#if HARMONY_2
using HarmonyLib;
#else
using Harmony;
#endif
using System;
using System.Diagnostics.CodeAnalysis;
using Microsoft.Xna.Framework.Graphics;
using StardewModdingAPI.Framework.Patching;
namespace StardewModdingAPI.Mods.ErrorHandler.Patches
{
/// Harmony patch for to 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 SpriteBatchValidationPatches : IHarmonyPatch
{
/*********
** Public methods
*********/
///
#if HARMONY_2
public void Apply(Harmony harmony)
#else
public void Apply(HarmonyInstance harmony)
#endif
{
harmony.Patch(
original: Constants.GameFramework == GameFramework.Xna
? AccessTools.Method(typeof(SpriteBatch), "InternalDraw")
: AccessTools.Method(typeof(SpriteBatch), "CheckValid", new[] { typeof(Texture2D) }),
postfix: new HarmonyMethod(this.GetType(), nameof(SpriteBatchValidationPatches.After_SpriteBatch_CheckValid))
);
}
/*********
** Private methods
*********/
#if SMAPI_FOR_XNA
/// The method to call instead of .
/// The texture to validate.
#else
/// The method to call instead of .
/// The texture to validate.
#endif
private static void After_SpriteBatch_CheckValid(Texture2D texture)
{
if (texture?.IsDisposed == true)
throw new ObjectDisposedException("Cannot draw this texture because it's disposed.");
}
}
}