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using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using StardewModdingAPI.Events;
using StardewModdingAPI.Framework.Reflection;
using StardewModdingAPI.Utilities;
using StardewValley;
using StardewValley.BellsAndWhistles;
using StardewValley.Locations;
using StardewValley.Menus;
using StardewValley.Tools;
using xTile.Dimensions;
using xTile.Layers;
#if SMAPI_1_x
using SFarmer = StardewValley.Farmer;
#endif

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
        *********/
        /****
        ** SMAPI state
        ****/
        /// <summary>Encapsulates monitoring and logging.</summary>
        private readonly IMonitor Monitor;

        /// <summary>SMAPI's content manager.</summary>
        private readonly SContentManager SContentManager;

        /// <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 game is returning to the menu.</summary>
        private bool IsExitingToTitle;

        /// <summary>Whether the game is saving and SMAPI has already raised <see cref="SaveEvents.BeforeSave"/>.</summary>
        private bool IsBetweenSaveEvents;

        /****
        ** Game state
        ****/
        /// <summary>A record of the buttons pressed as of the previous tick.</summary>
        private SButton[] PreviousPressedButtons = new SButton[0];

        /// <summary>A record of the keyboard state (i.e. the up/down state for each button) as of the previous tick.</summary>
        private KeyboardState PreviousKeyState;

        /// <summary>A record of the controller state (i.e. the up/down state for each button) as of the previous tick.</summary>
        private GamePadState PreviousControllerState;

        /// <summary>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.</summary>
        private MouseState PreviousMouseState;

        /// <summary>The previous mouse position on the screen adjusted for the zoom level.</summary>
        private Point PreviousMousePosition;

        /// <summary>The window size value at last check.</summary>
        private Point PreviousWindowSize;

        /// <summary>The save ID at last check.</summary>
        private ulong PreviousSaveID;

        /// <summary>A hash of <see cref="Game1.locations"/> at last check.</summary>
        private int PreviousGameLocations;

        /// <summary>A hash of the current location's <see cref="GameLocation.objects"/> at last check.</summary>
        private int PreviousLocationObjects;

        /// <summary>The player's inventory at last check.</summary>
        private IDictionary<Item, int> PreviousItems;

        /// <summary>The player's combat skill level at last check.</summary>
        private int PreviousCombatLevel;

        /// <summary>The player's farming skill level at last check.</summary>
        private int PreviousFarmingLevel;

        /// <summary>The player's fishing skill level at last check.</summary>
        private int PreviousFishingLevel;

        /// <summary>The player's foraging skill level at last check.</summary>
        private int PreviousForagingLevel;

        /// <summary>The player's mining skill level at last check.</summary>
        private int PreviousMiningLevel;

        /// <summary>The player's luck skill level at last check.</summary>
        private int PreviousLuckLevel;

        /// <summary>The player's location at last check.</summary>
        private GameLocation PreviousGameLocation;

        /// <summary>The active game menu at last check.</summary>
        private IClickableMenu PreviousActiveMenu;

        /// <summary>The mine level at last check.</summary>
        private int PreviousMineLevel;

        /// <summary>The time of day (in 24-hour military format) at last check.</summary>
        private int PreviousTime;

#if SMAPI_1_x
        /// <summary>The day of month (1–28) at last check.</summary>
        private int PreviousDay;

        /// <summary>The season name (winter, spring, summer, or fall) at last check.</summary>
        private string PreviousSeason;

        /// <summary>The year number at last check.</summary>
        private int PreviousYear;

        /// <summary>Whether the game was transitioning to a new day at last check.</summary>
        private bool PreviousIsNewDay;

        /// <summary>The player character at last check.</summary>
        private SFarmer PreviousFarmer;
#endif

        /// <summary>The previous content locale.</summary>
        private LocalizedContentManager.LanguageCode? PreviousLocale;

        /// <summary>An index incremented on every tick and reset every 60th tick (0–59).</summary>
        private int CurrentUpdateTick;

        /// <summary>Whether this is the very first update tick since the game started.</summary>
        private bool FirstUpdate;

        /// <summary>The current game instance.</summary>
        private static SGame Instance;

        /****
        ** Private wrappers
        ****/
        /// <summary>Simplifies access to private game code.</summary>
        private static Reflector Reflection;

        // ReSharper disable ArrangeStaticMemberQualifier, ArrangeThisQualifier, InconsistentNaming
        /// <summary>Used to access private fields and methods.</summary>
        private static List<float> _fpsList => SGame.Reflection.GetPrivateField<List<float>>(typeof(Game1), nameof(_fpsList)).GetValue();
        private static Stopwatch _fpsStopwatch => SGame.Reflection.GetPrivateField<Stopwatch>(typeof(Game1), nameof(SGame._fpsStopwatch)).GetValue();
        private static float _fps
        {
            set => SGame.Reflection.GetPrivateField<float>(typeof(Game1), nameof(_fps)).SetValue(value);
        }
        private static Task _newDayTask => SGame.Reflection.GetPrivateField<Task>(typeof(Game1), nameof(_newDayTask)).GetValue();
        private Color bgColor => SGame.Reflection.GetPrivateField<Color>(this, nameof(bgColor)).GetValue();
        public RenderTarget2D screenWrapper => SGame.Reflection.GetPrivateProperty<RenderTarget2D>(this, "screen").GetValue(); // deliberately renamed to avoid an infinite loop
        public BlendState lightingBlend => SGame.Reflection.GetPrivateField<BlendState>(this, nameof(lightingBlend)).GetValue();
        private readonly Action drawFarmBuildings = () => SGame.Reflection.GetPrivateMethod(SGame.Instance, nameof(drawFarmBuildings)).Invoke(new object[0]);
        private readonly Action drawHUD = () => SGame.Reflection.GetPrivateMethod(SGame.Instance, nameof(drawHUD)).Invoke(new object[0]);
        private readonly Action drawDialogueBox = () => SGame.Reflection.GetPrivateMethod(SGame.Instance, nameof(drawDialogueBox)).Invoke(new object[0]);
        private readonly Action renderScreenBuffer = () => SGame.Reflection.GetPrivateMethod(SGame.Instance, nameof(renderScreenBuffer)).Invoke(new object[0]);
        // ReSharper restore ArrangeStaticMemberQualifier, ArrangeThisQualifier, InconsistentNaming


        /*********
        ** Accessors
        *********/
        /// <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>
        internal SGame(IMonitor monitor, Reflector reflection)
        {
            // initialise
            this.Monitor = monitor;
            this.FirstUpdate = true;
            SGame.Instance = this;
            SGame.Reflection = reflection;

            // set XNA option required by Stardew Valley
            Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef;

            // override content manager
            this.Monitor?.Log("Overriding content manager...", LogLevel.Trace);
            this.SContentManager = new SContentManager(this.Content.ServiceProvider, this.Content.RootDirectory, Thread.CurrentThread.CurrentUICulture, null, this.Monitor);
            this.Content = this.SContentManager;
            Game1.content = this.SContentManager;
        }

        /****
        ** 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)
        {
            // return default if SMAPI's content manager isn't initialised yet
            if (this.SContentManager == null)
            {
                this.Monitor?.Log("SMAPI's content manager isn't initialised; skipping content manager interception.", LogLevel.Trace);
                return base.CreateContentManager(serviceProvider, rootDirectory);
            }

            // return single instance if valid
            if (serviceProvider != this.Content.ServiceProvider)
                throw new InvalidOperationException("SMAPI uses a single content manager internally. You can't get a new content manager with a different service provider.");
            if (rootDirectory != this.Content.RootDirectory)
                throw new InvalidOperationException($"SMAPI uses a single content manager internally. You can't get a new content manager with a different root directory (current is {this.Content.RootDirectory}, requested {rootDirectory}).");
            return this.SContentManager;
        }

        /// <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
            {
                /*********
                ** Skip conditions
                *********/
                // SMAPI exiting, stop processing game updates
                if (this.Monitor.IsExiting)
                {
                    this.Monitor.Log("SMAPI shutting down: aborting update.", LogLevel.Trace);
                    return;
                }

                // While a background new-day task is in progress, the game skips its own update logic
                // and defers to the XNA Update method. Running mod code in parallel to the background
                // update is risky, because data changes can conflict (e.g. collection changed during
                // enumeration errors) and data may change unexpectedly from one mod instruction to the
                // next.
                // 
                // Therefore we can just run Game1.Update here without raising any SMAPI events. There's
                // a small chance that the task will finish after we defer but before the game checks,
                // which means technically events should be raised, but the effects of missing one
                // update tick are neglible and not worth the complications of bypassing Game1.Update.
                if (SGame._newDayTask != null)
                {
                    base.Update(gameTime);
                    return;
                }

