From 5db9b049a6156afd580511ed097f0cc705ae41d9 Mon Sep 17 00:00:00 2001
From: Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com>
Date: Fri, 15 Jan 2021 18:30:59 -0500
Subject: update for draw code changes in SDV 1.5.3

---
 src/SMAPI/Constants.cs       |  2 +-
 src/SMAPI/Framework/SGame.cs | 12 ++++++++----
 2 files changed, 9 insertions(+), 5 deletions(-)

(limited to 'src/SMAPI')

diff --git a/src/SMAPI/Constants.cs b/src/SMAPI/Constants.cs
index 2c0b85b7..36f8f4b5 100644
--- a/src/SMAPI/Constants.cs
+++ b/src/SMAPI/Constants.cs
@@ -57,7 +57,7 @@ namespace StardewModdingAPI
         public static ISemanticVersion ApiVersion { get; } = new Toolkit.SemanticVersion("3.8.3");
 
         /// <summary>The minimum supported version of Stardew Valley.</summary>
-        public static ISemanticVersion MinimumGameVersion { get; } = new GameVersion("1.5.2");
+        public static ISemanticVersion MinimumGameVersion { get; } = new GameVersion("1.5.3");
 
         /// <summary>The maximum supported version of Stardew Valley.</summary>
         public static ISemanticVersion MaximumGameVersion { get; } = null;
diff --git a/src/SMAPI/Framework/SGame.cs b/src/SMAPI/Framework/SGame.cs
index 2ede40ae..42a712ee 100644
--- a/src/SMAPI/Framework/SGame.cs
+++ b/src/SMAPI/Framework/SGame.cs
@@ -740,16 +740,20 @@ namespace StardewModdingAPI.Framework
                         Game1.spriteBatch.Draw(Game1.staminaRect, new Microsoft.Xna.Framework.Rectangle(startingX, (int)y, Game1.graphics.GraphicsDevice.Viewport.Width, 1), Microsoft.Xna.Framework.Color.Red * 0.5f);
                     }
                 }
+                if (Game1.ShouldShowOnscreenUsernames() && Game1.currentLocation != null)
+                {
+                    Game1.currentLocation.DrawFarmerUsernames(Game1.spriteBatch);
+                }
                 if (Game1.currentBillboard != 0 && !this.takingMapScreenshot)
                 {
                     this.drawBillboard();
                 }
                 if (!Game1.eventUp && Game1.farmEvent == null && Game1.currentBillboard == 0 && Game1.gameMode == 3 && !this.takingMapScreenshot && Game1.isOutdoorMapSmallerThanViewport())
                 {
-                    Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(0, 0, -Math.Min(Game1.viewport.X, 4096), Game1.graphics.GraphicsDevice.Viewport.Height), Microsoft.Xna.Framework.Color.Black);
-                    Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(-Game1.viewport.X + Game1.currentLocation.map.Layers[0].LayerWidth * 64, 0, Math.Min(4096, Game1.graphics.GraphicsDevice.Viewport.Width - (-Game1.viewport.X + Game1.currentLocation.map.Layers[0].LayerWidth * 64)), Game1.graphics.GraphicsDevice.Viewport.Height), Microsoft.Xna.Framework.Color.Black);
-                    Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(0, 0, Game1.graphics.GraphicsDevice.Viewport.Width, -Math.Min(Game1.viewport.Y, 4096)), Microsoft.Xna.Framework.Color.Black);
-                    Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(0, -Game1.viewport.Y + Game1.currentLocation.map.Layers[0].LayerHeight * 64, Game1.graphics.GraphicsDevice.Viewport.Width, Math.Min(4096, Game1.graphics.GraphicsDevice.Viewport.Height - (-Game1.viewport.Y + Game1.currentLocation.map.Layers[0].LayerHeight * 64))), Microsoft.Xna.Framework.Color.Black);
+                    Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(0, 0, -Math.Min(Game1.viewport.X, GameRunner.MaxTextureSize), Game1.graphics.GraphicsDevice.Viewport.Height), Microsoft.Xna.Framework.Color.Black);
+                    Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(-Game1.viewport.X + Game1.currentLocation.map.Layers[0].LayerWidth * 64, 0, Math.Min(GameRunner.MaxTextureSize, Game1.graphics.GraphicsDevice.Viewport.Width - (-Game1.viewport.X + Game1.currentLocation.map.Layers[0].LayerWidth * 64)), Game1.graphics.GraphicsDevice.Viewport.Height), Microsoft.Xna.Framework.Color.Black);
+                    Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(0, 0, Game1.graphics.GraphicsDevice.Viewport.Width, -Math.Min(Game1.viewport.Y, GameRunner.MaxTextureSize)), Microsoft.Xna.Framework.Color.Black);
+                    Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(0, -Game1.viewport.Y + Game1.currentLocation.map.Layers[0].LayerHeight * 64, Game1.graphics.GraphicsDevice.Viewport.Width, Math.Min(GameRunner.MaxTextureSize, Game1.graphics.GraphicsDevice.Viewport.Height - (-Game1.viewport.Y + Game1.currentLocation.map.Layers[0].LayerHeight * 64))), Microsoft.Xna.Framework.Color.Black);
                 }
                 Game1.spriteBatch.End();
                 Game1.PushUIMode();
-- 
cgit