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using System.Diagnostics.CodeAnalysis;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace StardewModdingAPI.Framework.ModLoading.RewriteFacades
{
/// <summary>Provides <see cref="SpriteBatch"/> method signatures that can be injected into mod code for compatibility between Linux/Mac or Windows.</summary>
/// <remarks>This is public to support SMAPI rewriting and should not be referenced directly by mods.</remarks>
[SuppressMessage("ReSharper", "UnusedMember.Global", Justification = "Used via assembly rewriting")]
[SuppressMessage("ReSharper", "CS0109", Justification = "The 'new' modifier applies when compiled on Linux/Mac.")]
[SuppressMessage("ReSharper", "CS1591", Justification = "Documentation not needed for facade classes.")]
public class SpriteBatchFacade : SpriteBatch
{
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
public SpriteBatchFacade(GraphicsDevice graphicsDevice) : base(graphicsDevice) { }
/****
** MonoGame signatures
****/
public new void Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect, Matrix? matrix)
{
base.Begin(sortMode, blendState, samplerState, depthStencilState, rasterizerState, effect, matrix ?? Matrix.Identity);
}
/****
** XNA signatures
****/
public new void Begin()
{
base.Begin();
}
public new void Begin(SpriteSortMode sortMode, BlendState blendState)
{
base.Begin(sortMode, blendState);
}
public new void Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState)
{
base.Begin(sortMode, blendState, samplerState, depthStencilState, rasterizerState);
}
public new void Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect)
{
base.Begin(sortMode, blendState, samplerState, depthStencilState, rasterizerState, effect);
}
public new void Begin(SpriteSortMode sortMode, BlendState blendState, SamplerState samplerState, DepthStencilState depthStencilState, RasterizerState rasterizerState, Effect effect, Matrix transformMatrix)
{
base.Begin(sortMode, blendState, samplerState, depthStencilState, rasterizerState, effect, transformMatrix);
}
}
}
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