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; } } }