using System; using System.Collections.Generic; using System.Collections.ObjectModel; 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.StateTracking; using StardewModdingAPI.Framework.StateTracking.FieldWatchers; using StardewModdingAPI.Framework.Utilities; using StardewValley; using StardewValley.BellsAndWhistles; using StardewValley.Locations; using StardewValley.Menus; using StardewValley.Tools; using xTile.Dimensions; using xTile.Layers; using SFarmer = StardewValley.Farmer; using SObject = StardewValley.Object; 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 after-load events were raised for this session. private bool RaisedAfterLoadEvent; /// 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 underlying watchers for convenience. These are accessible individually as separate properties. private readonly List Watchers = new List(); /// Tracks changes to the window size. private readonly IValueWatcher WindowSizeWatcher; /// Tracks changes to the current player. private PlayerTracker CurrentPlayerTracker; /// Tracks changes to the time of day (in 24-hour military format). private readonly IValueWatcher TimeWatcher; /// Tracks changes to the save ID. private readonly IValueWatcher SaveIdWatcher; /// Tracks changes to the location list. private readonly ICollectionWatcher LocationsWatcher; /// Tracks changes to . private readonly IValueWatcher ActiveMenuWatcher; /// 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; /// A callback to invoke when the game exits. private readonly Action OnGameExiting; /// Simplifies access to private game code. private readonly Reflector Reflection; /// The buttons to suppress when the game next handles input. Each button is suppressed until it's released. private readonly HashSet SuppressButtons = new HashSet(); /********* ** 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. /// A callback to invoke when the game exits. internal SGame(IMonitor monitor, Reflector reflection, EventManager eventManager, Action onGameInitialised, Action onGameExiting) { // init XNA Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef; // init SMAPI this.Monitor = monitor; this.Events = eventManager; this.FirstUpdate = true; this.Reflection = reflection; this.OnGameInitialised = onGameInitialised; this.OnGameExiting = onGameExiting; 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, this.Monitor, reflection); Game1.hooks = new SModHooks(this.UpdateControlInput); // init watchers Game1.locations = new ObservableCollection(); this.SaveIdWatcher = WatcherFactory.ForEquatable(() => Game1.hasLoadedGame ? Game1.uniqueIDForThisGame : 0); this.WindowSizeWatcher = WatcherFactory.ForEquatable(() => new Point(Game1.viewport.Width, Game1.viewport.Height)); this.TimeWatcher = WatcherFactory.ForEquatable(() => Game1.timeOfDay); this.ActiveMenuWatcher = WatcherFactory.ForReference(() => Game1.activeClickableMenu); this.LocationsWatcher = WatcherFactory.ForObservableCollection((ObservableCollection)Game1.locations); this.Watchers.AddRange(new IWatcher[] { this.SaveIdWatcher, this.WindowSizeWatcher, this.TimeWatcher, this.ActiveMenuWatcher, this.LocationsWatcher }); } /// Perform cleanup logic when the game exits. /// The event sender. /// The event args. /// This overrides the logic in to let SMAPI clean up before exit. protected override void OnExiting(object sender, EventArgs args) { Game1.multiplayer.Disconnect(); this.OnGameExiting?.Invoke(); } /**** ** 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, 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 task is in progress, the game may make changes to the game // state while mods are running their code. This is risky, because data changes can // conflict (e.g. collection changed during enumeration errors) and data may change // unexpectedly from one mod instruction to the next. // // Therefore we can just run Game1.Update here without raising any SMAPI events. There's // a small chance that the task will finish after we defer but before the game checks, // which means technically events should be