using System; using System.Collections; using System.Collections.Generic; using System.Linq; using System.Reflection; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using StardewModdingAPI.Events; using StardewModdingAPI.Framework; using StardewValley; using StardewValley.BellsAndWhistles; using StardewValley.Locations; using StardewValley.Menus; using StardewValley.Tools; using xTile.Dimensions; using Rectangle = Microsoft.Xna.Framework.Rectangle; namespace StardewModdingAPI.Inheritance { /// SMAPI's extension of the game's core , used to inject events. public class SGame : Game1 { /********* ** Properties *********/ /// Whether to raise on the next tick. private bool FireLoadedGameEvent; /// The debug messages to add to the next debug output. internal static Queue DebugMessageQueue { get; private set; } /// 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; /********* ** Accessors *********/ /// Arrays of pressed controller buttons indexed by . public Buttons[][] PreviouslyPressedButtons; /// A record of the keyboard state (i.e. the up/down state for each button) as of the latest tick. public KeyboardState KStateNow { get; private set; } /// A record of the keyboard state (i.e. the up/down state for each button) as of the previous tick. public KeyboardState KStatePrior { get; private set; } /// 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. public MouseState MStateNow { get; private set; } /// 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. public MouseState MStatePrior { get; private set; } /// The current mouse position on the screen adjusted for the zoom level. public Point MPositionNow { get; private set; } /// The previous mouse position on the screen adjusted for the zoom level. public Point MPositionPrior { get; private set; } /// The keys that were pressed as of the latest tick. public Keys[] CurrentlyPressedKeys => this.KStateNow.GetPressedKeys(); /// The keys that were pressed as of the previous tick. public Keys[] PreviouslyPressedKeys => this.KStatePrior.GetPressedKeys(); /// The keys that just entered the down state. public Keys[] FramePressedKeys => this.CurrentlyPressedKeys.Except(this.PreviouslyPressedKeys).ToArray(); /// The keys that just entered the up state. public Keys[] FrameReleasedKeys => this.PreviouslyPressedKeys.Except(this.CurrentlyPressedKeys).ToArray(); /// Whether a save is currently loaded at last check. public bool PreviouslyLoadedGame { get; private set; } /// A hash of at last check. public int PreviousGameLocations { get; private set; } /// A hash of the current location's at last check. public int PreviousLocationObjects { get; private set; } /// The player's inventory at last check. public Dictionary PreviousItems { get; private set; } /// The player's combat skill level at last check. public int PreviousCombatLevel { get; private set; } /// The player's farming skill level at last check. public int PreviousFarmingLevel { get; private set; } /// The player's fishing skill level at last check. public int PreviousFishingLevel { get; private set; } /// The player's foraging skill level at last check. public int PreviousForagingLevel { get; private set; } /// The player's mining skill level at last check. public int PreviousMiningLevel { get; private set; } /// The player's luck skill level at last check. public int PreviousLuckLevel { get; private set; } /// The player's location at last check. public GameLocation PreviousGameLocation { get; private set; } /// The active game menu at last check. public IClickableMenu PreviousActiveMenu { get; private set; } /// The mine level at last check. public int PreviousMineLevel { get; private set; } /// The time of day (in 24-hour military format) at last check. public int PreviousTimeOfDay { get; private set; } /// The day of month (1–28) at last check. public int PreviousDayOfMonth { get; private set; } /// The season name (winter, spring, summer, or fall) at last check. public string PreviousSeasonOfYear { get; private set; } /// The year number at last check. public int PreviousYearOfGame { get; private set; } /// Whether the game was transitioning to a new day at last check. public bool PreviousIsNewDay { get; private set; } /// The player character at