using System;
using System.Collections;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Netcode;
using StardewModdingAPI.Enums;
using StardewModdingAPI.Events;
using StardewModdingAPI.Framework.Content;
using StardewModdingAPI.Framework.Events;
using StardewModdingAPI.Framework.Input;
using StardewModdingAPI.Framework.Networking;
using StardewModdingAPI.Framework.PerformanceMonitoring;
using StardewModdingAPI.Framework.Reflection;
using StardewModdingAPI.Framework.Rendering;
using StardewModdingAPI.Framework.StateTracking.Comparers;
using StardewModdingAPI.Framework.StateTracking.Snapshots;
using StardewModdingAPI.Framework.Utilities;
using StardewModdingAPI.Toolkit.Serialization;
using StardewValley;
using StardewValley.BellsAndWhistles;
using StardewValley.Events;
using StardewValley.Locations;
using StardewValley.Menus;
using StardewValley.Tools;
using xTile.Dimensions;
using xTile.Layers;
using xTile.Tiles;
namespace StardewModdingAPI.Framework
{
/// SMAPI's extension of the game's core , used to inject events.
internal class SGame : Game1
{
/*********
** Fields
*********/
/****
** SMAPI state
****/
/// Encapsulates monitoring and logging for SMAPI.
private readonly Monitor Monitor;
/// Encapsulates monitoring and logging on the game's behalf.
private readonly IMonitor MonitorForGame;
/// Manages SMAPI events for mods.
private readonly EventManager Events;
/// Tracks the installed mods.
private readonly ModRegistry ModRegistry;
/// Manages deprecation warnings.
private readonly DeprecationManager DeprecationManager;
/// Tracks performance metrics.
private readonly PerformanceMonitor PerformanceMonitor;
/// The maximum number of consecutive attempts SMAPI should make to recover from a draw error.
private readonly Countdown DrawCrashTimer = new Countdown(60); // 60 ticks = roughly one second
/// The maximum number of consecutive attempts SMAPI should make to recover from an update error.
private readonly Countdown UpdateCrashTimer = new Countdown(60); // 60 ticks = roughly one second
/// The number of ticks until SMAPI should notify mods that the game has loaded.
/// Skipping a few frames ensures the game finishes initializing the world before mods try to change it.
private readonly Countdown AfterLoadTimer = new Countdown(5);
/// Whether custom content was removed from the save data to avoid a crash.
private bool IsSaveContentRemoved;
/// Whether the game is saving and SMAPI has already raised .
private bool IsBetweenSaveEvents;
/// Whether the game is creating the save file and SMAPI has already raised .
private bool IsBetweenCreateEvents;
/// A callback to invoke the first time *any* game content manager loads an asset.
private readonly Action OnLoadingFirstAsset;
/// A callback to invoke after the game finishes initializing.
private readonly Action OnGameInitialized;
/// A callback to invoke when the game exits.
private readonly Action OnGameExiting;
/// Simplifies access to private game code.
private readonly Reflector Reflection;
/// Encapsulates access to SMAPI core translations.
private readonly Translator Translator;
/// Propagates notification that SMAPI should exit.
private readonly CancellationTokenSource CancellationToken;
/****
** Game state
****/
/// Monitors the entire game state for changes.
private WatcherCore Watchers;
/// A snapshot of the current state.
private readonly WatcherSnapshot WatcherSnapshot = new WatcherSnapshot();
/// Whether post-game-startup initialization has been performed.
private bool IsInitialized;
/// Whether the next content manager requested by the game will be for .
private bool NextContentManagerIsMain;
/*********
** Accessors
*********/
/// Static state to use while is initializing, which happens before the constructor runs.
internal static SGameConstructorHack ConstructorHack { get; set; }
/// The number of update ticks which have already executed. This is similar to , but incremented more consistently for every tick.
internal static uint TicksElapsed { get; private set; }
/// SMAPI's content manager.
public ContentCoordinator ContentCore { get; private set; }
/// Manages console commands.
public CommandManager CommandManager { get; } = new CommandManager();
/// Manages input visible to the game.
public SInputState Input => (SInputState)Game1.input;
/// The game's core multiplayer utility.
public SMultiplayer Multiplayer => (SMultiplayer)Game1.multiplayer;
/// A list of queued commands to execute.
/// This property must be threadsafe, since it's accessed from a separate console input thread.
public ConcurrentQueue CommandQueue { get; } = new ConcurrentQueue();
/// Asset interceptors added or removed since the last tick.
private readonly List ReloadAssetInterceptorsQueue = new List();
/*********
** Protected methods
*********/
/// Construct an instance.
/// Encapsulates monitoring and logging for SMAPI.
/// Encapsulates monitoring and logging on the game's behalf.
/// Simplifies access to private game code.
/// Encapsulates access to arbitrary translations.
/// Manages SMAPI events for mods.
/// Encapsulates SMAPI's JSON file parsing.
/// Tracks the installed mods.
/// Manages deprecation warnings.
/// Tracks performance metrics.
/// A callback to invoke after the game finishes initializing.
/// A callback to invoke when the game exits.
/// Propagates notification that SMAPI should exit.
/// Whether to log network traffic.
internal SGame(Monitor monitor, IMonitor monitorForGame, Reflector reflection, Translator translator, EventManager eventManager, JsonHelper jsonHelper, ModRegistry modRegistry, DeprecationManager deprecationManager, PerformanceMonitor performanceMonitor, Action onGameInitialized, Action onGameExiting, CancellationTokenSource cancellationToken, bool logNetworkTraffic)
{
this.OnLoadingFirstAsset = SGame.ConstructorHack.OnLoadingFirstAsset;
SGame.ConstructorHack = null;
// check expectations
if (this.ContentCore == null)
throw new InvalidOperationException($"The game didn't initialize its first content manager before SMAPI's {nameof(SGame)} constructor. This indicates an incompatible lifecycle change.");
// init XNA
Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef;
// init SMAPI
this.Monitor = monitor;
this.MonitorForGame = monitorForGame;
this.Events = eventManager;
this.ModRegistry = modRegistry;
this.Reflection = reflection;
this.Translator = translator;
this.DeprecationManager = deprecationManager;
this.PerformanceMonitor = performanceMonitor;
this.OnGameInitialized = onGameInitialized;
this.OnGameExiting = onGameExiting;
Game1.input = new SInputState();
Game1.multiplayer = new SMultiplayer(monitor, eventManager, jsonHelper, modRegistry, reflection, this.OnModMessageReceived, logNetworkTraffic);
Game1.hooks = new SModHooks(this.OnNewDayAfterFade);
this.CancellationToken = cancellationToken;
// init observables
Game1.locations = new ObservableCollection();
}
/// Load content when the game is launched.
protected override void LoadContent()
{
// load content
base.LoadContent();
Game1.mapDisplayDevice = new SDisplayDevice(Game1.content, this.GraphicsDevice);
// log GPU info
#if SMAPI_FOR_WINDOWS
this.Monitor.Log($"Running on GPU: {this.GraphicsDevice?.Adapter?.Description ?? ""}");
#endif
}
/// Initialize just before the game's first update tick.
private void InitializeAfterGameStarted()
{
// set initial state
this.Input.TrueUpdate();
// init watchers
this.Watchers = new WatcherCore(this.Input);
// raise callback
this.OnGameInitialized();
}
/// Perform cleanup logic when the game exits.
/// The event sender.
/// The event args.
/// This overrides the logic in to let SMAPI clean up before exit.
protected override void OnExiting(object sender, EventArgs args)
{
Game1.multiplayer.Disconnect(StardewValley.Multiplayer.DisconnectType.ClosedGame);
this.OnGameExiting?.Invoke();
}
/// A callback invoked before runs.
protected void OnNewDayAfterFade()
{
this.Events.DayEnding.RaiseEmpty();
}
/// A callback invoked when a mod message is received.
/// The message to deliver to applicable mods.
private void OnModMessageReceived(ModMessageModel message)
{
// get mod IDs to notify
HashSet modIDs = new HashSet(message.ToModIDs ?? this.ModRegistry.GetAll().Select(p => p.Manifest.UniqueID), StringComparer.OrdinalIgnoreCase);
if (message.FromPlayerID == Game1.player?.UniqueMultiplayerID)
modIDs.Remove(message.FromModID); // don't send a broadcast back to the sender
// raise events
this.Events.ModMessageReceived.Raise(new ModMessageReceivedEventArgs(message), mod => mod != null && modIDs.Contains(mod.Manifest.UniqueID));
}
/// A callback invoked when custom content is removed from the save data to avoid a crash.
internal void OnSaveContentRemoved()
{
this.IsSaveContentRemoved = true;
}
/// A callback invoked when the game's low-level load stage changes.
/// The new load stage.
internal void OnLoadStageChanged(LoadStage newStage)
{
// nothing to do
if (newStage == Context.LoadStage)
return;
// update data
LoadStage oldStage = Context.LoadStage;
Context.LoadStage = newStage;
this.Monitor.VerboseLog($"Context: load stage changed to {newStage}");
if (newStage == LoadStage.None)
{
this.Monitor.Log("Context: returned to title", LogLevel.Trace);
this.OnReturnedToTitle();
}
// raise events
this.Events.LoadStageChanged.Raise(new LoadStageChangedEventArgs(oldStage, newStage));
if (newStage == LoadStage.None)
this.Events.ReturnedToTitle.RaiseEmpty();
}
/// A callback invoked when a mod adds or removes an asset interceptor.