                // While the game is writing to the save file in the background, mods can unexpectedly
                // fail since they don't have exclusive access to resources (e.g. collection changed
                // during enumeration errors). To avoid problems, events are not invoked while a save
                // is in progress. It's safe to raise SaveEvents.BeforeSave as soon as the menu is
                // opened (since the save hasn't started yet), but all other events should be suppressed.
                if (Context.IsSaving)
                {
                    // raise before-save
                    if (!this.IsBetweenSaveEvents)
                    {
                        this.IsBetweenSaveEvents = true;
                        this.Monitor.Log("Context: before save.", LogLevel.Trace);
                        SaveEvents.InvokeBeforeSave(this.Monitor);
                    }

                    // suppress non-save events
                    base.Update(gameTime);
                    return;
                }
                if (this.IsBetweenSaveEvents)
                {
                    // raise after-save
                    this.IsBetweenSaveEvents = false;
                    this.Monitor.Log($"Context: after save, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace);
                    SaveEvents.InvokeAfterSave(this.Monitor);
                    TimeEvents.InvokeAfterDayStarted(this.Monitor);
                }

                /*********
                ** Game loaded events
                *********/
                if (this.FirstUpdate)
                {
                    GameEvents.InvokeInitialize(this.Monitor);
#if SMAPI_1_x
                    GameEvents.InvokeLoadContent(this.Monitor);
#endif
                    GameEvents.InvokeGameLoaded(this.Monitor);
                }

                /*********
                ** Locale changed events
                *********/
                if (this.PreviousLocale != LocalizedContentManager.CurrentLanguageCode)
                {
                    var oldValue = this.PreviousLocale;
                    var newValue = LocalizedContentManager.CurrentLanguageCode;

                    this.Monitor.Log($"Context: locale set to {newValue}.", LogLevel.Trace);

                    if (oldValue != null)
                        ContentEvents.InvokeAfterLocaleChanged(this.Monitor, oldValue.ToString(), newValue.ToString());
                    this.PreviousLocale = newValue;
                }

                /*********
                ** After load events
                *********/
                if (Context.IsSaveLoaded && !SaveGame.IsProcessing /*still loading save*/ && this.AfterLoadTimer >= 0)
                {
#if !SMAPI_1_x
                    if (Game1.dayOfMonth != 0) // wait until new-game intro finishes (world not fully initialised yet)
#endif
                        this.AfterLoadTimer--;

                    if (this.AfterLoadTimer == 0)
                    {
                        this.Monitor.Log($"Context: loaded saved game '{Constants.SaveFolderName}', starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace);
                        Context.IsWorldReady = true;

                        SaveEvents.InvokeAfterLoad(this.Monitor);
#if SMAPI_1_x
                        PlayerEvents.InvokeLoadedGame(this.Monitor, new EventArgsLoadedGameChanged(Game1.hasLoadedGame));
#endif
                        TimeEvents.InvokeAfterDayStarted(this.Monitor);
                    }
                }

                /*********
                ** Exit to title events
                *********/
                // before exit to title
                if (Game1.exitToTitle)
                    this.IsExitingToTitle = true;

                // after exit to title
                if (Context.IsWorldReady && this.IsExitingToTitle && Game1.activeClickableMenu is TitleMenu)
                {
                    this.Monitor.Log("Context: returned to title", LogLevel.Trace);

                    this.IsExitingToTitle = false;
                    this.CleanupAfterReturnToTitle();
                    SaveEvents.InvokeAfterReturnToTitle(this.Monitor);
                }

                /*********
                ** 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 (Game1.viewport.Width != this.PreviousWindowSize.X || Game1.viewport.Height != this.PreviousWindowSize.Y)
                {
                    Point size = new Point(Game1.viewport.Width, Game1.viewport.Height);
                    GraphicsEvents.InvokeResize(this.Monitor);
                    this.PreviousWindowSize = size;
                }

                /*********
                ** Input events (if window has focus)
                *********/
                if (Game1.game1.IsActive)
                {
                    // get latest state
                    KeyboardState keyState;
                    GamePadState controllerState;
                    MouseState mouseState;
                    Point mousePosition;
                    try
                    {
                        keyState = Keyboard.GetState();
                        controllerState = GamePad.GetState(PlayerIndex.One);
                        mouseState = Mouse.GetState();
                        mousePosition = new Point(Game1.getMouseX(), Game1.getMouseY());
                    }
                    catch (InvalidOperationException) // GetState() may crash for some players if window doesn't have focus but game1.IsActive == true
                    {
                        keyState = this.PreviousKeyState;
                        controllerState = this.PreviousControllerState;
                        mouseState = this.PreviousMouseState;
                        mousePosition = this.PreviousMousePosition;
                    }

                    // analyse state
                    SButton[] currentlyPressedKeys = this.GetPressedButtons(keyState, mouseState, controllerState).ToArray();
                    SButton[] previousPressedKeys = this.PreviousPressedButtons;
                    SButton[] framePressedKeys = currentlyPressedKeys.Except(previousPressedKeys).ToArray();
                    SButton[] frameReleasedKeys = previousPressedKeys.Except(currentlyPressedKeys).ToArray();
                    bool isClick = framePressedKeys.Contains(SButton.MouseLeft) || (framePressedKeys.Contains(SButton.ControllerA) && !currentlyPressedKeys.Contains(SButton.ControllerX));

                    // get cursor position
#if !SMAPI_1_x
                    ICursorPosition cursor;
                    {
                        // cursor position
                        Vector2 screenPixels = new Vector2(Game1.getMouseX(), Game1.getMouseY());
                        Vector2 tile = new Vector2((Game1.viewport.X + screenPixels.X) / Game1.tileSize, (Game1.viewport.Y + screenPixels.Y) / Game1.tileSize);
                        Vector2 grabTile = (Game1.mouseCursorTransparency > 0 && Utility.tileWithinRadiusOfPlayer((int)tile.X, (int)tile.Y, 1, Game1.player)) // derived from Game1.pressActionButton
                            ? tile
                            : Game1.player.GetGrabTile();
                        cursor = new CursorPosition(screenPixels, tile, grabTile);
                    }
#endif

                    // raise button pressed
                    foreach (SButton button in framePressedKeys)
                    {
#if !SMAPI_1_x
                        InputEvents.InvokeButtonPressed(this.Monitor, button, cursor, isClick);
#endif

                        // legacy events
                        if (button.TryGetKeyboard(out Keys key))
                        {
                            if (key != Keys.None)
                                ControlEvents.InvokeKeyPressed(this.Monitor, key);
                        }
                        else if (button.TryGetController(out Buttons controllerButton))
                        {
                            if (controllerButton == Buttons.LeftTrigger || controllerButton == Buttons.RightTrigger)
                                ControlEvents.InvokeTriggerPressed(this.Monitor, controllerButton, controllerButton == Buttons.LeftTrigger ? controllerState.Triggers.Left : controllerState.Triggers.Right);
                            else
                                ControlEvents.InvokeButtonPressed(this.Monitor, controllerButton);
                        }
                    }

                    // raise button released
                    foreach (SButton button in frameReleasedKeys)
                    {
#if !SMAPI_1_x
                        bool wasClick =
                            (button == SButton.MouseLeft && previousPressedKeys.Contains(SButton.MouseLeft)) // released left click
                            || (button == SButton.ControllerA && previousPressedKeys.Contains(SButton.ControllerA) && !previousPressedKeys.Contains(SButton.ControllerX));
                        InputEvents.InvokeButtonReleased(this.Monitor, button, cursor, wasClick);
#endif

                        // legacy events
                        if (button.TryGetKeyboard(out Keys key))
                        {
                            if (key != Keys.None)
                                ControlEvents.InvokeKeyReleased(this.Monitor, key);
                        }
                        else if (button.TryGetController(out Buttons controllerButton))
                        {
                            if (controllerButton == Buttons.LeftTrigger || controllerButton == Buttons.RightTrigger)
                                ControlEvents.InvokeTriggerReleased(this.Monitor, controllerButton, controllerButton == Buttons.LeftTrigger ? controllerState.Triggers.Left : controllerState.Triggers.Right);
                            else
                                ControlEvents.InvokeButtonReleased(this.Monitor, controllerButton);
                        }
                    }

                    // raise legacy state-changed events
                    if (keyState != this.PreviousKeyState)
                        ControlEvents.InvokeKeyboardChanged(this.Monitor, this.PreviousKeyState, keyState);
                    if (mouseState != this.PreviousMouseState)
                        ControlEvents.InvokeMouseChanged(this.Monitor, this.PreviousMouseState, mouseState, this.PreviousMousePosition, mousePosition);

                    // track state
                    this.PreviousMouseState = mouseState;
                    this.PreviousMousePosition = mousePosition;
                    this.PreviousKeyState = keyState;
                    this.PreviousControllerState = controllerState;
                    this.PreviousPressedButtons = currentlyPressedKeys;
                }

