summaryrefslogtreecommitdiff
path: root/src/StardewModdingAPI/Framework/SGame.cs
blob: 7e04c391e461f89195b0539d89a26f679286b611 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Threading.Tasks;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using StardewModdingAPI.Events;
using StardewModdingAPI.Framework.Reflection;
using StardewValley;
using StardewValley.BellsAndWhistles;
using StardewValley.Locations;
using StardewValley.Menus;
using StardewValley.Tools;
using xTile.Dimensions;
using xTile.Layers;
using SFarmer = StardewValley.Farmer;

namespace StardewModdingAPI.Framework
{
    /// <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>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 player has loaded a save and the world has finished initialising.</summary>
        private bool IsWorldReady => this.AfterLoadTimer < 0;

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

        /// <summary>Whether the game's zoom level is at 100% (i.e. nothing should be scaled).</summary>
        public bool ZoomLevelIsOne => Game1.options.zoomLevel.Equals(1.0f);

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

        /****
        ** Game state
        ****/
        /// <summary>Arrays of pressed controller buttons indexed by <see cref="PlayerIndex"/>.</summary>
        private readonly Buttons[][] PreviouslyPressedButtons = { new Buttons[0], new Buttons[0], new Buttons[0], new Buttons[0] };

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

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

        /// <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 latest tick.</summary>
        private MouseState MStateNow;

        /// <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 MStatePrior;

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

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

        /// <summary>The keys that were pressed as of the latest tick.</summary>
        private Keys[] CurrentlyPressedKeys => this.KStateNow.GetPressedKeys();

        /// <summary>The keys that were pressed as of the previous tick.</summary>
        private Keys[] PreviouslyPressedKeys => this.KStatePrior.GetPressedKeys();

        /// <summary>The keys that just entered the down state.</summary>
        private Keys[] FramePressedKeys => this.CurrentlyPressedKeys.Except(this.PreviouslyPressedKeys).ToArray();

        /// <summary>The keys that just entered the up state.</summary>
        private Keys[] FrameReleasedKeys => this.PreviouslyPressedKeys.Except(this.CurrentlyPressedKeys).ToArray();

        /// <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;

        /// <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;

        /// <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
        ****/
        // ReSharper disable ArrangeStaticMemberQualifier, ArrangeThisQualifier, InconsistentNaming
        /// <summary>Used to access private fields and methods.</summary>
        private static readonly IReflectionHelper Reflection = new ReflectionHelper();
        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


        /*********
        ** Protected methods
        *********/
        /// <summary>Construct an instance.</summary>
        /// <param name="monitor">Encapsulates monitoring and logging.</param>
        internal SGame(IMonitor monitor)
        {
            this.Monitor = monitor;
            this.FirstUpdate = true;
            SGame.Instance = this;

            Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef; // required by Stardew Valley
        }

        /****
        ** 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 new SContentManager(this.Content.ServiceProvider, this.Content.RootDirectory, this.Monitor);
        }

        /// <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)
        {
            // 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;
            }

            // raise game loaded
            if (this.FirstUpdate)
            {
                GameEvents.InvokeInitialize(this.Monitor);
                GameEvents.InvokeLoadContent(this.Monitor);
                GameEvents.InvokeGameLoaded(this.Monitor);
            }

            // update SMAPI events
            this.UpdateEventCalls();

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

            // raise update events
            GameEvents.InvokeUpdateTick(this.Monitor);
            if (this.FirstUpdate)
            {
                GameEvents.InvokeFirstUpdateTick(this.Monitor);
                this.FirstUpdate = false;
            }
            if (this.CurrentUpdateTick % 2 == 0)
                GameEvents.InvokeSecondUpdateTick(this.Monitor);
            if (this.CurrentUpdateTick % 4 == 0)
                GameEvents.InvokeFourthUpdateTick(this.Monitor);
            if (this.CurrentUpdateTick % 8 == 0)
                GameEvents.InvokeEighthUpdateTick(this.Monitor);
            if (this.CurrentUpdateTick % 15 == 0)
                GameEvents.InvokeQuarterSecondTick(this.Monitor);
            if (this.CurrentUpdateTick % 30 == 0)
                GameEvents.InvokeHalfSecondTick(this.Monitor);
            if (this.CurrentUpdateTick % 60 == 0)
                GameEvents.InvokeOneSecondTick(this.Monitor);
            this.CurrentUpdateTick += 1;
            if (this.CurrentUpdateTick >= 60)
                this.CurrentUpdateTick = 0;

