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|
using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Text;
using System.Threading;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Netcode;
using StardewModdingAPI.Events;
using StardewModdingAPI.Framework.Events;
using StardewModdingAPI.Framework.Input;
using StardewModdingAPI.Framework.Reflection;
using StardewModdingAPI.Framework.StateTracking;
using StardewModdingAPI.Framework.Utilities;
using StardewValley;
using StardewValley.BellsAndWhistles;
using StardewValley.Buildings;
using StardewValley.Locations;
using StardewValley.Menus;
using StardewValley.TerrainFeatures;
using StardewValley.Tools;
using xTile.Dimensions;
using xTile.Layers;
using Object = StardewValley.Object;
namespace StardewModdingAPI.Framework
{
/// <summary>SMAPI's extension of the game's core <see cref="Game1"/>, used to inject events.</summary>
internal class SGame : Game1
{
/*********
** Properties
*********/
/****
** Constructor hack
****/
/// <summary>A static instance of <see cref="Monitor"/> to use while <see cref="Game1"/> is initialising, which happens before the <see cref="SGame"/> constructor runs.</summary>
internal static IMonitor MonitorDuringInitialisation;
/// <summary>A static instance of <see cref="Reflection"/> to use while <see cref="Game1"/> is initialising, which happens before the <see cref="SGame"/> constructor runs.</summary>
internal static Reflector ReflectorDuringInitialisation;
/****
** SMAPI state
****/
/// <summary>Encapsulates monitoring and logging.</summary>
private readonly IMonitor Monitor;
/// <summary>Manages SMAPI events for mods.</summary>
private readonly EventManager Events;
/// <summary>The maximum number of consecutive attempts SMAPI should make to recover from a draw error.</summary>
private readonly Countdown DrawCrashTimer = new Countdown(60); // 60 ticks = roughly one second
/// <summary>The maximum number of consecutive attempts SMAPI should make to recover from an update error.</summary>
private readonly Countdown UpdateCrashTimer = new Countdown(60); // 60 ticks = roughly one second
/// <summary>The number of ticks until SMAPI should notify mods that the game has loaded.</summary>
/// <remarks>Skipping a few frames ensures the game finishes initialising the world before mods try to change it.</remarks>
private int AfterLoadTimer = 5;
/// <summary>Whether the after-load events were raised for this session.</summary>
private bool RaisedAfterLoadEvent;
/// <summary>Whether the game is saving and SMAPI has already raised <see cref="SaveEvents.BeforeSave"/>.</summary>
private bool IsBetweenSaveEvents;
/// <summary>Whether the game is creating the save file and SMAPI has already raised <see cref="SaveEvents.BeforeCreate"/>.</summary>
private bool IsBetweenCreateEvents;
/// <summary>A callback to invoke after the game finishes initialising.</summary>
private readonly Action OnGameInitialised;
/// <summary>A callback to invoke when the game exits.</summary>
private readonly Action OnGameExiting;
/// <summary>Simplifies access to private game code.</summary>
private readonly Reflector Reflection;
/****
** Game state
****/
/// <summary>Monitors the entire game state for changes.</summary>
private WatcherCore Watchers;
/// <summary>An index incremented on every tick and reset every 60th tick (0–59).</summary>
private int CurrentUpdateTick;
/// <summary>Whether post-game-startup initialisation has been performed.</summary>
private bool IsInitialised;
/// <summary>Whether this is the very first update tick since the game started.</summary>
private bool FirstUpdate;
/// <summary>Whether the next content manager requested by the game will be for <see cref="Game1.content"/>.</summary>
private bool NextContentManagerIsMain;
/*********
** Accessors
*********/
/// <summary>SMAPI's content manager.</summary>
public ContentCoordinator ContentCore { get; private set; }
/// <summary>Manages input visible to the game.</summary>
public SInputState Input => (SInputState)Game1.input;
/// <summary>The game's core multiplayer utility.</summary>
public SMultiplayer Multiplayer => (SMultiplayer)Game1.multiplayer;
/// <summary>Whether SMAPI should log more information about the game context.</summary>
public bool VerboseLogging { get; set; }
/*********
** Protected methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
/// <param name="reflection">Simplifies access to private game code.</param>
/// <param name="eventManager">Manages SMAPI events for mods.</param>
/// <param name="onGameInitialised">A callback to invoke after the game finishes initialising.</param>
/// <param name="onGameExiting">A callback to invoke when the game exits.</param>
internal SGame(IMonitor monitor, Reflector reflection, EventManager eventManager, Action onGameInitialised, Action onGameExiting)
{
// check expectations
if (this.ContentCore == null)
throw new InvalidOperationException($"The game didn't initialise its first content manager before SMAPI's {nameof(SGame)} constructor. This indicates an incompatible lifecycle change.");
// init XNA
Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef;
// init SMAPI
this.Monitor = monitor;
this.Events = eventManager;
this.FirstUpdate = true;
this.Reflection = reflection;
this.OnGameInitialised = onGameInitialised;
this.OnGameExiting = onGameExiting;
Game1.input = new SInputState();
Game1.multiplayer = new SMultiplayer(monitor, eventManager);
// init observables
Game1.locations = new ObservableCollection<GameLocation>();
}
/// <summary>Initialise just before the game's first update tick.</summary>
private void InitialiseAfterGameStarted()
{
// set initial state
this.Input.TrueUpdate();
// init watchers
this.Watchers = new WatcherCore(this.Input);
// raise callback
this.OnGameInitialised();
}
/// <summary>Perform cleanup logic when the game exits.</summary>
/// <param name="sender">The event sender.</param>
/// <param name="args">The event args.</param>
/// <remarks>This overrides the logic in <see cref="Game1.exitEvent"/> to let SMAPI clean up before exit.</remarks>
protected override void OnExiting(object sender, EventArgs args)
{
Game1.multiplayer.Disconnect();
this.OnGameExiting?.Invoke();
}
/****
** Intercepted methods & events
****/
/// <summary>Constructor a content manager to read XNB files.</summary>
/// <param name="serviceProvider">The service provider to use to locate services.</param>
/// <param name="rootDirectory">The root directory to search for content.</param>
protected override LocalizedContentManager CreateContentManager(IServiceProvider serviceProvider, string rootDirectory)
{
// Game1._temporaryContent initialising from SGame constructor
// NOTE: this method is called before the SGame constructor runs. Don't depend on anything being initialised at this point.
