using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Threading.Tasks;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using StardewModdingAPI.Events;
using StardewValley;
using StardewValley.BellsAndWhistles;
using StardewValley.Locations;
using StardewValley.Menus;
using StardewValley.Tools;
using xTile.Dimensions;
using xTile.Layers;
using SFarmer = StardewValley.Farmer;
namespace StardewModdingAPI.Framework
{
/// SMAPI's extension of the game's core , used to inject events.
internal class SGame : Game1
{
/*********
** Properties
*********/
/****
** SMAPI state
****/
/// The maximum number of consecutive attempts SMAPI should make to recover from a draw error.
private readonly int MaxFailedDraws = 60; // 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;
/// The number of consecutive failed draws.
private int FailedDraws;
/// Whether the player has loaded a save and the world has finished initialising.
private bool IsWorldReady => this.AfterLoadTimer < 0;
/// Whether the game is returning to the menu.
private bool IsExiting;
/// Whether the game is saving and SMAPI has already raised .
private bool IsBetweenSaveEvents;
/// Whether the game's zoom level is at 100% (i.e. nothing should be scaled).
public bool ZoomLevelIsOne => Game1.options.zoomLevel.Equals(1.0f);
/// Encapsulates monitoring and logging.
private readonly IMonitor Monitor;
/****
** Game state
****/
/// Arrays of pressed controller buttons indexed by .
private readonly Buttons[][] PreviouslyPressedButtons = { new Buttons[0], new Buttons[0], new Buttons[0], new Buttons[0] };
/// A record of the keyboard state (i.e. the up/down state for each button) as of the latest tick.
private KeyboardState KStateNow;
/// A record of the keyboard state (i.e. the up/down state for each button) as of the previous tick.
private KeyboardState KStatePrior;
/// A record of the mouse state (i.e. the cursor position, scroll amount, and the up/down state for each button) as of the latest tick.
private MouseState MStateNow;
/// A record of the mouse state (i.e. the cursor position, scroll amount, and the up/down state for each button) as of the previous tick.
private MouseState MStatePrior;
/// The current mouse position on the screen adjusted for the zoom level.
private Point MPositionNow;
/// The previous mouse position on the screen adjusted for the zoom level.
private Point MPositionPrior;
/// The keys that were pressed as of the latest tick.
private Keys[] CurrentlyPressedKeys => this.KStateNow.GetPressedKeys();
/// The keys that were pressed as of the previous tick.
private Keys[] PreviouslyPressedKeys => this.KStatePrior.GetPressedKeys();
/// The keys that just entered the down state.
private Keys[] FramePressedKeys => this.CurrentlyPressedKeys.Except(this.PreviouslyPressedKeys).ToArray();
/// The keys that just entered the up state.
private Keys[] FrameReleasedKeys => this.PreviouslyPressedKeys.Except(this.CurrentlyPressedKeys).ToArray();
/// 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 day of month (1–28) at last check.
private int PreviousDay;
/// The season name (winter, spring, summer, or fall) at last check.
private string PreviousSeason;
/// The year number at last check.
private int PreviousYear;
/// Whether the game was transitioning to a new day at last check.
private bool PreviousIsNewDay;
/// The player character at last check.
private SFarmer PreviousFarmer;
/// 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;
/// The current game instance.
private static SGame Instance;
/****
** Private wrappers
****/
/// Simplifies access to private game code.
private static IReflectionHelper Reflection;
// ReSharper disable ArrangeStaticMemberQualifier, ArrangeThisQualifier, InconsistentNaming
/// Used to access private fields and methods.
private static List _fpsList => SGame.Reflection.GetPrivateField
>(typeof(Game1), nameof(_fpsList)).GetValue();
private static Stopwatch _fpsStopwatch => SGame.Reflection.GetPrivateField(typeof(Game1), nameof(SGame._fpsStopwatch)).GetValue();
private static float _fps
{
set { SGame.Reflection.GetPrivateField(typeof(Game1), nameof(_fps)).SetValue(value); }
}
private static Task _newDayTask => SGame.Reflection.GetPrivateField(typeof(Game1), nameof(_newDayTask)).GetValue();
private Color bgColor => SGame.Reflection.GetPrivateField(this, nameof(bgColor)).GetValue();
public RenderTarget2D screenWrapper => SGame.Reflection.GetPrivateProperty(this, "screen").GetValue(); // deliberately renamed to avoid an infinite loop
public BlendState lightingBlend => SGame.Reflection.GetPrivateField(this, nameof(lightingBlend)).GetValue();
private readonly Action drawFarmBuildings = () => SGame.Reflection.GetPrivateMethod(SGame.Instance, nameof(drawFarmBuildings)).Invoke(new object[0]);
private readonly Action drawHUD = () => SGame.Reflection.GetPrivateMethod(SGame.Instance, nameof(drawHUD)).Invoke(new object[0]);
private readonly Action drawDialogueBox = () => SGame.Reflection.GetPrivateMethod(SGame.Instance, nameof(drawDialogueBox)).Invoke(new object[0]);
private readonly Action renderScreenBuffer = () => SGame.Reflection.GetPrivateMethod(SGame.Instance, nameof(renderScreenBuffer)).Invoke(new object[0]);
// ReSharper restore ArrangeStaticMemberQualifier, ArrangeThisQualifier, InconsistentNaming
/*********
** Accessors
*********/
/// 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.
