From 95a93a05b39d2b27b538ecdb0e6a18f28096c5c2 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Tue, 7 Feb 2017 20:50:41 -0500 Subject: remove oldest deprecated code (#231) Since Stardew Valley 1.2 breaks most mods anyway, this commits removes the oldest deprecations and fixes the issues that are easiest for mods to update. See documentation for details. --- src/StardewModdingAPI/Inheritance/ChangeType.cs | 15 - .../Inheritance/ItemStackChange.cs | 20 - src/StardewModdingAPI/Inheritance/SGame.cs | 1134 -------------------- src/StardewModdingAPI/Inheritance/SObject.cs | 249 ----- 4 files changed, 1418 deletions(-) delete mode 100644 src/StardewModdingAPI/Inheritance/ChangeType.cs delete mode 100644 src/StardewModdingAPI/Inheritance/ItemStackChange.cs delete mode 100644 src/StardewModdingAPI/Inheritance/SGame.cs delete mode 100644 src/StardewModdingAPI/Inheritance/SObject.cs (limited to 'src/StardewModdingAPI/Inheritance') diff --git a/src/StardewModdingAPI/Inheritance/ChangeType.cs b/src/StardewModdingAPI/Inheritance/ChangeType.cs deleted file mode 100644 index 94eb33ed..00000000 --- a/src/StardewModdingAPI/Inheritance/ChangeType.cs +++ /dev/null @@ -1,15 +0,0 @@ -namespace StardewModdingAPI.Inheritance -{ - /// Indicates how an inventory item changed. - public enum ChangeType - { - /// The entire stack was removed. - Removed, - - /// The entire stack was added. - Added, - - /// The stack size changed. - StackChange - } -} \ No newline at end of file diff --git a/src/StardewModdingAPI/Inheritance/ItemStackChange.cs b/src/StardewModdingAPI/Inheritance/ItemStackChange.cs deleted file mode 100644 index 8d15b894..00000000 --- a/src/StardewModdingAPI/Inheritance/ItemStackChange.cs +++ /dev/null @@ -1,20 +0,0 @@ -using StardewValley; - -namespace StardewModdingAPI.Inheritance -{ - /// Represents an inventory slot that changed. - public class ItemStackChange - { - /********* - ** Accessors - *********/ - /// The item in the slot. - public Item Item { get; set; } - - /// The amount by which the item's stack size changed. - public int StackChange { get; set; } - - /// How the inventory slot changed. - public ChangeType ChangeType { get; set; } - } -} \ No newline at end of file diff --git a/src/StardewModdingAPI/Inheritance/SGame.cs b/src/StardewModdingAPI/Inheritance/SGame.cs deleted file mode 100644 index 69c20244..00000000 --- a/src/StardewModdingAPI/Inheritance/SGame.cs +++ /dev/null @@ -1,1134 +0,0 @@ -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 StardewModdingAPI.Framework; -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.Inheritance -{ - /// SMAPI's extension of the game's core , used to inject events. - public class SGame : Game1 - { - /********* - ** Properties - *********/ - /// The number of ticks until SMAPI should notify mods when is set. - /// Skipping a few frames ensures the game finishes initialising the world before mods try to change it. - private int AfterLoadTimer = 5; - - /// Whether the player has loaded a save and the world has finished initialising. - private bool IsWorldReady => this.AfterLoadTimer < 0; - - /// The debug messages to add to the next debug output. - internal static Queue DebugMessageQueue { get; private set; } - - /// Whether the game's zoom level is at 100% (i.e. nothing should be scaled). - public bool ZoomLevelIsOne => Game1.options.zoomLevel.Equals(1.0f); - - /// Encapsulates monitoring and logging. - private readonly IMonitor Monitor; - - - /********* - ** Accessors - *********/ - /// Arrays of pressed controller buttons indexed by . - public Buttons[][] PreviouslyPressedButtons; - - /// A record of the keyboard state (i.e. the up/down state for each button) as of the latest tick. - public KeyboardState KStateNow { get; private set; } - - /// A record of the keyboard state (i.e. the up/down state for each button) as of the previous tick. - public KeyboardState KStatePrior { get; private set; } - - /// 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. - public MouseState MStateNow { get; private set; } - - /// 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. - public MouseState MStatePrior { get; private set; } - - /// The current mouse position on the screen adjusted for the zoom level. - public