/// The mod which added or removed interceptors.
/// The added interceptors.
/// The removed interceptors.
internal void OnAssetInterceptorsChanged(IModMetadata mod, IEnumerable added, IEnumerable removed)
{
if (added != null)
{
foreach (object instance in added)
this.ReloadAssetInterceptorsQueue.Add(new AssetInterceptorChange(mod, instance, wasAdded: true));
}
if (removed != null)
{
foreach (object instance in removed)
this.ReloadAssetInterceptorsQueue.Add(new AssetInterceptorChange(mod, instance, wasAdded: false));
}
}
/// Perform cleanup when the game returns to the title screen.
private void OnReturnedToTitle()
{
this.Multiplayer.CleanupOnMultiplayerExit();
if (!(Game1.mapDisplayDevice is SDisplayDevice))
Game1.mapDisplayDevice = new SDisplayDevice(Game1.content, this.GraphicsDevice);
}
/// Constructor a content manager to read XNB files.
/// The service provider to use to locate services.
/// The root directory to search for content.
protected override LocalizedContentManager CreateContentManager(IServiceProvider serviceProvider, string rootDirectory)
{
// Game1._temporaryContent initializing from SGame constructor
// NOTE: this method is called before the SGame constructor runs. Don't depend on anything being initialized at this point.
if (this.ContentCore == null)
{
this.ContentCore = new ContentCoordinator(serviceProvider, rootDirectory, Thread.CurrentThread.CurrentUICulture, SGame.ConstructorHack.Monitor, SGame.ConstructorHack.Reflection, SGame.ConstructorHack.JsonHelper, this.OnLoadingFirstAsset ?? SGame.ConstructorHack?.OnLoadingFirstAsset);
this.NextContentManagerIsMain = true;
return this.ContentCore.CreateGameContentManager("Game1._temporaryContent");
}
// Game1.content initializing from LoadContent
if (this.NextContentManagerIsMain)
{
this.NextContentManagerIsMain = false;
return this.ContentCore.MainContentManager;
}
// any other content manager
return this.ContentCore.CreateGameContentManager("(generated)");
}
/// The method called when the game is updating its state. This happens roughly 60 times per second.
/// A snapshot of the game timing state.
protected override void Update(GameTime gameTime)
{
var events = this.Events;
try
{
this.DeprecationManager.PrintQueued();
this.PerformanceMonitor.PrintQueuedAlerts();
/*********
** First-tick initialization
*********/
if (!this.IsInitialized)
{
this.IsInitialized = true;
this.InitializeAfterGameStarted();
}
/*********
** Update input
*********/
// This should *always* run, even when suppressing mod events, since the game uses
// this too. For example, doing this after mod event suppression would prevent the
// user from doing anything on the overnight shipping screen.
SInputState inputState = this.Input;
if (this.IsActive)
inputState.TrueUpdate();
/*********
** Special cases
*********/
// Abort if SMAPI is exiting.
if (this.CancellationToken.IsCancellationRequested)
{
this.Monitor.Log("SMAPI shutting down: aborting update.", LogLevel.Trace);
return;
}
// Run async tasks synchronously to avoid issues due to mod events triggering
// concurrently with game code.
bool saveParsed = false;
if (Game1.currentLoader != null)
{
this.Monitor.Log("Game loader synchronizing...", LogLevel.Trace);
while (Game1.currentLoader?.MoveNext() == true)
{
// raise load stage changed
switch (Game1.currentLoader.Current)
{
case 20 when (!saveParsed && SaveGame.loaded != null):
saveParsed = true;
this.OnLoadStageChanged(LoadStage.SaveParsed);
break;
case 36:
this.OnLoadStageChanged(LoadStage.SaveLoadedBasicInfo);
break;
case 50:
this.OnLoadStageChanged(LoadStage.SaveLoadedLocations);
break;
default:
if (Game1.gameMode == Game1.playingGameMode)
this.OnLoadStageChanged(LoadStage.Preloaded);
break;
}
}
Game1.currentLoader = null;
this.Monitor.Log("Game loader done.", LogLevel.Trace);
}
if (Game1._newDayTask?.Status == TaskStatus.Created)
{
this.Monitor.Log("New day task synchronizing...", LogLevel.Trace);
Game1._newDayTask.RunSynchronously();
this.Monitor.Log("New day task done.", LogLevel.Trace);
}
// While a background task is in progress, the game may make changes to the game
// state while mods are running their code. This is risky, because data changes can
// conflict (e.g. collection changed during enumeration errors) and data may change
// unexpectedly from one mod instruction to the next.
//
// Therefore we can just run Game1.Update here without raising any SMAPI events. There's
// a small chance that the task will finish after we defer but before the game checks,
// which means technically events should be raised, but the effects of missing one
// update tick are negligible and not worth the complications of bypassing Game1.Update.
if (Game1._newDayTask != null || Game1.gameMode == Game1.loadingMode)
{
events.UnvalidatedUpdateTicking.RaiseEmpty();
SGame.TicksElapsed++;
base.Update(gameTime);
events.UnvalidatedUpdateTicked.RaiseEmpty();
return;
}
// Raise minimal events while saving.
// While the game is writing to the save file in the background, mods can unexpectedly
// fail since they don't have exclusive access to resources (e.g. collection changed
// during enumeration errors). To avoid problems, events are not invoked while a save
// is in progress. It's safe to raise SaveEvents.BeforeSave as soon as the menu is
// opened (since the save hasn't started yet), but all other events should be suppressed.
if (Context.IsSaving)
{
// raise before-create
if (!Context.IsWorldReady && !this.IsBetweenCreateEvents)
{
this.IsBetweenCreateEvents = true;
this.Monitor.Log("Context: before save creation.", LogLevel.Trace);
events.SaveCreating.RaiseEmpty();
}
// raise before-save
if (Context.IsWorldReady && !this.IsBetweenSaveEvents)
{
this.IsBetweenSaveEvents = true;
this.Monitor.Log("Context: before save.", LogLevel.Trace);
events.Saving.RaiseEmpty();
}
// suppress non-save events
events.UnvalidatedUpdateTicking.RaiseEmpty();
SGame.TicksElapsed++;
base.Update(gameTime);
events.UnvalidatedUpdateTicked.RaiseEmpty();
return;
}
/*********
** Reload assets when interceptors are added/removed
*********/
if (this.ReloadAssetInterceptorsQueue.Any())
{
// get unique interceptors
AssetInterceptorChange[] interceptors = this.ReloadAssetInterceptorsQueue
.GroupBy(p => p.Instance, new ObjectReferenceComparer())
.Select(p => p.First())
.ToArray();
this.ReloadAssetInterceptorsQueue.Clear();
// log summary
this.Monitor.Log("Invalidating cached assets for new editors & loaders...");
this.Monitor.Log(
" changed: "
+ string.Join(", ",
interceptors
.GroupBy(p => p.Mod)
.OrderBy(p => p.Key.DisplayName)
.Select(modGroup =>
$"{modGroup.Key.DisplayName} ("
+ string.Join(", ", modGroup.GroupBy(p => p.WasAdded).ToDictionary(p => p.Key, p => p.Count()).Select(p => $"{(p.Key ? "added" : "removed")} {p.Value}"))
+ ")"
)
)
);
// reload affected assets
this.ContentCore.InvalidateCache(asset => interceptors.Any(p => p.CanIntercept(asset)));
}
/*********
** Execute commands
*********/
while (this.CommandQueue.TryDequeue(out string rawInput))
{
// parse command
string name;
string[] args;
Command command;
try
{
if (!this.CommandManager.TryParse(rawInput, out name, out args, out command))
{
this.Monitor.Log("Unknown command; type 'help' for a list of available commands.", LogLevel.Error);
continue;
}
}
catch (Exception ex)
{
this.Monitor.Log($"Failed parsing that command:\n{ex.GetLogSummary()}", LogLevel.Error);
continue;
}
// execute command
try
{
command.Callback.Invoke(name, args);
}
catch (Exception ex)
{
if (command.Mod != null)
command.Mod.LogAsMod($"Mod failed handling that command:\n{ex.GetLogSummary()}", LogLevel.Error);
else
this.Monitor.Log($"Failed handling that command:\n{ex.GetLogSummary()}", LogLevel.Error);
}
}
/*********
** Update context
*********/
bool wasWorldReady = Context.IsWorldReady;
if ((Context.IsWorldReady && !Context.IsSaveLoaded) || Game1.exitToTitle)
{
Context.IsWorldReady = false;
this.AfterLoadTimer.Reset();
}
else if (Context.IsSaveLoaded && this.AfterLoadTimer.Current > 0 && Game1.currentLocation != null)
{
if (Game1.dayOfMonth != 0) // wait until new-game intro finishes (world not fully initialized yet)
this.AfterLoadTimer.Decrement();
Context.IsWorldReady = this.AfterLoadTimer.Current == 0;