internal SGame(IMonitor monitor, IReflectionHelper reflection)
{
this.Monitor = monitor;
this.FirstUpdate = true;
SGame.Instance = this;
SGame.Reflection = reflection;
Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef; // required by Stardew Valley
}
/****
** 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)
{
return new SContentManager(this.Content.ServiceProvider, this.Content.RootDirectory, this.Monitor);
}
/// 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)
{
/*********
** 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 (SGame._newDayTask != null)
{
base.Update(gameTime);
return;
}
// 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-save
if (!this.IsBetweenSaveEvents)
{
this.IsBetweenSaveEvents = true;
this.Monitor.Log("Context: before save.", LogLevel.Trace);
SaveEvents.InvokeBeforeSave(this.Monitor);
}
// suppress non-save events
base.Update(gameTime);
return;
}
if (this.IsBetweenSaveEvents)
{
// raise after-save
this.IsBetweenSaveEvents = false;
this.Monitor.Log($"Context: after save, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace);
SaveEvents.InvokeAfterSave(this.Monitor);
TimeEvents.InvokeAfterDayStarted(this.Monitor);
}
/*********
** Game loaded events
*********/
if (this.FirstUpdate)
{
GameEvents.InvokeInitialize(this.Monitor);
GameEvents.InvokeLoadContent(this.Monitor);
GameEvents.InvokeGameLoaded(this.Monitor);
}
/*********
** Locale changed events
*********/
if (this.PreviousLocale != LocalizedContentManager.CurrentLanguageCode)
{
var oldValue = this.PreviousLocale;
var newValue = LocalizedContentManager.CurrentLanguageCode;
this.Monitor.Log($"Context: locale set to {newValue}.", LogLevel.Trace);
if (oldValue != null)
ContentEvents.InvokeAfterLocaleChanged(this.Monitor, oldValue.ToString(), newValue.ToString());
this.PreviousLocale = newValue;
}
/*********
** After load events
*********/
if (Context.IsSaveLoaded && !SaveGame.IsProcessing/*still loading save*/ && this.AfterLoadTimer >= 0)
{
if (this.AfterLoadTimer == 0)
{
this.Monitor.Log($"Context: loaded saved game '{Constants.SaveFolderName}', starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace);
SaveEvents.InvokeAfterLoad(this.Monitor);
PlayerEvents.InvokeLoadedGame(this.Monitor, new EventArgsLoadedGameChanged(Game1.hasLoadedGame));
TimeEvents.InvokeAfterDayStarted(this.Monitor);
}
this.AfterLoadTimer--;
}
/*********
** Exit to title events
*********/
// before exit to title
if (Game1.exitToTitle)
this.IsExiting = true;
// after exit to title
if (this.IsWorldReady && this.IsExiting && Game1.activeClickableMenu is TitleMenu)
{
this.Monitor.Log("Context: returned to title", LogLevel.Trace);
SaveEvents.InvokeAfterReturnToTitle(this.Monitor);
this.AfterLoadTimer = 5;
this.IsExiting = false;
}
/*********
** Input events
*********/
{
// get latest state
this.KStateNow = Keyboard.GetState();
this.MStateNow = Mouse.GetState();
this.MPositionNow = new Point(Game1.getMouseX(), Game1.getMouseY());
// raise key pressed
foreach (var key in this.FramePressedKeys)
ControlEvents.InvokeKeyPressed(this.Monitor, key);
// raise key released
foreach (var key in this.FrameReleasedKeys)
ControlEvents.InvokeKeyReleased(this.Monitor, key);
// raise controller button pressed
for (var i = PlayerIndex.One; i <= PlayerIndex.Four; i++)
{
var buttons = this.GetFramePressedButtons(i);
foreach (var button in buttons)
{
if (button == Buttons.LeftTrigger || button == Buttons.RightTrigger)
ControlEvents.InvokeTriggerPressed(this.Monitor, i, button, button == Buttons.LeftTrigger ? GamePad.GetState(i).Triggers.Left : GamePad.GetState(i).Triggers.Right);
else
ControlEvents.InvokeButtonPressed(this.Monitor, i, button);
}
}
// raise controller button released
for (var i = PlayerIndex.One; i <= PlayerIndex.Four; i++)
{
foreach (var button in this.GetFrameReleasedButtons(i))
{
if (button == Buttons.LeftTrigger || button == Buttons.RightTrigger)
ControlEvents.InvokeTriggerReleased(this.Monitor, i, button, button == Buttons.LeftTrigger ? GamePad.GetState(i).Triggers.Left : GamePad.GetState(i).Triggers.Right);
else
ControlEvents.InvokeButtonReleased(this.Monitor, i, button);
}
}
// raise keyboard state changed
if (this.KStateNow != this.KStatePrior)
ControlEvents.InvokeKeyboardChanged(this.Monitor, this.KStatePrior, this.KStateNow);
// raise mouse state changed
if (this.MStateNow != this.MStatePrior)
{
ControlEvents.InvokeMouseChanged(this.Monitor, this.MStatePrior, this.MStateNow, this.MPositionPrior, this.MPositionNow);
this.MStatePrior = this.MStateNow;
this.MPositionPrior = this.MPositionNow;
}
}
/*********
** 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)
MenuEvents.InvokeMenuChanged(this.Monitor, previousMenu, newMenu);
else
MenuEvents.InvokeMenuClosed(this.Monitor, 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 (this.IsWorldReady)
{
// raise location list changed
if (this.GetHash(Game1.locations) != this.PreviousGameLocations)
{
LocationEvents.InvokeLocationsChanged(this.Monitor, Game1.locations);
this.PreviousGameLocations = this.GetHash(Game1.locations);
}
// raise current location changed
if (Game1.currentLocation != this.PreviousGameLocation)
{
if (this.VerboseLogging)
this.Monitor.Log($"Context: set location to {Game1.currentLocation?.Name ?? "(none)"}.", LogLevel.Trace);
LocationEvents.InvokeCurrentLocationChanged(this.Monitor, this.PreviousGameLocation, Game1.currentLocation);