if (this.ContentCore == null)
{
this.ContentCore = new ContentCoordinator(serviceProvider, rootDirectory, Thread.CurrentThread.CurrentUICulture, SGame.MonitorDuringInitialisation, SGame.ReflectorDuringInitialisation);
SGame.MonitorDuringInitialisation = null;
this.NextContentManagerIsMain = true;
return this.ContentCore.CreateGameContentManager("Game1._temporaryContent");
}
// Game1.content initialising from LoadContent
if (this.NextContentManagerIsMain)
{
this.NextContentManagerIsMain = false;
return this.ContentCore.MainContentManager;
}
// any other content manager
return this.ContentCore.CreateGameContentManager("(generated)");
}
/// <summary>The method called when the game is updating its state. This happens roughly 60 times per second.</summary>
/// <param name="gameTime">A snapshot of the game timing state.</param>
protected override void Update(GameTime gameTime)
{
try
{
/*********
** Special cases
*********/
// Perform first-tick initialisation.
if (!this.IsInitialised)
{
this.IsInitialised = true;
this.InitialiseAfterGameStarted();
}
// Abort if SMAPI is exiting.
if (this.Monitor.IsExiting)
{
this.Monitor.Log("SMAPI shutting down: aborting update.", LogLevel.Trace);
return;
}
// Load saves synchronously to avoid issues due to mod events triggering
// concurrently with game code.
if (Game1.gameMode == Game1.loadingMode)
{
this.Monitor.Log("Running game loader...", LogLevel.Trace);
while (Game1.gameMode == Game1.loadingMode)
{
base.Update(gameTime);
this.Events.Specialised_UnvalidatedUpdateTick.Raise();
}
this.Monitor.Log("Game loader OK.", LogLevel.Trace);
}
// While a background task is in progress, the game may make changes to the game
// state while mods are running their code. This 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 (Game1._newDayTask != null || Game1.gameMode == Game1.loadingMode)
{
base.Update(gameTime);
this.Events.Specialised_UnvalidatedUpdateTick.Raise();
return;
}
/*********
** Update input
*********/
// This should *always* run, even when suppressing mod events, since the game uses
// this too. For example, doing this after mod event suppression would prevent the
// user from doing anything on the overnight shipping screen.
SInputState previousInputState = this.Input.Clone();
SInputState inputState = this.Input;
if (this.IsActive)
inputState.TrueUpdate();
/*********
** Save events + suppress events during save
*********/
// 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-create
if (!Context.IsWorldReady && !this.IsBetweenCreateEvents)
{
this.IsBetweenCreateEvents = true;
this.Monitor.Log("Context: before save creation.", LogLevel.Trace);
this.Events.Save_BeforeCreate.Raise();
}
// raise before-save
if (Context.IsWorldReady && !this.IsBetweenSaveEvents)
{
this.IsBetweenSaveEvents = true;
this.Monitor.Log("Context: before save.", LogLevel.Trace);
this.Events.Save_BeforeSave.Raise();
}
// suppress non-save events
base.Update(gameTime);
this.Events.Specialised_UnvalidatedUpdateTick.Raise();
return;
}
if (this.IsBetweenCreateEvents)
{
// raise after-create
this.IsBetweenCreateEvents = false;
this.Monitor.Log($"Context: after save creation, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace);
this.Events.Save_AfterCreate.Raise();
}
if (this.IsBetweenSaveEvents)
{
// raise after-save
this.IsBetweenSaveEvents = false;
this.Monitor.Log($"Context: after save, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace);
this.Events.Save_AfterSave.Raise();
this.Events.Time_AfterDayStarted.Raise();
}
/*********
** Update context
*********/
if (Context.IsWorldReady && !Context.IsSaveLoaded)
this.MarkWorldNotReady();
else if (Context.IsSaveLoaded && !SaveGame.IsProcessing /*still loading save*/ && this.AfterLoadTimer >= 0 && Game1.currentLocation != null)
{
if (Game1.dayOfMonth != 0) // wait until new-game intro finishes (world not fully initialised yet)
this.AfterLoadTimer--;
Context.IsWorldReady = this.AfterLoadTimer <= 0;
}
/*********
** Update watchers
*********/
this.Watchers.Update();
/*********
** Locale changed events
*********/
if (this.Watchers.LocaleWatcher.IsChanged)
{
var was = this.Watchers.LocaleWatcher.PreviousValue;
var now = this.Watchers.LocaleWatcher.CurrentValue;
this.Monitor.Log($"Context: locale set to {now}.", LogLevel.Trace);
this.Events.Content_LocaleChanged.Raise(new EventArgsValueChanged<string>(was.ToString(), now.ToString()));
this.Watchers.LocaleWatcher.Reset();
}
/*********
** After load events
*********/
if (!this.RaisedAfterLoadEvent && Context.IsWorldReady)
{
// print context
string context = $"Context: loaded saved game '{Constants.SaveFolderName}', starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.";
if (Context.IsMultiplayer)
{
int onlineCount = Game1.getOnlineFarmers().Count();
context += $" {(Context.IsMainPlayer ? "Main player" : "Farmhand")} with {onlineCount} {(onlineCount == 1 ? "player" : "players")} online.";
}
else
context += " Single-player.";
this.Monitor.Log(context, LogLevel.Trace);
// raise events
this.RaisedAfterLoadEvent = true;
this.Events.Save_AfterLoad.Raise();
this.Events.Time_AfterDayStarted.Raise();
}
/*********
** Exit to title events
*********/
if (Game1.exitToTitle)
{
this.Monitor.Log("Context: returned to title", LogLevel.Trace);
this.Events.Save_AfterReturnToTitle.Raise();
}
/*********
** Window events
*********/
// Here we depend on the game's viewport instead of listening to the Window.Resize
// event because we need to notify mods after the game handles the resize, so the
// game's metadata (like Game1.viewport) are updated. That's a bit complicated
// since the game adds & removes its own handler on the fly.
