using System; using System.Collections; using System.Collections.Generic; using System.Diagnostics.CodeAnalysis; using System.Linq; using System.Text; using System.Threading; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Netcode; using StardewModdingAPI.Events; using StardewModdingAPI.Framework.Events; using StardewModdingAPI.Framework.Input; using StardewModdingAPI.Framework.Reflection; using StardewModdingAPI.Framework.Utilities; using StardewValley; using StardewValley.BellsAndWhistles; using StardewValley.Locations; using StardewValley.Menus; using StardewValley.Tools; using xTile.Dimensions; using SFarmer = StardewValley.Farmer; namespace StardewModdingAPI.Framework { /// SMAPI's extension of the game's core , used to inject events. internal class SGame : Game1 { /********* ** Properties *********/ /**** ** Constructor hack ****/ /// A static instance of to use while is initialising, which happens before the constructor runs. internal static IMonitor MonitorDuringInitialisation; /// A static instance of to use while is initialising, which happens before the constructor runs. internal static Reflector ReflectorDuringInitialisation; /**** ** SMAPI state ****/ /// Encapsulates monitoring and logging. private readonly IMonitor Monitor; /// Manages SMAPI events for mods. private readonly EventManager Events; /// 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 initialising the world before mods try to change it. private int AfterLoadTimer = 5; /// Whether the game is returning to the menu. private bool IsExitingToTitle; /// 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; /**** ** Game state ****/ /// The player input as of the previous tick. private InputState PreviousInput = new InputState(); /// The window size value at last check. private Point PreviousWindowSize; /// The save ID at last check. private ulong PreviousSaveID; /// A hash of at last check. private int PreviousGameLocations; /// A hash of the current location's at last check. private int PreviousLocationObjects; /// The player's inventory at last check. private IDictionary PreviousItems; /// The player's combat skill level at last check. private int PreviousCombatLevel; /// The player's farming skill level at last check. private int PreviousFarmingLevel; /// The player's fishing skill level at last check. private int PreviousFishingLevel; /// The player's foraging skill level at last check. private int PreviousForagingLevel; /// The player's mining skill level at last check. private int PreviousMiningLevel; /// The player's luck skill level at last check. private int PreviousLuckLevel; /// The player's location at last check. private GameLocation PreviousGameLocation; /// The active game menu at last check. private IClickableMenu PreviousActiveMenu; /// The mine level at last check. private int PreviousMineLevel; /// The time of day (in 24-hour military format) at last check. private int PreviousTime; /// The previous content locale. private LocalizedContentManager.LanguageCode? PreviousLocale; /// An index incremented on every tick and reset every 60th tick (0–59). private int CurrentUpdateTick; /// Whether this is the very first update tick since the game started. private bool FirstUpdate; /// A callback to invoke after the game finishes initialising. private readonly Action OnGameInitialised; /**** ** Private wrappers ****/ /// Simplifies access to private game code. private static Reflector Reflection; // ReSharper disable ArrangeStaticMemberQualifier, ArrangeThisQualifier, InconsistentNaming private static StringBuilder _debugStringBuilder => SGame.Reflection.GetField(typeof(Game1), nameof(_debugStringBuilder)).GetValue(); // ReSharper restore ArrangeStaticMemberQualifier, ArrangeThisQualifier, InconsistentNaming /********* ** Accessors *********/ /// SMAPI's content manager. public ContentCore ContentCore { get; private set; } /// Whether SMAPI should log more information about the game context. public bool VerboseLogging { get; set; } /********* ** Protected methods *********/ /// Construct an instance. /// Encapsulates monitoring and logging. /// Simplifies access to private game code. /// Manages SMAPI events for mods. /// A callback to invoke after the game finishes initialising. internal SGame(IMonitor monitor, Reflector reflection, EventManager eventManager, Action onGameInitialised) { // initialise this.Monitor = monitor; this.Events = eventManager; this.FirstUpdate = true; SGame.Reflection = reflection; this.OnGameInitialised = onGameInitialised; if (this.ContentCore == null) // shouldn't happen since CreateContentManager is called first, but let's init here just in case this.ContentCore = new ContentCore(this.Content.ServiceProvider, this.Content.RootDirectory, Thread.CurrentThread.CurrentUICulture, null, this.Monitor, reflection); // set XNA option required by Stardew Valley Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef; } /**** ** Intercepted methods & events ****/ /// 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) { // NOTE: this method is called from the Game1 constructor, before the SGame constructor runs. // Don't depend on anything being initialised at this