (enumerator3.MoveNext()) + if (Game1.drawLighting) + { + this.GraphicsDevice.SetRenderTarget(Game1.lightmap); + this.GraphicsDevice.Clear(Color.White * 0.0f); + Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)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.outdoorLight : Game1.ambientLight)); + for (int index = 0; index < Game1.currentLightSources.Count; ++index) + { + if (Utility.isOnScreen(Game1.currentLightSources.ElementAt<LightSource>(index).position, (int)((double)Game1.currentLightSources.ElementAt<LightSource>(index).radius * (double)Game1.tileSize * 4.0))) + Game1.spriteBatch.Draw(Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture, Game1.GlobalToLocal(Game1.viewport, Game1.currentLightSources.ElementAt<LightSource>(index).position) / (float)(Game1.options.lightingQuality / 2), new Microsoft.Xna.Framework.Rectangle?(Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture.Bounds), Game1.currentLightSources.ElementAt<LightSource>(index).color, 0.0f, new Vector2((float)Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture.Bounds.Center.X, (float)Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture.Bounds.Center.Y), Game1.currentLightSources.ElementAt<LightSource>(index).radius / (float)(Game1.options.lightingQuality / 2), SpriteEffects.None, 0.9f); + } + Game1.spriteBatch.End(); + this.GraphicsDevice.SetRenderTarget((double)Game1.options.zoomLevel == 1.0 ? (RenderTarget2D)null : this.screenWrapper); + } + if (Game1.bloomDay && Game1.bloom != null) + Game1.bloom.BeginDraw(); + this.GraphicsDevice.Clear(this.bgColor); + Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); + if (Game1.background != null) + 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) + { + foreach (NPC character in Game1.currentLocation.characters) + { + if (!character.swimming && !character.hideShadow && (!character.isInvisible && !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(character.getTileLocation()))) + Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, character.position + new Vector2((float)(character.sprite.spriteWidth * Game1.pixelZoom) / 2f, (float)(character.GetBoundingBox().Height + (character.IsMonster ? 0 : Game1.pixelZoom * 3)))), new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds), Color.White, 0.0f, new Vector2((float)Game1.shadowTexture.Bounds.Center.X, (float)Game1.shadowTexture.Bounds.Center.Y), ((float)Game1.pixelZoom + (float)character.yJumpOffset / 40f) * character.scale, SpriteEffects.None, Math.Max(0.0f, (float)character.getStandingY() / 10000f) - 1E-06f); + } + } + else { - 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); + foreach (NPC actor in Game1.CurrentEvent.actors) + { + if (!actor.swimming && !actor.hideShadow && !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(actor.getTileLocation())) + Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, actor.position + new Vector2((float)(actor.sprite.spriteWidth * Game1.pixelZoom) / 2f, (float)(actor.GetBoundingBox().Height + (actor.IsMonster ? 0 : (actor.sprite.spriteHeight <= 16 ? -Game1.pixelZoom : Game1.pixelZoom * 3))))), new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds), Color.White, 0.0f, new Vector2((float)Game1.shadowTexture.Bounds.Center.X, (float)Game1.shadowTexture.Bounds.Center.Y), ((float)Game1.pixelZoom + (float)actor.yJumpOffset / 40f) * actor.scale, SpriteEffects.None, Math.Max(0.0f, (float)actor.getStandingY() / 10000f) - 1E-06f); + } + } + Microsoft.Xna.Framework.Rectangle bounds1; + if (Game1.displayFarmer && !Game1.player.swimming && (!Game1.player.isRidingHorse() && !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(Game1.player.getTileLocation()))) + { + SpriteBatch spriteBatch = Game1.spriteBatch; + Texture2D shadowTexture = Game1.shadowTexture; + Vector2 local = Game1.GlobalToLocal(Game1.player.position + new Vector2(32f, 24f)); + Microsoft.Xna.Framework.Rectangle? sourceRectangle = new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds); + Color white = Color.White; + double num1 = 0.0; + double x = (double)Game1.shadowTexture.Bounds.Center.X; + bounds1 = Game1.shadowTexture.Bounds; + double y = (double)bounds1.Center.Y; + Vector2 origin = new Vector2((float)x, (float)y); + double num2 = 4.0 - (!Game1.player.running && !Game1.player.usingTool || Game1.player.FarmerSprite.indexInCurrentAnimation <= 1 ? 