if (this.Watchers.WindowSizeWatcher.IsChanged)
{
if (this.VerboseLogging)
this.Monitor.Log($"Events: window size changed to {this.Watchers.WindowSizeWatcher.CurrentValue}.", LogLevel.Trace);
this.Events.Graphics_Resize.Raise();
this.Watchers.WindowSizeWatcher.Reset();
}
/*********
** Input events (if window has focus)
*********/
if (this.IsActive)
{
// raise events
bool isChatInput = Game1.IsChatting || (Context.IsMultiplayer && Context.IsWorldReady && Game1.activeClickableMenu == null && Game1.currentMinigame == null && inputState.IsAnyDown(Game1.options.chatButton));
if (!isChatInput)
{
ICursorPosition cursor = this.Input.CursorPosition;
// raise cursor moved event
if (this.Watchers.CursorWatcher.IsChanged)
{
ICursorPosition was = this.Watchers.CursorWatcher.PreviousValue;
ICursorPosition now = this.Watchers.CursorWatcher.CurrentValue;
this.Watchers.CursorWatcher.Reset();
this.Events.Input_CursorMoved.Raise(new InputCursorMovedArgsInput(was, now));
}
// raise mouse wheel scrolled
if (this.Watchers.MouseWheelScrollWatcher.IsChanged)
{
int was = this.Watchers.MouseWheelScrollWatcher.PreviousValue;
int now = this.Watchers.MouseWheelScrollWatcher.CurrentValue;
this.Watchers.MouseWheelScrollWatcher.Reset();
if (this.VerboseLogging)
this.Monitor.Log($"Events: mouse wheel scrolled to {now}.", LogLevel.Trace);
this.Events.Input_MouseWheelScrolled.Raise(new InputMouseWheelScrolledEventArgs(cursor, was, now));
}
// raise input button events
foreach (var pair in inputState.ActiveButtons)
{
SButton button = pair.Key;
InputStatus status = pair.Value;
if (status == InputStatus.Pressed)
{
if (this.VerboseLogging)
this.Monitor.Log($"Events: button {button} pressed.", LogLevel.Trace);
this.Events.Input_ButtonPressed.Raise(new InputButtonPressedArgsInput(button, cursor, inputState));
this.Events.Legacy_Input_ButtonPressed.Raise(new EventArgsInput(button, cursor, inputState.SuppressButtons));
// legacy events
if (button.TryGetKeyboard(out Keys key))
{
if (key != Keys.None)
this.Events.Legacy_Control_KeyPressed.Raise(new EventArgsKeyPressed(key));
}
else if (button.TryGetController(out Buttons controllerButton))
{
if (controllerButton == Buttons.LeftTrigger || controllerButton == Buttons.RightTrigger)
this.Events.Legacy_Control_ControllerTriggerPressed.Raise(new EventArgsControllerTriggerPressed(PlayerIndex.One, controllerButton, controllerButton == Buttons.LeftTrigger ? inputState.RealController.Triggers.Left : inputState.RealController.Triggers.Right));
else
this.Events.Legacy_Control_ControllerButtonPressed.Raise(new EventArgsControllerButtonPressed(PlayerIndex.One, controllerButton));
}
}
else if (status == InputStatus.Released)
{
if (this.VerboseLogging)
this.Monitor.Log($"Events: button {button} released.", LogLevel.Trace);
this.Events.Input_ButtonReleased.Raise(new InputButtonReleasedArgsInput(button, cursor, inputState));
this.Events.Legacy_Input_ButtonReleased.Raise(new EventArgsInput(button, cursor, inputState.SuppressButtons));
// legacy events
if (button.TryGetKeyboard(out Keys key))
{
if (key != Keys.None)
this.Events.Legacy_Control_KeyReleased.Raise(new EventArgsKeyPressed(key));
}
else if (button.TryGetController(out Buttons controllerButton))
{
if (controllerButton == Buttons.LeftTrigger || controllerButton == Buttons.RightTrigger)
this.Events.Legacy_Control_ControllerTriggerReleased.Raise(new EventArgsControllerTriggerReleased(PlayerIndex.One, controllerButton, controllerButton == Buttons.LeftTrigger ? inputState.RealController.Triggers.Left : inputState.RealController.Triggers.Right));
else
this.Events.Legacy_Control_ControllerButtonReleased.Raise(new EventArgsControllerButtonReleased(PlayerIndex.One, controllerButton));
}
}
}
// raise legacy state-changed events
if (inputState.RealKeyboard != previousInputState.RealKeyboard)
this.Events.Legacy_Control_KeyboardChanged.Raise(new EventArgsKeyboardStateChanged(previousInputState.RealKeyboard, inputState.RealKeyboard));
if (inputState.RealMouse != previousInputState.RealMouse)
this.Events.Legacy_Control_MouseChanged.Raise(new EventArgsMouseStateChanged(previousInputState.RealMouse, inputState.RealMouse, new Point((int)previousInputState.CursorPosition.ScreenPixels.X, (int)previousInputState.CursorPosition.ScreenPixels.Y), new Point((int)inputState.CursorPosition.ScreenPixels.X, (int)inputState.CursorPosition.ScreenPixels.Y)));
}
}
/*********
** Menu events
*********/
if (this.Watchers.ActiveMenuWatcher.IsChanged)
{
IClickableMenu was = this.Watchers.ActiveMenuWatcher.PreviousValue;
IClickableMenu now = this.Watchers.ActiveMenuWatcher.CurrentValue;
this.Watchers.ActiveMenuWatcher.Reset(); // reset here so a mod changing the menu will be raised as a new event afterwards
if (this.VerboseLogging)
this.Monitor.Log($"Context: menu changed from {was?.GetType().FullName ?? "none"} to {now?.GetType().FullName ?? "none"}.", LogLevel.Trace);
// raise menu events
if (now != null)
this.Events.Menu_Changed.Raise(new EventArgsClickableMenuChanged(was, now));
else
this.Events.Menu_Closed.Raise(new EventArgsClickableMenuClosed(was));
}
/*********
** World & player events
*********/
if (Context.IsWorldReady)
{