            // track keyboard state
            this.KStatePrior = this.KStateNow;

            // track controller button state
            for (var i = PlayerIndex.One; i <= PlayerIndex.Four; i++)
                this.PreviouslyPressedButtons[(int)i] = this.GetButtonsDown(i);
        }

        /// <summary>The method called to draw everything to the screen.</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")]
        protected override void Draw(GameTime gameTime)
        {
            Context.IsInDrawLoop = true;
            try
            {
                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();
                        }
                    }
                }
            }
            catch (Exception ex)
            {
                this.Monitor.Log($"An error occured in the overridden draw loop: {ex.GetLogSummary()}", LogLevel.Error);
            }
            Context.IsInDrawLoop = false;
        }

        /****
        ** Methods
        ****/
        /// <summary>Get the controller buttons which are currently pressed.</summary>
        /// <param name="index">The controller to check.</param>
        private Buttons[] GetButtonsDown(PlayerIndex index)
        {
            var state = GamePad.GetState(index);
            var buttons = new List<Buttons>();
            if (state.IsConnected)
            {
                if (state.Buttons.A == ButtonState.Pressed) buttons.Add(Buttons.A);
                if (state.Buttons.B == ButtonState.Pressed) buttons.Add(Buttons.B);
                if (state.Buttons.Back == ButtonState.Pressed) buttons.Add(Buttons.Back);
                if (state.Buttons.BigButton == ButtonState.Pressed) buttons.Add(Buttons.BigButton);
                if (state.Buttons.LeftShoulder == ButtonState.Pressed) buttons.Add(Buttons.LeftShoulder);
                if (state.Buttons.LeftStick == ButtonState.Pressed) buttons.Add(Buttons.LeftStick);
                if (state.Buttons.RightShoulder == ButtonState.Pressed) buttons.Add(Buttons.RightShoulder);
                if (state.Buttons.RightStick == ButtonState.Pressed) buttons.Add(Buttons.RightStick);
                if (state.Buttons.Start == ButtonState.Pressed) buttons.Add(Buttons.Start);
                if (state.Buttons.X == ButtonState.Pressed) buttons.Add(Buttons.X);
                if (state.Buttons.Y == ButtonState.Pressed) buttons.Add(Buttons.Y);
                if (state.DPad.Up == ButtonState.Pressed) buttons.Add(Buttons.DPadUp);
                if (state.DPad.Down == ButtonState.Pressed) buttons.Add(Buttons.DPadDown);
                if (state.DPad.Left == ButtonState.Pressed) buttons.Add(Buttons.DPadLeft);
                if (state.DPad.Right == ButtonState.Pressed) buttons.Add(Buttons.DPadRight);
                if (state.Triggers.Left > 0.2f) buttons.Add(Buttons.LeftTrigger);
                if (state.Triggers.Right > 0.2f) buttons.Add(Buttons.RightTrigger);
            }
            return buttons.ToArray();
        }