last check. public Farmer PreviousFarmer { get; private set; } /// An index incremented on every tick and reset every 60th tick (0–59). public int CurrentUpdateTick { get; private set; } /// Whether this is the very first update tick since the game started. public bool FirstUpdate { get; private set; } /// The game's current render target. public RenderTarget2D Screen { get { return this.GetBaseFieldValue("screen"); } set { this.SetBaseFieldValue("screen", value); } } /// The game's current background color. public Color BgColour { get { return (Color)this.GetBaseFieldValue("bgColor"); } set { this.SetBaseFieldValue("bgColor", value); } } /// The current game instance. public static SGame Instance { get; private set; } /// The game's current frame rate, recalculated on each draw update. public static float FramesPerSecond { get; private set; } /// Whether we're in pseudo-debug mode, which shows information like FPS. public static bool Debug { get; private set; } /// The current player. [Obsolete("Use Game1.player instead")] public Farmer CurrentFarmer => Game1.player; /// The game method which draws the farm buildings. public static MethodInfo DrawFarmBuildings = typeof(Game1).GetMethod("drawFarmBuildings", BindingFlags.NonPublic | BindingFlags.Instance); /// The game method which draws the game HUD. public static MethodInfo DrawHUD = typeof(Game1).GetMethod("drawHUD", BindingFlags.NonPublic | BindingFlags.Instance); /// The game method which draws the current dialogue box, if any. public static MethodInfo DrawDialogueBox = typeof(Game1).GetMethod("drawDialogueBox", BindingFlags.NonPublic | BindingFlags.Instance); /********* ** Public methods *********/ /// Get the controller buttons which are currently pressed. /// The controller to check. public 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. public 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. public 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(); } /// Queue a message to be added to the debug output. /// The message to add. /// Returns whether the message was successfully queued. public static bool QueueDebugMessage(string message) { if (!SGame.Debug) return false; if (SGame.DebugMessageQueue.Count > 32) return false; SGame.DebugMessageQueue.Enqueue(message); return true; } /********* ** Protected methods *********/ /// Construct an instance. /// Encapsulates monitoring and logging. internal SGame(IMonitor monitor) { this.Monitor = monitor; this.FirstUpdate = true; SGame.Instance = this; } /// The method called during game launch after configuring XNA or MonoGame. The game window hasn't been opened by this point. protected override void Initialize() { //ModItems = new Dictionary(); SGame.DebugMessageQueue = new Queue(); this.PreviouslyPressedButtons = new Buttons[4][]; for (var i = 0; i < 4; ++i) this.PreviouslyPressedButtons[i] = new Buttons[0]; base.Initialize(); GameEvents.InvokeInitialize(this.Monitor); } /// The method called before XNA or MonoGame loads or reloads graphics resources. protected override void LoadContent() { base.LoadContent(); GameEvents.InvokeLoadContent(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) { // add FPS to debug output SGame.QueueDebugMessage($"FPS: {SGame.FramesPerSecond}"); // raise game loaded if (this.FirstUpdate) GameEvents.InvokeGameLoaded(this.Monitor); // update SMAPI events this.UpdateEventCalls(); // toggle debug output if (this.FramePressedKeys.Contains(Keys.F3)) SGame.Debug = !SGame.Debug; // let game update try { base.Update(gameTime); } catch (Exception ex) { this.Monitor.Log($"An error occured in the base update loop: {ex.GetLogSummary()}", LogLevel.Error); Console.ReadKey(); } // raise 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; // track keyboard state if (this.KStatePrior != this.KStateNow) this.KStatePrior = this.KStateNow; // track controller button state for (var 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. /// This implementation is identical to , except for try..catch around menu draw code, minor formatting, and added events. protected override void Draw(GameTime gameTime) { // track frame rate SGame.FramesPerSecond = 1 / (float)gameTime.ElapsedGameTime.TotalSeconds; try { if (!this.ZoomLevelIsOne) this.GraphicsDevice.SetRenderTarget(this.Screen); this.GraphicsDevice.Clear(this.BgColour); if (Game1.options.showMenuBackground && Game1.activeClickableMenu != null && Game1.activeClickableMenu.showWithoutTransparencyIfOptionIsSet()) { Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); try { Game1.activeClickableMenu.drawBackground(Game1.spriteBatch); } catch (Exception ex) { this.Monitor.Log($"The {Game1.activeClickableMenu.GetType().FullName} menu crashed while drawing its background. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error); Game1.activeClickableMenu.exitThisMenu(); } GraphicsEvents.InvokeOnPreRenderGuiEvent(this.Monitor); try { Game1.activeClickableMenu.draw(Game1.spriteBatch); } catch (Exception ex) { this.Monitor.Log($"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(); } GraphicsEvents.InvokeOnPostRenderGuiEvent(this.Monitor); Game1.spriteBatch.End(); if (!this.ZoomLevelIsOne) { this.GraphicsDevice.SetRenderTarget(null); this.GraphicsDevice.Clear(this.BgColour); Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); Game1.spriteBatch.Draw(this.Screen, Vector2.Zero, this.Screen.Bounds, Color.White, 0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f); Game1.spriteBatch.End(); } return; } if (Game1.gameMode == 11) { Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); Game1.spriteBatch.DrawString(Game1.smoothFont, "Stardew Valley has crashed...", new Vector2(16f, 16f), Color.HotPink); Game1.spriteBatch.DrawString(Game1.smoothFont, "Please send the error report or a screenshot of this message to @ConcernedApe. (http://stardewvalley.net/contact/)", new Vector2(16f, 32f), new Color(0, 255, 0)); Game1.spriteBatch.DrawString(Game1.smoothFont, Game1.parseText(Game1.errorMessage, Game1.smoothFont, Game1.graphics.GraphicsDevice.Viewport.Width), new Vector2(16f, 48f), Color.White); Game1.spriteBatch.End(); return; } 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, null, null); Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.Black * ((Game1.gameMode == 0) ? (1f - Game1.fadeToBlackAlpha) : Game1.fadeToBlackAlpha)); Game1.spriteBatch.End(); } if (!this.ZoomLevelIsOne) { this.GraphicsDevice.SetRenderTarget(null); this.GraphicsDevice.Clear(this.BgColour); Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); Game1.spriteBatch.Draw(this.Screen, Vector2.Zero, this.Screen.Bounds, Color.White, 0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f); Game1.spriteBatch.End(); } return; } if (Game1.showingEndOfNightStuff) { Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); try { Game1.activeClickableMenu?.draw(Game1.spriteBatch); } 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 (!this.ZoomLevelIsOne) { this.GraphicsDevice.SetRenderTarget(null); this.GraphicsDevice.Clear(this.BgColour); Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); Game1.spriteBatch.Draw(this.Screen, Vector2.Zero, this.Screen.Bounds, Color.White, 0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f); Game1.spriteBatch.End(); } return; } if (Game1.gameMode == 6) { Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); string text = ""; int num = 0; while (num < gameTime.TotalGameTime.TotalMilliseconds % 999.0 / 333.0) { text += "."; num++; } SpriteText.drawString(Game1.spriteBatch, "Loading" + text, 64, Game1.graphics.GraphicsDevice.Viewport.Height - 64, 999, -1, 999, 1f, 1f, false, 0, "Loading..."); Game1.spriteBatch.End(); if (!this.ZoomLevelIsOne) { this.GraphicsDevice.SetRenderTarget(null); this.GraphicsDevice.Clear(this.BgColour); Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); Game1.spriteBatch.Draw(this.Screen, Vector2.Zero, this.Screen.Bounds, Color.White, 0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f); Game1.spriteBatch.End(); } return; } if (Game1.gameMode == 0) Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); else { if (Game1.drawLighting) { this.GraphicsDevice.SetRenderTarget(Game1.lightmap); this.GraphicsDevice.Clear(Color.White * 0f); Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.PointClamp, null, 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.ambientLight : Game1.outdoorLight)); for (int i = 0; i < Game1.currentLightSources.Count; i++) { if (Utility.isOnScreen(Game1.currentLightSources.ElementAt(i).position, (int)(Game1.currentLightSources.ElementAt(i).radius * Game1.tileSize * 4f))) Game1.spriteBatch.Draw(Game1.currentLightSources.ElementAt(i).lightTexture, Game1.GlobalToLocal(Game1.viewport, Game1.currentLightSources.ElementAt(i).position) / Game1.options.lightingQuality, Game1.currentLightSources.ElementAt(i).lightTexture.Bounds, Game1.currentLightSources.ElementAt(i).color, 0f, new Vector2(Game1.currentLightSources.ElementAt(i).lightTexture.Bounds.Center.X, Game1.currentLightSources.ElementAt(i).lightTexture.Bounds.Center.Y), Game1.currentLightSources.ElementAt(i).radius / Game1.options.lightingQuality, SpriteEffects.None, 0.9f); } Game1.spriteBatch.End(); this.GraphicsDevice.SetRenderTarget(this.ZoomLevelIsOne ? null : this.Screen); } if (Game1.bloomDay) Game1.bloom?.BeginDraw(); this.GraphicsDevice.Clear(this.BgColour); Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); GraphicsEvents.InvokeOnPreRenderEvent(this.Monitor); 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) { using (List.Enumerator enumerator = Game1.currentLocation.characters.GetEnumerator()) { while (enumerator.MoveNext()) { NPC current = enumerator.Current; if (current != null && !current.swimming && !current.hideShadow && !current.IsMonster && !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(current.getTileLocation())) Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, current.position + new Vector2(current.sprite.spriteWidth * Game1.pixelZoom / 2f, current.GetBoundingBox().Height + (current.IsMonster ? 0 : (Game1.pixelZoom * 3)))), Game1.shadowTexture.Bounds, Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), (Game1.pixelZoom + current.yJumpOffset / 40f) * current.scale, SpriteEffects.None, Math.Max(0f, current.getStandingY() / 10000f) - 1E-06f); } goto IL_B30; } } foreach (NPC current2 in Game1.CurrentEvent.actors) { if (!current2.swimming && !current2.hideShadow && !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(current2.getTileLocation())) Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, current2.position + new Vector2(current2.sprite.spriteWidth * Game1.pixelZoom / 2f, current2.GetBoundingBox().Height + (current2.IsMonster ? 0 : (Game1.pixelZoom * 3)))), Game1.shadowTexture.Bounds, Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), (Game1.pixelZoom + current2.yJumpOffset / 40f) * current2.scale, SpriteEffects.None, Math.Max(0f, current2.getStandingY() / 10000f) - 1E-06f); } IL_B30: if (!Game1.player.swimming && !Game1.player.isRidingHorse() && !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(Game1.player.getTileLocation())) Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.player.position + new Vector2(32f, 24f)), Game1.shadowTexture.Bounds, Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), 4f - (((Game1.player.running || Game1.player.usingTool) && Game1.player.FarmerSprite.indexInCurrentAnimation > 1) ? (Math.Abs(FarmerRenderer.featureYOffsetPerFrame[Game1.player.FarmerSprite.CurrentFrame]) * 0.5f) : 0f), SpriteEffects.None, 0f); 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, null, null); if (Game1.CurrentEvent == null) { using (List.Enumerator enumerator3 = Game1.currentLocation.characters.GetEnumerator()) { while (enumerator3.MoveNext()) { NPC current3 = enumerator3.Current; if (current3 != null && !current3.swimming && !current3.hideShadow && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(current3.getTileLocation())) Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, current3.position + new Vector2(current3.sprite.spriteWidth * Game1.pixelZoom / 2f, current3.GetBoundingBox().Height + (current3.IsMonster ? 0 : (Game1.pixelZoom * 3)))), Game1.shadowTexture.Bounds, Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), (Game1.pixelZoom + current3.yJumpOffset / 40f) * current3.scale, SpriteEffects.None, Math.Max(0f, current3.getStandingY() / 10000f) - 1E-06f); } goto IL_F5F; } } foreach (NPC current4 in Game1.CurrentEvent.actors) { if (!current4.swimming && !current4.hideShadow && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(current4.getTileLocation())) Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, current4.position + new Vector2(current4.sprite.spriteWidth * Game1.pixelZoom / 2f, current4.GetBoundingBox().Height + (current4.IsMonster ? 