bool raiseWorldEvents = !this.Watchers.SaveIdWatcher.IsChanged; // don't report changes from unloaded => loaded
// raise location changes
if (this.Watchers.LocationsWatcher.IsChanged)
{
// location list changes
if (this.Watchers.LocationsWatcher.IsLocationListChanged)
{
GameLocation[] added = this.Watchers.LocationsWatcher.Added.ToArray();
GameLocation[] removed = this.Watchers.LocationsWatcher.Removed.ToArray();
this.Watchers.LocationsWatcher.ResetLocationList();
if (this.VerboseLogging)
{
string addedText = this.Watchers.LocationsWatcher.Added.Any() ? string.Join(", ", added.Select(p => p.Name)) : "none";
string removedText = this.Watchers.LocationsWatcher.Removed.Any() ? string.Join(", ", removed.Select(p => p.Name)) : "none";
this.Monitor.Log($"Context: location list changed (added {addedText}; removed {removedText}).", LogLevel.Trace);
}
this.Events.World_LocationListChanged.Raise(new WorldLocationListChangedEventArgs(added, removed));
this.Events.Legacy_Location_LocationsChanged.Raise(new EventArgsLocationsChanged(added, removed));
}
// raise location contents changed
if (raiseWorldEvents)
{
foreach (LocationTracker watcher in this.Watchers.LocationsWatcher.Locations)
{
// buildings changed
if (watcher.BuildingsWatcher.IsChanged)
{
GameLocation location = watcher.Location;
Building[] added = watcher.BuildingsWatcher.Added.ToArray();
Building[] removed = watcher.BuildingsWatcher.Removed.ToArray();
watcher.BuildingsWatcher.Reset();
this.Events.World_BuildingListChanged.Raise(new WorldBuildingListChangedEventArgs(location, added, removed));
this.Events.Legacy_Location_BuildingsChanged.Raise(new EventArgsLocationBuildingsChanged(location, added, removed));
}
// debris changed
if (watcher.DebrisWatcher.IsChanged)
{
GameLocation location = watcher.Location;
Debris[] added = watcher.DebrisWatcher.Added.ToArray();
Debris[] removed = watcher.DebrisWatcher.Removed.ToArray();
watcher.DebrisWatcher.Reset();
this.Events.World_DebrisListChanged.Raise(new WorldDebrisListChangedEventArgs(location, added, removed));
}
// large terrain features changed
if (watcher.LargeTerrainFeaturesWatcher.IsChanged)
{
GameLocation location = watcher.Location;
LargeTerrainFeature[] added = watcher.LargeTerrainFeaturesWatcher.Added.ToArray();
LargeTerrainFeature[] removed = watcher.LargeTerrainFeaturesWatcher.Removed.ToArray();
watcher.LargeTerrainFeaturesWatcher.Reset();
this.Events.World_LargeTerrainFeatureListChanged.Raise(new WorldLargeTerrainFeatureListChangedEventArgs(location, added, removed));
}
// NPCs changed
if (watcher.NpcsWatcher.IsChanged)
{
GameLocation location = watcher.Location;
NPC[] added = watcher.NpcsWatcher.Added.ToArray();
NPC[] removed = watcher.NpcsWatcher.Removed.ToArray();
watcher.NpcsWatcher.Reset();
this.Events.World_NpcListChanged.Raise(new WorldNpcListChangedEventArgs(location, added, removed));
}
// objects changed
if (watcher.ObjectsWatcher.IsChanged)
{
GameLocation location = watcher.Location;
KeyValuePair<Vector2, Object>[] added = watcher.ObjectsWatcher.Added.ToArray();
KeyValuePair<Vector2, Object>[] removed = watcher.ObjectsWatcher.Removed.ToArray();
watcher.ObjectsWatcher.Reset();
this.Events.World_ObjectListChanged.Raise(new WorldObjectListChangedEventArgs(location, added, removed));
this.Events.Legacy_Location_ObjectsChanged.Raise(new EventArgsLocationObjectsChanged(location, added, removed));
}
// terrain features changed
if (watcher.TerrainFeaturesWatcher.IsChanged)
{
GameLocation location = watcher.Location;
KeyValuePair<Vector2, TerrainFeature>[] added = watcher.TerrainFeaturesWatcher.Added.ToArray();
KeyValuePair<Vector2, TerrainFeature>[] removed = watcher.TerrainFeaturesWatcher.Removed.ToArray();
watcher.TerrainFeaturesWatcher.Reset();
this.Events.World_TerrainFeatureListChanged.Raise(new WorldTerrainFeatureListChangedEventArgs(location, added, removed));
}
}
}
else
this.Watchers.LocationsWatcher.Reset();
}
// raise time changed
if (raiseWorldEvents && this.Watchers.TimeWatcher.IsChanged)
{
int was = this.Watchers.TimeWatcher.PreviousValue;
int now = this.Watchers.TimeWatcher.CurrentValue;
this.Watchers.TimeWatcher.Reset();
if (this.VerboseLogging)
this.Monitor.Log($"Events: time changed from {was} to {now}.", LogLevel.Trace);
this.Events.Time_TimeOfDayChanged.Raise(new EventArgsIntChanged(was, now));
}
else
this.Watchers.TimeWatcher.Reset();
// raise player events
if (raiseWorldEvents)
{
PlayerTracker curPlayer = this.Watchers.CurrentPlayerTracker;
// raise current location changed
if (curPlayer.TryGetNewLocation(out GameLocation newLocation))
{
if (this.VerboseLogging)
this.Monitor.Log($"Context: set location to {newLocation.Name}.", LogLevel.Trace);
this.Events.Player_Warped.Raise(new EventArgsPlayerWarped(curPlayer.LocationWatcher.PreviousValue, newLocation));
}
// raise player leveled up a skill
foreach (KeyValuePair<EventArgsLevelUp.LevelType, IValueWatcher<int>> pair in curPlayer.GetChangedSkills())
{
if (this.VerboseLogging)
this.Monitor.Log($"Events: player skill '{pair.Key}' changed from {pair.Value.PreviousValue} to {pair.Value.CurrentValue}.", LogLevel.Trace);
this.Events.Player_LeveledUp.Raise(new EventArgsLevelUp(pair.Key, pair.Value.CurrentValue));
