using System;
using System.Diagnostics.CodeAnalysis;
using HarmonyLib;
using Microsoft.Xna.Framework.Graphics;
using StardewModdingAPI.Internal.Patching;
namespace StardewModdingAPI.Mods.ErrorHandler.Patches
{
/// Harmony patches for which validate textures earlier.
/// Patch methods must be static for Harmony to work correctly. See the Harmony documentation before renaming patch arguments.
[SuppressMessage("ReSharper", "InconsistentNaming", Justification = "Argument names are defined by Harmony and methods are named for clarity.")]
[SuppressMessage("ReSharper", "IdentifierTypo", Justification = "Argument names are defined by Harmony and methods are named for clarity.")]
internal class SpriteBatchPatcher : BasePatcher
{
/*********
** Public methods
*********/
///
public override void Apply(Harmony harmony, IMonitor monitor)
{
harmony.Patch(
original: Constants.GameFramework == GameFramework.Xna
? this.RequireMethod("InternalDraw")
: this.RequireMethod("CheckValid", new[] { typeof(Texture2D) }),
postfix: this.GetHarmonyMethod(nameof(SpriteBatchPatcher.After_CheckValid))
);
}
/*********
** Private methods
*********/
#if SMAPI_FOR_XNA
/// The method to call after .
/// The texture to validate.
#else
/// The method to call after .
/// The texture to validate.
#endif
private static void After_CheckValid(Texture2D texture)
{
if (texture?.IsDisposed == true)
throw new ObjectDisposedException("Cannot draw this texture because it's disposed.");
}
}
}