Point MPositionNow { get; private set; } - - /// The previous mouse position on the screen adjusted for the zoom level. - public Point MPositionPrior { get; private set; } - - /// The keys that were pressed as of the latest tick. - public Keys[] CurrentlyPressedKeys => this.KStateNow.GetPressedKeys(); - - /// The keys that were pressed as of the previous tick. - public Keys[] PreviouslyPressedKeys => this.KStatePrior.GetPressedKeys(); - - /// The keys that just entered the down state. - public Keys[] FramePressedKeys => this.CurrentlyPressedKeys.Except(this.PreviouslyPressedKeys).ToArray(); - - /// The keys that just entered the up state. - public Keys[] FrameReleasedKeys => this.PreviouslyPressedKeys.Except(this.CurrentlyPressedKeys).ToArray(); - - /// Whether a save is currently loaded at last check. - public bool PreviouslyLoadedGame { get; private set; } - - /// A hash of at last check. - public int PreviousGameLocations { get; private set; } - - /// A hash of the current location's at last check. - public int PreviousLocationObjects { get; private set; } - - /// The player's inventory at last check. - public Dictionary PreviousItems { get; private set; } - - /// The player's combat skill level at last check. - public int PreviousCombatLevel { get; private set; } - - /// The player's farming skill level at last check. - public int PreviousFarmingLevel { get; private set; } - - /// The player's fishing skill level at last check. - public int PreviousFishingLevel { get; private set; } - - /// The player's foraging skill level at last check. - public int PreviousForagingLevel { get; private set; } - - /// The player's mining skill level at last check. - public int PreviousMiningLevel { get; private set; } - - /// The player's luck skill level at last check. - public int PreviousLuckLevel { get; private set; } - - /// The player's location at last check. - public GameLocation PreviousGameLocation { get; private set; } - - /// The active game menu at last check. - public IClickableMenu PreviousActiveMenu { get; private set; } - - /// The mine level at last check. - public int PreviousMineLevel { get; private set; } - - /// The time of day (in 24-hour military format) at last check. - public int PreviousTimeOfDay { get; private set; } - - /// The day of month (1–28) at last check. - public int PreviousDayOfMonth { get; private set; } - - /// The season name (winter, spring, summer, or fall) at last check. - public string PreviousSeasonOfYear { get; private set; } - - /// The year number at last check. - public int PreviousYearOfGame { get; private set; } - - /// Whether the game was transitioning to a new day at last check. - public bool PreviousIsNewDay { get; private set; } - - /// The player character at last check. - public Farmer PreviousFarmer { get; private set; } - - /// An index incremented on every tick and reset every 60th tick (0–59). - public int CurrentUpdateTick { get; private set; } - - /// Whether this is the very first update tick since the game started. - public bool FirstUpdate { get; private set; } - - /// The game's current render target. - public RenderTarget2D Screen - { - get { return this.GetBaseFieldValue("screen"); } - set { this.SetBaseFieldValue("screen", value); } - } - - /// The game's current background color. - public Color BgColour - { - get { return (Color)this.GetBaseFieldValue("bgColor"); } - set { this.SetBaseFieldValue("bgColor", value); } - } - - /// The current game instance. - public static SGame Instance { get; private set; } - - /// The game's current frame rate, recalculated on each draw update. - public static float FramesPerSecond { get; private set; } - - /// Whether we're in pseudo-debug mode, which shows information like FPS. - public static bool Debug { get; private set; } - - /// The current player. - [Obsolete("Use Game1.player instead")] - public Farmer CurrentFarmer => Game1.player; - - /// The game method which draws the farm buildings. - public static MethodInfo DrawFarmBuildings = typeof(Game1).GetMethod("drawFarmBuildings", BindingFlags.NonPublic | BindingFlags.Instance); - - /// The game method which draws the game HUD. - public static MethodInfo DrawHUD = typeof(Game1).GetMethod("drawHUD", BindingFlags.NonPublic | BindingFlags.Instance); - - /// The game method which draws the current dialogue box, if any. - public static MethodInfo DrawDialogueBox = typeof(Game1).GetMethod("drawDialogueBox", BindingFlags.NonPublic | BindingFlags.Instance); - - - /********* - ** Public methods - *********/ - /// Get the controller buttons which are currently pressed. - /// The controller to check. - public Buttons[] GetButtonsDown(PlayerIndex index) - { - var state = GamePad.GetState(index); - var buttons = new List(); - 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(); - } - - /// Get the controller buttons which were pressed after the last update. - /// The controller to check. - public Buttons[] GetFramePressedButtons(PlayerIndex index) - { - var state = GamePad.GetState(index); - var buttons = new List(); - 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(); - } - - /// Get the controller buttons which were released after the last update. - /// The controller to check. - public Buttons[] GetFrameReleasedButtons(PlayerIndex index) - { - var state = GamePad.GetState(index); - var buttons = new List(); - 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(); - } - - /// Queue a message to be added to the debug output. - /// The message to add. - /// Returns whether the message was successfully queued. - 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 - *********/ - /// Construct an instance. - /// Encapsulates monitoring and logging. - internal SGame(IMonitor monitor) - { - this.Monitor = monitor; - this.FirstUpdate = true; - SGame.Instance = this; - } - - /// The method called during game launch after configuring XNA or MonoGame. The game window hasn't been opened by this point. - protected override void Initialize() - { - //ModItems = new Dictionary(); - SGame.DebugMessageQueue = new Queue(); - this.PreviouslyPressedButtons = new Buttons[4][]; - for (var i = 0; i < 4; ++i) - this.PreviouslyPressedButtons[i] = new Buttons[0]; - - base.Initialize(); - GameEvents.InvokeInitialize(this.Monitor); - } - - /// The method called before XNA or MonoGame loads or reloads graphics resources. - protected override void LoadContent() - { - base.LoadContent(); - GameEvents.InvokeLoadContent(this.Monitor); - } - - /// The method called when the game is updating its state. This happens roughly 60 times per second. - /// A snapshot of the game timing state. - 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); - } - - /// The method called to draw everything to the screen. - /// A snapshot of the game timing state. - /// This implementation is identical to , except for try..catch around menu draw code, minor formatting, and added events. - 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.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.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(); - } - - /// Get whether a controller button was pressed since the last check. - /// The controller button to check. - /// The last known state. - /// The player whose controller to check. - private bool WasButtonJustPressed(Buttons button, ButtonState buttonState, PlayerIndex stateIndex) - { - return buttonState == ButtonState.Pressed && !this.PreviouslyPressedButtons[(int)stateIndex].Contains(button); - } - - /// Get whether a controller button was released since the last check. - /// The controller button to check. - /// The last known state. - /// The player whose controller to check. - private bool WasButtonJustReleased(Buttons button, ButtonState buttonState, PlayerIndex stateIndex) - { - return buttonState == ButtonState.Released && this.PreviouslyPressedButtons[(int)stateIndex].Contains(button); - } - - /// Get whether an analogue controller button was pressed since the last check. - /// The controller button to check. - /// The last known value. - /// The player whose controller to check. - private bool WasButtonJustPressed(Buttons button, float value, PlayerIndex stateIndex) - { - return this.WasButtonJustPressed(button, value > 0.2f ? ButtonState.Pressed : ButtonState.Released, stateIndex); - } - - /// Get whether an analogue controller button was released since the last check. - /// The controller button to check. - /// The last known value. - /// The player whose