}
/*********
** Update watchers
** (Watchers need to be updated, checked, and reset in one go so we can detect any changes mods make in event handlers.)
*********/
this.Watchers.Update();
this.WatcherSnapshot.Update(this.Watchers);
this.Watchers.Reset();
WatcherSnapshot state = this.WatcherSnapshot;
/*********
** Display in-game warnings
*********/
// save content removed
if (this.IsSaveContentRemoved && Context.IsWorldReady)
{
this.IsSaveContentRemoved = false;
Game1.addHUDMessage(new HUDMessage(this.Translator.Get("warn.invalid-content-removed"), HUDMessage.error_type));
}
/*********
** Pre-update events
*********/
{
/*********
** Save created/loaded events
*********/
if (this.IsBetweenCreateEvents)
{
// raise after-create
this.IsBetweenCreateEvents = false;
this.Monitor.Log($"Context: after save creation, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace);
this.OnLoadStageChanged(LoadStage.CreatedSaveFile);
events.SaveCreated.RaiseEmpty();
}
if (this.IsBetweenSaveEvents)
{
// raise after-save
this.IsBetweenSaveEvents = false;
this.Monitor.Log($"Context: after save, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace);
events.Saved.RaiseEmpty();
events.DayStarted.RaiseEmpty();
}
/*********
** Locale changed events
*********/
if (state.Locale.IsChanged)
this.Monitor.Log($"Context: locale set to {state.Locale.New}.", LogLevel.Trace);
/*********
** Load / return-to-title events
*********/
if (wasWorldReady && !Context.IsWorldReady)
this.OnLoadStageChanged(LoadStage.None);
else if (Context.IsWorldReady && Context.LoadStage != LoadStage.Ready)
{
// print context
string context = $"Context: loaded save '{Constants.SaveFolderName}', starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}, locale set to {this.ContentCore.Language}.";
if (Context.IsMultiplayer)
{
int onlineCount = Game1.getOnlineFarmers().Count();
context += $" {(Context.IsMainPlayer ? "Main player" : "Farmhand")} with {onlineCount} {(onlineCount == 1 ? "player" : "players")} online.";
}
else
context += " Single-player.";
this.Monitor.Log(context, LogLevel.Trace);
// raise events
this.OnLoadStageChanged(LoadStage.Ready);
events.SaveLoaded.RaiseEmpty();
events.DayStarted.RaiseEmpty();
}
/*********
** Window events
*********/
// Here we depend on the game's viewport instead of listening to the Window.Resize
// event because we need to notify mods after the game handles the resize, so the
// game's metadata (like Game1.viewport) are updated. That's a bit complicated
// since the game adds & removes its own handler on the fly.
if (state.WindowSize.IsChanged)
{
if (this.Monitor.IsVerbose)
this.Monitor.Log($"Events: window size changed to {state.WindowSize.New}.", LogLevel.Trace);
events.WindowResized.Raise(new WindowResizedEventArgs(state.WindowSize.Old, state.WindowSize.New));
}
/*********
** Input events (if window has focus)
*********/
if (this.IsActive)
{
// raise events
bool isChatInput = Game1.IsChatting || (Context.IsMultiplayer && Context.IsWorldReady && Game1.activeClickableMenu == null && Game1.currentMinigame == null && inputState.IsAnyDown(Game1.options.chatButton));
if (!isChatInput)
{
ICursorPosition cursor = this.Input.CursorPosition;
// raise cursor moved event
if (state.Cursor.IsChanged)
events.CursorMoved.Raise(new CursorMovedEventArgs(state.Cursor.Old, state.Cursor.New));
// raise mouse wheel scrolled
if (state.MouseWheelScroll.IsChanged)
{
if (this.Monitor.IsVerbose)
this.Monitor.Log($"Events: mouse wheel scrolled to {state.MouseWheelScroll.New}.", LogLevel.Trace);
events.MouseWheelScrolled.Raise(new MouseWheelScrolledEventArgs(cursor, state.MouseWheelScroll.Old, state.MouseWheelScroll.New));
}
// raise input button events
foreach (var pair in inputState.LastButtonStates)
{
SButton button = pair.Key;
SButtonState status = pair.Value;
if (status == SButtonState.Pressed)
{
if (this.Monitor.IsVerbose)
this.Monitor.Log($"Events: button {button} pressed.", LogLevel.Trace);
events.ButtonPressed.Raise(new ButtonPressedEventArgs(button, cursor, inputState));
}
else if (status == SButtonState.Released)
{
if (this.Monitor.IsVerbose)
this.Monitor.Log($"Events: button {button} released.", LogLevel.Trace);
events.ButtonReleased.Raise(new ButtonReleasedEventArgs(button, cursor, inputState));
}
}
}
}
/*********
** Menu events
*********/
if (state.ActiveMenu.IsChanged)
{
if (this.Monitor.IsVerbose)
this.Monitor.Log($"Context: menu changed from {state.ActiveMenu.Old?.GetType().FullName ?? "none"} to {state.ActiveMenu.New?.GetType().FullName ?? "none"}.", LogLevel.Trace);
// raise menu events
events.MenuChanged.Raise(new MenuChangedEventArgs(state.ActiveMenu.Old, state.ActiveMenu.New));
}
/*********
** World & player events
*********/
if (Context.IsWorldReady)
{
bool raiseWorldEvents = !state.SaveID.IsChanged; // don't report changes from unloaded => loaded
// location list changes
if (state.Locations.LocationList.IsChanged && (events.LocationListChanged.HasListeners() || this.Monitor.IsVerbose))
{
var added = state.Locations.LocationList.Added.ToArray();
var removed = state.Locations.LocationList.Removed.ToArray();
if (this.Monitor.IsVerbose)
{
string addedText = added.Any() ? string.Join(", ", added.Select(p => p.Name)) : "none";
string removedText = removed.Any() ? string.Join(", ", removed.Select(p => p.Name)) : "none";
this.Monitor.Log($"Context: location list changed (added {addedText}; removed {removedText}).", LogLevel.Trace);
}
events.LocationListChanged.Raise(new LocationListChangedEventArgs(added, removed));
}
// raise location contents changed
if (raiseWorldEvents)
{
foreach (LocationSnapshot locState in state.Locations.Locations)
{
var location = locState.Location;
// buildings changed
if (locState.Buildings.IsChanged)
events.BuildingListChanged.Raise(new BuildingListChangedEventArgs(location, locState.Buildings.Added, locState.Buildings.Removed));
// debris changed
if (locState.Debris.IsChanged)
events.DebrisListChanged.Raise(new DebrisListChangedEventArgs(location, locState.Debris.Added, locState.Debris.Removed));
// large terrain features changed
if (locState.LargeTerrainFeatures.IsChanged)
events.LargeTerrainFeatureListChanged.Raise(new LargeTerrainFeatureListChangedEventArgs(location, locState.LargeTerrainFeatures.Added, locState.LargeTerrainFeatures.Removed));
// NPCs changed
if (locState.Npcs.IsChanged)
events.NpcListChanged.Raise(new NpcListChangedEventArgs(location, locState.Npcs.Added, locState.Npcs.Removed));
// objects changed
if (locState.Objects.IsChanged)
events.ObjectListChanged.Raise(new ObjectListChangedEventArgs(location, locState.Objects.Added, locState.Objects.Removed));
// chest items changed
if (events.ChestInventoryChanged.HasListeners())
{
foreach (var pair in locState.ChestItems)
{
SnapshotItemListDiff diff = pair.Value;
events.ChestInventoryChanged.Raise(new ChestInventoryChangedEventArgs(pair.Key, location, added: diff.Added, removed: diff.Removed, quantityChanged: diff.QuantityChanged));
}
}
// terrain features changed
if (locState.TerrainFeatures.IsChanged)
events.TerrainFeatureListChanged.Raise(new TerrainFeatureListChangedEventArgs(location, locState.TerrainFeatures.Added, locState.TerrainFeatures.Removed));
}
}
// raise time changed
if (raiseWorldEvents && state.Time.IsChanged)
events.TimeChanged.Raise(new TimeChangedEventArgs(state.Time.Old, state.Time.New));
// raise player events
if (raiseWorldEvents)
{
PlayerSnapshot playerState = state.CurrentPlayer;
Farmer player = playerState.Player;
// raise current location changed
if (playerState.Location.IsChanged)
{
if (this.Monitor.IsVerbose)
this.Monitor.Log($"Context: set location to {playerState.Location.New}.", LogLevel.Trace);
events.Warped.Raise(new WarpedEventArgs(player, playerState.Location.Old, playerState.Location.New));
}
// raise player leveled up a skill
foreach (var pair in playerState.Skills)
{
if (!pair.Value.IsChanged)
continue;
if (this.Monitor.IsVerbose)
this.Monitor.Log($"Events: player skill '{pair.Key}' changed from {pair.Value.Old} to {pair.Value.New}.", LogLevel.Trace);
events.LevelChanged.Raise(new LevelChangedEventArgs(player, pair.Key, pair.Value.Old, pair.Value.New));
}
// raise player inventory changed
if (playerState.Inventory.IsChanged)
{
var inventory = playerState.Inventory;
if (this.Monitor.IsVerbose)
this.Monitor.Log("Events: player inventory changed.", LogLevel.Trace);
events.InventoryChanged.Raise(new InventoryChangedEventArgs(player, added: inventory.Added, removed: inventory.Removed, quantityChanged: inventory.QuantityChanged));
}
}
}
/*********
** Game update
*********/
// game launched
bool isFirstTick = SGame.TicksElapsed == 0;
if (isFirstTick)
{
Context.IsGameLaunched = true;
events.GameLaunched.Raise(new GameLaunchedEventArgs());
}
// preloaded
if (Context.IsSaveLoaded && Context.LoadStage != LoadStage.Loaded && Context.LoadStage != LoadStage.Ready && Game1.dayOfMonth != 0)
this.OnLoadStageChanged(LoadStage.Loaded);
}
/*********
** Game update tick
*********/
{
bool isOneSecond = SGame.TicksElapsed % 60 == 0;
events.UnvalidatedUpdateTicking.RaiseEmpty();
events.UpdateTicking.RaiseEmpty();
if (isOneSecond)
events.OneSecondUpdateTicking.RaiseEmpty();
try
{
this.Input.ApplyOverrides(); // if mods added any new overrides since the update, process them now
SGame.TicksElapsed++;
base.Update(gameTime);
}
catch (Exception ex)
{
this.MonitorForGame.Log($"An error occured in the base update loop: {ex.GetLogSummary()}", LogLevel.Error);
}
events.UnvalidatedUpdateTicked.RaiseEmpty();
events.UpdateTicked.RaiseEmpty();
if (isOneSecond)
events.OneSecondUpdateTicked.RaiseEmpty();
}
/*********
** Update events
*********/
this.UpdateCrashTimer.Reset();
}
catch (Exception ex)
{
// log error
this.Monitor.Log($"An error occured in the overridden update loop: {ex.GetLogSummary()}", LogLevel.Error);
// exit if irrecoverable
if (!this.UpdateCrashTimer.Decrement())
this.ExitGameImmediately("The game crashed when updating, and SMAPI was unable to recover the game.");
}
}
/// The method called to draw everything to the screen.