point. if (this.ContentCore == null) { this.ContentCore = new ContentCore(serviceProvider, rootDirectory, Thread.CurrentThread.CurrentUICulture, null, SGame.MonitorDuringInitialisation, SGame.ReflectorDuringInitialisation); SGame.MonitorDuringInitialisation = null; } return this.ContentCore.CreateContentManager("(generated)", rootDirectory); } /// 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) { try { /********* ** Skip conditions *********/ // SMAPI exiting, stop processing game updates if (this.Monitor.IsExiting) { this.Monitor.Log("SMAPI shutting down: aborting update.", LogLevel.Trace); return; } // While a background new-day task is in progress, the game skips its own update logic // and defers to the XNA Update method. Running mod code in parallel to the background // update 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 neglible and not worth the complications of bypassing Game1.Update. if (Game1._newDayTask != null) { base.Update(gameTime); this.Events.Specialised_UnvalidatedUpdateTick.Raise(); return; } // game is asynchronously loading a save, block mod events to avoid conflicts if (Game1.gameMode == Game1.loadingMode) { base.Update(gameTime); this.Events.Specialised_UnvalidatedUpdateTick.Raise(); return; } /********* ** Save events + suppress events during save *********/ // 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); this.Events.Save_BeforeCreate.Raise(); } // raise before-save if (Context.IsWorldReady && !this.IsBetweenSaveEvents) { this.IsBetweenSaveEvents = true; this.Monitor.Log("Context: before save.", LogLevel.Trace); this.Events.Save_BeforeSave.Raise(); } // suppress non-save events base.Update(gameTime); this.Events.Specialised_UnvalidatedUpdateTick.Raise(); return; } if (this.IsBetweenCreateEvents) { // raise after-create this.IsBetweenCreateEvents = false; this.Monitor.Log($"Context: after save creation, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace); this.Events.Save_AfterCreate.Raise(); } if (this.IsBetweenSaveEvents) { // raise after-save this.IsBetweenSaveEvents = false; this.Monitor.Log($"Context: after save, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace); this.Events.Save_AfterSave.Raise(); this.Events.Time_AfterDayStarted.Raise(); } /********* ** Notify SMAPI that game is initialised *********/ if (this.FirstUpdate) this.OnGameInitialised(); /********* ** Locale changed events *********/ if (this.PreviousLocale != LocalizedContentManager.CurrentLanguageCode) { var oldValue = this.PreviousLocale; var newValue = LocalizedContentManager.CurrentLanguageCode; this.Monitor.Log($"Context: locale set to {newValue}.", LogLevel.Trace); if (oldValue != null) this.Events.Content_LocaleChanged.Raise(new EventArgsValueChanged(oldValue.ToString(), newValue.ToString())); this.PreviousLocale = newValue; } /********* ** After load events *********/ if (Context.IsSaveLoaded && !SaveGame.IsProcessing /*still loading save*/ && this.AfterLoadTimer >= 0) { if (Game1.dayOfMonth != 0) // wait until new-game intro finishes (world not fully initialised yet) this.AfterLoadTimer--; if (this.AfterLoadTimer == 0) { this.Monitor.Log($"Context: loaded saved game '{Constants.SaveFolderName}', starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace); Context.IsWorldReady = true; this.Events.Save_AfterLoad.Raise(); this.Events.Time_AfterDayStarted.Raise(); } } /********* ** Exit to title events *********/ // before exit to title if (Game1.exitToTitle) this.IsExitingToTitle = true; // after exit to title if (Context.IsWorldReady && this.IsExitingToTitle && Game1.activeClickableMenu is TitleMenu) { this.Monitor.Log("Context: returned to title", LogLevel.Trace); this.IsExitingToTitle = false; this.CleanupAfterReturnToTitle(); this.Events.Save_AfterReturnToTitle.Raise(); } /********* ** 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 (Game1.viewport.Width != this.PreviousWindowSize.X || Game1.viewport.Height != this.PreviousWindowSize.Y) { Point size = new Point(Game1.viewport.Width, Game1.viewport.Height); this.Events.Graphics_Resize.Raise(); this.PreviousWindowSize = size; } /********* ** Input events (if window has focus) *********/ if (Game1.game1.IsActive) { // get input state InputState inputState; try { inputState = InputState.GetState(this.PreviousInput); } catch (InvalidOperationException) // GetState() may crash for some players if window doesn't have focus but game1.IsActive == true { inputState = this.PreviousInput; } // get cursor position ICursorPosition cursor; { // cursor position Vector2 screenPixels = new Vector2(Game1.getMouseX(), Game1.getMouseY()); Vector2 tile = new Vector2((int)((Game1.viewport.X + screenPixels.X) / Game1.tileSize), (int)((Game1.viewport.Y + screenPixels.Y) / Game1.tileSize)); Vector2 grabTile = (Game1.mouseCursorTransparency > 0 && Utility.tileWithinRadiusOfPlayer((int)tile.X, (int)tile.Y, 1, Game1.player)) // derived from Game1.pressActionButton ? tile : Game1.player.GetGrabTile(); cursor = new CursorPosition(screenPixels, tile, grabTile); } // raise input events foreach (var pair in inputState.ActiveButtons) { SButton button = pair.Key; InputStatus status = pair.Value; if (status == InputStatus.Pressed) { this.Events.Input_ButtonPressed.Raise(new EventArgsInput(button, cursor, button.IsActionButton(), button.IsUseToolButton())); // legacy events if (button.TryGetKeyboard(out Keys key)) { if (key != Keys.None) this.Events.Control_KeyPressed.Raise(new EventArgsKeyPressed(key)); } else if (button.TryGetController(out Buttons controllerButton)) { if (controllerButton == Buttons.LeftTrigger || controllerButton == Buttons.RightTrigger) this.Events.Control_ControllerTriggerPressed.Raise(new EventArgsControllerTriggerPressed(PlayerIndex.One, controllerButton, controllerButton == Buttons.LeftTrigger ? inputState.ControllerState.Triggers.Left : inputState.ControllerState.Triggers.Right)); else this.Events.Control_ControllerButtonPressed.Raise(new EventArgsControllerButtonPressed(PlayerIndex.One, controllerButton)); } } else if (status == InputStatus.Released) { this.Events.Input_ButtonReleased.Raise(new EventArgsInput(button, cursor, button.IsActionButton(), button.IsUseToolButton())); // legacy events if (button.TryGetKeyboard(out Keys key)) { if (key != Keys.None) this.Events.Control_KeyReleased.Raise(new EventArgsKeyPressed(key)); } else if (button.TryGetController(out Buttons controllerButton)) { if (controllerButton == Buttons.LeftTrigger || controllerButton == Buttons.RightTrigger) this.Events.Control_ControllerTriggerReleased.Raise(new EventArgsControllerTriggerReleased(PlayerIndex.One, controllerButton, controllerButton == Buttons.LeftTrigger ? inputState.ControllerState.Triggers.Left : inputState.ControllerState.Triggers.Right)); else this.Events.Control_ControllerButtonReleased.Raise(new EventArgsControllerButtonReleased(PlayerIndex.One, controllerButton)); } } } // raise legacy state-changed events if (inputState.KeyboardState != this.PreviousInput.KeyboardState) this.Events.Control_KeyboardChanged.Raise(new EventArgsKeyboardStateChanged(this.PreviousInput.KeyboardState, inputState.KeyboardState)); if (inputState.MouseState != this.PreviousInput.MouseState) this.Events.Control_MouseChanged.Raise(new EventArgsMouseStateChanged(this.PreviousInput.MouseState, inputState.MouseState, this.PreviousInput.MousePosition, inputState.MousePosition)); // track state this.PreviousInput = inputState; } /********* ** Menu events *********/ if (Game1.activeClickableMenu != this.PreviousActiveMenu) { IClickableMenu previousMenu = this.PreviousActiveMenu; IClickableMenu newMenu = Game1.activeClickableMenu; // log context if (this.VerboseLogging) { if (previousMenu == null) this.Monitor.Log($"Context: opened menu {newMenu?.GetType().FullName ?? "(none)"}.", LogLevel.Trace); else if (newMenu == null) this.Monitor.Log($"Context: closed menu {previousMenu.GetType().FullName}.", LogLevel.Trace); else this.Monitor.Log($"Context: changed menu from {previousMenu.GetType().FullName} to {newMenu.GetType().FullName}.", LogLevel.Trace); } // raise menu events if (newMenu != null) this.Events.Menu_Changed.Raise(new EventArgsClickableMenuChanged(previousMenu, newMenu)); else this.Events.Menu_Closed.Raise(new EventArgsClickableMenuClosed(previousMenu)); // update previous menu // (if the menu was changed in one of the handlers, deliberately defer detection until the next update so mods can be notified of the new menu change) this.PreviousActiveMenu = newMenu; } /********* ** World & player events *********/ if (Context.IsWorldReady) { // raise current location changed // ReSharper disable once PossibleUnintendedReferenceComparison if (Game1.currentLocation != this.PreviousGameLocation) { if (this.VerboseLogging) this.Monitor.Log($"Context: set location to {Game1.currentLocation?.Name ?? "(none)"}.", LogLevel.Trace); this.Events.Location_CurrentLocationChanged.Raise(new EventArgsCurrentLocationChanged(this.PreviousGameLocation, Game1.currentLocation)); } // raise location list changed if (this.GetHash(Game1.locations) != this.PreviousGameLocations) this.Events.Location_LocationsChanged.Raise(new EventArgsGameLocationsChanged(Game1.locations)); // raise events that shouldn't be triggered on initial load if (Game1.uniqueIDForThisGame == this.PreviousSaveID) { // raise player leveled up a skill if (Game1.player.combatLevel != this.PreviousCombatLevel) this.Events.Player_LeveledUp.Raise(new EventArgsLevelUp(EventArgsLevelUp.LevelType.Combat, Game1.player.combatLevel)); if (Game1.player.farmingLevel != this.PreviousFarmingLevel) this.Events.Player_LeveledUp.Raise(new EventArgsLevelUp(EventArgsLevelUp.LevelType.Farming, Game1.player.farmingLevel)); if (Game1.player.fishingLevel != this.PreviousFishingLevel) this.Events.Player_LeveledUp.Raise(new EventArgsLevelUp(EventArgsLevelUp.LevelType.Fishing, Game1.player.fishingLevel)); if (Game1.player.foragingLevel != this.PreviousForagingLevel) this.Events.Player_LeveledUp.Raise(new EventArgsLevelUp(EventArgsLevelUp.LevelType.Foraging, Game1.player.foragingLevel)); if (Game1.player.miningLevel != this.PreviousMiningLevel) this.Events.Player_LeveledUp.Raise(new EventArgsLevelUp(EventArgsLevelUp.LevelType.Mining, Game1.player.miningLevel)); if (Game1.player.luckLevel != this.PreviousLuckLevel) this.Events.Player_LeveledUp.Raise(new