using System.Diagnostics.CodeAnalysis; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; #pragma warning disable CS0109 // Member does not hide an inherited member, new keyword is not required: This is deliberate to support legacy XNA Framework platforms. #pragma warning disable CS1591 // Missing XML comment for publicly visible type or member: This is internal code to support rewriters that shouldn't be called directly. namespace StardewModdingAPI.Framework.ModLoading.RewriteFacades { /// Provides method signatures that can be injected into mod code for compatibility with mods written for XNA Framework before Stardew Valley 1.5.5. /// This is public to support SMAPI rewriting and should not be referenced directly by mods. [SuppressMessage("ReSharper", "UnusedMember.Global", Justification = "Used via assembly rewriting")] [SuppressMessage("ReSharper", "CS1591", Justification = "Documentation not needed for facade classes.")] public class SpriteBatchFacade : SpriteBatch { /********* ** Public methods *********/ /// Construct an instance. public SpriteBatchFacade(GraphicsDevice graphicsDevice) : base(graphicsDevice) { } /**** ** 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); } } }