From 99d0450b2cb291d565cb836de9f132ca657472c1 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Sat, 4 Feb 2017 16:50:09 -0500 Subject: fix install error when the mods folder doesn't exist (#229) --- src/StardewModdingAPI.Installer/InteractiveInstaller.cs | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) (limited to 'src') diff --git a/src/StardewModdingAPI.Installer/InteractiveInstaller.cs b/src/StardewModdingAPI.Installer/InteractiveInstaller.cs index 5abcfc8f..551c648c 100644 --- a/src/StardewModdingAPI.Installer/InteractiveInstaller.cs +++ b/src/StardewModdingAPI.Installer/InteractiveInstaller.cs @@ -80,8 +80,11 @@ namespace StardewModdingApi.Installer // obsolete yield return installPath("Mods/.cache"); // 1.3-1.4 yield return installPath("StardewModdingAPI-settings.json"); // 1.0-1.4 - foreach (DirectoryInfo modDir in modsDir.EnumerateDirectories()) - yield return Path.Combine(modDir.FullName, ".cache"); // 1.4–1.7 + if (modsDir.Exists) + { + foreach (DirectoryInfo modDir in modsDir.EnumerateDirectories()) + yield return Path.Combine(modDir.FullName, ".cache"); // 1.4–1.7 + } } /// Whether the current console supports color formatting. -- cgit 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/Command.cs | 9 - src/StardewModdingAPI/Constants.cs | 6 +- src/StardewModdingAPI/Entities/SPlayer.cs | 59 - src/StardewModdingAPI/Events/ChangeType.cs | 15 + .../Events/EventArgsInventoryChanged.cs | 1 - src/StardewModdingAPI/Events/GraphicsEvents.cs | 2 +- src/StardewModdingAPI/Events/ItemStackChange.cs | 20 + src/StardewModdingAPI/Events/PlayerEvents.cs | 1 - src/StardewModdingAPI/Extensions.cs | 194 ---- src/StardewModdingAPI/Framework/SGame.cs | 1133 +++++++++++++++++++ .../Serialisation/SemanticVersionConverter.cs | 51 + src/StardewModdingAPI/Inheritance/ChangeType.cs | 15 - .../Inheritance/ItemStackChange.cs | 20 - src/StardewModdingAPI/Inheritance/SGame.cs | 1134 -------------------- src/StardewModdingAPI/Inheritance/SObject.cs | 249 ----- src/StardewModdingAPI/LogWriter.cs | 66 -- src/StardewModdingAPI/Manifest.cs | 39 +- src/StardewModdingAPI/Mod.cs | 18 +- src/StardewModdingAPI/Program.cs | 46 +- src/StardewModdingAPI/SemanticVersion.cs | 19 +- src/StardewModdingAPI/StardewModdingAPI.csproj | 12 +- src/StardewModdingAPI/Version.cs | 121 --- src/TrainerMod/TrainerMod.cs | 12 - 23 files changed, 1253 insertions(+), 1989 deletions(-) delete mode 100644 src/StardewModdingAPI/Entities/SPlayer.cs create mode 100644 src/StardewModdingAPI/Events/ChangeType.cs create mode 100644 src/StardewModdingAPI/Events/ItemStackChange.cs delete mode 100644 src/StardewModdingAPI/Extensions.cs create mode 100644 src/StardewModdingAPI/Framework/SGame.cs create mode 100644 src/StardewModdingAPI/Framework/Serialisation/SemanticVersionConverter.cs 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 delete mode 100644 src/StardewModdingAPI/LogWriter.cs delete mode 100644 src/StardewModdingAPI/Version.cs (limited to 'src') diff --git a/src/StardewModdingAPI/Command.cs b/src/StardewModdingAPI/Command.cs index 1fa18d49..6195bd8b 100644 --- a/src/StardewModdingAPI/Command.cs +++ b/src/StardewModdingAPI/Command.cs @@ -67,15 +67,6 @@ namespace StardewModdingAPI /**** ** SMAPI ****/ - /// Parse a command string and invoke it if valid. - /// The command to run, including the command name and any arguments. - [Obsolete("Use the overload which passes in your mod's monitor")] - public static void CallCommand(string input) - { - Program.DeprecationManager.Warn($"an old version of {nameof(Command)}.