EventArgsLevelUp(EventArgsLevelUp.LevelType.Luck, Game1.player.luckLevel)); // raise player inventory changed ItemStackChange[] changedItems = this.GetInventoryChanges(Game1.player.Items, this.PreviousItems).ToArray(); if (changedItems.Any()) this.Events.Player_InventoryChanged.Raise(new EventArgsInventoryChanged(Game1.player.Items, changedItems.ToList())); // raise current location's object list changed if (this.GetHash(Game1.currentLocation.objects) != this.PreviousLocationObjects) this.Events.Location_LocationObjectsChanged.Raise(new EventArgsLocationObjectsChanged(Game1.currentLocation.objects.FieldDict)); // raise time changed if (Game1.timeOfDay != this.PreviousTime) this.Events.Time_TimeOfDayChanged.Raise(new EventArgsIntChanged(this.PreviousTime, Game1.timeOfDay)); // raise mine level changed if (Game1.mine != null && Game1.mine.mineLevel != this.PreviousMineLevel) this.Events.Mine_LevelChanged.Raise(new EventArgsMineLevelChanged(this.PreviousMineLevel, Game1.mine.mineLevel)); } // update state this.PreviousGameLocations = this.GetHash(Game1.locations); this.PreviousGameLocation = Game1.currentLocation; this.PreviousCombatLevel = Game1.player.combatLevel; this.PreviousFarmingLevel = Game1.player.farmingLevel; this.PreviousFishingLevel = Game1.player.fishingLevel; this.PreviousForagingLevel = Game1.player.foragingLevel; this.PreviousMiningLevel = Game1.player.miningLevel; this.PreviousLuckLevel = Game1.player.luckLevel; this.PreviousItems = Game1.player.Items.Where(n => n != null).Distinct().ToDictionary(n => n, n => n.Stack); this.PreviousLocationObjects = this.GetHash(Game1.currentLocation.objects); this.PreviousTime = Game1.timeOfDay; this.PreviousMineLevel = Game1.mine?.mineLevel ?? 0; this.PreviousSaveID = Game1.uniqueIDForThisGame; } /********* ** Game update *********/ try { base.Update(gameTime); } catch (Exception ex) { this.Monitor.Log($"An error occured in the base update loop: {ex.GetLogSummary()}", LogLevel.Error); } /********* ** Update events *********/ this.Events.Specialised_UnvalidatedUpdateTick.Raise(); if (this.FirstUpdate) { this.FirstUpdate = false; this.Events.Game_FirstUpdateTick.Raise(); } this.Events.Game_UpdateTick.Raise(); if (this.CurrentUpdateTick % 2 == 0) this.Events.Game_SecondUpdateTick.Raise(); if (this.CurrentUpdateTick % 4 == 0) this.Events.Game_FourthUpdateTick.Raise(); if (this.CurrentUpdateTick % 8 == 0) this.Events.Game_EighthUpdateTick.Raise(); if (this.CurrentUpdateTick % 15 == 0) this.Events.Game_QuarterSecondTick.Raise(); if (this.CurrentUpdateTick % 30 == 0) this.Events.Game_HalfSecondTick.Raise(); if (this.CurrentUpdateTick % 60 == 0) this.Events.Game_OneSecondTick.Raise(); this.CurrentUpdateTick += 1; if (this.CurrentUpdateTick >= 60) this.CurrentUpdateTick = 0; this.UpdateCrashTimer.Reset(); } catch (Exception ex) { // log error this.Monitor.Log($"An error occured in the overridden update loop: {ex.GetLogSummary()}", LogLevel.Error); // exit if irrecoverable if (!this.UpdateCrashTimer.Decrement()) this.Monitor.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. protected override void Draw(GameTime gameTime) { Context.IsInDrawLoop = true; try { this.DrawImpl(gameTime); this.DrawCrashTimer.Reset(); } catch (Exception ex) { // log error this.Monitor.Log($"An error occured in the overridden draw loop: {ex.GetLogSummary()}", LogLevel.Error); // exit if irrecoverable if (!this.DrawCrashTimer.Decrement()) { this.Monitor.ExitGameImmediately("the game crashed when drawing, and SMAPI was unable to recover the game."); return; } // recover sprite batch try { if (Game1.spriteBatch.IsOpen(SGame.Reflection)) { this.Monitor.Log("Recovering sprite batch from error...", LogLevel.Trace); Game1.spriteBatch.End(); } } catch (Exception innerEx) { this.Monitor.Log($"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. /// 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", "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", "SMAPI002", Justification = "copied from game code as-is")] private void DrawImpl(GameTime gameTime) { if (Game1.debugMode) { if (Game1._fpsStopwatch.IsRunning) { float totalSeconds = (float)Game1._fpsStopwatch.Elapsed.TotalSeconds; Game1._fpsList.Add(totalSeconds); while (Game1._fpsList.Count >= 120) Game1._fpsList.RemoveAt(0); float num = 0.0f; foreach (float fps in Game1._fpsList) num += fps; Game1._fps = (float)(1.0 / ((double)num / (double)Game1._fpsList.Count)); } Game1._fpsStopwatch.Restart(); } else { if (Game1._fpsStopwatch.IsRunning) Game1._fpsStopwatch.Reset(); Game1._fps = 0.0f; Game1._fpsList.Clear(); } if (Game1._newDayTask != null) { this.GraphicsDevice.Clear(this.bgColor); //base.Draw(gameTime); } else { if ((double)Game1.options.zoomLevel != 1.0) this.GraphicsDevice.SetRenderTarget(this.screen); if (this.IsSaving) { this.GraphicsDevice.Clear(this.bgColor); IClickableMenu activeClickableMenu = Game1.activeClickableMenu; if (activeClickableMenu != null) { Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); try { this.Events.Graphics_OnPreRenderGuiEvent.Raise(); activeClickableMenu.draw(Game1.spriteBatch); this.Events.Graphics_OnPostRenderGuiEvent.Raise(); } catch (Exception ex) { this.Monitor.Log($"The {activeClickableMenu.GetType().FullName} menu crashed while drawing itself during save. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error); activeClickableMenu.exitThisMenu(); } this.RaisePostRender(); Game1.spriteBatch.End(); } if (Game1.overlayMenu != null) { Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); Game1.overlayMenu.draw(Game1.spriteBatch); Game1.spriteBatch.End(); } //base.Draw(gameTime); this.renderScreenBuffer(); } else { this.GraphicsDevice.Clear(this.bgColor); if (Game1.activeClickableMenu != null && Game1.options.showMenuBackground && Game1.activeClickableMenu.showWithoutTransparencyIfOptionIsSet()) { Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); try { Game1.activeClickableMenu.drawBackground(Game1.spriteBatch); this.Events.Graphics_OnPreRenderGuiEvent.Raise(); Game1.activeClickableMenu.draw(Game1.spriteBatch); this.Events.Graphics_OnPostRenderGuiEvent.Raise(); } catch (Exception ex) { this.Monitor.Log($"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(); } this.RaisePostRender(); Game1.spriteBatch.End(); if ((double)Game1.options.zoomLevel != 1.0) { this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null); this.GraphicsDevice.Clear(this.bgColor); Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); Game1.spriteBatch.Draw((Texture2D)this.screen, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screen.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f); Game1.spriteBatch.End(); } this.drawOverlays(Game1.spriteBatch); } else if ((int)Game1.gameMode == 11) { Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3685"), new Vector2(16f, 16f), Color.HotPink); Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3686"), new Vector2(16f, 32f), new 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), Color.White); this.RaisePostRender(); Game1.spriteBatch.End(); } else if (Game1.currentMinigame != null) { 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, Color.Black * ((int)Game1.gameMode == 0 ? 1f - Game1.fadeToBlackAlpha : Game1.fadeToBlackAlpha)); Game1.spriteBatch.End(); } this.RaisePostRender(needsNewBatch: true); if ((double)Game1.options.zoomLevel != 1.0) { this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null); this.GraphicsDevice.Clear(this.bgColor); Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); Game1.spriteBatch.Draw((Texture2D)this.screen, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screen.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f); Game1.spriteBatch.End(); } this.drawOverlays(Game1.spriteBatch); } else if (Game1.showingEndOfNightStuff) { Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); if (Game1.activeClickableMenu != null) { try { this.Events.Graphics_OnPreRenderGuiEvent.Raise(); Game1.activeClickableMenu.draw(Game1.spriteBatch); this.Events.Graphics_OnPostRenderGuiEvent.Raise(); } 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(); } } this.RaisePostRender(); Game1.spriteBatch.End(); if ((double)Game1.options.zoomLevel != 1.0) { this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null); this.GraphicsDevice.Clear(this.bgColor); Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); Game1.spriteBatch.Draw((Texture2D)this.screen, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screen.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f); Game1.spriteBatch.End(); } this.drawOverlays(Game1.spriteBatch); } else { int num1; switch (Game1.gameMode) { case 3: num1 = Game1.currentLocation == null ? 1 : 0; break; case 6: num1 = 1; break; default: num1 = 0; break; } if (num1 != 0) { Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); 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); 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); Game1.spriteBatch.End(); if ((double)Game1.options.zoomLevel != 1.0) { this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null); this.GraphicsDevice.Clear(this.bgColor); Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); Game1.spriteBatch.Draw((Texture2D)this.screen, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screen.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f); Game1.spriteBatch.End(); } this.drawOverlays(Game1.spriteBatch); //base.Draw(gameTime); } else { Viewport viewport1; if ((int)Game1.gameMode == 0) { Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); } else { Microsoft.Xna.Framework.Rectangle bounds; if (Game1.drawLighting) { this.GraphicsDevice.SetRenderTarget(Game1.lightmap); this.GraphicsDevice.Clear(Color.White * 0.0f); Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); Game1.spriteBatch.Draw(Game1.staminaRect, Game1.lightmap.Bounds, Game1.currentLocation.Name.StartsWith("UndergroundMine") ? Game1.mine.getLightingColor(gameTime) : (Game1.ambientLight.Equals(Color.White) || Game1.isRaining && (bool)((NetFieldBase)Game1.currentLocation.isOutdoors) ? Game1.outdoorLight : Game1.ambientLight)); for (int index = 0; index < Game1.currentLightSources.Count; ++index) { if (Utility.isOnScreen((Vector2)((NetFieldBase)Game1.currentLightSources.ElementAt(index).position), (int)((double)(float)((NetFieldBase)Game1.currentLightSources.ElementAt(index).radius) * 64.0 * 4.0))) { SpriteBatch spriteBatch = Game1.spriteBatch; Texture2D lightTexture = Game1.currentLightSources.ElementAt(index).lightTexture; Vector2 position = Game1.GlobalToLocal(Game1.viewport, (Vector2)((NetFieldBase)Game1.currentLightSources.ElementAt(index).position)) / (float)(Game1.options.lightingQuality / 2); Microsoft.Xna.Framework.Rectangle? sourceRectangle = new Microsoft.Xna.Framework.Rectangle?