raised, but the effects of missing one // update tick are neglible and not worth the complications of bypassing Game1.Update. if (Game1._newDayTask != null || 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(); /********* ** Update context *********/ 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--; Context.IsWorldReady = this.AfterLoadTimer <= 0; } /********* ** Update watchers *********/ // reset player if (Context.IsWorldReady) { if (this.CurrentPlayerTracker == null || this.CurrentPlayerTracker.Player != Game1.player) { this.CurrentPlayerTracker?.Dispose(); this.CurrentPlayerTracker = new PlayerTracker(Game1.player); } } else { if (this.CurrentPlayerTracker != null) { this.CurrentPlayerTracker.Dispose(); this.CurrentPlayerTracker = null; } } // update values foreach (IWatcher watcher in this.Watchers) watcher.Update(); this.CurrentPlayerTracker?.Update(); /********* ** Locale changed events *********/ if (this.PreviousLocale != LocalizedContentManager.CurrentLanguageCode) { var oldValue = this.PreviousLocale; var newValue = LocalizedContentManager.CurrentLanguageCode; this.Monitor.Log($"Context: locale set to {newValue}.", LogLevel.Trace); if (oldValue != null) this.Events.Content_LocaleChanged.Raise(new EventArgsValueChanged(oldValue.ToString(), newValue.ToString())); this.PreviousLocale = newValue; } /********* ** After load events *********/ if (!this.RaisedAfterLoadEvent && Context.IsWorldReady) { this.RaisedAfterLoadEvent = true; this.Monitor.Log($"Context: loaded saved game '{Constants.SaveFolderName}', starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace); 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 (this.WindowSizeWatcher.IsChanged) { if (this.VerboseLogging) this.Monitor.Log($"Context: window size changed to {this.WindowSizeWatcher.CurrentValue}.", LogLevel.Trace); this.Events.Graphics_Resize.Raise(); this.WindowSizeWatcher.Reset(); } /********* ** 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; } // raise events bool isChatInput = Game1.IsChatting || (Context.IsMultiplayer && Context.IsWorldReady && Game1.activeClickableMenu == null && Game1.currentMinigame == null && inputState.IsAnyDown(Game1.options.chatButton)); if (!isChatInput) { // 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(), this.SuppressButtons)); // 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(), this.SuppressButtons)); // 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 (this.ActiveMenuWatcher.IsChanged) { IClickableMenu previousMenu = this.ActiveMenuWatcher.PreviousValue; IClickableMenu newMenu = this.ActiveMenuWatcher.CurrentValue; this.ActiveMenuWatcher.Reset(); // reset here so a mod changing the menu will be raised as a new event afterwards if (this.VerboseLogging) this.Monitor.Log($"Context: menu changed from {previousMenu?.GetType().FullName ?? "none"} to {newMenu?.GetType().FullName ?? "none"}.", 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)); } /********* ** World & player events *********/ if (Context.IsWorldReady) { // update player info PlayerTracker curPlayer = this.CurrentPlayerTracker; // raise current location changed if (curPlayer.TryGetNewLocation(out GameLocation newLocation)) { if (this.VerboseLogging) this.Monitor.Log($"Context: set location to {newLocation.Name}.", LogLevel.Trace); this.Events.Location_CurrentLocationChanged.Raise(new EventArgsCurrentLocationChanged(curPlayer.LocationWatcher.PreviousValue, newLocation)); } // raise location list changed if (this.LocationsWatcher.IsChanged) { if (this.VerboseLogging) { string added = this.LocationsWatcher.Added.Any() ? string.Join(", ", this.LocationsWatcher.Added.Select(p => p.Name)) : "none"; string removed = this.LocationsWatcher.Removed.Any() ? string.Join(", ", this.LocationsWatcher.Removed.Select(p => p.Name)) : "none"; this.Monitor.Log($"Context: location list changed (added {added}; removed {removed}).", LogLevel.Trace); } this.Events.Location_LocationsChanged.Raise(new EventArgsGameLocationsChanged(Game1.locations)); } // raise events that shouldn't be