/// A snapshot of the game timing state.
/// The render target, if any.
[SuppressMessage("ReSharper", "InconsistentNaming", Justification = "copied from game code as-is")]
protected override void _draw(GameTime gameTime, RenderTarget2D target_screen)
{
Context.IsInDrawLoop = true;
try
{
this.DrawImpl(gameTime, target_screen);
this.DrawCrashTimer.Reset();
}
catch (Exception ex)
{
// log error
this.Monitor.Log($"An error occured in the overridden draw loop: {ex.GetLogSummary()}", LogLevel.Error);
// exit if irrecoverable
if (!this.DrawCrashTimer.Decrement())
{
this.ExitGameImmediately("The game crashed when drawing, and SMAPI was unable to recover the game.");
return;
}
// recover sprite batch
try
{
if (Game1.spriteBatch.IsOpen(this.Reflection))
{
this.Monitor.Log("Recovering sprite batch from error...", LogLevel.Trace);
Game1.spriteBatch.End();
}
}
catch (Exception innerEx)
{
this.Monitor.Log($"Could not recover sprite batch state: {innerEx.GetLogSummary()}", LogLevel.Error);
}
}
Context.IsInDrawLoop = false;
}
/// Replicate the game's draw logic with some changes for SMAPI.
/// A snapshot of the game timing state.
/// The render target, if any.
/// This implementation is identical to , except for try..catch around menu draw code, private field references replaced by wrappers, and added events.
[SuppressMessage("ReSharper", "CompareOfFloatsByEqualityOperator", Justification = "copied from game code as-is")]
[SuppressMessage("ReSharper", "InconsistentNaming", Justification = "copied from game code as-is")]
[SuppressMessage("ReSharper", "LocalVariableHidesMember", Justification = "copied from game code as-is")]
[SuppressMessage("ReSharper", "PossibleLossOfFraction", Justification = "copied from game code as-is")]
[SuppressMessage("ReSharper", "RedundantArgumentDefaultValue", Justification = "copied from game code as-is")]
[SuppressMessage("ReSharper", "RedundantCast", Justification = "copied from game code as-is")]
[SuppressMessage("ReSharper", "RedundantExplicitNullableCreation", Justification = "copied from game code as-is")]
[SuppressMessage("ReSharper", "RedundantTypeArgumentsOfMethod", Justification = "copied from game code as-is")]
[SuppressMessage("SMAPI.CommonErrors", "AvoidNetField", Justification = "copied from game code as-is")]
[SuppressMessage("SMAPI.CommonErrors", "AvoidImplicitNetFieldCast", Justification = "copied from game code as-is")]
private void DrawImpl(GameTime gameTime, RenderTarget2D target_screen)
{
var events = this.Events;
Game1.showingHealthBar = false;
if (Game1._newDayTask != null)
{
this.GraphicsDevice.Clear(Game1.bgColor);
}
else
{
if (target_screen != null)
this.GraphicsDevice.SetRenderTarget(target_screen);
if (this.IsSaving)
{
this.GraphicsDevice.Clear(Game1.bgColor);
IClickableMenu activeClickableMenu = Game1.activeClickableMenu;
if (activeClickableMenu != null)
{
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
events.Rendering.RaiseEmpty();
try
{
events.RenderingActiveMenu.RaiseEmpty();
activeClickableMenu.draw(Game1.spriteBatch);
events.RenderedActiveMenu.RaiseEmpty();
}
catch (Exception ex)
{
this.Monitor.Log($"The {activeClickableMenu.GetType().FullName} menu crashed while drawing itself during save. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error);
activeClickableMenu.exitThisMenu();
}
events.Rendered.RaiseEmpty();
Game1.spriteBatch.End();
}
if (Game1.overlayMenu != null)
{
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
Game1.overlayMenu.draw(Game1.spriteBatch);
Game1.spriteBatch.End();
}
this.renderScreenBuffer(target_screen);
}
else
{
this.GraphicsDevice.Clear(Game1.bgColor);
if (Game1.activeClickableMenu != null && Game1.options.showMenuBackground && (Game1.activeClickableMenu.showWithoutTransparencyIfOptionIsSet() && !this.takingMapScreenshot))
{
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
events.Rendering.RaiseEmpty();
try
{
Game1.activeClickableMenu.drawBackground(Game1.spriteBatch);
events.RenderingActiveMenu.RaiseEmpty();
Game1.activeClickableMenu.draw(Game1.spriteBatch);
events.RenderedActiveMenu.RaiseEmpty();
}
catch (Exception ex)
{
this.Monitor.Log($"The {Game1.activeClickableMenu.GetType().FullName} menu crashed while drawing itself. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error);
Game1.activeClickableMenu.exitThisMenu();
}
events.Rendered.RaiseEmpty();
Game1.spriteBatch.End();
this.drawOverlays(Game1.spriteBatch);
if (target_screen != null)
{
this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null);
this.GraphicsDevice.Clear(Game1.bgColor);
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
Game1.spriteBatch.Draw((Texture2D)target_screen, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(target_screen.Bounds), Microsoft.Xna.Framework.Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
Game1.spriteBatch.End();
}
if (Game1.overlayMenu == null)
return;
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
Game1.overlayMenu.draw(Game1.spriteBatch);
Game1.spriteBatch.End();
}
else if (Game1.gameMode == (byte)11)
{
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
events.Rendering.RaiseEmpty();
Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3685"), new Vector2(16f, 16f), Microsoft.Xna.Framework.Color.HotPink);
Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3686"), new Vector2(16f, 32f), new Microsoft.Xna.Framework.Color(0, (int)byte.MaxValue, 0));
Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.parseText(Game1.errorMessage, Game1.dialogueFont, Game1.graphics.GraphicsDevice.Viewport.Width), new Vector2(16f, 48f), Microsoft.Xna.Framework.Color.White);
events.Rendered.RaiseEmpty();
Game1.spriteBatch.End();
}
else if (Game1.currentMinigame != null)
{
int batchEnds = 0;
if (events.Rendering.HasListeners())
{
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
events.Rendering.RaiseEmpty();
Game1.spriteBatch.End();
}
Game1.currentMinigame.draw(Game1.spriteBatch);
if (Game1.globalFade && !Game1.menuUp && (!Game1.nameSelectUp || Game1.messagePause))
{
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Microsoft.Xna.Framework.Color.Black * (Game1.gameMode == (byte)0 ? 1f - Game1.fadeToBlackAlpha : Game1.fadeToBlackAlpha));
Game1.spriteBatch.End();
}
this.drawOverlays(Game1.spriteBatch);
if (target_screen == null)
{
if (++batchEnds == 1 && events.Rendered.HasListeners())
{
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
events.Rendered.RaiseEmpty();
Game1.spriteBatch.End();
}
return;
}
this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null);
this.GraphicsDevice.Clear(Game1.bgColor);
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
Game1.spriteBatch.Draw((Texture2D)target_screen, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(target_screen.Bounds), Microsoft.Xna.Framework.Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
if (++batchEnds == 1)
events.Rendered.RaiseEmpty();
Game1.spriteBatch.End();
}
else if (Game1.showingEndOfNightStuff)
{
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
events.Rendering.RaiseEmpty();
if (Game1.activeClickableMenu != null)
{
try
{
events.RenderingActiveMenu.RaiseEmpty();
Game1.activeClickableMenu.draw(Game1.spriteBatch);
events.RenderedActiveMenu.RaiseEmpty();
}
catch (Exception ex)
{
this.Monitor.Log($"The {Game1.activeClickableMenu.GetType().FullName} menu crashed while drawing itself during end-of-night-stuff. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error);
Game1.activeClickableMenu.exitThisMenu();
}
}
events.Rendered.RaiseEmpty();
Game1.spriteBatch.End();
this.drawOverlays(Game1.spriteBatch);
if (target_screen == null)
return;
this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null);
this.GraphicsDevice.Clear(Game1.bgColor);
