using System.Diagnostics.CodeAnalysis;
using Mono.Cecil;
using Mono.Cecil.Cil;
using StardewModdingAPI.AssemblyRewriters.Framework;
using StardewValley;
namespace StardewModdingAPI.AssemblyRewriters.Rewriters.SDV1_2
{
/// Rewrites field references to .
/// Stardew Valley changed the field to a property, which broke many mods that reference it.
[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 Game1_ActiveClickableMenu_FieldRewriter : BaseFieldRewriter
{
/*********
** Protected methods
*********/
/// Get whether a field reference should be rewritten.
/// The IL instruction.
/// The field reference.
/// Whether the mod was compiled on a different platform.
protected override bool ShouldRewrite(Instruction instruction, FieldReference fieldRef, bool platformChanged)
{
return
(instruction.OpCode == OpCodes.Ldsfld || instruction.OpCode == OpCodes.Stsfld) // static field
&& fieldRef.DeclaringType.FullName == typeof(Game1).FullName
&& fieldRef.Name == nameof(Game1.activeClickableMenu);
}
/// Rewrite a method for compatibility.
/// The module being rewritten.
/// The CIL rewriter.
/// The instruction which references the field.
/// The field reference invoked by the .
/// Metadata for mapping assemblies to the current platform.
protected override void Rewrite(ModuleDefinition module, ILProcessor cil, Instruction instruction, FieldReference fieldRef, PlatformAssemblyMap assemblyMap)
{
string methodPrefix = instruction.OpCode == OpCodes.Ldsfld ? "get" : "set";
MethodReference propertyRef = module.Import(typeof(Game1).GetMethod($"{methodPrefix}_{nameof(Game1.activeClickableMenu)}"));
cil.Replace(instruction, cil.Create(OpCodes.Call, propertyRef));
}
}
}