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);
}
}
}