                /*********
                ** Menu events
                *********/
                if (Game1.activeClickableMenu != this.PreviousActiveMenu)
                {
                    IClickableMenu previousMenu = this.PreviousActiveMenu;
                    IClickableMenu newMenu = Game1.activeClickableMenu;

                    // log context
                    if (this.VerboseLogging)
                    {
                        if (previousMenu == null)
                            this.Monitor.Log($"Context: opened menu {newMenu?.GetType().FullName ?? "(none)"}.", LogLevel.Trace);
                        else if (newMenu == null)
                            this.Monitor.Log($"Context: closed menu {previousMenu.GetType().FullName}.", LogLevel.Trace);
                        else
                            this.Monitor.Log($"Context: changed menu from {previousMenu.GetType().FullName} to {newMenu.GetType().FullName}.", LogLevel.Trace);
                    }

                    // raise menu events
                    if (newMenu != null)
                        MenuEvents.InvokeMenuChanged(this.Monitor, previousMenu, newMenu);
                    else
                        MenuEvents.InvokeMenuClosed(this.Monitor, previousMenu);

                    // update previous menu
                    // (if the menu was changed in one of the handlers, deliberately defer detection until the next update so mods can be notified of the new menu change)
                    this.PreviousActiveMenu = newMenu;
                }

                /*********
                ** World & player events
                *********/
                if (Context.IsWorldReady)
                {
                    // raise current location changed
                    if (Game1.currentLocation != this.PreviousGameLocation)
                    {
                        if (this.VerboseLogging)
                            this.Monitor.Log($"Context: set location to {Game1.currentLocation?.Name ?? "(none)"}.", LogLevel.Trace);
                        LocationEvents.InvokeCurrentLocationChanged(this.Monitor, this.PreviousGameLocation, Game1.currentLocation);
                    }

                    // raise location list changed
                    if (this.GetHash(Game1.locations) != this.PreviousGameLocations)
                        LocationEvents.InvokeLocationsChanged(this.Monitor, Game1.locations);

#if SMAPI_1_x
                    // raise player changed
                    if (Game1.player != this.PreviousFarmer)
                        PlayerEvents.InvokeFarmerChanged(this.Monitor, this.PreviousFarmer, Game1.player);
#endif

                    // raise events that shouldn't be triggered on initial load
                    if (Game1.uniqueIDForThisGame == this.PreviousSaveID)
                    {
                        // raise player leveled up a skill
                        if (Game1.player.combatLevel != this.PreviousCombatLevel)
                            PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Combat, Game1.player.combatLevel);
                        if (Game1.player.farmingLevel != this.PreviousFarmingLevel)
                            PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Farming, Game1.player.farmingLevel);
                        if (Game1.player.fishingLevel != this.PreviousFishingLevel)
                            PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Fishing, Game1.player.fishingLevel);
                        if (Game1.player.foragingLevel != this.PreviousForagingLevel)
                            PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Foraging, Game1.player.foragingLevel);
                        if (Game1.player.miningLevel != this.PreviousMiningLevel)
                            PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Mining, Game1.player.miningLevel);
                        if (Game1.player.luckLevel != this.PreviousLuckLevel)
                            PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Luck, 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);

                        // raise current location's object list changed
                        if (this.GetHash(Game1.currentLocation.objects) != this.PreviousLocationObjects)
                            LocationEvents.InvokeOnNewLocationObject(this.Monitor, Game1.currentLocation.objects);

                        // raise time changed
                        if (Game1.timeOfDay != this.PreviousTime)
                            TimeEvents.InvokeTimeOfDayChanged(this.Monitor, this.PreviousTime, Game1.timeOfDay);
#if SMAPI_1_x
                        if (Game1.dayOfMonth != this.PreviousDay)
                            TimeEvents.InvokeDayOfMonthChanged(this.Monitor, this.PreviousDay, Game1.dayOfMonth);
                        if (Game1.currentSeason != this.PreviousSeason)
                            TimeEvents.InvokeSeasonOfYearChanged(this.Monitor, this.PreviousSeason, Game1.currentSeason);
                        if (Game1.year != this.PreviousYear)
                            TimeEvents.InvokeYearOfGameChanged(this.Monitor, this.PreviousYear, Game1.year);
#endif

                        // raise mine level changed
                        if (Game1.mine != null && Game1.mine.mineLevel != this.PreviousMineLevel)
                            MineEvents.InvokeMineLevelChanged(this.Monitor, this.PreviousMineLevel, Game1.mine.mineLevel);
                    }

                    // update state
                    this.PreviousGameLocations = this.GetHash(Game1.locations);
                    this.PreviousGameLocation = Game1.currentLocation;
                    this.PreviousCombatLevel = Game1.player.combatLevel;
                    this.PreviousFarmingLevel = Game1.player.farmingLevel;
                    this.PreviousFishingLevel = Game1.player.fishingLevel;
                    this.PreviousForagingLevel = Game1.player.foragingLevel;
                    this.PreviousMiningLevel = Game1.player.miningLevel;
                    this.PreviousLuckLevel = Game1.player.luckLevel;
                    this.PreviousItems = Game1.player.items.Where(n => n != null).ToDictionary(n => n, n => n.Stack);
                    this.PreviousLocationObjects = this.GetHash(Game1.currentLocation.objects);
                    this.PreviousTime = Game1.timeOfDay;
                    this.PreviousMineLevel = Game1.mine?.mineLevel ?? 0;
                    this.PreviousSaveID = Game1.uniqueIDForThisGame;
#if SMAPI_1_x
                    this.PreviousFarmer = Game1.player;
                    this.PreviousDay = Game1.dayOfMonth;
                    this.PreviousSeason = Game1.currentSeason;
                    this.PreviousYear = Game1.year;
#endif
                }

                /*********
                ** Game day transition event (obsolete)
                *********/
#if SMAPI_1_x
                if (Game1.newDay != this.PreviousIsNewDay)
                {
                    TimeEvents.InvokeOnNewDay(this.Monitor, this.PreviousDay, Game1.dayOfMonth, Game1.newDay);
                    this.PreviousIsNewDay = Game1.newDay;
                }
#endif

                /*********
                ** Game update
                *********/
                try
                {
                    base.Update(gameTime);
                }
                catch (Exception ex)
                {
                    this.Monitor.Log($"An error occured in the base update loop: {ex.GetLogSummary()}", LogLevel.Error);
                }

                /*********
                ** Update events
                *********/
                GameEvents.InvokeUpdateTick(this.Monitor);
                if (this.FirstUpdate)
                {
#if SMAPI_1_x
                    GameEvents.InvokeFirstUpdateTick(this.Monitor);
#endif
                    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;

                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(SGame.Reflection))
                    {
                        this.Monitor.Log("Recovering sprite batch from error...", LogLevel.Trace);
                        Game1.spriteBatch.End();
                    }
                }
                catch (Exception innerEx)
                {
                    this.Monitor.Log($"Could not recover sprite batch state: {innerEx.GetLogSummary()}", LogLevel.Error);
                }
            }
            Context.IsInDrawLoop = false;
        }