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
Game1.spriteBatch.Draw((Texture2D)target_screen, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(target_screen.Bounds), Microsoft.Xna.Framework.Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
Game1.spriteBatch.End();
}
else if (Game1.gameMode == (byte)6 || Game1.gameMode == (byte)3 && Game1.currentLocation == null)
{
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
events.Rendering.RaiseEmpty();
string str1 = "";
for (int index = 0; (double)index < gameTime.TotalGameTime.TotalMilliseconds % 999.0 / 333.0; ++index)
str1 += ".";
string str2 = Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3688");
string s = str2 + str1;
string str3 = str2 + "... ";
int widthOfString = SpriteText.getWidthOfString(str3, 999999);
int height = 64;
int x = 64;
int y = Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Bottom - height;
SpriteText.drawString(Game1.spriteBatch, s, x, y, 999999, widthOfString, height, 1f, 0.88f, false, 0, str3, -1, SpriteText.ScrollTextAlignment.Left);
events.Rendered.RaiseEmpty();
Game1.spriteBatch.End();
this.drawOverlays(Game1.spriteBatch);
if (target_screen != null)
{
this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null);
this.GraphicsDevice.Clear(Game1.bgColor);
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
Game1.spriteBatch.Draw((Texture2D)target_screen, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(target_screen.Bounds), Microsoft.Xna.Framework.Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
Game1.spriteBatch.End();
}
if (Game1.overlayMenu != null)
{
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
Game1.overlayMenu.draw(Game1.spriteBatch);
Game1.spriteBatch.End();
}
//base.Draw(gameTime);
}
else
{
byte batchOpens = 0; // used for rendering event
Microsoft.Xna.Framework.Rectangle rectangle;
Viewport viewport;
if (Game1.gameMode == (byte)0)
{
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
if (++batchOpens == 1)
events.Rendering.RaiseEmpty();
}
else
{
if (Game1.drawLighting)
{
this.GraphicsDevice.SetRenderTarget(Game1.lightmap);
this.GraphicsDevice.Clear(Microsoft.Xna.Framework.Color.White * 0.0f);
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
if (++batchOpens == 1)
events.Rendering.RaiseEmpty();
Microsoft.Xna.Framework.Color color = !Game1.currentLocation.Name.StartsWith("UndergroundMine") || !(Game1.currentLocation is MineShaft) ? (Game1.ambientLight.Equals(Microsoft.Xna.Framework.Color.White) || Game1.isRaining && (bool)(NetFieldBase)Game1.currentLocation.isOutdoors ? Game1.outdoorLight : Game1.ambientLight) : (Game1.currentLocation as MineShaft).getLightingColor(gameTime);
Game1.spriteBatch.Draw(Game1.staminaRect, Game1.lightmap.Bounds, color);
foreach (LightSource currentLightSource in Game1.currentLightSources)
{
if (!Game1.isRaining && !Game1.isDarkOut() || currentLightSource.lightContext.Value != LightSource.LightContext.WindowLight)
{
if (currentLightSource.PlayerID != 0L && currentLightSource.PlayerID != Game1.player.UniqueMultiplayerID)
{
Farmer farmerMaybeOffline = Game1.getFarmerMaybeOffline(currentLightSource.PlayerID);
if (farmerMaybeOffline == null || farmerMaybeOffline.currentLocation != null && farmerMaybeOffline.currentLocation.Name != Game1.currentLocation.Name || (bool)(NetFieldBase)farmerMaybeOffline.hidden)
continue;
}
if (Utility.isOnScreen((Vector2)(NetFieldBase)currentLightSource.position, (int)((double)(float)(NetFieldBase)currentLightSource.radius * 64.0 * 4.0)))
Game1.spriteBatch.Draw(currentLightSource.lightTexture, Game1.GlobalToLocal(Game1.viewport, (Vector2)(NetFieldBase)currentLightSource.position) / (float)(Game1.options.lightingQuality / 2), new Microsoft.Xna.Framework.Rectangle?(currentLightSource.lightTexture.Bounds), (Microsoft.Xna.Framework.Color)(NetFieldBase)currentLightSource.color, 0.0f, new Vector2((float)currentLightSource.lightTexture.Bounds.Center.X, (float)currentLightSource.lightTexture.Bounds.Center.Y), (float)(NetFieldBase)currentLightSource.radius / (float)(Game1.options.lightingQuality / 2), SpriteEffects.None, 0.9f);
}
}
Game1.spriteBatch.End();
this.GraphicsDevice.SetRenderTarget(target_screen);
}
if (Game1.bloomDay && Game1.bloom != null)
Game1.bloom.BeginDraw();
this.GraphicsDevice.Clear(Game1.bgColor);
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
if (++batchOpens == 1)
events.Rendering.RaiseEmpty();
events.RenderingWorld.RaiseEmpty();
if (Game1.background != null)
Game1.background.draw(Game1.spriteBatch);
Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch);
Game1.currentLocation.Map.GetLayer("Back").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, 4);
Game1.currentLocation.drawWater(Game1.spriteBatch);
this._farmerShadows.Clear();
if (Game1.currentLocation.currentEvent != null && !Game1.currentLocation.currentEvent.isFestival && Game1.currentLocation.currentEvent.farmerActors.Count > 0)
{
foreach (Farmer farmerActor in Game1.currentLocation.currentEvent.farmerActors)
{
if (farmerActor.IsLocalPlayer && Game1.displayFarmer || !(bool)(NetFieldBase)farmerActor.hidden)
this._farmerShadows.Add(farmerActor);
}
}
else
{
foreach (Farmer farmer in Game1.currentLocation.farmers)
{
if (farmer.IsLocalPlayer && Game1.displayFarmer || !(bool)(NetFieldBase)farmer.hidden)
this._farmerShadows.Add(farmer);
}
}
if (!Game1.currentLocation.shouldHideCharacters())
{
if (Game1.CurrentEvent == null)
{
foreach (NPC character in Game1.currentLocation.characters)
{
if (!(bool)(NetFieldBase)character.swimming && !character.HideShadow && (!character.IsInvisible && !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(character.getTileLocation())))
Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, character.Position + new Vector2((float)(character.Sprite.SpriteWidth * 4) / 2f, (float)(character.GetBoundingBox().Height + (character.IsMonster ? 0 : 12)))), new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds), Microsoft.Xna.Framework.Color.White, 0.0f, new Vector2((float)Game1.shadowTexture.Bounds.Center.X, (float)Game1.shadowTexture.Bounds.Center.Y), (float)(4.0 + (double)character.yJumpOffset / 40.0) * (float)(NetFieldBase)character.scale, SpriteEffects.None, Math.Max(0.0f, (float)character.getStandingY() / 10000f) - 1E-06f);
}
}
else
{
foreach (NPC actor in Game1.CurrentEvent.actors)
{
if (!(bool)(NetFieldBase)actor.swimming && !actor.HideShadow && !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(actor.getTileLocation()))
Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, actor.Position + new Vector2((float)(actor.Sprite.SpriteWidth * 4) / 2f, (float)(actor.GetBoundingBox().Height + (actor.IsMonster ? 0 : (actor.Sprite.SpriteHeight <= 16 ? -4 : 12))))), new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds), Microsoft.Xna.Framework.Color.White, 0.0f, new Vector2((float)Game1.shadowTexture.Bounds.Center.X, (float)Game1.shadowTexture.Bounds.Center.Y), (float)(4.0 + (double)actor.yJumpOffset / 40.0) * (float)(NetFieldBase)actor.scale, SpriteEffects.None, Math.Max(0.0f, (float)actor.getStandingY() / 10000f) - 1E-06f);
}
}
foreach (Farmer farmerShadow in this._farmerShadows)
{
if (!Game1.multiplayer.isDisconnecting(farmerShadow.UniqueMultiplayerID) && !(bool)(NetFieldBase)farmerShadow.swimming && !farmerShadow.isRidingHorse() && (Game1.currentLocation == null || !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(farmerShadow.getTileLocation())))
{
SpriteBatch spriteBatch = Game1.spriteBatch;
Texture2D shadowTexture = Game1.shadowTexture;
Vector2 local = Game1.GlobalToLocal(farmerShadow.Position + new Vector2(32f, 24f));
Microsoft.Xna.Framework.Rectangle? sourceRectangle = new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds);