(Game1.currentLightSources.ElementAt(index).lightTexture.Bounds); Color color = (Color)((NetFieldBase)Game1.currentLightSources.ElementAt(index).color); double num2 = 0.0; bounds = Game1.currentLightSources.ElementAt(index).lightTexture.Bounds; double x = (double)bounds.Center.X; bounds = Game1.currentLightSources.ElementAt(index).lightTexture.Bounds; double y = (double)bounds.Center.Y; Vector2 origin = new Vector2((float)x, (float)y); double num3 = (double)(float)((NetFieldBase)Game1.currentLightSources.ElementAt(index).radius) / (double)(Game1.options.lightingQuality / 2); int num4 = 0; double num5 = 0.899999976158142; spriteBatch.Draw(lightTexture, position, sourceRectangle, color, (float)num2, origin, (float)num3, (SpriteEffects)num4, (float)num5); } } Game1.spriteBatch.End(); this.GraphicsDevice.SetRenderTarget((double)Game1.options.zoomLevel == 1.0 ? (RenderTarget2D)null : this.screen); } if (Game1.bloomDay && Game1.bloom != null) Game1.bloom.BeginDraw(); this.GraphicsDevice.Clear(this.bgColor); Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); this.Events.Graphics_OnPreRenderEvent.Raise(); 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); 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())) { SpriteBatch spriteBatch = Game1.spriteBatch; Texture2D shadowTexture = Game1.shadowTexture; Vector2 local = Game1.GlobalToLocal(Game1.viewport, character.Position + new Vector2((float)(character.Sprite.SpriteWidth * 4) / 2f, (float)(character.GetBoundingBox().Height + (character.IsMonster ? 0 : 12)))); Microsoft.Xna.Framework.Rectangle? sourceRectangle = new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds); Color white = Color.White; double num2 = 0.0; 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 num3 = (4.0 + (double)character.yJumpOffset / 40.0) * (double)(float)((NetFieldBase)character.scale); int num4 = 0; double num5 = (double)Math.Max(0.0f, (float)character.getStandingY() / 10000f) - 9.99999997475243E-07; spriteBatch.Draw(shadowTexture, local, sourceRectangle, white, (float)num2, origin, (float)num3, (SpriteEffects)num4, (float)num5); } } } else { foreach (NPC actor in Game1.CurrentEvent.actors) { if (!(bool)((NetFieldBase)actor.swimming) && !actor.HideShadow && !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(actor.getTileLocation())) { SpriteBatch spriteBatch = Game1.spriteBatch; Texture2D shadowTexture = Game1.shadowTexture; Vector2 local = 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))))); Microsoft.Xna.Framework.Rectangle? sourceRectangle = new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds); Color white = Color.White; double num2 = 0.0; 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 num3 = (4.0 + (double)actor.yJumpOffset / 40.0) * (double)(float)((NetFieldBase)actor.scale); int num4 = 0; double num5 = (double)Math.Max(0.0f, (float)actor.getStandingY() / 10000f) - 9.99999997475243E-07; spriteBatch.Draw(shadowTexture, local, sourceRectangle, white, (float)num2, origin, (float)num3, (SpriteEffects)num4, (float)num5); } } } foreach (SFarmer farmer in Game1.currentLocation.getFarmers()) { if (!(bool)((NetFieldBase)farmer.swimming) && !farmer.isRidingHorse() && (Game1.currentLocation == null || !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(farmer.getTileLocation()))) { SpriteBatch spriteBatch = Game1.spriteBatch; Texture2D shadowTexture = Game1.shadowTexture; Vector2 local = Game1.GlobalToLocal(farmer.Position + new Vector2(32f, 24f)); Microsoft.Xna.Framework.Rectangle? sourceRectangle = new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds); Color white = Color.White; double num2 = 0.0; Microsoft.Xna.Framework.Rectangle bounds2 = Game1.shadowTexture.Bounds; double x = (double)bounds2.Center.X; bounds2 = Game1.shadowTexture.Bounds; double y = (double)bounds2.Center.Y; Vector2 origin = new Vector2((float)x, (float)y); double num3 = 4.0 - (!farmer.running && !farmer.UsingTool || farmer.FarmerSprite.currentAnimationIndex <= 1 ? 0.0 : (double)Math.Abs(FarmerRenderer.featureYOffsetPerFrame[farmer.FarmerSprite.CurrentFrame]) * 0.5); int num4 = 0; double num5 = 0.0; spriteBatch.Draw(shadowTexture, local, sourceRectangle, white, (float)num2, origin, (float)num3, (SpriteEffects)num4, (float)num5); } } Game1.currentLocation.Map.GetLayer("Buildings").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.CurrentEvent == null) { foreach (NPC character in Game1.currentLocation.characters) { if (!(bool)((NetFieldBase)character.swimming) && !character.HideShadow && 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), 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), 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 (SFarmer farmer in Game1.currentLocation.getFarmers()) { if (!