        /// <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")]
        private void DrawImpl(GameTime gameTime)
        {
            if (Game1.debugMode)
            {
                if (SGame._fpsStopwatch.IsRunning)
                {
                    float totalSeconds = (float)SGame._fpsStopwatch.Elapsed.TotalSeconds;
                    SGame._fpsList.Add(totalSeconds);
                    while (SGame._fpsList.Count >= 120)
                        SGame._fpsList.RemoveAt(0);
                    float num = 0.0f;
                    foreach (float fps in SGame._fpsList)
                        num += fps;
                    SGame._fps = (float)(1.0 / ((double)num / (double)SGame._fpsList.Count));
                }
                SGame._fpsStopwatch.Restart();
            }
            else
            {
                if (SGame._fpsStopwatch.IsRunning)
                    SGame._fpsStopwatch.Reset();
                SGame._fps = 0.0f;
                SGame._fpsList.Clear();
            }
            if (SGame._newDayTask != null)
            {
                this.GraphicsDevice.Clear(this.bgColor);
                //base.Draw(gameTime);
            }
            else
            {
                if ((double)Game1.options.zoomLevel != 1.0)
                    this.GraphicsDevice.SetRenderTarget(this.screenWrapper);
                if (this.IsSaving)
                {
                    this.GraphicsDevice.Clear(this.bgColor);
                    IClickableMenu activeClickableMenu = Game1.activeClickableMenu;
                    if (activeClickableMenu != null)
                    {
                        Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
                        try
                        {
                            GraphicsEvents.InvokeOnPreRenderGuiEvent(this.Monitor);
                            activeClickableMenu.draw(Game1.spriteBatch);
                            GraphicsEvents.InvokeOnPostRenderGuiEvent(this.Monitor);
                        }
                        catch (Exception ex)
                        {
                            this.Monitor.Log($"The {activeClickableMenu.GetType().FullName} menu crashed while drawing itself during save. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error);
                            activeClickableMenu.exitThisMenu();
                        }
                        Game1.spriteBatch.End();
                    }
                    //base.Draw(gameTime);
                    this.renderScreenBuffer();
                }
                else
                {
                    this.GraphicsDevice.Clear(this.bgColor);
                    if (Game1.activeClickableMenu != null && Game1.options.showMenuBackground && Game1.activeClickableMenu.showWithoutTransparencyIfOptionIsSet())
                    {
                        Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
                        try
                        {
                            Game1.activeClickableMenu.drawBackground(Game1.spriteBatch);
                            GraphicsEvents.InvokeOnPreRenderGuiEvent(this.Monitor);
                            Game1.activeClickableMenu.draw(Game1.spriteBatch);
                            GraphicsEvents.InvokeOnPostRenderGuiEvent(this.Monitor);
                        }
                        catch (Exception ex)
                        {
                            this.Monitor.Log($"The {Game1.activeClickableMenu.GetType().FullName} menu crashed while drawing itself. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error);
                            Game1.activeClickableMenu.exitThisMenu();
                        }
                        Game1.spriteBatch.End();
                        if ((double)Game1.options.zoomLevel != 1.0)
                        {
                            this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null);
                            this.GraphicsDevice.Clear(this.bgColor);
                            Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
                            Game1.spriteBatch.Draw((Texture2D)this.screenWrapper, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screenWrapper.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
                            Game1.spriteBatch.End();
                        }
                        if (Game1.overlayMenu == null)
                            return;
                        Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
                        Game1.overlayMenu.draw(Game1.spriteBatch);
                        Game1.spriteBatch.End();
                    }
                    else if ((int)Game1.gameMode == 11)
                    {
                        Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
                        Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3685"), new Vector2(16f, 16f), Color.HotPink);
                        Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3686"), new Vector2(16f, 32f), new Color(0, (int)byte.MaxValue, 0));
                        Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.parseText(Game1.errorMessage, Game1.dialogueFont, Game1.graphics.GraphicsDevice.Viewport.Width), new Vector2(16f, 48f), Color.White);
                        Game1.spriteBatch.End();
                    }
                    else if (Game1.currentMinigame != null)
                    {
                        Game1.currentMinigame.draw(Game1.spriteBatch);
                        if (Game1.globalFade && !Game1.menuUp && (!Game1.nameSelectUp || Game1.messagePause))
                        {
                            Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
                            Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.Black * ((int)Game1.gameMode == 0 ? 1f - Game1.fadeToBlackAlpha : Game1.fadeToBlackAlpha));
                            Game1.spriteBatch.End();
                        }
                        if ((double)Game1.options.zoomLevel != 1.0)
                        {
                            this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null);
                            this.GraphicsDevice.Clear(this.bgColor);
                            Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
                            Game1.spriteBatch.Draw((Texture2D)this.screenWrapper, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screenWrapper.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
                            Game1.spriteBatch.End();
                        }
                        if (Game1.overlayMenu == null)
                            return;
                        Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
                        Game1.overlayMenu.draw(Game1.spriteBatch);
                        Game1.spriteBatch.End();
                    }
                    else if (Game1.showingEndOfNightStuff)
                    {
                        Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
                        if (Game1.activeClickableMenu != null)
                        {
                            try
                            {
                                GraphicsEvents.InvokeOnPreRenderGuiEvent(this.Monitor);
                                Game1.activeClickableMenu.draw(Game1.spriteBatch);
                                GraphicsEvents.InvokeOnPostRenderGuiEvent(this.Monitor);
                            }
                            catch (Exception ex)
                            {
                                this.Monitor.Log($"The {Game1.activeClickableMenu.GetType().FullName} menu crashed while drawing itself during end-of-night-stuff. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error);
                                Game1.activeClickableMenu.exitThisMenu();
                            }
                        }
                        Game1.spriteBatch.End();
                        if ((double)Game1.options.zoomLevel != 1.0)
                        {
                            this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null);
                            this.GraphicsDevice.Clear(this.bgColor);
                            Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
                            Game1.spriteBatch.Draw((Texture2D)this.screenWrapper, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screenWrapper.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
                            Game1.spriteBatch.End();
                        }
                        if (Game1.overlayMenu == null)
                            return;
                        Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
                        Game1.overlayMenu.draw(Game1.spriteBatch);
                        Game1.spriteBatch.End();
                    }
                    else if ((int)Game1.gameMode == 6)
                    {
                        Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
                        string str1 = "";
                        for (int index = 0; (double)index < gameTime.TotalGameTime.TotalMilliseconds % 999.0 / 333.0; ++index)
                            str1 += ".";
                        string str2 = Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3688");
                        string str3 = str1;
                        string s = str2 + str3;
                        string str4 = "...";
                        string str5 = str2 + str4;
                        int widthOfString = SpriteText.getWidthOfString(str5);
                        int height = 64;
                        int x = 64;
                        int y = Game1.graphics.GraphicsDevice.Viewport.TitleSafeArea.Bottom - height;
                        SpriteText.drawString(Game1.spriteBatch, s, x, y, 999999, widthOfString, height, 1f, 0.88f, false, 0, str5, -1);
                        Game1.spriteBatch.End();
                        if ((double)Game1.options.zoomLevel != 1.0)
                        {
                            this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null);
                            this.GraphicsDevice.Clear(this.bgColor);
                            Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
                            Game1.spriteBatch.Draw((Texture2D)this.screenWrapper, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screenWrapper.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
                            Game1.spriteBatch.End();
                        }
                        if (Game1.overlayMenu == null)
                            return;
                        Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
                        Game1.overlayMenu.draw(Game1.spriteBatch);
                        Game1.spriteBatch.End();
                    }
                    else
                    {
                        Microsoft.Xna.Framework.Rectangle rectangle;
                        if ((int)Game1.gameMode == 0)
                        {
                            Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
                        }
                        else
                        {
                            if (Game1.drawLighting)
                            {
                                this.GraphicsDevice.SetRenderTarget(Game1.lightmap);
                                this.GraphicsDevice.Clear(Color.White * 0.0f);
                                Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
                                Game1.spriteBatch.Draw(Game1.staminaRect, Game1.lightmap.Bounds, Game1.currentLocation.name.Equals("UndergroundMine") ? Game1.mine.getLightingColor(gameTime) : (Game1.ambientLight.Equals(Color.White) || Game1.isRaining && Game1.currentLocation.isOutdoors ? Game1.outdoorLight : Game1.ambientLight));
                                for (int index = 0; index < Game1.currentLightSources.Count; ++index)
                                {
                                    if (Utility.isOnScreen(Game1.currentLightSources.ElementAt<LightSource>(index).position, (int)((double)Game1.currentLightSources.ElementAt<LightSource>(index).radius * (double)Game1.tileSize * 4.0)))
                                        Game1.spriteBatch.Draw(Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture, Game1.GlobalToLocal(Game1.viewport, Game1.currentLightSources.ElementAt<LightSource>(index).position) / (float)(Game1.options.lightingQuality / 2), new Microsoft.Xna.Framework.Rectangle?(Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture.Bounds), 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), 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.screenWrapper);
                            }
                            if (Game1.bloomDay && Game1.bloom != null)
                                Game1.bloom.BeginDraw();
                            this.GraphicsDevice.Clear(this.bgColor);