}
// raise player inventory changed
ItemStackChange[] changedItems = curPlayer.GetInventoryChanges().ToArray();
if (changedItems.Any())
{
if (this.VerboseLogging)
this.Monitor.Log("Events: player inventory changed.", LogLevel.Trace);
this.Events.Player_InventoryChanged.Raise(new EventArgsInventoryChanged(Game1.player.Items, changedItems.ToList()));
}
// raise mine level changed
if (curPlayer.TryGetNewMineLevel(out int mineLevel))
{
if (this.VerboseLogging)
this.Monitor.Log($"Context: mine level changed to {mineLevel}.", LogLevel.Trace);
this.Events.Mine_LevelChanged.Raise(new EventArgsMineLevelChanged(curPlayer.MineLevelWatcher.PreviousValue, mineLevel));
}
}
this.Watchers.CurrentPlayerTracker?.Reset();
}
// update save ID watcher
this.Watchers.SaveIdWatcher.Reset();
/*********
** Game update
*********/
this.Input.UpdateSuppression();
try
{
base.Update(gameTime);
}
catch (Exception ex)
{
this.Monitor.Log($"An error occured in the base update loop: {ex.GetLogSummary()}", LogLevel.Error);
}
/*********
** Update events
*********/
this.Events.Specialised_UnvalidatedUpdateTick.Raise();
if (this.FirstUpdate)
{
this.FirstUpdate = false;
this.Events.Game_FirstUpdateTick.Raise();
}
this.Events.Game_UpdateTick.Raise();
if (this.CurrentUpdateTick % 2 == 0)
this.Events.Game_SecondUpdateTick.Raise();
if (this.CurrentUpdateTick % 4 == 0)
this.Events.Game_FourthUpdateTick.Raise();
if (this.CurrentUpdateTick % 8 == 0)
this.Events.Game_EighthUpdateTick.Raise();
if (this.CurrentUpdateTick % 15 == 0)
this.Events.Game_QuarterSecondTick.Raise();
if (this.CurrentUpdateTick % 30 == 0)
this.Events.Game_HalfSecondTick.Raise();
if (this.CurrentUpdateTick % 60 == 0)
this.Events.Game_OneSecondTick.Raise();
this.CurrentUpdateTick += 1;
if (this.CurrentUpdateTick >= 60)
this.CurrentUpdateTick = 0;
this.UpdateCrashTimer.Reset();
}
catch (Exception ex)
{
// log error
this.Monitor.Log($"An error occured in the overridden update loop: {ex.GetLogSummary()}", LogLevel.Error);
// exit if irrecoverable
if (!this.UpdateCrashTimer.Decrement())
this.Monitor.ExitGameImmediately("the game crashed when updating, and SMAPI was unable to recover the game.");
}
}
/// <summary>The method called to draw everything to the screen.</summary>
/// <param name="gameTime">A snapshot of the game timing state.</param>
protected override void Draw(GameTime gameTime)
{
Context.IsInDrawLoop = true;
try
{
this.DrawImpl(gameTime);
this.DrawCrashTimer.Reset();
}
catch (Exception ex)
{
// log error
this.Monitor.Log($"An error occured in the overridden draw loop: {ex.GetLogSummary()}", LogLevel.Error);
// exit if irrecoverable
if (!this.DrawCrashTimer.Decrement())
{
this.Monitor.ExitGameImmediately("the game crashed when drawing, and SMAPI was unable to recover the game.");
return;
}
// recover sprite batch
try
{
if (Game1.spriteBatch.IsOpen(this.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;
}
/// <summary>Replicate the game's draw logic with some changes for SMAPI.</summary>
/// <param name="gameTime">A snapshot of the game timing state.</param>
/// <remarks>This implementation is identical to <see cref="Game1.Draw"/>, except for try..catch around menu draw code, private field references replaced by wrappers, and added events.</remarks>
[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")]
[SuppressMessage("SMAPI.CommonErrors", "AvoidNetField", Justification = "copied from game code as-is")]
[SuppressMessage("SMAPI.CommonErrors", "AvoidImplicitNetFieldCast", Justification = "copied from game code as-is")]
private void DrawImpl(GameTime gameTime)
{
if (Game1.debugMode)
{
if (Game1._fpsStopwatch.IsRunning)
{
float totalSeconds = (float)Game1._fpsStopwatch.Elapsed.TotalSeconds;
Game1._fpsList.Add(totalSeconds);
while (Game1._fpsList.Count >= 120)
Game1._fpsList.RemoveAt(0);
float num = 0.0f;
foreach (float fps in Game1._fpsList)
num += fps;
Game1._fps = (float)(1.0 / ((double)num / (double)Game1._fpsList.Count));
}
Game1._fpsStopwatch.Restart();
}
else
{
if (Game1._fpsStopwatch.IsRunning)
Game1._fpsStopwatch.Reset();
Game1._fps = 0.0f;
Game1._fpsList.Clear();
}
if (Game1._newDayTask != null)
{
this.GraphicsDevice.Clear(this.bgColor);
//base.Draw(gameTime);
}
else
{
if ((double)Game1.options.zoomLevel != 1.0)
this.GraphicsDevice.SetRenderTarget(this.screen);
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
{
this.Events.Graphics_OnPreRenderGuiEvent.Raise();
activeClickableMenu.draw(Game1.spriteBatch);
this.Events.Graphics_OnPostRenderGuiEvent.Raise();
}
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();
}
this.RaisePostRender();
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();
}
//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);
this.Events.Graphics_OnPreRenderGuiEvent.Raise();
Game1.activeClickableMenu.draw(Game1.spriteBatch);
this.Events.Graphics_OnPostRenderGuiEvent.Raise();
}
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();
}
this.RaisePostRender();
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.screen, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screen.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
Game1.spriteBatch.End();
}