triggered on initial load if (!this.SaveIdWatcher.IsChanged) { // raise player leveled up a skill foreach (KeyValuePair> pair in curPlayer.GetChangedSkills()) { if (this.VerboseLogging) this.Monitor.Log($"Context: player skill '{pair.Key}' changed from {pair.Value.PreviousValue} to {pair.Value.CurrentValue}.", LogLevel.Trace); this.Events.Player_LeveledUp.Raise(new EventArgsLevelUp(pair.Key, pair.Value.CurrentValue)); } // raise player inventory changed ItemStackChange[] changedItems = curPlayer.GetInventoryChanges().ToArray(); if (changedItems.Any()) { if (this.VerboseLogging) this.Monitor.Log("Context: player inventory changed.", LogLevel.Trace); this.Events.Player_InventoryChanged.Raise(new EventArgsInventoryChanged(Game1.player.Items, changedItems.ToList())); } // raise current location's object list changed if (curPlayer.TryGetLocationChanges(out IDictionaryWatcher _)) { if (this.VerboseLogging) this.Monitor.Log("Context: current location objects changed.", LogLevel.Trace); this.Events.Location_LocationObjectsChanged.Raise(new EventArgsLocationObjectsChanged(curPlayer.GetCurrentLocation().objects.FieldDict)); } // raise time changed if (this.TimeWatcher.IsChanged) { if (this.VerboseLogging) this.Monitor.Log($"Context: time changed from {this.TimeWatcher.PreviousValue} to {this.TimeWatcher.CurrentValue}.", LogLevel.Trace); this.Events.Time_TimeOfDayChanged.Raise(new EventArgsIntChanged(this.TimeWatcher.PreviousValue, this.TimeWatcher.CurrentValue)); } // raise mine level changed if (curPlayer.TryGetNewMineLevel(out int mineLevel)) { if (this.VerboseLogging) this.Monitor.Log($"Context: mine level changed to {mineLevel}.", LogLevel.Trace); this.Events.Mine_LevelChanged.Raise(new EventArgsMineLevelChanged(curPlayer.MineLevelWatcher.PreviousValue, mineLevel)); } } } // update state this.CurrentPlayerTracker?.Reset(); this.LocationsWatcher.Reset(); this.SaveIdWatcher.Reset(); this.TimeWatcher.Reset(); /********* ** Game update *********/ try { base.Update(gameTime); } catch (Exception ex) { this.Monitor.Log($"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($"An error occured in the overridden update loop: {ex.GetLogSummary()}", LogLevel.Error); // exit if irrecoverable if (!this.UpdateCrashTimer.Decrement()) this.Monitor.ExitGameImmediately("the game crashed when updating, and SMAPI was unable to recover the game."); } } /// Read the current input state for handling. /// The game's keyboard state for the current tick. /// The game's mouse state for the current tick. /// The game's controller state for the current tick. /// The game's default logic. public void UpdateControlInput(ref KeyboardState keyboardState, ref MouseState mouseState, ref GamePadState gamePadState, Action defaultLogic) { this.ApplySuppression(ref keyboardState, ref mouseState, ref gamePadState); defaultLogic(); } /// The method called to draw everything to the screen. /// A snapshot of the game timing state. protected override void Draw(GameTime gameTime) { Context.IsInDrawLoop = true; try { this.DrawImpl(gameTime); this.DrawCrashTimer.Reset(); } catch (Exception ex) { // log error this.Monitor.Log($"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(this.Reflection)) { this.Monitor.Log("Recovering sprite batch from error...", LogLevel.Trace); Game1.spriteBatch.End(); } } catch (Exception innerEx) { this.Monitor.Log($"Could not recover sprite batch state: {innerEx.GetLogSummary()}", LogLevel.Error); } } Context.IsInDrawLoop = false; } /// Replicate the game's draw logic with some changes for SMAPI. /// A snapshot of the game timing state. /// 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 if ((int)Game1.gameMode == 6 || (int)Game1.gameMode == 3 && Game1.currentLocation == null) { 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 { Microsoft.Xna.Framework.Rectangle rectangle; if ((int)Game1.gameMode == 0) { Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); } else { 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))) Game1.spriteBatch.Draw(Game1.currentLightSources.ElementAt(index).lightTexture, Game1.GlobalToLocal(Game1.viewport, (Vector2)((NetFieldBase)Game1.currentLightSources.ElementAt(index).position)) / (float)(Game1.options.lightingQuality / 2), new Microsoft.Xna.Framework.Rectangle?