Microsoft.Xna.Framework.Color white = Microsoft.Xna.Framework.Color.White;
Microsoft.Xna.Framework.Rectangle bounds = Game1.shadowTexture.Bounds;
double x = (double)bounds.Center.X;
bounds = Game1.shadowTexture.Bounds;
double y = (double)bounds.Center.Y;
Vector2 origin = new Vector2((float)x, (float)y);
double num = 4.0 - (!farmerShadow.running && !farmerShadow.UsingTool || farmerShadow.FarmerSprite.currentAnimationIndex <= 1 ? 0.0 : (double)Math.Abs(FarmerRenderer.featureYOffsetPerFrame[farmerShadow.FarmerSprite.CurrentFrame]) * 0.5);
spriteBatch.Draw(shadowTexture, local, sourceRectangle, white, 0.0f, origin, (float)num, SpriteEffects.None, 0.0f);
}
}
}
Layer layer1 = Game1.currentLocation.Map.GetLayer("Buildings");
layer1.Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, 4);
Game1.mapDisplayDevice.EndScene();
Game1.spriteBatch.End();
Game1.spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
if (!Game1.currentLocation.shouldHideCharacters())
{
if (Game1.CurrentEvent == null)
{
foreach (NPC character in Game1.currentLocation.characters)
{
if (!(bool)(NetFieldBase)character.swimming && !character.HideShadow && (!(bool)(NetFieldBase)character.isInvisible && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(character.getTileLocation())))
Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, character.Position + new Vector2((float)(character.Sprite.SpriteWidth * 4) / 2f, (float)(character.GetBoundingBox().Height + (character.IsMonster ? 0 : 12)))), new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds), Microsoft.Xna.Framework.Color.White, 0.0f, new Vector2((float)Game1.shadowTexture.Bounds.Center.X, (float)Game1.shadowTexture.Bounds.Center.Y), (float)(4.0 + (double)character.yJumpOffset / 40.0) * (float)(NetFieldBase)character.scale, SpriteEffects.None, Math.Max(0.0f, (float)character.getStandingY() / 10000f) - 1E-06f);
}
}
else
{
foreach (NPC actor in Game1.CurrentEvent.actors)
{
if (!(bool)(NetFieldBase)actor.swimming && !actor.HideShadow && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(actor.getTileLocation()))
Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, actor.Position + new Vector2((float)(actor.Sprite.SpriteWidth * 4) / 2f, (float)(actor.GetBoundingBox().Height + (actor.IsMonster ? 0 : 12)))), new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds), Microsoft.Xna.Framework.Color.White, 0.0f, new Vector2((float)Game1.shadowTexture.Bounds.Center.X, (float)Game1.shadowTexture.Bounds.Center.Y), (float)(4.0 + (double)actor.yJumpOffset / 40.0) * (float)(NetFieldBase)actor.scale, SpriteEffects.None, Math.Max(0.0f, (float)actor.getStandingY() / 10000f) - 1E-06f);
}
}
foreach (Farmer farmerShadow in this._farmerShadows)
{
float num1 = Math.Max(0.0001f, farmerShadow.getDrawLayer() + 0.00011f) - 0.0001f;
if (!(bool)(NetFieldBase)farmerShadow.swimming && !farmerShadow.isRidingHorse() && (Game1.currentLocation != null && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(farmerShadow.getTileLocation())))
{
SpriteBatch spriteBatch = Game1.spriteBatch;
Texture2D shadowTexture = Game1.shadowTexture;
Vector2 local = Game1.GlobalToLocal(farmerShadow.Position + new Vector2(32f, 24f));
Microsoft.Xna.Framework.Rectangle? sourceRectangle = new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds);
Microsoft.Xna.Framework.Color white = Microsoft.Xna.Framework.Color.White;
Microsoft.Xna.Framework.Rectangle bounds = Game1.shadowTexture.Bounds;
double x = (double)bounds.Center.X;
bounds = Game1.shadowTexture.Bounds;
double y = (double)bounds.Center.Y;
Vector2 origin = new Vector2((float)x, (float)y);
double num2 = 4.0 - (!farmerShadow.running && !farmerShadow.UsingTool || farmerShadow.FarmerSprite.currentAnimationIndex <= 1 ? 0.0 : (double)Math.Abs(FarmerRenderer.featureYOffsetPerFrame[farmerShadow.FarmerSprite.CurrentFrame]) * 0.5);
double num3 = (double)num1;
spriteBatch.Draw(shadowTexture, local, sourceRectangle, white, 0.0f, origin, (float)num2, SpriteEffects.None, (float)num3);
}
}
}
if ((Game1.eventUp || Game1.killScreen) && (!Game1.killScreen && Game1.currentLocation.currentEvent != null))
Game1.currentLocation.currentEvent.draw(Game1.spriteBatch);
if (Game1.player.currentUpgrade != null && Game1.player.currentUpgrade.daysLeftTillUpgradeDone <= 3 && Game1.currentLocation.Name.Equals("Farm"))
Game1.spriteBatch.Draw(Game1.player.currentUpgrade.workerTexture, Game1.GlobalToLocal(Game1.viewport, Game1.player.currentUpgrade.positionOfCarpenter), new Microsoft.Xna.Framework.Rectangle?(Game1.player.currentUpgrade.getSourceRectangle()), Microsoft.Xna.Framework.Color.White, 0.0f, Vector2.Zero, 1f, SpriteEffects.None, (float)(((double)Game1.player.currentUpgrade.positionOfCarpenter.Y + 48.0) / 10000.0));
Game1.currentLocation.draw(Game1.spriteBatch);
foreach (Vector2 key in Game1.crabPotOverlayTiles.Keys)
{
Tile tile = layer1.Tiles[(int)key.X, (int)key.Y];
if (tile != null)
{
Vector2 local = Game1.GlobalToLocal(Game1.viewport, key * 64f);
Location location = new Location((int)local.X, (int)local.Y);
Game1.mapDisplayDevice.DrawTile(tile, location, (float)(((double)key.Y * 64.0 - 1.0) / 10000.0));
}
}
if (Game1.eventUp && Game1.currentLocation.currentEvent != null)
{
string messageToScreen = Game1.currentLocation.currentEvent.messageToScreen;
}
if (Game1.player.ActiveObject == null && (Game1.player.UsingTool || Game1.pickingTool) && (Game1.player.CurrentTool != null && (!Game1.player.CurrentTool.Name.Equals("Seeds") || Game1.pickingTool)))
Game1.drawTool(Game1.player);
if (Game1.currentLocation.Name.Equals("Farm"))
this.drawFarmBuildings();
if (Game1.tvStation >= 0)
Game1.spriteBatch.Draw(Game1.tvStationTexture, Game1.GlobalToLocal(Game1.viewport, new Vector2(400f, 160f)), new Microsoft.Xna.Framework.Rectangle?(new Microsoft.Xna.Framework.Rectangle(Game1.tvStation * 24, 0, 24, 15)), Microsoft.Xna.Framework.Color.White, 0.0f, Vector2.Zero, 4f, SpriteEffects.None, 1E-08f);
if (Game1.panMode)
{
Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle((int)Math.Floor((double)(Game1.getOldMouseX() + Game1.viewport.X) / 64.0) * 64 - Game1.viewport.X, (int)Math.Floor((double)(Game1.getOldMouseY() + Game1.viewport.Y) / 64.0) * 64 - Game1.viewport.Y, 64, 64), Microsoft.Xna.Framework.Color.Lime * 0.75f);
foreach (Warp warp in (NetList>)Game1.currentLocation.warps)
Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(warp.X * 64 - Game1.viewport.X, warp.Y * 64 - Game1.viewport.Y, 64, 64), Microsoft.Xna.Framework.Color.Red * 0.75f);
}
Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch);
Game1.currentLocation.Map.GetLayer("Front").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, 4);
Game1.mapDisplayDevice.EndScene();
Game1.currentLocation.drawAboveFrontLayer(Game1.spriteBatch);
Game1.spriteBatch.End();
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
if (Game1.displayFarmer && Game1.player.ActiveObject != null && ((bool)(NetFieldBase)Game1.player.ActiveObject.bigCraftable && this.checkBigCraftableBoundariesForFrontLayer()) && Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.getStandingX(), Game1.player.getStandingY()), Game1.viewport.Size) == null)
Game1.drawPlayerHeldObject(Game1.player);
else if (Game1.displayFarmer && Game1.player.ActiveObject != null)
{
if (Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location((int)Game1.player.Position.X, (int)Game1.player.Position.Y - 38), Game1.viewport.Size) == null || Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location((int)Game1.player.Position.X, (int)Game1.player.Position.Y - 38), Game1.viewport.Size).TileIndexProperties.ContainsKey("FrontAlways"))
{
Layer layer2 = Game1.currentLocation.Map.GetLayer("Front");