this.drawOverlays(Game1.spriteBatch);
}
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);
this.RaisePostRender();
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();
}
this.RaisePostRender(needsNewBatch: true);
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.screen, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screen.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
Game1.spriteBatch.End();
}
this.drawOverlays(Game1.spriteBatch);
}
else if (Game1.showingEndOfNightStuff)
{
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
if (Game1.activeClickableMenu != null)
{
try
{
this.Events.Graphics_OnPreRenderGuiEvent.Raise();
Game1.activeClickableMenu.draw(Game1.spriteBatch);
this.Events.Graphics_OnPostRenderGuiEvent.Raise();
}
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();
}
}
this.RaisePostRender();
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.screen, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screen.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
Game1.spriteBatch.End();
}
this.drawOverlays(Game1.spriteBatch);
}
else if ((int)Game1.gameMode == 6 || (int)Game1.gameMode == 3 && Game1.currentLocation == null)
{
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 s = str2 + str1;
string str3 = str2 + "... ";
int widthOfString = SpriteText.getWidthOfString(str3);
int height = 64;
int x = 64;
int y = Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Bottom - height;
SpriteText.drawString(Game1.spriteBatch, s, x, y, 999999, widthOfString, height, 1f, 0.88f, false, 0, str3, -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.screen, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screen.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
Game1.spriteBatch.End();
}
this.drawOverlays(Game1.spriteBatch);
//base.Draw(gameTime);
}
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.StartsWith("UndergroundMine") ? Game1.mine.getLightingColor(gameTime) : (Game1.ambientLight.Equals(Color.White) || Game1.isRaining && (bool)((NetFieldBase<bool, NetBool>)Game1.currentLocation.isOutdoors) ? Game1.outdoorLight : Game1.ambientLight));
for (int index = 0; index < Game1.currentLightSources.Count; ++index)
{
if (Utility.isOnScreen((Vector2)((NetFieldBase<Vector2, NetVector2>)Game1.currentLightSources.ElementAt<LightSource>(index).position), (int)((double)(float)((NetFieldBase<float, NetFloat>)Game1.currentLightSources.ElementAt<LightSource>(index).radius) * 64.0 * 4.0)))
Game1.spriteBatch.Draw(Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture, Game1.GlobalToLocal(Game1.viewport, (Vector2)((NetFieldBase<Vector2, NetVector2>)Game1.currentLightSources.ElementAt<LightSource>(index).position)) / (float)(Game1.options.lightingQuality / 2), new Microsoft.Xna.Framework.Rectangle?(Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture.Bounds), (Color)((NetFieldBase<Color, NetColor>)Game1.currentLightSources.ElementAt<LightSource>(index).color), 0.0f, new Vector2((float)Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture.Bounds.Center.X, (float)Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture.Bounds.Center.Y), (float)((NetFieldBase<float, NetFloat>)Game1.currentLightSources.ElementAt<LightSource>(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.screen);
}
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);
this.Events.Graphics_OnPreRenderEvent.Raise();
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, 4);
Game1.currentLocation.drawWater(Game1.spriteBatch);
IEnumerable<Farmer> source = Game1.currentLocation.farmers;
if (Game1.currentLocation.currentEvent != null && !Game1.currentLocation.currentEvent.isFestival && Game1.currentLocation.currentEvent.farmerActors.Count > 0)
source = (IEnumerable<Farmer>)Game1.currentLocation.currentEvent.farmerActors;
IEnumerable<Farmer> farmers = source.Where<Farmer>((Func<Farmer, bool>)(farmer =>
{
if (!farmer.IsLocalPlayer)
return !(bool)((NetFieldBase<bool, NetBool>)farmer.hidden);
return true;
}));
if (!Game1.currentLocation.shouldHideCharacters())
{
if (Game1.CurrentEvent == null)
{
foreach (NPC character in Game1.currentLocation.characters)
{
if (!(bool)((NetFieldBase<bool, NetBool>)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 * 4) / 2f, (float)(character.GetBoundingBox().Height + (character.IsMonster ? 0 : 12)))), 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)(4.0 + (double)character.yJumpOffset / 40.0) * (float)((NetFieldBase<float, NetFloat>)character.scale), SpriteEffects.None, Math.Max(0.0f, (float)character.getStandingY() / 10000f) - 1E-06f);
}
}
else
{
foreach (NPC actor in Game1.CurrentEvent.actors)
{
if (!(bool)((NetFieldBase<bool, NetBool>)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 * 4) / 2f, (float)(actor.GetBoundingBox().Height + (actor.IsMonster ? 0 : (actor.Sprite.SpriteHeight <= 16 ? -4 : 12))))), 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)(4.0 + (double)actor.yJumpOffset / 40.0) * (float)((NetFieldBase<float, NetFloat>)actor.scale), SpriteEffects.None, Math.Max(0.0f, (float)actor.getStandingY() / 10000f) - 1E-06f);
}
}
foreach (Farmer farmer in farmers)
{