                            Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
                            GraphicsEvents.InvokeOnPreRenderEvent(this.Monitor);
                            if (Game1.background != null)
                                Game1.background.draw(Game1.spriteBatch);
                            Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch);
                            Game1.currentLocation.Map.GetLayer("Back").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, Game1.pixelZoom);
                            Game1.currentLocation.drawWater(Game1.spriteBatch);
                            if (Game1.CurrentEvent == null)
                            {
                                foreach (NPC character in Game1.currentLocation.characters)
                                {
                                    if (!character.swimming && !character.hideShadow && (!character.isInvisible && !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(character.getTileLocation())))
                                        Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, character.position + new Vector2((float)(character.sprite.spriteWidth * Game1.pixelZoom) / 2f, (float)(character.GetBoundingBox().Height + (character.IsMonster ? 0 : Game1.pixelZoom * 3)))), new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds), Color.White, 0.0f, new Vector2((float)Game1.shadowTexture.Bounds.Center.X, (float)Game1.shadowTexture.Bounds.Center.Y), ((float)Game1.pixelZoom + (float)character.yJumpOffset / 40f) * character.scale, SpriteEffects.None, Math.Max(0.0f, (float)character.getStandingY() / 10000f) - 1E-06f);
                                }
                            }
                            else
                            {
                                foreach (NPC actor in Game1.CurrentEvent.actors)
                                {
                                    if (!actor.swimming && !actor.hideShadow && !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(actor.getTileLocation()))
                                        Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, actor.position + new Vector2((float)(actor.sprite.spriteWidth * Game1.pixelZoom) / 2f, (float)(actor.GetBoundingBox().Height + (actor.IsMonster ? 0 : (actor.sprite.spriteHeight <= 16 ? -Game1.pixelZoom : Game1.pixelZoom * 3))))), new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds), Color.White, 0.0f, new Vector2((float)Game1.shadowTexture.Bounds.Center.X, (float)Game1.shadowTexture.Bounds.Center.Y), ((float)Game1.pixelZoom + (float)actor.yJumpOffset / 40f) * actor.scale, SpriteEffects.None, Math.Max(0.0f, (float)actor.getStandingY() / 10000f) - 1E-06f);
                                }
                            }
                            Microsoft.Xna.Framework.Rectangle bounds;
                            if (Game1.displayFarmer && !Game1.player.swimming && (!Game1.player.isRidingHorse() && !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(Game1.player.getTileLocation())))
                            {
                                SpriteBatch spriteBatch = Game1.spriteBatch;
                                Texture2D shadowTexture = Game1.shadowTexture;
                                Vector2 local = Game1.GlobalToLocal(Game1.player.position + new Vector2(32f, 24f));
                                Microsoft.Xna.Framework.Rectangle? sourceRectangle = new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds);
                                Color white = Color.White;
                                double num1 = 0.0;
                                double x = (double)Game1.shadowTexture.Bounds.Center.X;
                                bounds = Game1.shadowTexture.Bounds;
                                double y = (double)bounds.Center.Y;
                                Vector2 origin = new Vector2((float)x, (float)y);
                                double num2 = 4.0 - (!Game1.player.running && !Game1.player.usingTool || Game1.player.FarmerSprite.indexInCurrentAnimation <= 1 ? 0.0 : (double)Math.Abs(FarmerRenderer.featureYOffsetPerFrame[Game1.player.FarmerSprite.CurrentFrame]) * 0.5);
                                int num3 = 0;
                                double num4 = 0.0;
                                spriteBatch.Draw(shadowTexture, local, sourceRectangle, white, (float)num1, origin, (float)num2, (SpriteEffects)num3, (float)num4);
                            }
                            Game1.currentLocation.Map.GetLayer("Buildings").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, Game1.pixelZoom);
                            Game1.mapDisplayDevice.EndScene();
                            Game1.spriteBatch.End();
                            Game1.spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
                            if (Game1.CurrentEvent == null)
                            {
                                foreach (NPC character in Game1.currentLocation.characters)
                                {
                                    if (!character.swimming && !character.hideShadow && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(character.getTileLocation()))
                                    {
                                        SpriteBatch spriteBatch = Game1.spriteBatch;
                                        Texture2D shadowTexture = Game1.shadowTexture;
                                        Vector2 local = Game1.GlobalToLocal(Game1.viewport, character.position + new Vector2((float)(character.sprite.spriteWidth * Game1.pixelZoom) / 2f, (float)(character.GetBoundingBox().Height + (character.IsMonster ? 0 : Game1.pixelZoom * 3))));
                                        Microsoft.Xna.Framework.Rectangle? sourceRectangle = new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds);
                                        Color white = Color.White;
                                        double num1 = 0.0;
                                        bounds = Game1.shadowTexture.Bounds;
                                        double x = (double)bounds.Center.X;
                                        bounds = Game1.shadowTexture.Bounds;
                                        double y = (double)bounds.Center.Y;
                                        Vector2 origin = new Vector2((float)x, (float)y);
                                        double num2 = ((double)Game1.pixelZoom + (double)character.yJumpOffset / 40.0) * (double)character.scale;
                                        int num3 = 0;
                                        double num4 = (double)Math.Max(0.0f, (float)character.getStandingY() / 10000f) - 9.99999997475243E-07;
                                        spriteBatch.Draw(shadowTexture, local, sourceRectangle, white, (float)num1, origin, (float)num2, (SpriteEffects)num3, (float)num4);
                                    }
                                }
                            }
                            else
                            {
                                foreach (NPC actor in Game1.CurrentEvent.actors)
                                {
                                    if (!actor.swimming && !actor.hideShadow && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(actor.getTileLocation()))
                                    {
                                        SpriteBatch spriteBatch = Game1.spriteBatch;
                                        Texture2D shadowTexture = Game1.shadowTexture;
                                        Vector2 local = Game1.GlobalToLocal(Game1.viewport, actor.position + new Vector2((float)(actor.sprite.spriteWidth * Game1.pixelZoom) / 2f, (float)(actor.GetBoundingBox().Height + (actor.IsMonster ? 0 : Game1.pixelZoom * 3))));
                                        Microsoft.Xna.Framework.Rectangle? sourceRectangle = new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds);
                                        Color white = Color.White;
                                        double num1 = 0.0;
                                        bounds = Game1.shadowTexture.Bounds;
                                        double x = (double)bounds.Center.X;
                                        bounds = Game1.shadowTexture.Bounds;
                                        double y = (double)bounds.Center.Y;
                                        Vector2 origin = new Vector2((float)x, (float)y);
                                        double num2 = ((double)Game1.pixelZoom + (double)actor.yJumpOffset / 40.0) * (double)actor.scale;
                                        int num3 = 0;
                                        double num4 = (double)Math.Max(0.0f, (float)actor.getStandingY() / 10000f) - 9.99999997475243E-07;
                                        spriteBatch.Draw(shadowTexture, local, sourceRectangle, white, (float)num1, origin, (float)num2, (SpriteEffects)num3, (float)num4);
                                    }
                                }
                            }
                            if (Game1.displayFarmer && !Game1.player.swimming && (!Game1.player.isRidingHorse() && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(Game1.player.getTileLocation())))
                            {
                                SpriteBatch spriteBatch = Game1.spriteBatch;
                                Texture2D shadowTexture = Game1.shadowTexture;
                                Vector2 local = Game1.GlobalToLocal(Game1.player.position + new Vector2(32f, 24f));
                                Microsoft.Xna.Framework.Rectangle? sourceRectangle = new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds);
                                Color white = Color.White;
                                double num1 = 0.0;
                                double x = (double)Game1.shadowTexture.Bounds.Center.X;
                                rectangle = Game1.shadowTexture.Bounds;
                                double y = (double)rectangle.Center.Y;
                                Vector2 origin = new Vector2((float)x, (float)y);
                                double num2 = 4.0 - (!Game1.player.running && !Game1.player.usingTool || Game1.player.FarmerSprite.indexInCurrentAnimation <= 1 ? 0.0 : (double)Math.Abs(FarmerRenderer.featureYOffsetPerFrame[Game1.player.FarmerSprite.CurrentFrame]) * 0.5);
                                int num3 = 0;
                                double num4 = (double)Math.Max(0.0001f, (float)((double)Game1.player.getStandingY() / 10000.0 + 0.000110000000859145)) - 9.99999974737875E-05;
                                spriteBatch.Draw(shadowTexture, local, sourceRectangle, white, (float)num1, origin, (float)num2, (SpriteEffects)num3, (float)num4);
                            }
                            if (Game1.displayFarmer)
                                Game1.player.draw(Game1.spriteBatch);
                            if ((Game1.eventUp || Game1.killScreen) && (!Game1.killScreen && Game1.currentLocation.currentEvent != null))
                                Game1.currentLocation.currentEvent.draw(Game1.spriteBatch);
                            if (Game1.player.currentUpgrade != null && Game1.player.currentUpgrade.daysLeftTillUpgradeDone <= 3 && Game1.currentLocation.Name.Equals("Farm"))
                                Game1.spriteBatch.Draw(Game1.player.currentUpgrade.workerTexture, Game1.GlobalToLocal(Game1.viewport, Game1.player.currentUpgrade.positionOfCarpenter), new Microsoft.Xna.Framework.Rectangle?(Game1.player.currentUpgrade.getSourceRectangle()), Color.White, 0.0f, Vector2.Zero, 1f, SpriteEffects.None, (float)(((double)Game1.player.currentUpgrade.positionOfCarpenter.Y + (double)(Game1.tileSize * 3 / 4)) / 10000.0));
                            Game1.currentLocation.draw(Game1.spriteBatch);
                            if (Game1.eventUp && Game1.currentLocation.currentEvent != null)
                            {
                                string messageToScreen = Game1.currentLocation.currentEvent.messageToScreen;
                            }
                            if (Game1.player.ActiveObject == null && (Game1.player.UsingTool || Game1.pickingTool) && (Game1.player.CurrentTool != null && (!Game1.player.CurrentTool.Name.Equals("Seeds") || Game1.pickingTool)))
                                Game1.drawTool(Game1.player);
                            if (Game1.currentLocation.Name.Equals("Farm"))
                                this.drawFarmBuildings();
                            if (Game1.tvStation >= 0)
                                Game1.spriteBatch.Draw(Game1.tvStationTexture, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(6 * Game1.tileSize + Game1.tileSize / 4), (float)(2 * Game1.tileSize + Game1.tileSize / 2))), new Microsoft.Xna.Framework.Rectangle?(new Microsoft.Xna.Framework.Rectangle(Game1.tvStation * 24, 0, 24, 15)), Color.White, 0.0f, Vector2.Zero, 4f, SpriteEffects.None, 1E-08f);
                            if (Game1.panMode)