{nameof(Command.CallCommand)}", "1.1", DeprecationLevel.Notice); - Command.CallCommand(input, Program.GetLegacyMonitorForMod()); - } - /// Parse a command string and invoke it if valid. /// The command to run, including the command name and any arguments. /// Encapsulates monitoring and logging. diff --git a/src/StardewModdingAPI/Constants.cs b/src/StardewModdingAPI/Constants.cs index a62a0d58..d3c2ddcc 100644 --- a/src/StardewModdingAPI/Constants.cs +++ b/src/StardewModdingAPI/Constants.cs @@ -26,11 +26,7 @@ namespace StardewModdingAPI ** Accessors *********/ /// SMAPI's current semantic version. - [Obsolete("Use " + nameof(Constants) + "." + nameof(ApiVersion))] - public static readonly Version Version = (Version)Constants.ApiVersion; - - /// SMAPI's current semantic version. - public static ISemanticVersion ApiVersion => new Version(1, 8, 0, null, suppressDeprecationWarning: true); + public static ISemanticVersion ApiVersion => new SemanticVersion(1, 8, 0, null); /// The minimum supported version of Stardew Valley. public const string MinimumGameVersion = "1.1"; diff --git a/src/StardewModdingAPI/Entities/SPlayer.cs b/src/StardewModdingAPI/Entities/SPlayer.cs deleted file mode 100644 index 66c7ba44..00000000 --- a/src/StardewModdingAPI/Entities/SPlayer.cs +++ /dev/null @@ -1,59 +0,0 @@ -using System; -using System.Collections.Generic; -using StardewModdingAPI.Framework; -using StardewValley; - -namespace StardewModdingAPI.Entities -{ - /// Static class for integrating with the player. - [Obsolete("This API was never officially documented and will be removed soon.")] - public class SPlayer - { - /********* - ** Accessors - *********/ - /// Obsolete. - [Obsolete("Use " + nameof(Game1) + "." + nameof(Game1.getAllFarmers) + " instead")] - public static List AllFarmers - { - get - { - Program.DeprecationManager.Warn(nameof(SPlayer), "1.0", DeprecationLevel.Info); - return Game1.getAllFarmers(); - } - } - - /// Obsolete. - [Obsolete("Use " + nameof(Game1) + "." + nameof(Game1.player) + " instead")] - public static Farmer CurrentFarmer - { - get - { - Program.DeprecationManager.Warn(nameof(SPlayer), "1.0", DeprecationLevel.Info); - return Game1.player; - } - } - - /// Obsolete. - [Obsolete("Use " + nameof(Game1) + "." + nameof(Game1.player) + " instead")] - public static Farmer Player - { - get - { - Program.DeprecationManager.Warn(nameof(SPlayer), "1.0", DeprecationLevel.Info); - return Game1.player; - } - } - - /// Obsolete. - [Obsolete("Use " + nameof(Game1) + "." + nameof(Game1.player) + "." + nameof(Farmer.currentLocation) + " instead")] - public static GameLocation CurrentFarmerLocation - { - get - { - Program.DeprecationManager.Warn(nameof(SPlayer), "1.0", DeprecationLevel.Info); - return Game1.player.currentLocation; - } - } - } -} \ No newline at end of file diff --git a/src/StardewModdingAPI/Events/ChangeType.cs b/src/StardewModdingAPI/Events/ChangeType.cs new file mode 100644 index 00000000..4b207f08 --- /dev/null +++ b/src/StardewModdingAPI/Events/ChangeType.cs @@ -0,0 +1,15 @@ +namespace StardewModdingAPI.Events +{ + /// 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/Events/EventArgsInventoryChanged.cs b/src/StardewModdingAPI/Events/EventArgsInventoryChanged.cs index 40c77419..11cbcedf 100644 --- a/src/StardewModdingAPI/Events/EventArgsInventoryChanged.cs +++ b/src/StardewModdingAPI/Events/EventArgsInventoryChanged.cs @@ -1,7 +1,6 @@ using System; using System.Collections.Generic; using System.Linq; -using StardewModdingAPI.Inheritance; using StardewValley; namespace StardewModdingAPI.Events diff --git a/src/StardewModdingAPI/Events/GraphicsEvents.cs b/src/StardewModdingAPI/Events/GraphicsEvents.cs index 5f4feeac..c3236c0a 100644 --- a/src/StardewModdingAPI/Events/GraphicsEvents.cs +++ b/src/StardewModdingAPI/Events/GraphicsEvents.cs @@ -15,7 +15,7 @@ namespace StardewModdingAPI.Events /// Raised after the game window is resized. public static event EventHandler Resize; - /// Raised when drawing debug information to the screen (when is true). This is called after the sprite batch is begun. If you just want to add debug info, use in your update loop. + /// Raised when drawing debug information to the screen (when is true). This is called after the sprite batch is begun. If you just want to add debug info, use in your update loop. public static event EventHandler DrawDebug; /// Obsolete. diff --git a/src/StardewModdingAPI/Events/ItemStackChange.cs b/src/StardewModdingAPI/Events/ItemStackChange.cs new file mode 100644 index 00000000..f9ae6df6 --- /dev/null +++ b/src/StardewModdingAPI/Events/ItemStackChange.cs @@ -0,0 +1,20 @@ +using StardewValley; + +namespace StardewModdingAPI.Events +{ + /// 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/Events/PlayerEvents.cs b/src/StardewModdingAPI/Events/PlayerEvents.cs index dd3ff220..6e65f5ae 100644 --- a/src/StardewModdingAPI/Events/PlayerEvents.cs +++ b/src/StardewModdingAPI/Events/PlayerEvents.cs @@ -2,7 +2,6 @@ using System.Collections.Generic; using System.Linq; using StardewModdingAPI.Framework; -using StardewModdingAPI.Inheritance; using StardewValley; namespace StardewModdingAPI.Events diff --git a/src/StardewModdingAPI/Extensions.cs b/src/StardewModdingAPI/Extensions.cs deleted file mode 100644 index 0e9dbbf7..00000000 --- a/src/StardewModdingAPI/Extensions.cs +++ /dev/null @@ -1,194 +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.Input; -using StardewModdingAPI.Framework; - -namespace StardewModdingAPI -{ - /// Provides general utility extensions. - public static class Extensions - { - /********* - ** Properties - *********/ - /// The backing field for . - private static readonly Random _random = new Random(); - - - /********* - ** Accessors - *********/ - /// A pseudo-random number generator. - public static Random Random - { - get - { - Program.DeprecationManager.Warn($"{nameof(Extensions)}.{nameof(Extensions.Random)}", "1.0", DeprecationLevel.PendingRemoval); - return Extensions._random; - } - } - - - /********* - ** Public methods - *********/ - /// Get whether the given key is currently being pressed. - /// The key to check. - public static bool IsKeyDown(this Keys key) - { - Program.DeprecationManager.Warn($"{nameof(Extensions)}.{nameof(Extensions.IsKeyDown)}", "1.0", DeprecationLevel.PendingRemoval); - - return Keyboard.GetState().IsKeyDown(key); - } - - /// Get a random color. - public static Color RandomColour() - { - Program.DeprecationManager.Warn($"{nameof(Extensions)}.{nameof(Extensions.RandomColour)}", "1.0", DeprecationLevel.PendingRemoval); - - return new Color(Extensions.Random.Next(0, 255), Extensions.Random.Next(0, 255), Extensions.Random.Next(0, 255)); - } - - /// Concatenate an enumeration into a delimiter-separated string. - /// The values to concatenate. - /// The value separator. - [Obsolete("The usage of ToSingular has changed. Please update your call to use ToSingular")] - public static string ToSingular(this IEnumerable ienum, string split = ", ") - { - Program.DeprecationManager.Warn($"{nameof(Extensions)}.{nameof(Extensions.ToSingular)}", "0.39.3", DeprecationLevel.PendingRemoval); - return ""; - } - - /// Concatenate an enumeration into a delimiter-separated string. - /// The enumerated value type. - /// The values to concatenate. - /// The value separator. - public static string ToSingular(this IEnumerable ienum, string split = ", ") - { - Program.DeprecationManager.Warn($"{nameof(Extensions)}.{nameof(Extensions.ToSingular)}", "1.0", DeprecationLevel.PendingRemoval); - - //Apparently Keys[] won't split normally :l - if (typeof(T) == typeof(Keys)) - { - return string.Join(split, ienum.ToArray()); - } - return string.Join(split, ienum); - } - - /// Get whether the value can be parsed as a number. - /// The value. - public static bool IsInt32(this object o) - { - Program.DeprecationManager.Warn($"{nameof(Extensions)}.{nameof(Extensions.IsInt32)}", "1.0", DeprecationLevel.PendingRemoval); - - int i; - return int.TryParse(o.ToString(), out i); - } - - /// Get the numeric representation of a value. - /// The value. - public static int AsInt32(this object o) - { - Program.DeprecationManager.Warn($"{nameof(Extensions)}.{nameof(Extensions.AsInt32)}", "1.0", DeprecationLevel.PendingRemoval); - - return int.Parse(o.ToString()); - } - - /// Get whether the value can be parsed as a boolean. - /// The value. - public static bool IsBool(this object o) - { - Program.DeprecationManager.Warn($"{nameof(Extensions)}.