(Game1.currentLightSources.ElementAt(index).lightTexture.Bounds), (Color)((NetFieldBase)Game1.currentLightSources.ElementAt(index).color), 0.0f, new Vector2((float)Game1.currentLightSources.ElementAt(index).lightTexture.Bounds.Center.X, (float)Game1.currentLightSources.ElementAt(index).lightTexture.Bounds.Center.Y), (float)((NetFieldBase)Game1.currentLightSources.ElementAt(index).radius) / (float)(Game1.options.lightingQuality / 2), SpriteEffects.None, 0.9f); } 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); IEnumerable source = Game1.currentLocation.farmers; if (Game1.currentLocation.currentEvent != null && !Game1.currentLocation.currentEvent.isFestival && Game1.currentLocation.currentEvent.farmerActors.Count > 0) source = (IEnumerable)Game1.currentLocation.currentEvent.farmerActors; IEnumerable farmers = source.Where((Func)(farmer => { if (!farmer.IsLocalPlayer) return !(bool)((NetFieldBase)farmer.hidden); return true; })); if (!Game1.currentLocation.shouldHideCharacters()) { if (Game1.CurrentEvent == null) { foreach (NPC character in Game1.currentLocation.characters) { if (!(bool)((NetFieldBase)character.swimming) && !character.HideShadow && (!character.IsInvisible && !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(character.getTileLocation()))) Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, character.Position + new Vector2((float)(character.Sprite.SpriteWidth * 4) / 2f, (float)(character.GetBoundingBox().Height + (character.IsMonster ? 0 : 12)))), new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds), Color.White, 0.0f, new Vector2((float)Game1.shadowTexture.Bounds.Center.X, (float)Game1.shadowTexture.Bounds.Center.Y), (float)(4.0 + (double)character.yJumpOffset / 40.0) * (float)((NetFieldBase)character.scale), SpriteEffects.None, Math.Max(0.0f, (float)character.getStandingY() / 10000f) - 1E-06f); } } else { foreach (NPC actor in Game1.CurrentEvent.actors) { if (!(bool)((NetFieldBase)actor.swimming) && !actor.HideShadow && !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(actor.getTileLocation())) Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, actor.Position + new Vector2((float)(actor.Sprite.SpriteWidth * 4) / 2f, (float)(actor.GetBoundingBox().Height + (actor.IsMonster ? 0 : (actor.Sprite.SpriteHeight <= 16 ? -4 : 12))))), new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds), 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 farmers) { 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 num1 = 0.0; Microsoft.Xna.Framework.Rectangle bounds = Game1.shadowTexture.Bounds; double x = (double)bounds.Center.X; bounds = Game1.shadowTexture.Bounds; double y = (double)bounds.Center.Y; Vector2 origin = new Vector2((float)x, (float)y); double num2 = 4.0 - (!farmer.running && !farmer.UsingTool || farmer.FarmerSprite.currentAnimationIndex <= 1 ? 0.0 : (double)Math.Abs(FarmerRenderer.featureYOffsetPerFrame[farmer.FarmerSprite.CurrentFrame]) * 0.5); int num3 = 0; double num4 = 0.0; spriteBatch.Draw(shadowTexture, local, sourceRectangle, white, (float)num1, origin, (float)num2, (SpriteEffects)num3, (float)num4); } } } 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.currentLocation.shouldHideCharacters()) { 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 farmers) { 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 num1 = 0.0; Microsoft.Xna.Framework.Rectangle bounds = Game1.shadowTexture.Bounds; double x = (double)bounds.Center.X; bounds = Game1.shadowTexture.Bounds; double y = (double)bounds.Center.Y; Vector2 origin = new Vector2((float)x, (float)y); double num2 = 4.0 - (!farmer.running && !farmer.UsingTool || farmer.FarmerSprite.currentAnimationIndex <= 1 ? 