                            {
                                Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle((int)Math.Floor((double)(Game1.getOldMouseX() + Game1.viewport.X) / (double)Game1.tileSize) * Game1.tileSize - Game1.viewport.X, (int)Math.Floor((double)(Game1.getOldMouseY() + Game1.viewport.Y) / (double)Game1.tileSize) * Game1.tileSize - Game1.viewport.Y, Game1.tileSize, Game1.tileSize), Color.Lime * 0.75f);
                                foreach (Warp warp in Game1.currentLocation.warps)
                                    Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(warp.X * Game1.tileSize - Game1.viewport.X, warp.Y * Game1.tileSize - Game1.viewport.Y, Game1.tileSize, Game1.tileSize), Color.Red * 0.75f);
                            }
                            Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch);
                            Game1.currentLocation.Map.GetLayer("Front").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, Game1.pixelZoom);
                            Game1.mapDisplayDevice.EndScene();
                            Game1.currentLocation.drawAboveFrontLayer(Game1.spriteBatch);
                            Game1.spriteBatch.End();
                            Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
                            if (Game1.currentLocation.Name.Equals("Farm") && Game1.stats.SeedsSown >= 200U)
                            {
                                Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(3 * Game1.tileSize + Game1.tileSize / 4), (float)(Game1.tileSize + Game1.tileSize / 3))), new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16, -1, -1)), Color.White);
                                Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(4 * Game1.tileSize + Game1.tileSize), (float)(2 * Game1.tileSize + Game1.tileSize))), new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16, -1, -1)), Color.White);
                                Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(5 * Game1.tileSize), (float)(2 * Game1.tileSize))), new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16, -1, -1)), Color.White);
                                Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(3 * Game1.tileSize + Game1.tileSize / 2), (float)(3 * Game1.tileSize))), new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16, -1, -1)), Color.White);
                                Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(5 * Game1.tileSize - Game1.tileSize / 4), (float)Game1.tileSize)), new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16, -1, -1)), Color.White);
                                Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(4 * Game1.tileSize), (float)(3 * Game1.tileSize + Game1.tileSize / 6))), new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16, -1, -1)), Color.White);
                                Game1.spriteBatch.Draw(Game1.debrisSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(4 * Game1.tileSize + Game1.tileSize / 5), (float)(2 * Game1.tileSize + Game1.tileSize / 3))), new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.debrisSpriteSheet, 16, -1, -1)), Color.White);
                            }
                            if (Game1.displayFarmer && Game1.player.ActiveObject != null && (Game1.player.ActiveObject.bigCraftable && this.checkBigCraftableBoundariesForFrontLayer()) && Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.getStandingX(), Game1.player.getStandingY()), Game1.viewport.Size) == null)
                                Game1.drawPlayerHeldObject(Game1.player);
                            else if (Game1.displayFarmer && Game1.player.ActiveObject != null)
                            {
                                if (Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location((int)Game1.player.position.X, (int)Game1.player.position.Y - Game1.tileSize * 3 / 5), Game1.viewport.Size) == null || Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location((int)Game1.player.position.X, (int)Game1.player.position.Y - Game1.tileSize * 3 / 5), Game1.viewport.Size).TileIndexProperties.ContainsKey("FrontAlways"))
                                {
                                    Layer layer1 = Game1.currentLocation.Map.GetLayer("Front");
                                    rectangle = Game1.player.GetBoundingBox();
                                    Location mapDisplayLocation1 = new Location(rectangle.Right, (int)Game1.player.position.Y - Game1.tileSize * 3 / 5);
                                    Size size1 = Game1.viewport.Size;
                                    if (layer1.PickTile(mapDisplayLocation1, size1) != null)
                                    {
                                        Layer layer2 = Game1.currentLocation.Map.GetLayer("Front");
                                        rectangle = Game1.player.GetBoundingBox();
                                        Location mapDisplayLocation2 = new Location(rectangle.Right, (int)Game1.player.position.Y - Game1.tileSize * 3 / 5);
                                        Size size2 = Game1.viewport.Size;
                                        if (layer2.PickTile(mapDisplayLocation2, size2).TileIndexProperties.ContainsKey("FrontAlways"))
                                            goto label_127;
                                    }
                                    else
                                        goto label_127;
                                }
                                Game1.drawPlayerHeldObject(Game1.player);
                            }
                            label_127:
                            if ((Game1.player.UsingTool || Game1.pickingTool) && Game1.player.CurrentTool != null && ((!Game1.player.CurrentTool.Name.Equals("Seeds") || Game1.pickingTool) && (Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.getStandingX(), (int)Game1.player.position.Y - Game1.tileSize * 3 / 5), Game1.viewport.Size) != null && Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.getStandingX(), Game1.player.getStandingY()), Game1.viewport.Size) == null)))
                                Game1.drawTool(Game1.player);
                            if (Game1.currentLocation.Map.GetLayer("AlwaysFront") != null)
                            {
                                Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch);
                                Game1.currentLocation.Map.GetLayer("AlwaysFront").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, Game1.pixelZoom);
                                Game1.mapDisplayDevice.EndScene();
                            }
                            if ((double)Game1.toolHold > 400.0 && Game1.player.CurrentTool.UpgradeLevel >= 1 && Game1.player.canReleaseTool)
                            {
                                Color color = Color.White;
                                switch ((int)((double)Game1.toolHold / 600.0) + 2)
                                {
                                    case 1:
                                        color = Tool.copperColor;
                                        break;
                                    case 2:
                                        color = Tool.steelColor;
                                        break;
                                    case 3:
                                        color = Tool.goldColor;
                                        break;
                                    case 4:
                                        color = Tool.iridiumColor;
                                        break;
                                }
                                Game1.spriteBatch.Draw(Game1.littleEffect, new Microsoft.Xna.Framework.Rectangle((int)Game1.player.getLocalPosition(Game1.viewport).X - 2, (int)Game1.player.getLocalPosition(Game1.viewport).Y - (Game1.player.CurrentTool.Name.Equals("Watering Can") ? 0 : Game1.tileSize) - 2, (int)((double)Game1.toolHold % 600.0 * 0.0799999982118607) + 4, Game1.tileSize / 8 + 4), Color.Black);
                                Game1.spriteBatch.Draw(Game1.littleEffect, new Microsoft.Xna.Framework.Rectangle((int)Game1.player.getLocalPosition(Game1.viewport).X, (int)Game1.player.getLocalPosition(Game1.viewport).Y - (Game1.player.CurrentTool.Name.Equals("Watering Can") ? 0 : Game1.tileSize), (int)((double)Game1.toolHold % 600.0 * 0.0799999982118607), Game1.tileSize / 8), color);
                            }
                            if (Game1.isDebrisWeather && Game1.currentLocation.IsOutdoors && (!Game1.currentLocation.ignoreDebrisWeather && !Game1.currentLocation.Name.Equals("Desert")) && Game1.viewport.X > -10)
                            {
                                foreach (WeatherDebris weatherDebris in Game1.debrisWeather)
                                    weatherDebris.draw(Game1.spriteBatch);
                            }
                            if (Game1.farmEvent != null)
                                Game1.farmEvent.draw(Game1.spriteBatch);
                            if ((double)Game1.currentLocation.LightLevel > 0.0 && Game1.timeOfDay < 2000)
                                Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.Black * Game1.currentLocation.LightLevel);
                            if (Game1.screenGlow)
                                Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Game1.screenGlowColor * Game1.screenGlowAlpha);
                            Game1.currentLocation.drawAboveAlwaysFrontLayer(Game1.spriteBatch);
                            if (Game1.player.CurrentTool != null && Game1.player.CurrentTool is FishingRod && ((Game1.player.CurrentTool as FishingRod).isTimingCast || (double)(Game1.player.CurrentTool as FishingRod).castingChosenCountdown > 0.0 || ((Game1.player.CurrentTool as FishingRod).fishCaught || (Game1.player.CurrentTool as FishingRod).showingTreasure)))
                                Game1.player.CurrentTool.draw(Game1.spriteBatch);
                            if (Game1.isRaining && Game1.currentLocation.IsOutdoors && (!Game1.currentLocation.Name.Equals("Desert") && !(Game1.currentLocation is Summit)) && (!Game1.eventUp || Game1.currentLocation.isTileOnMap(new Vector2((float)(Game1.viewport.X / Game1.tileSize), (float)(Game1.viewport.Y / Game1.tileSize)))))
                            {
                                for (int index = 0; index < Game1.rainDrops.Length; ++index)
                                    Game1.spriteBatch.Draw(Game1.rainTexture, Game1.rainDrops[index].position, new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.rainTexture, Game1.rainDrops[index].frame, -1, -1)), Color.White);
                            }
                            Game1.spriteBatch.End();
                            //base.Draw(gameTime);
                            Game1.spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
                            if (Game1.eventUp && Game1.currentLocation.currentEvent != null)
                            {
                                foreach (NPC actor in Game1.currentLocation.currentEvent.actors)
                                {
                                    if (actor.isEmoting)
                                    {
                                        Vector2 localPosition = actor.getLocalPosition(Game1.viewport);
                                        localPosition.Y -= (float)(Game1.tileSize * 2 + Game1.pixelZoom * 3);
                                        if (actor.age == 2)
                                            localPosition.Y += (float)(Game1.tileSize / 2);
                                        else if (actor.gender == 1)
                                            localPosition.Y += (float)(Game1.tileSize / 6);
                                        Game1.spriteBatch.Draw(Game1.emoteSpriteSheet, localPosition, new Microsoft.Xna.Framework.Rectangle?(new Microsoft.Xna.Framework.Rectangle(actor.CurrentEmoteIndex * (Game1.tileSize / 4) % Game1.emoteSpriteSheet.Width, actor.CurrentEmoteIndex * (Game1.tileSize / 4) / Game1.emoteSpriteSheet.Width * (Game1.tileSize / 4), Game1.tileSize / 4, Game1.tileSize / 4)), Color.White, 0.0f, Vector2.Zero, 4f, SpriteEffects.None, (float)actor.getStandingY() / 10000f);
                                    }
                                }
                            }
                            Game1.spriteBatch.End();
                            if (Game1.drawLighting)
                            {
                                Game1.spriteBatch.Begin(SpriteSortMode.Deferred, this.lightingBlend, SamplerState.LinearClamp, (DepthStencilState)null, (RasterizerState)null);
                                Game1.spriteBatch.Draw((Texture2D)Game1.lightmap, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(Game1.lightmap.Bounds), Color.White, 0.0f, Vector2.Zero, (float)(Game1.options.lightingQuality / 2), SpriteEffects.None, 1f);
                                if (Game1.isRaining && Game1.currentLocation.isOutdoors && !(Game1.currentLocation is Desert))