if (!(bool)((NetFieldBase<bool, NetBool>)farmer.swimming) && !farmer.isRidingHorse() && (Game1.currentLocation == null || !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(farmer.getTileLocation())))
{
SpriteBatch spriteBatch = Game1.spriteBatch;
Texture2D shadowTexture = Game1.shadowTexture;
Vector2 local = Game1.GlobalToLocal(farmer.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;
Microsoft.Xna.Framework.Rectangle 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 = 4.0 - (!farmer.running && !farmer.UsingTool || farmer.FarmerSprite.currentAnimationIndex <= 1 ? 0.0 : (double)Math.Abs(FarmerRenderer.featureYOffsetPerFrame[farmer.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, 4);
Game1.mapDisplayDevice.EndScene();
Game1.spriteBatch.End();
Game1.spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
if (!Game1.currentLocation.shouldHideCharacters())
{
if (Game1.CurrentEvent == null)
{
foreach (NPC character in Game1.currentLocation.characters)
{
if (!(bool)((NetFieldBase<bool, NetBool>)character.swimming) && !character.HideShadow && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(character.getTileLocation()))
Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, character.Position + new Vector2((float)(character.Sprite.SpriteWidth * 4) / 2f, (float)(character.GetBoundingBox().Height + (character.IsMonster ? 0 : 12)))), 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)(4.0 + (double)character.yJumpOffset / 40.0) * (float)((NetFieldBase<float, NetFloat>)character.scale), SpriteEffects.None, Math.Max(0.0f, (float)character.getStandingY() / 10000f) - 1E-06f);
}
}
else
{
foreach (NPC actor in Game1.CurrentEvent.actors)
{
if (!(bool)((NetFieldBase<bool, NetBool>)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 * 4) / 2f, (float)(actor.GetBoundingBox().Height + (actor.IsMonster ? 0 : 12)))), 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)(4.0 + (double)actor.yJumpOffset / 40.0) * (float)((NetFieldBase<float, NetFloat>)actor.scale), SpriteEffects.None, Math.Max(0.0f, (float)actor.getStandingY() / 10000f) - 1E-06f);
}
}
foreach (Farmer farmer in farmers)
{
if (!(bool)((NetFieldBase<bool, NetBool>)farmer.swimming) && !farmer.isRidingHorse() && (Game1.currentLocation != null && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(farmer.getTileLocation())))
{
SpriteBatch spriteBatch = Game1.spriteBatch;
Texture2D shadowTexture = Game1.shadowTexture;
Vector2 local = Game1.GlobalToLocal(farmer.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;
Microsoft.Xna.Framework.Rectangle 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 = 4.0 - (!farmer.running && !farmer.UsingTool || farmer.FarmerSprite.currentAnimationIndex <= 1 ? 0.0 : (double)Math.Abs(FarmerRenderer.featureYOffsetPerFrame[farmer.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);
}
}
}
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 + 48.0) / 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(400f, 160f)), 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) / 64.0) * 64 - Game1.viewport.X, (int)Math.Floor((double)(Game1.getOldMouseY() + Game1.viewport.Y) / 64.0) * 64 - Game1.viewport.Y, 64, 64), Color.Lime * 0.75f);
foreach (Warp warp in (NetList<Warp, NetRef<Warp>>)Game1.currentLocation.warps)
Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(warp.X * 64 - Game1.viewport.X, warp.Y * 64 - Game1.viewport.Y, 64, 64), Color.Red * 0.75f);
}
Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch);
Game1.currentLocation.Map.GetLayer("Front").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, 4);
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.displayFarmer && Game1.player.ActiveObject != null && ((bool)((NetFieldBase<bool, NetBool>)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 - 38), Game1.viewport.Size) == null || Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location((int)Game1.player.Position.X, (int)Game1.player.Position.Y - 38), 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 - 38);
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 - 38);
Size size2 = Game1.viewport.Size;
if (layer2.PickTile(mapDisplayLocation2, size2).TileIndexProperties.ContainsKey("FrontAlways"))
goto label_140;
}
else
goto label_140;
}
Game1.drawPlayerHeldObject(Game1.player);
}
label_140:
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 - 38), 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, 4);
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 : 64) - 2, (int)((double)Game1.toolHold % 600.0 * 0.0799999982118607) + 4, 12), 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 : 64), (int)((double)Game1.toolHold % 600.0 * 0.0799999982118607), 8), color);
}
if (Game1.isDebrisWeather && Game1.currentLocation.IsOutdoors && (!(bool)((NetFieldBase<bool, NetBool>)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 / 64), (float)(Game1.viewport.Y / 64)))))
{
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();
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 -= 140f;
if (actor.Age == 2)
localPosition.Y += 32f;
else if (actor.Gender == 1)
localPosition.Y += 10f;