0.0 : (double)Math.Abs(FarmerRenderer.featureYOffsetPerFrame[farmer.FarmerSprite.CurrentFrame]) * 0.5); int num3 = 0; double num4 = 0.0; spriteBatch.Draw(shadowTexture, local, sourceRectangle, white, (float)num1, origin, (float)num2, (SpriteEffects)num3, (float)num4); } } } 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) { string messageToScreen = Game1.currentLocation.currentEvent.messageToScreen; } if (Game1.player.ActiveObject == null && (Game1.player.UsingTool || Game1.pickingTool) && (Game1.player.CurrentTool != null && (!Game1.player.CurrentTool.Name.Equals("Seeds") || Game1.pickingTool))) Game1.drawTool(Game1.player); if (Game1.currentLocation.Name.Equals("Farm")) this.drawFarmBuildings(); if (Game1.tvStation >= 0) Game1.spriteBatch.Draw(Game1.tvStationTexture, Game1.GlobalToLocal(Game1.viewport, new Vector2(400f, 160f)), new Microsoft.Xna.Framework.Rectangle?(new Microsoft.Xna.Framework.Rectangle(Game1.tvStation * 24, 0, 24, 15)), 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) { if (Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location((int)Game1.player.Position.X, (int)Game1.player.Position.Y - 38), Game1.viewport.Size) == null || Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location((int)Game1.player.Position.X, (int)Game1.player.Position.Y - 38), Game1.viewport.Size).TileIndexProperties.ContainsKey("FrontAlways")) { Layer layer1 = Game1.currentLocation.Map.GetLayer("Front"); rectangle = Game1.player.GetBoundingBox(); Location mapDisplayLocation1 = new Location(rectangle.Right, (int)Game1.player.Position.Y - 38); Size size1 = Game1.viewport.Size; if (layer1.PickTile(mapDisplayLocation1, size1) != null) { Layer layer2 = Game1.currentLocation.Map.GetLayer("Front"); rectangle = Game1.player.GetBoundingBox(); Location mapDisplayLocation2 = new Location(rectangle.Right, (int)Game1.player.Position.Y - 38); Size size2 = Game1.viewport.Size; if (layer2.PickTile(mapDisplayLocation2, size2).TileIndexProperties.ContainsKey("FrontAlways")) goto label_140; } else goto label_140; } Game1.drawPlayerHeldObject(Game1.player); } label_140: 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 x1 = -Game1.viewport.X % 64; float num1 = (float)(-Game1.viewport.Y % 64); int x2 = x1; while (x2 < Game1.graphics.GraphicsDevice.Viewport.Width) { Game1.spriteBatch.Draw(Game1.staminaRect, new Microsoft.Xna.Framework.Rectangle(x2, (int)num1, 1, Game1.graphics.GraphicsDevice.Viewport.Height), Color.Red * 0.5f); x2 += 64; } float num2 = num1; while ((double)num2 < (double)Game1.graphics.GraphicsDevice.Viewport.Height) { Game1.spriteBatch.Draw(Game1.staminaRect, new Microsoft.Xna.Framework.Rectangle(x1, (int)num2, Game1.graphics.GraphicsDevice.Viewport.Width, 1), Color.Red * 0.5f); num2 += 64f; } } if (Game1.currentBillboard != 0) 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) { SpriteBatch spriteBatch1 = Game1.spriteBatch; Texture2D fadeToBlackRect = Game1.fadeToBlackRect; int x1 = (Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Width - Game1.dialogueWidth) / 2; rectangle = Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea(); int y1 = rectangle.Bottom - 128; int dialogueWidth = Game1.dialogueWidth; int height1 = 32; Microsoft.Xna.Framework.Rectangle destinationRectangle1 = new Microsoft.Xna.Framework.Rectangle(x1, y1, dialogueWidth, height1); Color lightGray = Color.LightGray; spriteBatch1.Draw(fadeToBlackRect, destinationRectangle1, lightGray); SpriteBatch spriteBatch2 = Game1.spriteBatch; Texture2D staminaRect = Game1.staminaRect; int x2 = (Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Width - Game1.dialogueWidth) / 2; rectangle = Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea(); int y2 = rectangle.Bottom - 128; int width = (int)((double)Game1.pauseAccumulator / (double)Game1.pauseTime * (double)Game1.dialogueWidth); int height2 = 32; Microsoft.Xna.Framework.Rectangle destinationRectangle2 = new Microsoft.Xna.Framework.Rectangle(x2, y2, width, height2); Color dimGray = Color.DimGray; spriteBatch2.Draw(staminaRect, destinationRectangle2, dimGray); } if (Game1.eventUp && Game1.currentLocation != null && Game1.currentLocation.currentEvent != null) Game1.currentLocation.currentEvent.drawAfterMap(Game1.spriteBatch); if (Game1.isRaining && Game1.currentLocation != null && ((bool)((NetFieldBase)Game1.currentLocation.isOutdoors) && !