using System.Diagnostics.CodeAnalysis; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace StardewModdingAPI.Framework.ModLoading.RewriteFacades { /// <summary>Provides <see cref="SpriteBatch"/> method signatures that can be injected into mod code for compatibility between Linux/Mac or Windows.</summary> /// <remarks>This is public to support SMAPI rewriting and should not be referenced directly by mods.</remarks> [SuppressMessage("ReSharper", "UnusedMember.Global", Justification = "Used via assembly rewriting")] [SuppressMessage("ReSharper", "CS0109", Justification = "The 'new' modifier applies when compiled on Linux/Mac.")] [SuppressMessage("ReSharper", "CS1591", Justification = "Documentation not needed for facade classes.")] public class SpriteBatchFacade : SpriteBatch { /********* ** Public methods *********/ /// <summary>Construct an instance.</summary> public SpriteBatchFacade(GraphicsDevice graphicsDevice) : base(graphicsDevice) { } /**** ** MonoGame signatures ****/ public new void Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect, Matrix? matrix) { base.Begin(sortMode, blendState, samplerState, depthStencilState, rasterizerState, effect, matrix ?? Matrix.Identity); } /**** ** XNA signatures ****/ public new void Begin() { base.Begin(); } public new void Begin(SpriteSortMode sortMode, BlendState blendState) { base.Begin(sortMode, blendState); } public new void Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState) { base.Begin(sortMode, blendState, samplerState, depthStencilState, rasterizerState); } public new void Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect) { base.Begin(sortMode, blendState, samplerState, depthStencilState, rasterizerState, effect); } public new void Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect, Matrix transformMatrix) { base.Begin(sortMode, blendState, samplerState, depthStencilState, rasterizerState, effect, transformMatrix); } } }