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", "AvoidNetField", 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();
}
}
}
}