this.PreviousGameLocation = Game1.currentLocation;
}
// raise player changed
if (Game1.player != this.PreviousFarmer)
{
PlayerEvents.InvokeFarmerChanged(this.Monitor, this.PreviousFarmer, Game1.player);
this.PreviousFarmer = Game1.player;
}
// raise player leveled up a skill
if (Game1.player.combatLevel != this.PreviousCombatLevel)
{
PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Combat, Game1.player.combatLevel);
this.PreviousCombatLevel = Game1.player.combatLevel;
}
if (Game1.player.farmingLevel != this.PreviousFarmingLevel)
{
PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Farming, Game1.player.farmingLevel);
this.PreviousFarmingLevel = Game1.player.farmingLevel;
}
if (Game1.player.fishingLevel != this.PreviousFishingLevel)
{
PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Fishing, Game1.player.fishingLevel);
this.PreviousFishingLevel = Game1.player.fishingLevel;
}
if (Game1.player.foragingLevel != this.PreviousForagingLevel)
{
PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Foraging, Game1.player.foragingLevel);
this.PreviousForagingLevel = Game1.player.foragingLevel;
}
if (Game1.player.miningLevel != this.PreviousMiningLevel)
{
PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Mining, Game1.player.miningLevel);
this.PreviousMiningLevel = Game1.player.miningLevel;
}
if (Game1.player.luckLevel != this.PreviousLuckLevel)
{
PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Luck, Game1.player.luckLevel);
this.PreviousLuckLevel = Game1.player.luckLevel;
}
// raise player inventory changed
ItemStackChange[] changedItems = this.GetInventoryChanges(Game1.player.items, this.PreviousItems).ToArray();
if (changedItems.Any())
{
PlayerEvents.InvokeInventoryChanged(this.Monitor, Game1.player.items, changedItems);
this.PreviousItems = Game1.player.items.Where(n => n != null).ToDictionary(n => n, n => n.Stack);
}
// raise current location's object list changed
{
int? objectHash = Game1.currentLocation?.objects != null ? this.GetHash(Game1.currentLocation.objects) : (int?)null;
if (objectHash != null && this.PreviousLocationObjects != objectHash)
{
LocationEvents.InvokeOnNewLocationObject(this.Monitor, Game1.currentLocation.objects);
this.PreviousLocationObjects = objectHash.Value;
}
}
// raise time changed
if (Game1.timeOfDay != this.PreviousTime)
{
TimeEvents.InvokeTimeOfDayChanged(this.Monitor, this.PreviousTime, Game1.timeOfDay);
this.PreviousTime = Game1.timeOfDay;
}
if (Game1.dayOfMonth != this.PreviousDay)
{
TimeEvents.InvokeDayOfMonthChanged(this.Monitor, this.PreviousDay, Game1.dayOfMonth);
this.PreviousDay = Game1.dayOfMonth;
}
if (Game1.currentSeason != this.PreviousSeason)
{
TimeEvents.InvokeSeasonOfYearChanged(this.Monitor, this.PreviousSeason, Game1.currentSeason);
this.PreviousSeason = Game1.currentSeason;
}
if (Game1.year != this.PreviousYear)
{
TimeEvents.InvokeYearOfGameChanged(this.Monitor, this.PreviousYear, Game1.year);
this.PreviousYear = Game1.year;
}
// raise mine level changed
if (Game1.mine != null && Game1.mine.mineLevel != this.PreviousMineLevel)
{
MineEvents.InvokeMineLevelChanged(this.Monitor, this.PreviousMineLevel, Game1.mine.mineLevel);
this.PreviousMineLevel = Game1.mine.mineLevel;
}
}
/*********
** Game day transition event (obsolete)
*********/
if (Game1.newDay != this.PreviousIsNewDay)
{
TimeEvents.InvokeOnNewDay(this.Monitor, this.PreviousDay, Game1.dayOfMonth, Game1.newDay);
this.PreviousIsNewDay = Game1.newDay;
}
/*********
** 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
*********/
GameEvents.InvokeUpdateTick(this.Monitor);
if (this.FirstUpdate)
{
GameEvents.InvokeFirstUpdateTick(this.Monitor);
this.FirstUpdate = false;
}
if (this.CurrentUpdateTick % 2 == 0)
GameEvents.InvokeSecondUpdateTick(this.Monitor);
if (this.CurrentUpdateTick % 4 == 0)
GameEvents.InvokeFourthUpdateTick(this.Monitor);
if (this.CurrentUpdateTick % 8 == 0)
GameEvents.InvokeEighthUpdateTick(this.Monitor);
if (this.CurrentUpdateTick % 15 == 0)
GameEvents.InvokeQuarterSecondTick(this.Monitor);
if (this.CurrentUpdateTick % 30 == 0)
GameEvents.InvokeHalfSecondTick(this.Monitor);
if (this.CurrentUpdateTick % 60 == 0)
GameEvents.InvokeOneSecondTick(this.Monitor);
this.CurrentUpdateTick += 1;
if (this.CurrentUpdateTick >= 60)
this.CurrentUpdateTick = 0;
/*********
** Update input state
*********/
this.KStatePrior = this.KStateNow;
for (PlayerIndex i = PlayerIndex.One; i <= PlayerIndex.Four; i++)
this.PreviouslyPressedButtons[(int)i] = this.GetButtonsDown(i);
}
/// 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.FailedDraws = 0;
}
catch (Exception ex)
{
// log error
this.Monitor.Log($"An error occured in the overridden draw loop: {ex.GetLogSummary()}", LogLevel.Error);
// exit if irrecoverable
if (this.FailedDraws >= this.MaxFailedDraws)
{
this.Monitor.ExitGameImmediately("the game crashed when drawing, and SMAPI was unable to recover the game.");
return;
}
this.FailedDraws++;
// abort in known unrecoverable cases
if (Game1.toolSpriteSheet?.IsDisposed == true)
{
this.Monitor.ExitGameImmediately("the game unexpectedly disposed the tool spritesheet, so it crashed trying to draw a tool. This is a known bug in Stardew Valley 1.2.29, and there's no way to recover from it.");
return;
}
// recover sprite batch
try
{
if (Game1.spriteBatch.IsOpen(SGame.Reflection))
{
this.Monitor.Log("Recovering sprite batch from error...", LogLevel.Trace);
Game1.spriteBatch.End();
}