(bool)((NetFieldBase)farmer.swimming) && !farmer.isRidingHorse() && (Game1.currentLocation != null && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(farmer.getTileLocation()))) { SpriteBatch spriteBatch = Game1.spriteBatch; Texture2D shadowTexture = Game1.shadowTexture; Vector2 local = Game1.GlobalToLocal(farmer.Position + new Vector2(32f, 24f)); Microsoft.Xna.Framework.Rectangle? sourceRectangle = new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds); Color white = Color.White; double num2 = 0.0; Microsoft.Xna.Framework.Rectangle bounds2 = Game1.shadowTexture.Bounds; double x = (double)bounds2.Center.X; bounds2 = Game1.shadowTexture.Bounds; double y = (double)bounds2.Center.Y; Vector2 origin = new Vector2((float)x, (float)y); double num3 = 4.0 - (!farmer.running && !farmer.UsingTool || farmer.FarmerSprite.currentAnimationIndex <= 1 ? 0.0 : (double)Math.Abs(FarmerRenderer.featureYOffsetPerFrame[farmer.FarmerSprite.CurrentFrame]) * 0.5); int num4 = 0; double num5 = 0.0; spriteBatch.Draw(shadowTexture, local, sourceRectangle, white, (float)num2, origin, (float)num3, (SpriteEffects)num4, (float)num5); } } 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()), 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); if (!Game1.eventUp || Game1.currentLocation.currentEvent == null || Game1.currentLocation.currentEvent.messageToScreen == null) ; 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)), 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), 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), 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 && (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") || Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.GetBoundingBox().Right, (int)Game1.player.Position.Y - 38), Game1.viewport.Size) != null && !Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.GetBoundingBox().Right, (int)Game1.player.Position.Y - 38), Game1.viewport.Size).TileIndexProperties.ContainsKey("FrontAlways"))) Game1.drawPlayerHeldObject(Game1.player); 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) { Color color = 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), 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); } if (Game1.isDebrisWeather && Game1.currentLocation.IsOutdoors && (!(bool)((NetFieldBase)Game1.currentLocation.ignoreDebrisWeather) && !Game1.currentLocation.Name.Equals("Desert")) && Game1.viewport.X > -10) { foreach (WeatherDebris weatherDebris in Game1.debrisWeather) weatherDebris.draw(Game1.spriteBatch); } 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, 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); if (Game1.isRaining && Game1.currentLocation.IsOutdoors && (!Game1.currentLocation.Name.Equals("Desert") && !(Game1.currentLocation is Summit)) && (!Game1.eventUp || Game1.currentLocation.isTileOnMap(new Vector2((float)(Game1.viewport.X / 64), (float)(Game1.viewport.Y / 64))))) { for (int index = 0; index < Game1.rainDrops.Length; ++index) Game1.spriteBatch.Draw(Game1.rainTexture, Game1.rainDrops[index].position, new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.rainTexture, Game1.rainDrops[index].frame, -1, -1)), Color.White); } 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)), 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), 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, Color.OrangeRed * 0.45f); Game1.spriteBatch.End(); } Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); if (Game1.drawGrid) { int num2 = -Game1.viewport.X % 64; float num3 = (float)(-Game1.viewport.Y % 64); int num4 = num2; while (true) { int num5 = num4; viewport1 = Game1.graphics.GraphicsDevice.Viewport; int width1 = viewport1.Width; if (num5 < width1) { SpriteBatch spriteBatch = Game1.spriteBatch; Texture2D staminaRect = Game1.staminaRect; int x = num4; int y = (int)num3; int width2 = 1; viewport1 = Game1.graphics.GraphicsDevice.Viewport; int height = viewport1.Height; Microsoft.Xna.Framework.Rectangle destinationRectangle = new Microsoft.Xna.Framework.Rectangle(x, y, width2, height); Color color = Color.Red * 0.5f; spriteBatch.Draw(staminaRect, destinationRectangle, color); num4 += 64; } else break; } float num6 = num3; while (true) { double num5 = (double)num6; viewport1 = Game1.graphics.GraphicsDevice.Viewport; double height1 = (double)viewport1.Height; if (num5 < height1) { SpriteBatch spriteBatch = Game1.spriteBatch; Texture2D staminaRect = Game1.staminaRect; int x = num2; int y = (int)num6; viewport1 = Game1.graphics.GraphicsDevice.Viewport; int width = viewport1.Width; int height2 = 1; Microsoft.Xna.Framework.Rectangle destinationRectangle = new Microsoft.Xna.Framework.Rectangle(x, y, width, height2); Color color = Color.Red * 0.5f; spriteBatch.Draw(staminaRect, destinationRectangle, color); num6 += 64f; } else break; } } if ((uint)Game1.currentBillboard > 0U) this.drawBillboard(); if ((Game1.displayHUD || Game1.eventUp) && (Game1.currentBillboard == 0 && (int)Game1.gameMode == 3) && (!Game1.freezeControls && !Game1.panMode) && !Game1.HostPaused) { this.Events.Graphics_OnPreRenderHudEvent.Raise(); this.drawHUD(); this.Events.Graphics_OnPostRenderHudEvent.Raise(); } else if (Game1.activeClickableMenu == null && Game1.farmEvent == null) Game1.spriteBatch.Draw(Game1.mouseCursors, new