                                    Game1.spriteBatch.Draw(Game1.staminaRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.OrangeRed * 0.45f);
                                Game1.spriteBatch.End();
                            }
                            Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
                            if (Game1.drawGrid)
                            {
                                int x1 = -Game1.viewport.X % Game1.tileSize;
                                float num1 = (float)(-Game1.viewport.Y % Game1.tileSize);
                                int x2 = x1;
                                while (x2 < Game1.graphics.GraphicsDevice.Viewport.Width)
                                {
                                    Game1.spriteBatch.Draw(Game1.staminaRect, new Microsoft.Xna.Framework.Rectangle(x2, (int)num1, 1, Game1.graphics.GraphicsDevice.Viewport.Height), Color.Red * 0.5f);
                                    x2 += Game1.tileSize;
                                }
                                float num2 = num1;
                                while ((double)num2 < (double)Game1.graphics.GraphicsDevice.Viewport.Height)
                                {
                                    Game1.spriteBatch.Draw(Game1.staminaRect, new Microsoft.Xna.Framework.Rectangle(x1, (int)num2, Game1.graphics.GraphicsDevice.Viewport.Width, 1), Color.Red * 0.5f);
                                    num2 += (float)Game1.tileSize;
                                }
                            }
                            if (Game1.currentBillboard != 0)
                                this.drawBillboard();
                            if ((Game1.displayHUD || Game1.eventUp) && (Game1.currentBillboard == 0 && (int)Game1.gameMode == 3) && (!Game1.freezeControls && !Game1.panMode))
                            {
                                GraphicsEvents.InvokeOnPreRenderHudEvent(this.Monitor);
                                this.drawHUD();
                                GraphicsEvents.InvokeOnPostRenderHudEvent(this.Monitor);
                            }
                            else if (Game1.activeClickableMenu == null && Game1.farmEvent == null)
                                Game1.spriteBatch.Draw(Game1.mouseCursors, new Vector2((float)Game1.getOldMouseX(), (float)Game1.getOldMouseY()), new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.mouseCursors, 0, 16, 16)), Color.White, 0.0f, Vector2.Zero, (float)(4.0 + (double)Game1.dialogueButtonScale / 150.0), SpriteEffects.None, 1f);
                            if (Game1.hudMessages.Count > 0 && (!Game1.eventUp || Game1.isFestival()))
                            {
                                for (int i = Game1.hudMessages.Count - 1; i >= 0; --i)
                                    Game1.hudMessages[i].draw(Game1.spriteBatch, i);
                            }
                        }
                        if (Game1.farmEvent != null)
                            Game1.farmEvent.draw(Game1.spriteBatch);
                        if (Game1.dialogueUp && !Game1.nameSelectUp && !Game1.messagePause && (Game1.activeClickableMenu == null || !(Game1.activeClickableMenu is DialogueBox)))
                            this.drawDialogueBox();
                        Viewport viewport;
                        if (Game1.progressBar)
                        {
                            SpriteBatch spriteBatch1 = Game1.spriteBatch;
                            Texture2D fadeToBlackRect = Game1.fadeToBlackRect;
                            int x1 = (Game1.graphics.GraphicsDevice.Viewport.TitleSafeArea.Width - Game1.dialogueWidth) / 2;
                            rectangle = Game1.graphics.GraphicsDevice.Viewport.TitleSafeArea;
                            int y1 = rectangle.Bottom - Game1.tileSize * 2;
                            int dialogueWidth = Game1.dialogueWidth;
                            int height1 = Game1.tileSize / 2;
                            Microsoft.Xna.Framework.Rectangle destinationRectangle1 = new Microsoft.Xna.Framework.Rectangle(x1, y1, dialogueWidth, height1);
                            Color lightGray = Color.LightGray;
                            spriteBatch1.Draw(fadeToBlackRect, destinationRectangle1, lightGray);
                            SpriteBatch spriteBatch2 = Game1.spriteBatch;
                            Texture2D staminaRect = Game1.staminaRect;
                            viewport = Game1.graphics.GraphicsDevice.Viewport;
                            int x2 = (viewport.TitleSafeArea.Width - Game1.dialogueWidth) / 2;
                            viewport = Game1.graphics.GraphicsDevice.Viewport;
                            rectangle = viewport.TitleSafeArea;
                            int y2 = rectangle.Bottom - Game1.tileSize * 2;
                            int width = (int)((double)Game1.pauseAccumulator / (double)Game1.pauseTime * (double)Game1.dialogueWidth);
                            int height2 = Game1.tileSize / 2;
                            Microsoft.Xna.Framework.Rectangle destinationRectangle2 = new Microsoft.Xna.Framework.Rectangle(x2, y2, width, height2);
                            Color dimGray = Color.DimGray;
                            spriteBatch2.Draw(staminaRect, destinationRectangle2, dimGray);
                        }
                        if (Game1.eventUp && Game1.currentLocation != null && Game1.currentLocation.currentEvent != null)
                            Game1.currentLocation.currentEvent.drawAfterMap(Game1.spriteBatch);
                        if (Game1.isRaining && Game1.currentLocation != null && (Game1.currentLocation.isOutdoors && !(Game1.currentLocation is Desert)))
                        {
                            SpriteBatch spriteBatch = Game1.spriteBatch;
                            Texture2D staminaRect = Game1.staminaRect;
                            viewport = Game1.graphics.GraphicsDevice.Viewport;
                            Microsoft.Xna.Framework.Rectangle bounds = viewport.Bounds;
                            Color color = Color.Blue * 0.2f;
                            spriteBatch.Draw(staminaRect, bounds, color);
                        }
                        if ((Game1.fadeToBlack || Game1.globalFade) && !Game1.menuUp && (!Game1.nameSelectUp || Game1.messagePause))
                        {
                            SpriteBatch spriteBatch = Game1.spriteBatch;
                            Texture2D fadeToBlackRect = Game1.fadeToBlackRect;
                            viewport = Game1.graphics.GraphicsDevice.Viewport;
                            Microsoft.Xna.Framework.Rectangle bounds = viewport.Bounds;
                            Color color = Color.Black * ((int)Game1.gameMode == 0 ? 1f - Game1.fadeToBlackAlpha : Game1.fadeToBlackAlpha);
                            spriteBatch.Draw(fadeToBlackRect, bounds, color);
                        }
                        else if ((double)Game1.flashAlpha > 0.0)
                        {
                            if (Game1.options.screenFlash)
                            {
                                SpriteBatch spriteBatch = Game1.spriteBatch;
                                Texture2D fadeToBlackRect = Game1.fadeToBlackRect;
                                viewport = Game1.graphics.GraphicsDevice.Viewport;
                                Microsoft.Xna.Framework.Rectangle bounds = viewport.Bounds;
                                Color color = Color.White * Math.Min(1f, Game1.flashAlpha);
                                spriteBatch.Draw(fadeToBlackRect, bounds, color);
                            }
                            Game1.flashAlpha -= 0.1f;
                        }
                        if ((Game1.messagePause || Game1.globalFade) && Game1.dialogueUp)
                            this.drawDialogueBox();
                        foreach (TemporaryAnimatedSprite overlayTempSprite in Game1.screenOverlayTempSprites)
                            overlayTempSprite.draw(Game1.spriteBatch, true, 0, 0);
                        if (Game1.debugMode)
                        {
                            SpriteBatch spriteBatch = Game1.spriteBatch;
                            SpriteFont smallFont = Game1.smallFont;
                            object[] objArray = new object[10];
                            int index1 = 0;
                            string str1;
                            if (!Game1.panMode)
                                str1 = "player: " + (object)(Game1.player.getStandingX() / Game1.tileSize) + ", " + (object)(Game1.player.getStandingY() / Game1.tileSize);
                            else
                                str1 = ((Game1.getOldMouseX() + Game1.viewport.X) / Game1.tileSize).ToString() + "," + (object)((Game1.getOldMouseY() + Game1.viewport.Y) / Game1.tileSize);
                            objArray[index1] = (object)str1;
                            int index2 = 1;
                            string str2 = " mouseTransparency: ";
                            objArray[index2] = (object)str2;
                            int index3 = 2;
                            float cursorTransparency = Game1.mouseCursorTransparency;
                            objArray[index3] = (object)cursorTransparency;
                            int index4 = 3;
                            string str3 = " mousePosition: ";
                            objArray[index4] = (object)str3;
                            int index5 = 4;
                            int mouseX = Game1.getMouseX();
                            objArray[index5] = (object)mouseX;
                            int index6 = 5;
                            string str4 = ",";
                            objArray[index6] = (object)str4;
                            int index7 = 6;
                            int mouseY = Game1.getMouseY();
                            objArray[index7] = (object)mouseY;
                            int index8 = 7;
                            string newLine = Environment.NewLine;
                            objArray[index8] = (object)newLine;
                            int index9 = 8;
                            string str5 = "debugOutput: ";
                            objArray[index9] = (object)str5;
                            int index10 = 9;
                            string debugOutput = Game1.debugOutput;
                            objArray[index10] = (object)debugOutput;
                            string text = string.Concat(objArray);
                            Vector2 position = new Vector2((float)this.GraphicsDevice.Viewport.TitleSafeArea.X, (float)this.GraphicsDevice.Viewport.TitleSafeArea.Y);
                            Color red = Color.Red;
                            double num1 = 0.0;
                            Vector2 zero = Vector2.Zero;
                            double num2 = 1.0;
                            int num3 = 0;
                            double num4 = 0.99999988079071;
                            spriteBatch.DrawString(smallFont, text, position, red, (float)num1, zero, (float)num2, (SpriteEffects)num3, (float)num4);
                        }
                        if (Game1.showKeyHelp)
                            Game1.spriteBatch.DrawString(Game1.smallFont, Game1.keyHelpString, new Vector2((float)Game1.tileSize, (float)(Game1.viewport.Height - Game1.tileSize - (Game1.dialogueUp ? Game1.tileSize * 3 + (Game1.isQuestion ? Game1.questionChoices.Count * Game1.tileSize : 0) : 0)) - Game1.smallFont.MeasureString(Game1.keyHelpString).Y), Color.LightGray, 0.0f, Vector2.Zero, 1f, SpriteEffects.None, 0.9999999f);
                        if (Game1.activeClickableMenu != null)
                        {
                            try
                            {
                                GraphicsEvents.InvokeOnPreRenderGuiEvent(this.Monitor);
                                Game1.activeClickableMenu.draw(Game1.spriteBatch);
                                GraphicsEvents.InvokeOnPostRenderGuiEvent(this.Monitor);
                            }
                            catch (Exception ex)
                            {
                                this.Monitor.Log($"The {Game1.activeClickableMenu.GetType().FullName} menu crashed while drawing itself. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error);
                                Game1.activeClickableMenu.exitThisMenu();
                            }
                        }
                        else if (Game1.farmEvent != null)
                            Game1.farmEvent.drawAboveEverything(Game1.spriteBatch);
                        Game1.spriteBatch.End();
                        if (Game1.overlayMenu != null)
                        {
                            Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
                            Game1.overlayMenu.draw(Game1.spriteBatch);
                            Game1.spriteBatch.End();
                        }