}
catch (Exception innerEx)
{
this.Monitor.Log($"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")]
private void DrawImpl(GameTime gameTime)
{
if (Game1.debugMode)
{
if (SGame._fpsStopwatch.IsRunning)
{
float totalSeconds = (float)SGame._fpsStopwatch.Elapsed.TotalSeconds;
SGame._fpsList.Add(totalSeconds);
while (SGame._fpsList.Count >= 120)
SGame._fpsList.RemoveAt(0);
float num = 0.0f;
foreach (float fps in SGame._fpsList)
num += fps;
SGame._fps = (float)(1.0 / ((double)num / (double)SGame._fpsList.Count));
}
SGame._fpsStopwatch.Restart();
}
else
{
if (SGame._fpsStopwatch.IsRunning)
SGame._fpsStopwatch.Reset();
SGame._fps = 0.0f;
SGame._fpsList.Clear();
}
if (SGame._newDayTask != null)
{
this.GraphicsDevice.Clear(this.bgColor);
//base.Draw(gameTime);
}
else
{
if ((double)Game1.options.zoomLevel != 1.0)
this.GraphicsDevice.SetRenderTarget(this.screenWrapper);
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
{
GraphicsEvents.InvokeOnPreRenderGuiEvent(this.Monitor);
activeClickableMenu.draw(Game1.spriteBatch);
GraphicsEvents.InvokeOnPostRenderGuiEvent(this.Monitor);
}
catch (Exception ex)
{
this.Monitor.Log($"The {activeClickableMenu.GetType().FullName} menu crashed while drawing itself during save. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error);
activeClickableMenu.exitThisMenu();
}
Game1.spriteBatch.End();
}
//base.Draw(gameTime);
this.renderScreenBuffer();
}
else
{
this.GraphicsDevice.Clear(this.bgColor);
if (Game1.activeClickableMenu != null && Game1.options.showMenuBackground && Game1.activeClickableMenu.showWithoutTransparencyIfOptionIsSet())
{
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
try
{
Game1.activeClickableMenu.drawBackground(Game1.spriteBatch);
GraphicsEvents.InvokeOnPreRenderGuiEvent(this.Monitor);
Game1.activeClickableMenu.draw(Game1.spriteBatch);
GraphicsEvents.InvokeOnPostRenderGuiEvent(this.Monitor);
}
catch (Exception ex)
{
this.Monitor.Log($"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();
}
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.screenWrapper, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screenWrapper.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
Game1.spriteBatch.End();
}
if (Game1.overlayMenu == null)
return;
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
Game1.overlayMenu.draw(Game1.spriteBatch);
Game1.spriteBatch.End();
}
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);
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();
}
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.screenWrapper, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screenWrapper.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
Game1.spriteBatch.End();
}
if (Game1.overlayMenu == null)
return;
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
Game1.overlayMenu.draw(Game1.spriteBatch);
Game1.spriteBatch.End();
}
else if (Game1.showingEndOfNightStuff)
{
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
if (Game1.activeClickableMenu != null)
{
try
{
GraphicsEvents.InvokeOnPreRenderGuiEvent(this.Monitor);
Game1.activeClickableMenu.draw(Game1.spriteBatch);
GraphicsEvents.InvokeOnPostRenderGuiEvent(this.Monitor);
}
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();
}
}
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.screenWrapper, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screenWrapper.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
Game1.spriteBatch.End();
}
if (Game1.overlayMenu == null)
return;
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
Game1.overlayMenu.draw(Game1.spriteBatch);
Game1.spriteBatch.End();
}
else if ((int)Game1.gameMode == 6)
{
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 str3 = str1;
string s = str2 + str3;
string str4 = "...";
string str5 = str2 + str4;
int widthOfString = SpriteText.getWidthOfString(str5);
int height = 64;
int x = 64;
int y = Game1.graphics.GraphicsDevice.Viewport.TitleSafeArea.Bottom - height;
SpriteText.drawString(Game1.spriteBatch, s, x, y, 999999, widthOfString, height, 1f, 0.88f, false, 0, str5, -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.screenWrapper, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screenWrapper.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
Game1.spriteBatch.End();
}
if (Game1.overlayMenu == null)
return;
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
Game1.overlayMenu.draw(Game1.spriteBatch);
Game1.spriteBatch.End();
}
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.Equals("UndergroundMine") ? Game1.mine.getLightingColor(gameTime) : (Game1.ambientLight.Equals(Color.White) || Game1.isRaining && Game1.currentLocation.isOutdoors ? Game1.outdoorLight : Game1.ambientLight));
for (int index = 0; index < Game1.currentLightSources.Count; ++index)
{
if (Utility.isOnScreen(Game1.currentLightSources.ElementAt(index).position, (int)((double)Game1.currentLightSources.ElementAt(index).radius * (double)Game1.tileSize * 4.0)))
Game1.spriteBatch.Draw(Game1.currentLightSources.ElementAt(index).lightTexture, Game1.GlobalToLocal(Game1.viewport, Game1.currentLightSources.ElementAt(index).position) / (float)(Game1.options.lightingQuality / 2), new Microsoft.Xna.Framework.Rectangle?(Game1.currentLightSources.ElementAt(index).lightTexture.Bounds), 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), 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.screenWrapper);