0 : (Game1.pixelZoom * 3)))), Game1.shadowTexture.Bounds, Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), (Game1.pixelZoom + current4.yJumpOffset / 40f) * current4.scale, SpriteEffects.None, Math.Max(0f, current4.getStandingY() / 10000f) - 1E-06f); } IL_F5F: if (!Game1.player.swimming && !Game1.player.isRidingHorse() && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(Game1.player.getTileLocation())) Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.player.position + new Vector2(32f, 24f)), Game1.shadowTexture.Bounds, Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), 4f - (((Game1.player.running || Game1.player.usingTool) && Game1.player.FarmerSprite.indexInCurrentAnimation > 1) ? (Math.Abs(FarmerRenderer.featureYOffsetPerFrame[Game1.player.FarmerSprite.CurrentFrame]) * 0.5f) : 0f), SpriteEffects.None, Math.Max(0.0001f, Game1.player.getStandingY() / 10000f + 0.00011f) - 0.0001f); if (Game1.displayFarmer) Game1.player.draw(Game1.spriteBatch); if ((Game1.eventUp || Game1.killScreen) && !Game1.killScreen) 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), Game1.player.currentUpgrade.getSourceRectangle(), Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, (Game1.player.currentUpgrade.positionOfCarpenter.Y + Game1.tileSize * 3 / 4) / 10000f); Game1.currentLocation.draw(Game1.spriteBatch); if (Game1.eventUp && Game1.currentLocation.currentEvent?.messageToScreen != null) Game1.drawWithBorder(Game1.currentLocation.currentEvent.messageToScreen, Color.Black, Color.White, new Vector2(Game1.graphics.GraphicsDevice.Viewport.TitleSafeArea.Width / 2 - Game1.borderFont.MeasureString(Game1.currentLocation.currentEvent.messageToScreen).X / 2f, Game1.graphics.GraphicsDevice.Viewport.TitleSafeArea.Height - Game1.tileSize), 0f, 1f, 0.999f); 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")) SGame.DrawFarmBuildings.Invoke(Program.gamePtr, null); if (Game1.tvStation >= 0) Game1.spriteBatch.Draw(Game1.tvStationTexture, Game1.GlobalToLocal(Game1.viewport, new Vector2(6 * Game1.tileSize + Game1.tileSize / 4, 2 * Game1.tileSize + Game1.tileSize / 2)), new Rectangle(Game1.tvStation * 24, 0, 24, 15), Color.White, 0f, Vector2.Zero, 4f, SpriteEffects.None, 1E-08f); if (Game1.panMode) { Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Rectangle((int)Math.Floor((Game1.getOldMouseX() + Game1.viewport.X) / (double)Game1.tileSize) * Game1.tileSize - Game1.viewport.X, (int)Math.Floor((Game1.getOldMouseY() + Game1.viewport.Y) / (double)Game1.tileSize) * Game1.tileSize - Game1.viewport.Y, Game1.tileSize, Game1.tileSize), Color.Lime * 0.75f); foreach (Warp current5 in Game1.currentLocation.warps) Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Rectangle(current5.X * Game1.tileSize - Game1.viewport.X, current5.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, null, null); if (Game1.currentLocation.Name.Equals("Farm") && Game1.stats.SeedsSown >= 200u) { Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2(3 * Game1.tileSize + Game1.tileSize / 4, Game1.tileSize + Game1.tileSize / 3)), Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16), Color.White); Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2(4 * Game1.tileSize + Game1.tileSize, 2 * Game1.tileSize + Game1.tileSize)), Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16), Color.White); Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2(5 * Game1.tileSize, 2 * Game1.tileSize)), Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16), Color.White); Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2(3 * Game1.tileSize + Game1.tileSize / 2, 3 * Game1.tileSize)), Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16), Color.White); Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2(5 * Game1.tileSize - Game1.tileSize / 4, Game1.tileSize)), Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16), Color.White); Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2(4 * Game1.tileSize, 3 * Game1.tileSize + Game1.tileSize / 6)), Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16), Color.White); Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2(4 * Game1.tileSize + Game1.tileSize / 5, 2 * Game1.tileSize + Game1.tileSize / 3)), Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16), 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 && ((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")) || (Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.GetBoundingBox().Right, (int)Game1.player.position.Y - Game1.tileSize * 3 / 5), Game1.viewport.Size) != null && !Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.GetBoundingBox().Right, (int)Game1.player.position.Y - Game1.tileSize * 3 / 5), Game1.viewport.Size).TileIndexProperties.ContainsKey("FrontAlways")))) Game1.drawPlayerHeldObject(Game1.player); 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 (Game1.toolHold > 400f && Game1.player.CurrentTool.UpgradeLevel >= 1 && Game1.player.canReleaseTool) { Color color = Color.White; switch ((int)(Game1.toolHold / 600f) + 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 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)(Game1.toolHold % 600f * 0.08f) + 4, Game1.tileSize / 8 + 4), Color.Black); Game1.spriteBatch.Draw(Game1.littleEffect, new 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)(Game1.toolHold % 600f * 0.08f), Game1.tileSize / 8), color); } if (Game1.isDebrisWeather && Game1.currentLocation.IsOutdoors && !Game1.currentLocation.ignoreDebrisWeather && !Game1.currentLocation.Name.Equals("Desert") && Game1.viewport.X > -10) { foreach (WeatherDebris current6 in Game1.debrisWeather) current6.draw(Game1.spriteBatch); } Game1.farmEvent?.draw(Game1.spriteBatch); if (Game1.currentLocation.LightLevel > 0f && 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 is FishingRod && ((Game1.player.CurrentTool as FishingRod).isTimingCast || (Game1.player.CurrentTool as FishingRod).castingChosenCountdown > 0f || (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(Game1.viewport.X / Game1.tileSize, Game1.viewport.Y / Game1.tileSize)))) { for (int j = 0; j < Game1.rainDrops.Length; j++) Game1.spriteBatch.Draw(Game1.rainTexture, Game1.rainDrops[j].position, Game1.getSourceRectForStandardTileSheet(Game1.rainTexture, Game1.rainDrops[j].frame), Color.White); } Game1.spriteBatch.End(); //base.Draw(gameTime); Game1.spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); if (Game1.eventUp && Game1.currentLocation.currentEvent != null) { foreach (NPC current7 in Game1.currentLocation.currentEvent.actors) { if (current7.isEmoting) { Vector2 localPosition = current7.getLocalPosition(Game1.viewport); localPosition.Y -= Game1.tileSize * 2 + Game1.pixelZoom * 3; if (current7.age == 2) localPosition.Y += Game1.tileSize / 2; else if (current7.gender == 1) localPosition.Y += Game1.tileSize / 6; Game1.spriteBatch.Draw(Game1.emoteSpriteSheet, localPosition, new Rectangle(current7.CurrentEmoteIndex * (Game1.tileSize / 4) % Game1.emoteSpriteSheet.Width, current7.CurrentEmoteIndex * (Game1.tileSize / 4) / Game1.emoteSpriteSheet.Width * (Game1.tileSize / 4), Game1.tileSize / 4, Game1.tileSize / 4), Color.White, 0f, Vector2.Zero, 4f, SpriteEffects.None, current7.getStandingY() / 10000f); } } } Game1.spriteBatch.End(); if (Game1.drawLighting) { Game1.spriteBatch.Begin(SpriteSortMode.Deferred, new BlendState { ColorBlendFunction = BlendFunction.ReverseSubtract, ColorDestinationBlend = Blend.One, ColorSourceBlend = Blend.SourceColor }, SamplerState.LinearClamp, null, null); Game1.spriteBatch.Draw(Game1.lightmap, Vector2.Zero, Game1.lightmap.Bounds, Color.White, 0f, Vector2.Zero, Game1.options.lightingQuality, 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, null, null); if (Game1.drawGrid) { int num2 = -Game1.viewport.X % Game1.tileSize; float num3 = -(float)Game1.viewport.Y % Game1.tileSize; for (int k = num2; k < Game1.graphics.GraphicsDevice.Viewport.Width; k += Game1.tileSize) Game1.spriteBatch.Draw(Game1.staminaRect, new Rectangle(k, (int)num3, 1, Game1.graphics.GraphicsDevice.Viewport.Height), Color.Red * 0.5f); for (float num4 = num3; num4 < (float)Game1.graphics.GraphicsDevice.Viewport.Height; num4 += (float)Game1.tileSize) Game1.spriteBatch.Draw(Game1.staminaRect, new Rectangle(num2, (int)num4, Game1.graphics.GraphicsDevice.Viewport.Width, 1), Color.Red * 0.5f); } if (Game1.currentBillboard != 0) this.drawBillboard(); GraphicsEvents.InvokeOnPreRenderHudEventNoCheck(this.Monitor); if ((Game1.displayHUD || Game1.eventUp) && Game1.currentBillboard == 0 && Game1.gameMode == 3 && !Game1.freezeControls && !Game1.panMode) { GraphicsEvents.InvokeOnPreRenderHudEvent(this.Monitor); SGame.DrawHUD.Invoke(Program.gamePtr, null); GraphicsEvents.InvokeOnPostRenderHudEvent(this.Monitor); } else if (Game1.activeClickableMenu == null && Game1.farmEvent == null) Game1.spriteBatch.Draw(Game1.mouseCursors, new Vector2(Game1.getOldMouseX(), Game1.getOldMouseY()), Game1.getSourceRectForStandardTileSheet(Game1.mouseCursors, 0, 16, 16), Color.White, 0f, Vector2.Zero, 4f + Game1.dialogueButtonScale / 150f, SpriteEffects.None, 1f); GraphicsEvents.InvokeOnPostRenderHudEventNoCheck(this.Monitor); if (Game1.hudMessages.Any() && (!Game1.eventUp || Game1.isFestival())) { for (int l = Game1.hudMessages.Count - 1; l >= 0; l--) Game1.hudMessages[l].draw(Game1.spriteBatch, l); } } Game1.farmEvent?.draw(Game1.spriteBatch); if (Game1.dialogueUp && !Game1.nameSelectUp && !Game1.messagePause && !(Game1.activeClickableMenu is DialogueBox)) SGame.DrawDialogueBox.Invoke(Program.gamePtr, null); if (Game1.progressBar) { Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Rectangle((Game1.graphics.GraphicsDevice.Viewport.TitleSafeArea.Width - Game1.dialogueWidth) / 2, Game1.graphics.GraphicsDevice.Viewport.TitleSafeArea.Bottom - Game1.tileSize * 2, Game1.dialogueWidth, Game1.tileSize / 2), Color.LightGray); Game1.spriteBatch.Draw(Game1.staminaRect, new Rectangle((Game1.graphics.GraphicsDevice.Viewport.TitleSafeArea.Width - Game1.dialogueWidth) / 2, Game1.graphics.GraphicsDevice.Viewport.TitleSafeArea.Bottom - Game1.tileSize * 2, (int)(Game1.pauseAccumulator / Game1.pauseTime * Game1.dialogueWidth), Game1.tileSize / 2), Color.DimGray); } if (Game1.eventUp) Game1.currentLocation.currentEvent?.drawAfterMap(Game1.spriteBatch); if (Game1.isRaining && Game1.currentLocation.isOutdoors && !(Game1.currentLocation is Desert)) Game1.spriteBatch.Draw(Game1.staminaRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.Blue * 0.2f); if ((Game1.fadeToBlack || Game1.globalFade) && !Game1.menuUp && (!Game1.nameSelectUp || Game1.messagePause)) Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.Black * ((Game1.gameMode == 0) ? (1f - Game1.fadeToBlackAlpha) : Game1.fadeToBlackAlpha)); else if (Game1.flashAlpha > 0f) { if (Game1.options.screenFlash) Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.White * Math.Min(1f, Game1.flashAlpha)); Game1.flashAlpha -= 0.1f; } if ((Game1.messagePause || Game1.globalFade) && Game1.dialogueUp) SGame.DrawDialogueBox.Invoke(Program.gamePtr, null); foreach (TemporaryAnimatedSprite current8 in Game1.screenOverlayTempSprites) current8.draw(Game1.spriteBatch, true); if (Game1.debugMode) { Game1.spriteBatch.DrawString(Game1.smallFont, string.Concat(new object[] { Game1.panMode ? ((Game1.getOldMouseX() + Game1.viewport.X) / Game1.tileSize + "," + (Game1.getOldMouseY() + Game1.viewport.Y) / Game1.tileSize) : string.Concat("aplayer: ", Game1.player.getStandingX() / Game1.tileSize, ", ", Game1.player.getStandingY() / Game1.tileSize), Environment.NewLine, "debugOutput: ", Game1.debugOutput }), new Vector2(this.GraphicsDevice.Viewport.TitleSafeArea.X, this.GraphicsDevice.Viewport.TitleSafeArea.Y), Color.Red, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0.9999999f); } /*if (inputMode) { spriteBatch.DrawString(smallFont, "Input: " + debugInput, new Vector2(tileSize, tileSize * 3), Color.Purple); }*/ if (Game1.showKeyHelp) Game1.spriteBatch.DrawString(Game1.smallFont, Game1.keyHelpString, new Vector2(Game1.tileSize, 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, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0.9999999f); GraphicsEvents.InvokeOnPreRenderGuiEventNoCheck(this.Monitor); if (Game1.activeClickableMenu != null) { GraphicsEvents.InvokeOnPreRenderGuiEvent(this.Monitor); try { Game1.activeClickableMenu.draw(Game1.spriteBatch); } 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(); } GraphicsEvents.InvokeOnPostRenderGuiEvent(this.Monitor); } else Game1.farmEvent?.drawAboveEverything(Game1.spriteBatch); GraphicsEvents.InvokeOnPostRenderGuiEventNoCheck(this.Monitor); GraphicsEvents.InvokeOnPostRenderEvent(this.Monitor); Game1.spriteBatch.End(); GraphicsEvents.InvokeDrawInRenderTargetTick(this.Monitor); if (!this.ZoomLevelIsOne) { this.GraphicsDevice.SetRenderTarget(null); this.GraphicsDevice.Clear(this.BgColour); Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); Game1.spriteBatch.Draw(this.Screen, Vector2.Zero, this.Screen.Bounds, Color.White, 0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f); Game1.spriteBatch.End(); } GraphicsEvents.InvokeDrawTick(this.Monitor); } catch (Exception ex) { this.Monitor.Log($"An error occured in the overridden draw loop: {ex.GetLogSummary()}", LogLevel.Error); } if (SGame.Debug) { Game1.spriteBatch.Begin(); int i = 0; while (SGame.DebugMessageQueue.Any()) { string message = SGame.DebugMessageQueue.Dequeue(); Game1.spriteBatch.DrawString(Game1.smoothFont, message, new Vector2(0, i * 14), Color.CornflowerBlue); i++; } GraphicsEvents.InvokeDrawDebug(this.Monitor); Game1.spriteBatch.End(); } else SGame.DebugMessageQueue.Clear(); } /// 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); } /// Detect changes since the last update ticket and trigger mod events. private void UpdateEventCalls() { // 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.MPositionPrior; } // raise menu changed if (Game1.activeClickableMenu != this.PreviousActiveMenu) { IClickableMenu previousMenu = this.PreviousActiveMenu; IClickableMenu newMenu = Game1.activeClickableMenu; // raise save events if (newMenu is SaveGameMenu) SaveEvents.InvokeBeforeSave(this.Monitor); else if (previousMenu is SaveGameMenu) SaveEvents.InvokeAfterSave(this.Monitor); // 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; } // 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) { LocationEvents.InvokeCurrentLocationChanged(this.Monitor, this.PreviousGameLocation, Game1.currentLocation); this.PreviousGameLocation = Game1.currentLocation; } // player events if (Game1.player != null) { // 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.PreviousTimeOfDay) { TimeEvents.InvokeTimeOfDayChanged(this.Monitor, this.PreviousTimeOfDay, Game1.timeOfDay); this.PreviousTimeOfDay = Game1.timeOfDay; } if (Game1.dayOfMonth != this.PreviousDayOfMonth) { TimeEvents.InvokeDayOfMonthChanged(this.Monitor, this.PreviousDayOfMonth, Game1.dayOfMonth); this.PreviousDayOfMonth = Game1.dayOfMonth; } if (Game1.currentSeason != this.PreviousSeasonOfYear) { TimeEvents.InvokeSeasonOfYearChanged(this.Monitor, this.PreviousSeasonOfYear, Game1.currentSeason); this.PreviousSeasonOfYear = Game1.currentSeason; } if (Game1.year != this.PreviousYearOfGame) { TimeEvents.InvokeYearOfGameChanged(this.Monitor, this.PreviousYearOfGame, Game1.year); this.PreviousYearOfGame = Game1.year; } // raise player loaded save (in the following tick to let the game finish updating first) if (this.FireLoadedGameEvent) { SaveEvents.InvokeAfterLoad(this.Monitor); PlayerEvents.InvokeLoadedGame(this.Monitor, new EventArgsLoadedGameChanged(Game1.hasLoadedGame)); this.FireLoadedGameEvent = false; } if (Game1.hasLoadedGame != this.PreviouslyLoadedGame) { this.FireLoadedGameEvent = true; this.PreviouslyLoadedGame = Game1.hasLoadedGame; } // 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; } // raise game transitioning to new day if (Game1.newDay != this.PreviousIsNewDay) { TimeEvents.InvokeOnNewDay(this.Monitor, this.PreviousDayOfMonth, Game1.dayOfMonth, Game1.newDay); this.PreviousIsNewDay = Game1.newDay; } } /// 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) { var hash = 0; foreach (var v in enumerable) hash ^= v.GetHashCode(); return hash; } /// Get reflection metadata for a private field. /// The field name. private FieldInfo GetBaseFieldInfo(string name) { return typeof(Game1).GetField(name, BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Static); } /// Get the value of a private field. /// The expected value type. /// The field name. private TValue GetBaseFieldValue(string name) where TValue : class { return this.GetBaseFieldInfo(name).GetValue(Program.gamePtr) as TValue; } /// Set the value of a private field. /// The expected value type. /// The field name. /// The value to set. public void SetBaseFieldValue(string name, object value) where TValue : class { this.GetBaseFieldInfo(name).SetValue(Program.gamePtr, value as TValue); } } }