Game1.spriteBatch.Draw(Game1.emoteSpriteSheet, localPosition, new Microsoft.Xna.Framework.Rectangle?(new Microsoft.Xna.Framework.Rectangle(actor.CurrentEmoteIndex * 16 % Game1.emoteSpriteSheet.Width, actor.CurrentEmoteIndex * 16 / Game1.emoteSpriteSheet.Width * 16, 16, 16)), 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 && (bool)((NetFieldBase<bool, NetBool>)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 % 64;
float num1 = (float)(-Game1.viewport.Y % 64);
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 += 64;
}
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 += 64f;
}
}
if (Game1.currentBillboard != 0)
this.drawBillboard();
if ((Game1.displayHUD || Game1.eventUp) && (Game1.currentBillboard == 0 && (int)Game1.gameMode == 3) && (!Game1.freezeControls && !Game1.panMode && !Game1.HostPaused))
{
this.Events.Graphics_OnPreRenderHudEvent.Raise();
this.drawHUD();
this.Events.Graphics_OnPostRenderHudEvent.Raise();
}
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();
if (Game1.progressBar)
{
SpriteBatch spriteBatch1 = Game1.spriteBatch;
Texture2D fadeToBlackRect = Game1.fadeToBlackRect;
int x1 = (Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Width - Game1.dialogueWidth) / 2;
rectangle = Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea();
int y1 = rectangle.Bottom - 128;
int dialogueWidth = Game1.dialogueWidth;
int height1 = 32;
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;
int x2 = (Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Width - Game1.dialogueWidth) / 2;
rectangle = Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea();
int y2 = rectangle.Bottom - 128;
int width = (int)((double)Game1.pauseAccumulator / (double)Game1.pauseTime * (double)Game1.dialogueWidth);
int height2 = 32;
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 && ((bool)((NetFieldBase<bool, NetBool>)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 * ((int)Game1.gameMode == 0 ? 1f - Game1.fadeToBlackAlpha : Game1.fadeToBlackAlpha));
else if ((double)Game1.flashAlpha > 0.0)
{
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)
this.drawDialogueBox();
foreach (TemporaryAnimatedSprite overlayTempSprite in Game1.screenOverlayTempSprites)
overlayTempSprite.draw(Game1.spriteBatch, true, 0, 0, 1f);
if (Game1.debugMode)
{
StringBuilder debugStringBuilder = Game1._debugStringBuilder;
debugStringBuilder.Clear();
if (Game1.panMode)
{
debugStringBuilder.Append((Game1.getOldMouseX() + Game1.viewport.X) / 64);
debugStringBuilder.Append(",");
debugStringBuilder.Append((Game1.getOldMouseY() + Game1.viewport.Y) / 64);
}
else
{
debugStringBuilder.Append("player: ");
debugStringBuilder.Append(Game1.player.getStandingX() / 64);
debugStringBuilder.Append(", ");
debugStringBuilder.Append(Game1.player.getStandingY() / 64);
}
debugStringBuilder.Append(" mouseTransparency: ");
debugStringBuilder.Append(Game1.mouseCursorTransparency);
debugStringBuilder.Append(" mousePosition: ");
debugStringBuilder.Append(Game1.getMouseX());
debugStringBuilder.Append(",");
debugStringBuilder.Append(Game1.getMouseY());
debugStringBuilder.Append(Environment.NewLine);
debugStringBuilder.Append("debugOutput: ");
debugStringBuilder.Append(Game1.debugOutput);
Game1.spriteBatch.DrawString(Game1.smallFont, debugStringBuilder, new Vector2((float)this.GraphicsDevice.Viewport.GetTitleSafeArea().X, (float)(this.GraphicsDevice.Viewport.GetTitleSafeArea().Y + Game1.smallFont.LineSpacing * 8)), Color.Red, 0.0f, Vector2.Zero, 1f, SpriteEffects.None, 0.9999999f);
}
if (Game1.showKeyHelp)
Game1.spriteBatch.DrawString(Game1.smallFont, Game1.keyHelpString, new Vector2(64f, (float)(Game1.viewport.Height - 64 - (Game1.dialogueUp ? 192 + (Game1.isQuestion ? Game1.questionChoices.Count * 64 : 0) : 0)) - Game1.smallFont.MeasureString(Game1.keyHelpString).Y), Color.LightGray, 0.0f, Vector2.Zero, 1f, SpriteEffects.None, 0.9999999f);
if (Game1.activeClickableMenu != null)
{
try
{
this.Events.Graphics_OnPreRenderGuiEvent.Raise();
Game1.activeClickableMenu.draw(Game1.spriteBatch);
this.Events.Graphics_OnPostRenderGuiEvent.Raise();
}
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);
if (Game1.HostPaused)
{
string s = Game1.content.LoadString("Strings\\StringsFromCSFiles:DayTimeMoneyBox.cs.10378");
SpriteText.drawStringWithScrollBackground(Game1.spriteBatch, s, 96, 32, "", 1f, -1);
}
this.RaisePostRender();
Game1.spriteBatch.End();
this.drawOverlays(Game1.spriteBatch);
this.renderScreenBuffer();
//base.Draw(gameTime);
}
}
}
}
/****
** Methods
****/
/// <summary>Perform any cleanup needed when a save is unloaded.</summary>
private void MarkWorldNotReady()
{
Context.IsWorldReady = false;
this.AfterLoadTimer = 5;
this.RaisedAfterLoadEvent = false;
}
/// <summary>Raise the <see cref="GraphicsEvents.OnPostRenderEvent"/> if there are any listeners.</summary>
/// <param name="needsNewBatch">Whether to create a new sprite batch.</param>
private void RaisePostRender(bool needsNewBatch = false)
{
if (this.Events.Graphics_OnPostRenderEvent.HasListeners())
{
if (needsNewBatch)
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
this.Events.Graphics_OnPostRenderEvent.Raise();
if (needsNewBatch)
Game1.spriteBatch.End();
}
}
}
}
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