}
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);
GraphicsEvents.InvokeOnPreRenderEvent(this.Monitor);
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, Game1.pixelZoom);
Game1.currentLocation.drawWater(Game1.spriteBatch);
if (Game1.CurrentEvent == null)
{
foreach (NPC character in Game1.currentLocation.characters)
{
if (!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 * Game1.pixelZoom) / 2f, (float)(character.GetBoundingBox().Height + (character.IsMonster ? 0 : Game1.pixelZoom * 3)))), 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)Game1.pixelZoom + (float)character.yJumpOffset / 40f) * character.scale, SpriteEffects.None, Math.Max(0.0f, (float)character.getStandingY() / 10000f) - 1E-06f);
}
}
else
{
foreach (NPC actor in Game1.CurrentEvent.actors)
{
if (!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 * Game1.pixelZoom) / 2f, (float)(actor.GetBoundingBox().Height + (actor.IsMonster ? 0 : (actor.sprite.spriteHeight <= 16 ? -Game1.pixelZoom : Game1.pixelZoom * 3))))), 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)Game1.pixelZoom + (float)actor.yJumpOffset / 40f) * actor.scale, SpriteEffects.None, Math.Max(0.0f, (float)actor.getStandingY() / 10000f) - 1E-06f);
}
}
Microsoft.Xna.Framework.Rectangle bounds;
if (Game1.displayFarmer && !Game1.player.swimming && (!Game1.player.isRidingHorse() && !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(Game1.player.getTileLocation())))
{
SpriteBatch spriteBatch = Game1.spriteBatch;
Texture2D shadowTexture = Game1.shadowTexture;
Vector2 local = Game1.GlobalToLocal(Game1.player.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;
double x = (double)Game1.shadowTexture.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 - (!Game1.player.running && !Game1.player.usingTool || Game1.player.FarmerSprite.indexInCurrentAnimation <= 1 ? 0.0 : (double)Math.Abs(FarmerRenderer.featureYOffsetPerFrame[Game1.player.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, Game1.pixelZoom);
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 (!character.swimming && !character.hideShadow && 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 * Game1.pixelZoom) / 2f, (float)(character.GetBoundingBox().Height + (character.IsMonster ? 0 : Game1.pixelZoom * 3))));
Microsoft.Xna.Framework.Rectangle? sourceRectangle = new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds);
Color white = Color.White;
double num1 = 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 num2 = ((double)Game1.pixelZoom + (double)character.yJumpOffset / 40.0) * (double)character.scale;
int num3 = 0;
double num4 = (double)Math.Max(0.0f, (float)character.getStandingY() / 10000f) - 9.99999997475243E-07;
spriteBatch.Draw(shadowTexture, local, sourceRectangle, white, (float)num1, origin, (float)num2, (SpriteEffects)num3, (float)num4);
}
}
}
else
{
foreach (NPC actor in Game1.CurrentEvent.actors)
{
if (!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 * Game1.pixelZoom) / 2f, (float)(actor.GetBoundingBox().Height + (actor.IsMonster ? 0 : Game1.pixelZoom * 3))));
Microsoft.Xna.Framework.Rectangle? sourceRectangle = new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds);
Color white = Color.White;
double num1 = 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 num2 = ((double)Game1.pixelZoom + (double)actor.yJumpOffset / 40.0) * (double)actor.scale;
int num3 = 0;
double num4 = (double)Math.Max(0.0f, (float)actor.getStandingY() / 10000f) - 9.99999997475243E-07;
spriteBatch.Draw(shadowTexture, local, sourceRectangle, white, (float)num1, origin, (float)num2, (SpriteEffects)num3, (float)num4);
}
}
}
if (Game1.displayFarmer && !Game1.player.swimming && (!Game1.player.isRidingHorse() && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(Game1.player.getTileLocation())))
{
SpriteBatch spriteBatch = Game1.spriteBatch;
Texture2D shadowTexture = Game1.shadowTexture;
Vector2 local = Game1.GlobalToLocal(Game1.player.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;
double x = (double)Game1.shadowTexture.Bounds.Center.X;
rectangle = Game1.shadowTexture.Bounds;
double y = (double)rectangle.Center.Y;
Vector2 origin = new Vector2((float)x, (float)y);
double num2 = 4.0 - (!Game1.player.running && !Game1.player.usingTool || Game1.player.FarmerSprite.indexInCurrentAnimation <= 1 ? 0.0 : (double)Math.Abs(FarmerRenderer.featureYOffsetPerFrame[Game1.player.FarmerSprite.CurrentFrame]) * 0.5);
int num3 = 0;
double num4 = (double)Math.Max(0.0001f, (float)((double)Game1.player.getStandingY() / 10000.0 + 0.000110000000859145)) - 9.99999974737875E-05;
spriteBatch.Draw(shadowTexture, local, sourceRectangle, white, (float)num1, origin, (float)num2, (SpriteEffects)num3, (float)num4);
}
if (Game1.displayFarmer)
Game1.player.draw(Game1.spriteBatch);
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 + (double)(Game1.tileSize * 3 / 4)) / 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((float)(6 * Game1.tileSize + Game1.tileSize / 4), (float)(2 * Game1.tileSize + Game1.tileSize / 2))), 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) / (double)Game1.tileSize) * Game1.tileSize - Game1.viewport.X, (int)Math.Floor((double)(Game1.getOldMouseY() + Game1.viewport.Y) / (double)Game1.tileSize) * Game1.tileSize - Game1.viewport.Y, Game1.tileSize, Game1.tileSize), Color.Lime * 0.75f);
foreach (Warp warp in Game1.currentLocation.warps)
Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(warp.X * Game1.tileSize - Game1.viewport.X, warp.Y * Game1.tileSize - Game1.viewport.Y, Game1.tileSize, Game1.tileSize), Color.Red * 0.75f);
}
Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch);
Game1.currentLocation.Map.GetLayer("Front").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, Game1.pixelZoom);
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.currentLocation.Name.Equals("Farm") && Game1.stats.SeedsSown >= 200U)
{
Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(3 * Game1.tileSize + Game1.tileSize / 4), (float)(Game1.tileSize + Game1.tileSize / 3))), new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16, -1, -1)), Color.White);
Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(4 * Game1.tileSize + Game1.tileSize), (float)(2 * Game1.tileSize + Game1.tileSize))), new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16, -1, -1)), Color.White);
Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(5 * Game1.tileSize), (float)(2 * Game1.tileSize))), new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16, -1, -1)), Color.White);
Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(3 * Game1.tileSize + Game1.tileSize / 2), (float)(3 * Game1.tileSize))), new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16, -1, -1)), Color.White);
Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(5 * Game1.tileSize - Game1.tileSize / 4), (float)Game1.tileSize)), new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16, -1, -1)), Color.White);
Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(4 * Game1.tileSize), (float)(3 * Game1.tileSize + Game1.tileSize / 6))), new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16, -1, -1)), Color.White);
Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(4 * Game1.tileSize + Game1.tileSize / 5), (float)(2 * Game1.tileSize + Game1.tileSize / 3))), new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16, -1, -1)), Color.White);
}
if (Game1.displayFarmer && Game1.player.ActiveObject != null && (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 - Game1.tileSize * 3 / 5), Game1.viewport.Size) == null || Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location((int)Game1.player.position.X, (int)Game1.player.position.Y - Game1.tileSize * 3 / 5), 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 - Game1.tileSize * 3 / 5);
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 - Game1.tileSize * 3 / 5);
Size size2 = Game1.viewport.Size;
if (layer2.PickTile(mapDisplayLocation2, size2).TileIndexProperties.ContainsKey("FrontAlways"))
goto label_127;
}
else
goto label_127;
}
Game1.drawPlayerHeldObject(Game1.player);
}
label_127:
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 - Game1.tileSize * 3 / 5), 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, Game1.pixelZoom);
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 : Game1.tileSize) - 2, (int)((double)Game1.toolHold % 600.0 * 0.0799999982118607) + 4, Game1.tileSize / 8 + 4), 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 : Game1.tileSize), (int)((double)Game1.toolHold % 600.0 * 0.0799999982118607), Game1.tileSize / 8), color);
}
if (Game1.isDebrisWeather && Game1.currentLocation.IsOutdoors && (!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 / Game1.tileSize), (float)(Game1.viewport.Y / Game1.tileSize)))))
{
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();
//base.Draw(gameTime);
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 -= (float)(Game1.tileSize * 2 + Game1.pixelZoom * 3);
if (actor.age == 2)
localPosition.Y += (float)(Game1.tileSize / 2);
else if (actor.gender == 1)
localPosition.Y += (float)(Game1.tileSize / 6);
Game1.spriteBatch.Draw(Game1.emoteSpriteSheet, localPosition, new Microsoft.Xna.Framework.Rectangle?(new Microsoft.Xna.Framework.Rectangle(actor.CurrentEmoteIndex * (Game1.tileSize / 4) % Game1.emoteSpriteSheet.Width, actor.CurrentEmoteIndex * (Game1.tileSize / 4) / Game1.emoteSpriteSheet.Width * (Game1.tileSize / 4), Game1.tileSize / 4, Game1.tileSize / 4)), 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 && 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 % Game1.tileSize;
float num1 = (float)(-Game1.viewport.Y % Game1.tileSize);
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 += Game1.tileSize;
}
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 += (float)Game1.tileSize;
}
}
if (Game1.currentBillboard != 0)
this.drawBillboard();
if ((Game1.displayHUD || Game1.eventUp) && (Game1.currentBillboard == 0 && (int)Game1.gameMode == 3) && (!Game1.freezeControls && !Game1.panMode))
{
GraphicsEvents.InvokeOnPreRenderHudEvent(this.Monitor);
this.drawHUD();
GraphicsEvents.InvokeOnPostRenderHudEvent(this.Monitor);
}
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();
Viewport viewport;
if (Game1.progressBar)
{
SpriteBatch spriteBatch1 = Game1.spriteBatch;
Texture2D fadeToBlackRect = Game1.fadeToBlackRect;
int x1 = (Game1.graphics.GraphicsDevice.Viewport.TitleSafeArea.Width - Game1.dialogueWidth) / 2;
rectangle = Game1.graphics.GraphicsDevice.Viewport.TitleSafeArea;
int y1 = rectangle.Bottom - Game1.tileSize * 2;
int dialogueWidth = Game1.dialogueWidth;
int height1 = Game1.tileSize / 2;
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;
viewport = Game1.graphics.GraphicsDevice.Viewport;
int x2 = (viewport.TitleSafeArea.Width - Game1.dialogueWidth) / 2;