Vector2((float)Game1.getOldMouseX(), (float)Game1.getOldMouseY()), new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.mouseCursors, 0, 16, 16)), Color.White, 0.0f, Vector2.Zero, (float)(4.0 + (double)Game1.dialogueButtonScale / 150.0), SpriteEffects.None, 1f); if (Game1.hudMessages.Count > 0 && (!Game1.eventUp || Game1.isFestival())) { 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.drawDialogueBox(); if (Game1.progressBar) { Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle((Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Width - Game1.dialogueWidth) / 2, Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Bottom - 128, Game1.dialogueWidth, 32), Color.LightGray); Game1.spriteBatch.Draw(Game1.staminaRect, new Microsoft.Xna.Framework.Rectangle((Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Width - Game1.dialogueWidth) / 2, Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Bottom - 128, (int)((double)Game1.pauseAccumulator / (double)Game1.pauseTime * (double)Game1.dialogueWidth), 32), Color.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; viewport1 = Game1.graphics.GraphicsDevice.Viewport; Microsoft.Xna.Framework.Rectangle bounds = viewport1.Bounds; Color color = Color.Blue * 0.2f; spriteBatch.Draw(staminaRect, bounds, color); } if ((Game1.fadeToBlack || Game1.globalFade) && !Game1.menuUp && (!Game1.nameSelectUp || Game1.messagePause)) { SpriteBatch spriteBatch = Game1.spriteBatch; Texture2D fadeToBlackRect = Game1.fadeToBlackRect; viewport1 = Game1.graphics.GraphicsDevice.Viewport; Microsoft.Xna.Framework.Rectangle bounds = viewport1.Bounds; Color color = Color.Black * ((int)Game1.gameMode == 0 ? 1f - Game1.fadeToBlackAlpha : Game1.fadeToBlackAlpha); spriteBatch.Draw(fadeToBlackRect, bounds, color); } else if ((double)Game1.flashAlpha > 0.0) { if (Game1.options.screenFlash) { SpriteBatch spriteBatch = Game1.spriteBatch; Texture2D fadeToBlackRect = Game1.fadeToBlackRect; viewport1 = Game1.graphics.GraphicsDevice.Viewport; Microsoft.Xna.Framework.Rectangle bounds = viewport1.Bounds; Color color = Color.White * Math.Min(1f, Game1.flashAlpha); spriteBatch.Draw(fadeToBlackRect, bounds, color); } Game1.flashAlpha -= 0.1f; } if ((Game1.messagePause || Game1.globalFade) && Game1.dialogueUp) this.drawDialogueBox(); foreach (TemporaryAnimatedSprite overlayTempSprite in Game1.screenOverlayTempSprites) overlayTempSprite.draw(Game1.spriteBatch, true, 0, 0, 1f); if (Game1.debugMode) { StringBuilder debugStringBuilder = SGame._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("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)), Color.Red, 0.0f, Vector2.Zero, 1f, SpriteEffects.None, 0.9999999f); } if (Game1.showKeyHelp) 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), Color.LightGray, 0.0f, Vector2.Zero, 1f, SpriteEffects.None, 0.9999999f); if (Game1.activeClickableMenu != null) { try { this.Events.Graphics_OnPreRenderGuiEvent.Raise(); Game1.activeClickableMenu.draw(Game1.spriteBatch); this.Events.Graphics_OnPostRenderGuiEvent.Raise(); } 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.HostPaused) { string s = Game1.content.LoadString("Strings\\StringsFromCSFiles:DayTimeMoneyBox.cs.10378"); SpriteText.drawStringWithScrollBackground(Game1.spriteBatch, s, 96, 32, "", 1f, -1); } this.RaisePostRender(); Game1.spriteBatch.End(); this.drawOverlays(Game1.spriteBatch); this.renderScreenBuffer(); //base.Draw(gameTime); } } } } } /**** ** Methods ****/ /// Perform any cleanup needed when the player unloads a save and returns to the title screen. private void CleanupAfterReturnToTitle() { Context.IsWorldReady = false; this.AfterLoadTimer = 5; this.PreviousSaveID = 0; } /// Get the player inventory changes between two states. /// The player's current inventory. /// The player's previous inventory. private IEnumerable GetInventoryChanges(IEnumerable current, IDictionary previous) { current = current.Where(n => n != null).ToArray(); foreach (Item item in current) { // stack size changed if (previous != null && previous.ContainsKey(item)) { if (previous[item] != item.Stack) yield return new ItemStackChange { Item = item, StackChange = item.Stack - previous[item], ChangeType = ChangeType.StackChange }; } // new item else yield return new ItemStackChange { Item = item, StackChange = item.Stack, ChangeType = ChangeType.Added }; } // removed items if (previous != null) { foreach (var entry in previous) { if (current.Any(i => i == entry.Key)) continue; yield return new ItemStackChange { Item = entry.Key, StackChange = -entry.Key.Stack, ChangeType = ChangeType.Removed }; } } } /// Get a hash value for an enumeration. /// The enumeration of items to hash. private int GetHash(IEnumerable enumerable) { int hash = 0; foreach (object v in enumerable) hash ^= v.GetHashCode(); return hash; } /// Raise the if there are any listeners. /// Whether to create a new sprite batch. private void RaisePostRender(bool needsNewBatch = false) { if (this.Events.Graphics_OnPostRenderEvent.HasListeners()) { if (needsNewBatch) Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); this.Events.Graphics_OnPostRenderEvent.Raise(); if (needsNewBatch) Game1.spriteBatch.End(); } } } }