(Game1.currentLocation is Desert))) Game1.spriteBatch.Draw(Game1.staminaRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.Blue * 0.2f); if ((Game1.fadeToBlack || Game1.globalFade) && !Game1.menuUp && (!Game1.nameSelectUp || Game1.messagePause)) Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.Black * ((int)Game1.gameMode == 0 ? 1f - Game1.fadeToBlackAlpha : Game1.fadeToBlackAlpha)); else if ((double)Game1.flashAlpha > 0.0) { if (Game1.options.screenFlash) Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.White * Math.Min(1f, Game1.flashAlpha)); 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 = Game1._debugStringBuilder; debugStringBuilder.Clear(); if (Game1.panMode) { debugStringBuilder.Append((Game1.getOldMouseX() + Game1.viewport.X) / 64); debugStringBuilder.Append(","); debugStringBuilder.Append((Game1.getOldMouseY() + Game1.viewport.Y) / 64); } else { debugStringBuilder.Append("player: "); debugStringBuilder.Append(Game1.player.getStandingX() / 64); debugStringBuilder.Append(", "); debugStringBuilder.Append(Game1.player.getStandingY() / 64); } debugStringBuilder.Append(" mouseTransparency: "); debugStringBuilder.Append(Game1.mouseCursorTransparency); debugStringBuilder.Append(" mousePosition: "); debugStringBuilder.Append(Game1.getMouseX()); debugStringBuilder.Append(","); debugStringBuilder.Append(Game1.getMouseY()); debugStringBuilder.Append(Environment.NewLine); debugStringBuilder.Append("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 ****/ /// Apply input suppression for the given input states. /// The game's keyboard state for the current tick. /// The game's mouse state for the current tick. /// The game's controller state for the current tick. private void ApplySuppression(ref KeyboardState keyboardState, ref MouseState mouseState, ref GamePadState gamePadState) { // stop suppressing buttons once released if (this.SuppressButtons.Count != 0) { InputState inputState = new InputState(this.PreviousInput, gamePadState, keyboardState, mouseState); this.SuppressButtons.RemoveWhere(p => !inputState.IsDown(p)); } if (this.SuppressButtons.Count == 0) return; // gather info HashSet keyboardButtons = new HashSet(); HashSet controllerButtons = new HashSet(); HashSet mouseButtons = new HashSet(); foreach (SButton button in this.SuppressButtons) { if (button == SButton.MouseLeft || button == SButton.MouseMiddle || button == SButton.MouseRight || button == SButton.MouseX1 || button == SButton.MouseX2) mouseButtons.Add(button); else if (button.TryGetKeyboard(out Keys key)) keyboardButtons.Add(key); else if (gamePadState.IsConnected && button.TryGetController(out Buttons _)) controllerButtons.Add(button); } // suppress keyboard keys if (keyboardState.GetPressedKeys().Any() && keyboardButtons.Any()) keyboardState = new KeyboardState(keyboardState.GetPressedKeys().Except(keyboardButtons).ToArray()); // suppress controller keys if (gamePadState.IsConnected && controllerButtons.Any()) { GamePadStateBuilder builder = new GamePadStateBuilder(gamePadState); builder.SuppressButtons(controllerButtons); gamePadState = builder.ToGamePadState(); } // suppress mouse buttons if (mouseButtons.Any()) { mouseState = new MouseState( x: mouseState.X, y: mouseState.Y, scrollWheel: mouseState.ScrollWheelValue, leftButton: mouseButtons.Contains(SButton.MouseLeft) ? ButtonState.Pressed : mouseState.LeftButton, middleButton: mouseButtons.Contains(SButton.MouseMiddle) ? ButtonState.Pressed : mouseState.MiddleButton, rightButton: mouseButtons.Contains(SButton.MouseRight) ? ButtonState.Pressed : mouseState.RightButton, xButton1: mouseButtons.Contains(SButton.MouseX1) ? ButtonState.Pressed : mouseState.XButton1, xButton2: mouseButtons.Contains(SButton.MouseX2) ? ButtonState.Pressed : mouseState.XButton2 ); } } /// 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.RaisedAfterLoadEvent = false; } /// 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(); } } } }