0.0 : (double)Math.Abs(FarmerRenderer.featureYOffsetPerFrame[Game1.player.FarmerSprite.CurrentFrame]) * 0.5); + int num3 = 0; + double num4 = 0.0; + spriteBatch.Draw(shadowTexture, local, sourceRectangle, white, (float)num1, origin, (float)num2, (SpriteEffects)num3, (float)num4); + } + Game1.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, (DepthStencilState)null, (RasterizerState)null); + if (Game1.CurrentEvent == null) + { + foreach (NPC character in Game1.currentLocation.characters) + { + if (!character.swimming && !character.hideShadow && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(character.getTileLocation())) + { + SpriteBatch spriteBatch = Game1.spriteBatch; + Texture2D shadowTexture = Game1.shadowTexture; + Vector2 local = Game1.GlobalToLocal(Game1.viewport, character.position + new Vector2((float)(character.sprite.spriteWidth * Game1.pixelZoom) / 2f, (float)(character.GetBoundingBox().Height + (character.IsMonster ? 0 : Game1.pixelZoom * 3)))); + Microsoft.Xna.Framework.Rectangle? sourceRectangle = new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds); + Color white = Color.White; + double num1 = 0.0; + bounds1 = Game1.shadowTexture.Bounds; + double x = (double)bounds1.Center.X; + bounds1 = Game1.shadowTexture.Bounds; + double y = (double)bounds1.Center.Y; + Vector2 origin = new Vector2((float)x, (float)y); + double num2 = ((double)Game1.pixelZoom + (double)character.yJumpOffset / 40.0) * (double)character.scale; + int num3 = 0; + double num4 = (double)Math.Max(0.0f, (float)character.getStandingY() / 10000f) - 9.99999997475243E-07; + spriteBatch.Draw(shadowTexture, local, sourceRectangle, white, (float)num1, origin, (float)num2, (SpriteEffects)num3, (float)num4); + } + } + } + else + { + foreach (NPC actor in Game1.CurrentEvent.actors) + { + if (!actor.swimming && !actor.hideShadow && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(actor.getTileLocation())) + { + SpriteBatch spriteBatch = Game1.spriteBatch; + Texture2D shadowTexture = Game1.shadowTexture; + Vector2 local = Game1.GlobalToLocal(Game1.viewport, actor.position + new Vector2((float)(actor.sprite.spriteWidth * Game1.pixelZoom) / 2f, (float)(actor.GetBoundingBox().Height + (actor.IsMonster ? 0 : Game1.pixelZoom * 3)))); + Microsoft.Xna.Framework.Rectangle? sourceRectangle = new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds); + Color white = Color.White; + double num1 = 0.0; + bounds1 = Game1.shadowTexture.Bounds; + double x = (double)bounds1.Center.X; + bounds1 = Game1.shadowTexture.Bounds; + double y = (double)bounds1.Center.Y; + Vector2 origin = new Vector2((float)x, (float)y); + double num2 = ((double)Game1.pixelZoom + (double)actor.yJumpOffset / 40.0) * (double)actor.scale; + int num3 = 0; + double num4 = (double)Math.Max(0.0f, (float)actor.getStandingY() / 10000f) - 9.99999997475243E-07; + spriteBatch.Draw(shadowTexture, local, sourceRectangle, white, (float)num1, origin, (float)num2, (SpriteEffects)num3, (float)num4); + } + } + } + if (Game1.displayFarmer && !Game1.player.swimming && (!Game1.player.isRidingHorse() && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(Game1.player.getTileLocation()))) + { + SpriteBatch spriteBatch = Game1.spriteBatch; + Texture2D shadowTexture = Game1.shadowTexture; + Vector2 local = Game1.GlobalToLocal(Game1.player.position + new Vector2(32f, 24f)); + Microsoft.Xna.Framework.Rectangle? sourceRectangle = new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds); + Color white = Color.White; + double num1 = 0.0; + double x = (double)Game1.shadowTexture.Bounds.Center.X; + rectangle = Game1.shadowTexture.Bounds; + double y = (double)rectangle.Center.Y; + Vector2 origin = new Vector2((float)x, (float)y); + double num2 = 4.0 - (!Game1.player.running && !Game1.player.usingTool || Game1.player.FarmerSprite.indexInCurrentAnimation <= 1 ? 0.0 : (double)Math.Abs(FarmerRenderer.featureYOffsetPerFrame[Game1.player.FarmerSprite.CurrentFrame]) * 0.5); + int num3 = 0; + double num4 = (double)Math.Max(0.0001f, (float)((double)Game1.player.getStandingY() / 10000.0 + 0.000110000000859145)) - 9.99999974737875E-05; + spriteBatch.Draw(shadowTextur |