                        if (GraphicsEvents.HasPostRenderListeners())
                        {
                            Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
                            GraphicsEvents.InvokeOnPostRenderEvent(this.Monitor);
                            Game1.spriteBatch.End();
                        }

                        this.renderScreenBuffer();
                    }
                }
            }
        }

        /****
        ** Methods
        ****/
        /// <summary>Perform any cleanup needed when the player unloads a save and returns to the title screen.</summary>
        private void CleanupAfterReturnToTitle()
        {
            Context.IsWorldReady = false;
            this.AfterLoadTimer = 5;
            this.PreviousSaveID = 0;
        }

        /// <summary>Get the buttons pressed in the given stats.</summary>
        /// <param name="keyboard">The keyboard state.</param>
        /// <param name="mouse">The mouse state.</param>
        /// <param name="controller">The controller state.</param>
        private IEnumerable<SButton> GetPressedButtons(KeyboardState keyboard, MouseState mouse, GamePadState controller)
        {
            // keyboard
            foreach (Keys key in keyboard.GetPressedKeys())
                yield return key.ToSButton();

            // mouse
            if (mouse.LeftButton == ButtonState.Pressed)
                yield return SButton.MouseLeft;
            if (mouse.RightButton == ButtonState.Pressed)
                yield return SButton.MouseRight;
            if (mouse.MiddleButton == ButtonState.Pressed)
                yield return SButton.MouseMiddle;
            if (mouse.XButton1 == ButtonState.Pressed)
                yield return SButton.MouseX1;
            if (mouse.XButton2 == ButtonState.Pressed)
                yield return SButton.MouseX2;

            // controller
            if (controller.IsConnected)
            {
                if (controller.Buttons.A == ButtonState.Pressed)
                    yield return SButton.ControllerA;
                if (controller.Buttons.B == ButtonState.Pressed)
                    yield return SButton.ControllerB;
                if (controller.Buttons.Back == ButtonState.Pressed)
                    yield return SButton.ControllerBack;
                if (controller.Buttons.BigButton == ButtonState.Pressed)
                    yield return SButton.BigButton;
                if (controller.Buttons.LeftShoulder == ButtonState.Pressed)
                    yield return SButton.LeftShoulder;
                if (controller.Buttons.LeftStick == ButtonState.Pressed)
                    yield return SButton.LeftStick;
                if (controller.Buttons.RightShoulder == ButtonState.Pressed)
                    yield return SButton.RightShoulder;
                if (controller.Buttons.RightStick == ButtonState.Pressed)
                    yield return SButton.RightStick;
                if (controller.Buttons.Start == ButtonState.Pressed)
                    yield return SButton.ControllerStart;
                if (controller.Buttons.X == ButtonState.Pressed)
                    yield return SButton.ControllerX;
                if (controller.Buttons.Y == ButtonState.Pressed)
                    yield return SButton.ControllerY;
                if (controller.DPad.Up == ButtonState.Pressed)
                    yield return SButton.DPadUp;
                if (controller.DPad.Down == ButtonState.Pressed)
                    yield return SButton.DPadDown;
                if (controller.DPad.Left == ButtonState.Pressed)
                    yield return SButton.DPadLeft;
                if (controller.DPad.Right == ButtonState.Pressed)
                    yield return SButton.DPadRight;
                if (controller.Triggers.Left > 0.2f)
                    yield return SButton.LeftTrigger;
                if (controller.Triggers.Right > 0.2f)
                    yield return SButton.RightTrigger;
            }
        }

        /// <summary>Get the player inventory changes between two states.</summary>
        /// <param name="current">The player's current inventory.</param>
        /// <param name="previous">The player's previous inventory.</param>
        private IEnumerable<ItemStackChange> GetInventoryChanges(IEnumerable<Item> current, IDictionary<Item, int> 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 };
                }
            }
        }

        /// <summary>Get a hash value for an enumeration.</summary>
        /// <param name="enumerable">The enumeration of items to hash.</param>
        private int GetHash(IEnumerable enumerable)
        {
            int hash = 0;
            foreach (object v in enumerable)
                hash ^= v.GetHashCode();
            return hash;
        }
    }
}