viewport = Game1.graphics.GraphicsDevice.Viewport;
rectangle = viewport.TitleSafeArea;
int y2 = rectangle.Bottom - Game1.tileSize * 2;
int width = (int)((double)Game1.pauseAccumulator / (double)Game1.pauseTime * (double)Game1.dialogueWidth);
int height2 = Game1.tileSize / 2;
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 && (Game1.currentLocation.isOutdoors && !(Game1.currentLocation is Desert)))
{
SpriteBatch spriteBatch = Game1.spriteBatch;
Texture2D staminaRect = Game1.staminaRect;
viewport = Game1.graphics.GraphicsDevice.Viewport;
Microsoft.Xna.Framework.Rectangle bounds = viewport.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;
viewport = Game1.graphics.GraphicsDevice.Viewport;
Microsoft.Xna.Framework.Rectangle bounds = viewport.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;
viewport = Game1.graphics.GraphicsDevice.Viewport;
Microsoft.Xna.Framework.Rectangle bounds = viewport.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);
if (Game1.debugMode)
{
SpriteBatch spriteBatch = Game1.spriteBatch;
SpriteFont smallFont = Game1.smallFont;
object[] objArray = new object[10];
int index1 = 0;
string str1;
if (!Game1.panMode)
str1 = "player: " + (object)(Game1.player.getStandingX() / Game1.tileSize) + ", " + (object)(Game1.player.getStandingY() / Game1.tileSize);
else
str1 = ((Game1.getOldMouseX() + Game1.viewport.X) / Game1.tileSize).ToString() + "," + (object)((Game1.getOldMouseY() + Game1.viewport.Y) / Game1.tileSize);
objArray[index1] = (object)str1;
int index2 = 1;
string str2 = " mouseTransparency: ";
objArray[index2] = (object)str2;
int index3 = 2;
float cursorTransparency = Game1.mouseCursorTransparency;
objArray[index3] = (object)cursorTransparency;
int index4 = 3;
string str3 = " mousePosition: ";
objArray[index4] = (object)str3;
int index5 = 4;
int mouseX = Game1.getMouseX();
objArray[index5] = (object)mouseX;
int index6 = 5;
string str4 = ",";
objArray[index6] = (object)str4;
int index7 = 6;
int mouseY = Game1.getMouseY();
objArray[index7] = (object)mouseY;
int index8 = 7;
string newLine = Environment.NewLine;
objArray[index8] = (object)newLine;
int index9 = 8;
string str5 = "debugOutput: ";
objArray[index9] = (object)str5;
int index10 = 9;
string debugOutput = Game1.debugOutput;
objArray[index10] = (object)debugOutput;
string text = string.Concat(objArray);
Vector2 position = new Vector2((float)this.GraphicsDevice.Viewport.TitleSafeArea.X, (float)this.GraphicsDevice.Viewport.TitleSafeArea.Y);
Color red = Color.Red;
double num1 = 0.0;
Vector2 zero = Vector2.Zero;
double num2 = 1.0;
int num3 = 0;
double num4 = 0.99999988079071;
spriteBatch.DrawString(smallFont, text, position, red, (float)num1, zero, (float)num2, (SpriteEffects)num3, (float)num4);
}
if (Game1.showKeyHelp)
Game1.spriteBatch.DrawString(Game1.smallFont, Game1.keyHelpString, new Vector2((float)Game1.tileSize, (float)(Game1.viewport.Height - Game1.tileSize - (Game1.dialogueUp ? Game1.tileSize * 3 + (Game1.isQuestion ? Game1.questionChoices.Count * Game1.tileSize : 0) : 0)) - Game1.smallFont.MeasureString(Game1.keyHelpString).Y), Color.LightGray, 0.0f, Vector2.Zero, 1f, SpriteEffects.None, 0.9999999f);
if (Game1.activeClickableMenu != null)
{
try
{
GraphicsEvents.InvokeOnPreRenderGuiEvent(this.Monitor);
Game1.activeClickableMenu.draw(Game1.spriteBatch);
GraphicsEvents.InvokeOnPostRenderGuiEvent(this.Monitor);
}
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);
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();
}
if (GraphicsEvents.HasPostRenderListeners())
{
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
GraphicsEvents.InvokeOnPostRenderEvent(this.Monitor);
Game1.spriteBatch.End();
}
this.renderScreenBuffer();
}
}
}
}
/****
** Methods
****/
/// Get the controller buttons which are currently pressed.
/// The controller to check.
private Buttons[] GetButtonsDown(PlayerIndex index)
{
var state = GamePad.GetState(index);
var buttons = new List();
if (state.IsConnected)
{
if (state.Buttons.A == ButtonState.Pressed) buttons.Add(Buttons.A);
if (state.Buttons.B == ButtonState.Pressed) buttons.Add(Buttons.B);
if (state.Buttons.Back == ButtonState.Pressed) buttons.Add(Buttons.Back);
if (state.Buttons.BigButton == ButtonState.Pressed) buttons.Add(Buttons.BigButton);
if (state.Buttons.LeftShoulder == ButtonState.Pressed) buttons.Add(Buttons.LeftShoulder);
if (state.Buttons.LeftStick == ButtonState.Pressed) buttons.Add(Buttons.LeftStick);
if (state.Buttons.RightShoulder == ButtonState.Pressed) buttons.Add(Buttons.RightShoulder);
if (state.Buttons.RightStick == ButtonState.Pressed) buttons.Add(Buttons.RightStick);
if (state.Buttons.Start == ButtonState.Pressed) buttons.Add(Buttons.Start);
if (state.Buttons.X == ButtonState.Pressed) buttons.Add(Buttons.X);
if (state.Buttons.Y == ButtonState.Pressed) buttons.Add(Buttons.Y);
if (state.DPad.Up == ButtonState.Pressed) buttons.Add(Buttons.DPadUp);
if (state.DPad.Down == ButtonState.Pressed) buttons.Add(Buttons.DPadDown);
if (state.DPad.Left == ButtonState.Pressed) buttons.Add(Buttons.DPadLeft);
if (state.DPad.Right == ButtonState.Pressed) buttons.Add(Buttons.DPadRight);
if (state.Triggers.Left > 0.2f) buttons.Add(Buttons.LeftTrigger);
if (state.Triggers.Right > 0.2f) buttons.Add(Buttons.RightTrigger);
}
return buttons.ToArray();
}
/// Get the controller buttons which were pressed after the last update.
/// The controller to check.
