using System.Diagnostics.CodeAnalysis;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Mono.Cecil;
using Mono.Cecil.Cil;
using StardewModdingAPI.AssemblyRewriters.Framework;
namespace StardewModdingAPI.AssemblyRewriters.Rewriters.Crossplatform
{
/// Rewrites references to to fix inconsistent method signatures between MonoGame and XNA.
/// MonoGame has one SpriteBatch.Begin method with optional arguments, but XNA has multiple method overloads. Incompatible method references are rewritten to use , which redirects all method signatures to the proper compiled MonoGame/XNA method.
[SuppressMessage("ReSharper", "InconsistentNaming", Justification = "This class is not meant to be used directly, and is deliberately named to make it easier to know what it changes at a glance.")]
public class SpriteBatch_MethodRewriter : BaseMethodRewriter
{
/*********
** Protected methods
*********/
/// Get whether a method reference should be rewritten.
/// The IL instruction.
/// The method reference.
/// Whether the mod was compiled on a different platform.
protected override bool ShouldRewrite(Instruction instruction, MethodReference methodRef, bool platformChanged)
{
return platformChanged
&& methodRef.DeclaringType.FullName == typeof(SpriteBatch).FullName
&& this.HasMatchingSignature(typeof(SpriteBatch_MethodRewriter.WrapperMethods), methodRef);
}
/// Rewrite a method for compatibility.
/// The module being rewritten.
/// The CIL rewriter.
/// The instruction which calls the method.
/// The method reference invoked by the .
/// Metadata for mapping assemblies to the current platform.
protected override void Rewrite(ModuleDefinition module, ILProcessor cil, Instruction instruction, MethodReference methodRef, PlatformAssemblyMap assemblyMap)
{
methodRef.DeclaringType = module.Import(typeof(SpriteBatch_MethodRewriter.WrapperMethods));
}
/*********
** Wrapper methods
*********/
/// Wraps methods that are incompatible when converting compiled code between MonoGame and XNA.
public class WrapperMethods : SpriteBatch
{
/*********
** Public methods
*********/
/// Construct an instance.
public WrapperMethods(GraphicsDevice graphicsDevice) : base(graphicsDevice) { }
/****
** MonoGame signatures
****/
[SuppressMessage("ReSharper", "CS0109", Justification = "The 'new' modifier applies when compiled on Linux/Mac.")]
public new void Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect, Matrix? matrix)
{
base.Begin(sortMode, blendState, samplerState, depthStencilState, rasterizerState, effect, matrix ?? Matrix.Identity);
}
/****
** XNA signatures
****/
[SuppressMessage("ReSharper", "CS0109", Justification = "The 'new' modifier applies when compiled on Windows.")]
public new void Begin()
{
base.Begin();
}
[SuppressMessage("ReSharper", "CS0109", Justification = "The 'new' modifier applies when compiled on Windows.")]
public new void Begin(SpriteSortMode sortMode, BlendState blendState)
{
base.Begin(sortMode, blendState);
}
[SuppressMessage("ReSharper", "CS0109", Justification = "The 'new' modifier applies when compiled on Windows.")]
public new void Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState)
{
base.Begin(sortMode, blendState, samplerState, depthStencilState, rasterizerState);
}
[SuppressMessage("ReSharper", "CS0109", Justification = "The 'new' modifier applies when compiled on Windows.")]
public new void Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect)
{
base.Begin(sortMode, blendState, samplerState, depthStencilState, rasterizerState, effect);
}
[SuppressMessage("ReSharper", "CS0109", Justification = "The 'new' modifier applies when compiled on Windows.")]
public new void Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect, Matrix transformMatrix)
{
base.Begin(sortMode, blendState, samplerState, depthStencilState, rasterizerState, effect, transformMatrix);
}
}
}
}