rectangle = Game1.player.GetBoundingBox();
Location mapDisplayLocation1 = new Location(rectangle.Right, (int)Game1.player.Position.Y - 38);
xTile.Dimensions.Size size1 = Game1.viewport.Size;
if (layer2.PickTile(mapDisplayLocation1, size1) != null)
{
Layer layer3 = Game1.currentLocation.Map.GetLayer("Front");
rectangle = Game1.player.GetBoundingBox();
Location mapDisplayLocation2 = new Location(rectangle.Right, (int)Game1.player.Position.Y - 38);
xTile.Dimensions.Size size2 = Game1.viewport.Size;
if (layer3.PickTile(mapDisplayLocation2, size2).TileIndexProperties.ContainsKey("FrontAlways"))
goto label_139;
}
else
goto label_139;
}
Game1.drawPlayerHeldObject(Game1.player);
}
label_139:
if ((Game1.player.UsingTool || Game1.pickingTool) && Game1.player.CurrentTool != null && ((!Game1.player.CurrentTool.Name.Equals("Seeds") || Game1.pickingTool) && (Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.getStandingX(), (int)Game1.player.Position.Y - 38), Game1.viewport.Size) != null && Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.getStandingX(), Game1.player.getStandingY()), Game1.viewport.Size) == null)))
Game1.drawTool(Game1.player);
if (Game1.currentLocation.Map.GetLayer("AlwaysFront") != null)
{
Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch);
Game1.currentLocation.Map.GetLayer("AlwaysFront").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, 4);
Game1.mapDisplayDevice.EndScene();
}
if ((double)Game1.toolHold > 400.0 && Game1.player.CurrentTool.UpgradeLevel >= 1 && Game1.player.canReleaseTool)
{
Microsoft.Xna.Framework.Color color = Microsoft.Xna.Framework.Color.White;
switch ((int)((double)Game1.toolHold / 600.0) + 2)
{
case 1:
color = Tool.copperColor;
break;
case 2:
color = Tool.steelColor;
break;
case 3:
color = Tool.goldColor;
break;
case 4:
color = Tool.iridiumColor;
break;
}
Game1.spriteBatch.Draw(Game1.littleEffect, new Microsoft.Xna.Framework.Rectangle((int)Game1.player.getLocalPosition(Game1.viewport).X - 2, (int)Game1.player.getLocalPosition(Game1.viewport).Y - (Game1.player.CurrentTool.Name.Equals("Watering Can") ? 0 : 64) - 2, (int)((double)Game1.toolHold % 600.0 * 0.0799999982118607) + 4, 12), Microsoft.Xna.Framework.Color.Black);
Game1.spriteBatch.Draw(Game1.littleEffect, new Microsoft.Xna.Framework.Rectangle((int)Game1.player.getLocalPosition(Game1.viewport).X, (int)Game1.player.getLocalPosition(Game1.viewport).Y - (Game1.player.CurrentTool.Name.Equals("Watering Can") ? 0 : 64), (int)((double)Game1.toolHold % 600.0 * 0.0799999982118607), 8), color);
}
this.drawWeather(gameTime, target_screen);
if (Game1.farmEvent != null)
Game1.farmEvent.draw(Game1.spriteBatch);
if ((double)Game1.currentLocation.LightLevel > 0.0 && Game1.timeOfDay < 2000)
Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Microsoft.Xna.Framework.Color.Black * Game1.currentLocation.LightLevel);
if (Game1.screenGlow)
Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Game1.screenGlowColor * Game1.screenGlowAlpha);
Game1.currentLocation.drawAboveAlwaysFrontLayer(Game1.spriteBatch);
if (Game1.player.CurrentTool != null && Game1.player.CurrentTool is FishingRod && ((Game1.player.CurrentTool as FishingRod).isTimingCast || (double)(Game1.player.CurrentTool as FishingRod).castingChosenCountdown > 0.0 || ((Game1.player.CurrentTool as FishingRod).fishCaught || (Game1.player.CurrentTool as FishingRod).showingTreasure)))
Game1.player.CurrentTool.draw(Game1.spriteBatch);
Game1.spriteBatch.End();
Game1.spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
if (Game1.eventUp && Game1.currentLocation.currentEvent != null)
{
foreach (NPC actor in Game1.currentLocation.currentEvent.actors)
{
if (actor.isEmoting)
{
Vector2 localPosition = actor.getLocalPosition(Game1.viewport);
localPosition.Y -= 140f;
if (actor.Age == 2)
localPosition.Y += 32f;
else if (actor.Gender == 1)
localPosition.Y += 10f;
Game1.spriteBatch.Draw(Game1.emoteSpriteSheet, localPosition, new Microsoft.Xna.Framework.Rectangle?(new Microsoft.Xna.Framework.Rectangle(actor.CurrentEmoteIndex * 16 % Game1.emoteSpriteSheet.Width, actor.CurrentEmoteIndex * 16 / Game1.emoteSpriteSheet.Width * 16, 16, 16)), Microsoft.Xna.Framework.Color.White, 0.0f, Vector2.Zero, 4f, SpriteEffects.None, (float)actor.getStandingY() / 10000f);
}
}
}
Game1.spriteBatch.End();
if (Game1.drawLighting)
{
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, this.lightingBlend, SamplerState.LinearClamp, (DepthStencilState)null, (RasterizerState)null);
Game1.spriteBatch.Draw((Texture2D)Game1.lightmap, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(Game1.lightmap.Bounds), Microsoft.Xna.Framework.Color.White, 0.0f, Vector2.Zero, (float)(Game1.options.lightingQuality / 2), SpriteEffects.None, 1f);
if (Game1.isRaining && (bool)(NetFieldBase)Game1.currentLocation.isOutdoors && !(Game1.currentLocation is Desert))
Game1.spriteBatch.Draw(Game1.staminaRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Microsoft.Xna.Framework.Color.OrangeRed * 0.45f);
Game1.spriteBatch.End();
}
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
events.RenderedWorld.RaiseEmpty();
if (Game1.drawGrid)
{
int num1 = -Game1.viewport.X % 64;
float num2 = (float)(-Game1.viewport.Y % 64);
int num3 = num1;
while (true)
{
int num4 = num3;
viewport = Game1.graphics.GraphicsDevice.Viewport;
int width = viewport.Width;
if (num4 < width)
{
SpriteBatch spriteBatch = Game1.spriteBatch;
Texture2D staminaRect = Game1.staminaRect;
int x = num3;
int y = (int)num2;
viewport = Game1.graphics.GraphicsDevice.Viewport;
int height = viewport.Height;
Microsoft.Xna.Framework.Rectangle destinationRectangle = new Microsoft.Xna.Framework.Rectangle(x, y, 1, height);
Microsoft.Xna.Framework.Color color = Microsoft.Xna.Framework.Color.Red * 0.5f;
spriteBatch.Draw(staminaRect, destinationRectangle, color);
num3 += 64;
}
else
break;
}
float num5 = num2;
while (true)
{
double num4 = (double)num5;
viewport = Game1.graphics.GraphicsDevice.Viewport;
double height = (double)viewport.Height;
if (num4 < height)
{
SpriteBatch spriteBatch = Game1.spriteBatch;
Texture2D staminaRect = Game1.staminaRect;
int x = num1;
int y = (int)num5;
viewport = Game1.graphics.GraphicsDevice.Viewport;
int width = viewport.Width;
Microsoft.Xna.Framework.Rectangle destinationRectangle = new Microsoft.Xna.Framework.Rectangle(x, y, width, 1);
Microsoft.Xna.Framework.Color color = Microsoft.Xna.Framework.Color.Red * 0.5f;
spriteBatch.Draw(staminaRect, destinationRectangle, color);
num5 += 64f;
}
else
break;
}
}
if (Game1.currentBillboard != 0 && !this.takingMapScreenshot)
this.drawBillboard();
if (!Game1.eventUp && Game1.farmEvent == null && (Game1.currentBillboard == 0 && Game1.gameMode == (byte)3) && (!this.takingMapScreenshot && Game1.isOutdoorMapSmallerThanViewport()))
{
SpriteBatch spriteBatch1 = Game1.spriteBatch;
Texture2D fadeToBlackRect1 = Game1.fadeToBlackRect;
int width1 = -Math.Min(Game1.viewport.X, 4096);
viewport = Game1.graphics.GraphicsDevice.Viewport;
int height1 = viewport.Height;
Microsoft.Xna.Framework.Rectangle destinationRectangle1 = new Microsoft.Xna.Framework.Rectangle(0, 0, width1, height1);
Microsoft.Xna.Framework.Color black1 = Microsoft.Xna.Framework.Color.Black;
spriteBatch1.Draw(fadeToBlackRect1, destinationRectangle1, black1);
SpriteBatch spriteBatch2 = Game1.spriteBatch;
Texture2D fadeToBlackRect2 = Game1.fadeToBlackRect;
int x = -Game1.viewport.X + Game1.currentLocation.map.Layers[0].LayerWidth * 64;
viewport = Game1.graphics.GraphicsDevice.Viewport;
int width2 = Math.Min(4096, viewport.Width - (-Game1.viewport.X + Game1.currentLocation.map.Layers[0].LayerWidth * 64));
viewport = Game1.graphics.GraphicsDevice.Viewport;
int height2 = viewport.Height;