{nameof(Extensions.IsBool)}", "1.0", DeprecationLevel.PendingRemoval); - - bool b; - return bool.TryParse(o.ToString(), out b); - } - - /// Get the boolean representation of a value. - /// The value. - public static bool AsBool(this object o) - { - Program.DeprecationManager.Warn($"{nameof(Extensions)}.{nameof(Extensions.AsBool)}", "1.0", DeprecationLevel.PendingRemoval); - - return bool.Parse(o.ToString()); - } - - /// Get a list hash calculated from the hashes of the values it contains. - /// The values to hash. - public static int GetHash(this IEnumerable enumerable) - { - Program.DeprecationManager.Warn($"{nameof(Extensions)}.{nameof(Extensions.GetHash)}", "1.0", DeprecationLevel.PendingRemoval); - - var hash = 0; - foreach (var v in enumerable) - hash ^= v.GetHashCode(); - return hash; - } - - /// Cast a value to the given type. This returns null if the value can't be cast. - /// The type to which to cast. - /// The value. - public static T Cast(this object o) where T : class - { - Program.DeprecationManager.Warn($"{nameof(Extensions)}.{nameof(Extensions.Cast)}", "1.0", DeprecationLevel.PendingRemoval); - - return o as T; - } - - /// Get all private types on an object. - /// The object to scan. - public static FieldInfo[] GetPrivateFields(this object o) - { - Program.DeprecationManager.Warn($"{nameof(Extensions)}.{nameof(Extensions.GetPrivateFields)}", "1.0", DeprecationLevel.PendingRemoval); - return o.GetType().GetFields(BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Static); - } - - /// Get metadata for a private field. - /// The type to scan. - /// The name of the field to find. - public static FieldInfo GetBaseFieldInfo(this Type t, string name) - { - Program.DeprecationManager.Warn($"{nameof(Extensions)}.{nameof(Extensions.GetBaseFieldValue)}", "1.0", DeprecationLevel.PendingRemoval); - return t.GetField(name, BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Static); - } - - /// Get the value of a private field. - /// The type to scan. - /// The instance for which to get a value. - /// The name of the field to find. - public static T GetBaseFieldValue(this Type t, object o, string name) where T : class - { - Program.DeprecationManager.Warn($"{nameof(Extensions)}.{nameof(Extensions.GetBaseFieldValue)}", "1.0", DeprecationLevel.PendingRemoval); - return t.GetBaseFieldInfo(name).GetValue(o) as T; - } - - /// Set the value of a private field. - /// The type to scan. - /// The instance for which to set a value. - /// The name of the field to find. - /// The value to set. - public static void SetBaseFieldValue(this Type t, object o, string name, object newValue) where T : class - { - Program.DeprecationManager.Warn($"{nameof(Extensions)}.{nameof(Extensions.SetBaseFieldValue)}", "1.0", DeprecationLevel.PendingRemoval); - t.GetBaseFieldInfo(name).SetValue(o, newValue as T); - } - - /// Get a copy of the string with only alphanumeric characters. (Numbers are not removed, despite the name.) - /// The string to copy. - public static string RemoveNumerics(this string st) - { - Program.DeprecationManager.Warn($"{nameof(Extensions)}.{nameof(Extensions.RemoveNumerics)}", "1.0", DeprecationLevel.PendingRemoval); - var s = st; - foreach (var c in s) - { - if (!char.IsLetterOrDigit(c)) - s = s.Replace(c.ToString(), ""); - } - return s; - } - } -} \ No newline at end of file diff --git a/src/StardewModdingAPI/Framework/SGame.cs b/src/StardewModdingAPI/Framework/SGame.cs new file mode 100644 index 00000000..2486e376 --- /dev/null +++ b/src/StardewModdingAPI/Framework/SGame.cs @@ -0,0 +1,1133 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using System.Linq; +using System.Reflection; +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using Microsoft.Xna.Framework.Input; +using StardewModdingAPI.Events; +using StardewValley; +using StardewValley.BellsAndWhistles; +using StardewValley.Locations; +using StardewValley.Menus; +using StardewValley.Tools; +using xTile.Dimensions; +using Rectangle = Microsoft.Xna.Framework.Rectangle; + +namespace StardewModdingAPI.Framework +{ + /// SMAPI's extension of the game's core , used to inject events. + internal 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(Gam