private Buttons[] GetFramePressedButtons(PlayerIndex index)
{
var state = GamePad.GetState(index);
var buttons = new List();
if (state.IsConnected)
{
if (this.WasButtonJustPressed(Buttons.A, state.Buttons.A, index)) buttons.Add(Buttons.A);
if (this.WasButtonJustPressed(Buttons.B, state.Buttons.B, index)) buttons.Add(Buttons.B);
if (this.WasButtonJustPressed(Buttons.Back, state.Buttons.Back, index)) buttons.Add(Buttons.Back);
if (this.WasButtonJustPressed(Buttons.BigButton, state.Buttons.BigButton, index)) buttons.Add(Buttons.BigButton);
if (this.WasButtonJustPressed(Buttons.LeftShoulder, state.Buttons.LeftShoulder, index)) buttons.Add(Buttons.LeftShoulder);
if (this.WasButtonJustPressed(Buttons.LeftStick, state.Buttons.LeftStick, index)) buttons.Add(Buttons.LeftStick);
if (this.WasButtonJustPressed(Buttons.RightShoulder, state.Buttons.RightShoulder, index)) buttons.Add(Buttons.RightShoulder);
if (this.WasButtonJustPressed(Buttons.RightStick, state.Buttons.RightStick, index)) buttons.Add(Buttons.RightStick);
if (this.WasButtonJustPressed(Buttons.Start, state.Buttons.Start, index)) buttons.Add(Buttons.Start);
if (this.WasButtonJustPressed(Buttons.X, state.Buttons.X, index)) buttons.Add(Buttons.X);
if (this.WasButtonJustPressed(Buttons.Y, state.Buttons.Y, index)) buttons.Add(Buttons.Y);
if (this.WasButtonJustPressed(Buttons.DPadUp, state.DPad.Up, index)) buttons.Add(Buttons.DPadUp);
if (this.WasButtonJustPressed(Buttons.DPadDown, state.DPad.Down, index)) buttons.Add(Buttons.DPadDown);
if (this.WasButtonJustPressed(Buttons.DPadLeft, state.DPad.Left, index)) buttons.Add(Buttons.DPadLeft);
if (this.WasButtonJustPressed(Buttons.DPadRight, state.DPad.Right, index)) buttons.Add(Buttons.DPadRight);
if (this.WasButtonJustPressed(Buttons.LeftTrigger, state.Triggers.Left, index)) buttons.Add(Buttons.LeftTrigger);
if (this.WasButtonJustPressed(Buttons.RightTrigger, state.Triggers.Right, index)) buttons.Add(Buttons.RightTrigger);
}
return buttons.ToArray();
}
/// Get the controller buttons which were released after the last update.
/// The controller to check.
private Buttons[] GetFrameReleasedButtons(PlayerIndex index)
{
var state = GamePad.GetState(index);
var buttons = new List();
if (state.IsConnected)
{
if (this.WasButtonJustReleased(Buttons.A, state.Buttons.A, index)) buttons.Add(Buttons.A);
if (this.WasButtonJustReleased(Buttons.B, state.Buttons.B, index)) buttons.Add(Buttons.B);
if (this.WasButtonJustReleased(Buttons.Back, state.Buttons.Back, index)) buttons.Add(Buttons.Back);
if (this.WasButtonJustReleased(Buttons.BigButton, state.Buttons.BigButton, index)) buttons.Add(Buttons.BigButton);
if (this.WasButtonJustReleased(Buttons.LeftShoulder, state.Buttons.LeftShoulder, index)) buttons.Add(Buttons.LeftShoulder);
if (this.WasButtonJustReleased(Buttons.LeftStick, state.Buttons.LeftStick, index)) buttons.Add(Buttons.LeftStick);
if (this.WasButtonJustReleased(Buttons.RightShoulder, state.Buttons.RightShoulder, index)) buttons.Add(Buttons.RightShoulder);
if (this.WasButtonJustReleased(Buttons.RightStick, state.Buttons.RightStick, index)) buttons.Add(Buttons.RightStick);
if (this.WasButtonJustReleased(Buttons.Start, state.Buttons.Start, index)) buttons.Add(Buttons.Start);
if (this.WasButtonJustReleased(Buttons.X, state.Buttons.X, index)) buttons.Add(Buttons.X);
if (this.WasButtonJustReleased(Buttons.Y, state.Buttons.Y, index)) buttons.Add(Buttons.Y);
if (this.WasButtonJustReleased(Buttons.DPadUp, state.DPad.Up, index)) buttons.Add(Buttons.DPadUp);
if (this.WasButtonJustReleased(Buttons.DPadDown, state.DPad.Down, index)) buttons.Add(Buttons.DPadDown);
if (this.WasButtonJustReleased(Buttons.DPadLeft, state.DPad.Left, index)) buttons.Add(Buttons.DPadLeft);
if (this.WasButtonJustReleased(Buttons.DPadRight, state.DPad.Right, index)) buttons.Add(Buttons.DPadRight);
if (this.WasButtonJustReleased(Buttons.LeftTrigger, state.Triggers.Left, index)) buttons.Add(Buttons.LeftTrigger);
if (this.WasButtonJustReleased(Buttons.RightTrigger, state.Triggers.Right, index)) buttons.Add(Buttons.RightTrigger);
}
return buttons.ToArray();
}
/// Get whether a controller button was pressed since the last check.
/// The controller button to check.
/// The last known state.
/// The player whose controller to check.
private bool WasButtonJustPressed(Buttons button, ButtonState buttonState, PlayerIndex stateIndex)
{
return buttonState == ButtonState.Pressed && !this.PreviouslyPressedButtons[(int)stateIndex].Contains(button);
}
/// Get whether a controller button was released since the last check.
/// The controller button to check.
/// The last known state.
/// The player whose controller to check.
private bool WasButtonJustReleased(Buttons button, ButtonState buttonState, PlayerIndex stateIndex)
{
return buttonState == ButtonState.Released && this.PreviouslyPressedButtons[(int)stateIndex].Contains(button);
}
/// Get whether an analogue controller button was pressed since the last check.
/// The controller button to check.
/// The last known value.
/// The player whose controller to check.
private bool WasButtonJustPressed(Buttons button, float value, PlayerIndex stateIndex)
{
return this.WasButtonJustPressed(button, value > 0.2f ? ButtonState.Pressed : ButtonState.Released, stateIndex);
}
/// Get whether an analogue controller button was released since the last check.
/// The controller button to check.
/// The last known value.
/// The player whose controller to check.
private bool WasButtonJustReleased(Buttons button, float value, PlayerIndex stateIndex)
{
return this.WasButtonJustReleased(button, value > 0.2f ? ButtonState.Pressed : ButtonState.Released, stateIndex);
}
/// 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;
}
}
}