Microsoft.Xna.Framework.Rectangle destinationRectangle2 = new Microsoft.Xna.Framework.Rectangle(x, 0, width2, height2);
Microsoft.Xna.Framework.Color black2 = Microsoft.Xna.Framework.Color.Black;
spriteBatch2.Draw(fadeToBlackRect2, destinationRectangle2, black2);
}
if ((Game1.displayHUD || Game1.eventUp) && (Game1.currentBillboard == 0 && Game1.gameMode == (byte)3) && (!Game1.freezeControls && !Game1.panMode && (!Game1.HostPaused && !this.takingMapScreenshot)))
{
events.RenderingHud.RaiseEmpty();
this.drawHUD();
events.RenderedHud.RaiseEmpty();
}
else if (Game1.activeClickableMenu == null)
{
FarmEvent farmEvent = Game1.farmEvent;
}
if (Game1.hudMessages.Count > 0 && !this.takingMapScreenshot)
{
for (int i = Game1.hudMessages.Count - 1; i >= 0; --i)
Game1.hudMessages[i].draw(Game1.spriteBatch, i);
}
}
if (Game1.farmEvent != null)
Game1.farmEvent.draw(Game1.spriteBatch);
if (Game1.dialogueUp && !Game1.nameSelectUp && !Game1.messagePause && ((Game1.activeClickableMenu == null || !(Game1.activeClickableMenu is DialogueBox)) && !this.takingMapScreenshot))
this.drawDialogueBox();
if (Game1.progressBar && !this.takingMapScreenshot)
{
SpriteBatch spriteBatch1 = Game1.spriteBatch;
Texture2D fadeToBlackRect = Game1.fadeToBlackRect;
int x1 = (Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Width - Game1.dialogueWidth) / 2;
rectangle = Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea();
int y1 = rectangle.Bottom - 128;
int dialogueWidth = Game1.dialogueWidth;
Microsoft.Xna.Framework.Rectangle destinationRectangle1 = new Microsoft.Xna.Framework.Rectangle(x1, y1, dialogueWidth, 32);
Microsoft.Xna.Framework.Color lightGray = Microsoft.Xna.Framework.Color.LightGray;
spriteBatch1.Draw(fadeToBlackRect, destinationRectangle1, lightGray);
SpriteBatch spriteBatch2 = Game1.spriteBatch;
Texture2D staminaRect = Game1.staminaRect;
int x2 = (Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Width - Game1.dialogueWidth) / 2;
rectangle = Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea();
int y2 = rectangle.Bottom - 128;
int width = (int)((double)Game1.pauseAccumulator / (double)Game1.pauseTime * (double)Game1.dialogueWidth);
Microsoft.Xna.Framework.Rectangle destinationRectangle2 = new Microsoft.Xna.Framework.Rectangle(x2, y2, width, 32);
Microsoft.Xna.Framework.Color dimGray = Microsoft.Xna.Framework.Color.DimGray;
spriteBatch2.Draw(staminaRect, destinationRectangle2, dimGray);
}
if (Game1.eventUp && Game1.currentLocation != null && Game1.currentLocation.currentEvent != null)
Game1.currentLocation.currentEvent.drawAfterMap(Game1.spriteBatch);
if (Game1.isRaining && Game1.currentLocation != null && ((bool)(NetFieldBase)Game1.currentLocation.isOutdoors && !(Game1.currentLocation is Desert)))
{
SpriteBatch spriteBatch = Game1.spriteBatch;
Texture2D staminaRect = Game1.staminaRect;
viewport = Game1.graphics.GraphicsDevice.Viewport;
Microsoft.Xna.Framework.Rectangle bounds = viewport.Bounds;
Microsoft.Xna.Framework.Color color = Microsoft.Xna.Framework.Color.Blue * 0.2f;
spriteBatch.Draw(staminaRect, bounds, color);
}
if ((Game1.fadeToBlack || Game1.globalFade) && !Game1.menuUp && ((!Game1.nameSelectUp || Game1.messagePause) && !this.takingMapScreenshot))
{
SpriteBatch spriteBatch = Game1.spriteBatch;
Texture2D fadeToBlackRect = Game1.fadeToBlackRect;
viewport = Game1.graphics.GraphicsDevice.Viewport;
Microsoft.Xna.Framework.Rectangle bounds = viewport.Bounds;
Microsoft.Xna.Framework.Color color = Microsoft.Xna.Framework.Color.Black * (Game1.gameMode == (byte)0 ? 1f - Game1.fadeToBlackAlpha : Game1.fadeToBlackAlpha);
spriteBatch.Draw(fadeToBlackRect, bounds, color);
}
else if ((double)Game1.flashAlpha > 0.0 && !this.takingMapScreenshot)
{
if (Game1.options.screenFlash)
{
SpriteBatch spriteBatch = Game1.spriteBatch;
Texture2D fadeToBlackRect = Game1.fadeToBlackRect;
viewport = Game1.graphics.GraphicsDevice.Viewport;
Microsoft.Xna.Framework.Rectangle bounds = viewport.Bounds;
Microsoft.Xna.Framework.Color color = Microsoft.Xna.Framework.Color.White * Math.Min(1f, Game1.flashAlpha);
spriteBatch.Draw(fadeToBlackRect, bounds, color);
}
Game1.flashAlpha -= 0.1f;
}
if ((Game1.messagePause || Game1.globalFade) && (Game1.dialogueUp && !this.takingMapScreenshot))
this.drawDialogueBox();
if (!this.takingMapScreenshot)
{
foreach (TemporaryAnimatedSprite overlayTempSprite in Game1.screenOverlayTempSprites)
overlayTempSprite.draw(Game1.spriteBatch, true, 0, 0, 1f);
}
if (Game1.debugMode)
{
StringBuilder debugStringBuilder = Game1._debugStringBuilder;
debugStringBuilder.Clear();
if (Game1.panMode)
{
debugStringBuilder.Append((Game1.getOldMouseX() + Game1.viewport.X) / 64);
debugStringBuilder.Append(",");
debugStringBuilder.Append((Game1.getOldMouseY() + Game1.viewport.Y) / 64);
}
else
{
debugStringBuilder.Append("player: ");
debugStringBuilder.Append(Game1.player.getStandingX() / 64);
debugStringBuilder.Append(", ");
debugStringBuilder.Append(Game1.player.getStandingY() / 64);
}
debugStringBuilder.Append(" mouseTransparency: ");
debugStringBuilder.Append(Game1.mouseCursorTransparency);
debugStringBuilder.Append(" mousePosition: ");
debugStringBuilder.Append(Game1.getMouseX());
debugStringBuilder.Append(",");
debugStringBuilder.Append(Game1.getMouseY());
debugStringBuilder.Append(Environment.NewLine);
debugStringBuilder.Append(" mouseWorldPosition: ");
debugStringBuilder.Append(Game1.getMouseX() + Game1.viewport.X);
debugStringBuilder.Append(",");
debugStringBuilder.Append(Game1.getMouseY() + Game1.viewport.Y);
debugStringBuilder.Append(" debugOutput: ");
debugStringBuilder.Append(Game1.debugOutput);
Game1.spriteBatch.DrawString(Game1.smallFont, debugStringBuilder, new Vector2((float)this.GraphicsDevice.Viewport.GetTitleSafeArea().X, (float)(this.GraphicsDevice.Viewport.GetTitleSafeArea().Y + Game1.smallFont.LineSpacing * 8)), Microsoft.Xna.Framework.Color.Red, 0.0f, Vector2.Zero, 1f, SpriteEffects.None, 0.9999999f);
}
if (Game1.showKeyHelp && !this.takingMapScreenshot)
Game1.spriteBatch.DrawString(Game1.smallFont, Game1.keyHelpString, new Vector2(64f, (float)(Game1.viewport.Height - 64 - (Game1.dialogueUp ? 192 + (Game1.isQuestion ? Game1.questionChoices.Count * 64 : 0) : 0)) - Game1.smallFont.MeasureString(Game1.keyHelpString).Y), Microsoft.Xna.Framework.Color.LightGray, 0.0f, Vector2.Zero, 1f, SpriteEffects.None, 0.9999999f);
if (Game1.activeClickableMenu != null && !this.takingMapScreenshot)
{
try
{
events.RenderingActiveMenu.RaiseEmpty();
Game1.activeClickableMenu.draw(Game1.spriteBatch);
events.RenderedActiveMenu.RaiseEmpty();
}
catch (Exception ex)
{
this.Monitor.Log($"The {Game1.activeClickableMenu.GetType().FullName} menu crashed while drawing itself. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error);
Game1.activeClickableMenu.exitThisMenu();
}
}
else if (Game1.farmEvent != null)
Game1.farmEvent.drawAboveEverything(Game1.spriteBatch);
if (Game1.emoteMenu != null && !this.takingMapScreenshot)
Game1.emoteMenu.draw(Game1.spriteBatch);
if (Game1.HostPaused && !this.takingMapScreenshot)
{
string s = Game1.content.LoadString("Strings\\StringsFromCSFiles:DayTimeMoneyBox.cs.10378");
SpriteText.drawStringWithScrollBackground(Game1.spriteBatch, s, 96, 32, "", 1f, -1, SpriteText.ScrollTextAlignment.Left);
}
events.Rendered.RaiseEmpty();
Game1.spriteBatch.End();
this.drawOverlays(Game1.spriteBatch);
this.renderScreenBuffer(target_screen);
}
}
}
}
/// Immediately exit the game without saving. This should only be invoked when an irrecoverable fatal error happens that risks save corruption or game-breaking bugs.
/// The fatal log message.
private void ExitGameImmediately(string message)
{
this.Monitor.LogFatal(message);
this.CancellationToken.Cancel();
}
}
}