        /// <summary>Get the controller buttons which were pressed after the last update.</summary>
        /// <param name="index">The controller to check.</param>
        private Buttons[] GetFramePressedButtons(PlayerIndex index)
        {
            var state = GamePad.GetState(index);
            var buttons = new List<Buttons>();
            if (state.IsConnected)
            {
                if (this.WasButtonJustPressed(Buttons.A, state.Buttons.A, index)) buttons.Add(Buttons.A);
                if (this.WasButtonJustPressed(Buttons.B, state.Buttons.B, index)) buttons.Add(Buttons.B);
                if (this.WasButtonJustPressed(Buttons.Back, state.Buttons.Back, index)) buttons.Add(Buttons.Back);
                if (this.WasButtonJustPressed(Buttons.BigButton, state.Buttons.BigButton, index)) buttons.Add(Buttons.BigButton);
                if (this.WasButtonJustPressed(Buttons.LeftShoulder, state.Buttons.LeftShoulder, index)) buttons.Add(Buttons.LeftShoulder);
                if (this.WasButtonJustPressed(Buttons.LeftStick, state.Buttons.LeftStick, index)) buttons.Add(Buttons.LeftStick);
                if (this.WasButtonJustPressed(Buttons.RightShoulder, state.Buttons.RightShoulder, index)) buttons.Add(Buttons.RightShoulder);
                if (this.WasButtonJustPressed(Buttons.RightStick, state.Buttons.RightStick, index)) buttons.Add(Buttons.RightStick);
                if (this.WasButtonJustPressed(Buttons.Start, state.Buttons.Start, index)) buttons.Add(Buttons.Start);
                if (this.WasButtonJustPressed(Buttons.X, state.Buttons.X, index)) buttons.Add(Buttons.X);
                if (this.WasButtonJustPressed(Buttons.Y, state.Buttons.Y, index)) buttons.Add(Buttons.Y);
                if (this.WasButtonJustPressed(Buttons.DPadUp, state.DPad.Up, index)) buttons.Add(Buttons.DPadUp);
                if (this.WasButtonJustPressed(Buttons.DPadDown, state.DPad.Down, index)) buttons.Add(Buttons.DPadDown);
                if (this.WasButtonJustPressed(Buttons.DPadLeft, state.DPad.Left, index)) buttons.Add(Buttons.DPadLeft);
                if (this.WasButtonJustPressed(Buttons.DPadRight, state.DPad.Right, index)) buttons.Add(Buttons.DPadRight);
                if (this.WasButtonJustPressed(Buttons.LeftTrigger, state.Triggers.Left, index)) buttons.Add(Buttons.LeftTrigger);
                if (this.WasButtonJustPressed(Buttons.RightTrigger, state.Triggers.Right, index)) buttons.Add(Buttons.RightTrigger);
            }
            return buttons.ToArray();
        }

        /// <summary>Get the controller buttons which were released after the last update.</summary>
        /// <param name="index">The controller to check.</param>
        private Buttons[] GetFrameReleasedButtons(PlayerIndex index)
        {
            var state = GamePad.GetState(index);
            var buttons = new List<Buttons>();
            if (state.IsConnected)
            {
                if (this.WasButtonJustReleased(Buttons.A, state.Buttons.A, index)) buttons.Add(Buttons.A);
                if (this.WasButtonJustReleased(Buttons.B, state.Buttons.B, index)) buttons.Add(Buttons.B);
                if (this.WasButtonJustReleased(Buttons.Back, state.Buttons.Back, index)) buttons.Add(Buttons.Back);
                if (this.WasButtonJustReleased(Buttons.BigButton, state.Buttons.BigButton, index)) buttons.Add(Buttons.BigButton);
                if (this.WasButtonJustReleased(Buttons.LeftShoulder, state.Buttons.LeftShoulder, index)) buttons.Add(Buttons.LeftShoulder);
                if (this.WasButtonJustReleased(Buttons.LeftStick, state.Buttons.LeftStick, index)) buttons.Add(Buttons.LeftStick);
                if (this.WasButtonJustReleased(Buttons.RightShoulder, state.Buttons.RightShoulder, index)) buttons.Add(Buttons.RightShoulder);
                if (this.WasButtonJustReleased(Buttons.RightStick, state.Buttons.RightStick, index)) buttons.Add(Buttons.RightStick);
                if (this.WasButtonJustReleased(Buttons.Start, state.Buttons.Start, index)) buttons.Add(Buttons.Start);
                if (this.WasButtonJustReleased(Buttons.X, state.Buttons.X, index)) buttons.Add(Buttons.X);
                if (this.WasButtonJustReleased(Buttons.Y, state.Buttons.Y, index)) buttons.Add(Buttons.Y);
                if (this.WasButtonJustReleased(Buttons.DPadUp, state.DPad.Up, index)) buttons.Add(Buttons.DPadUp);
                if (this.WasButtonJustReleased(Buttons.DPadDown, state.DPad.Down, index)) buttons.Add(Buttons.DPadDown);
                if (this.WasButtonJustReleased(Buttons.DPadLeft, state.DPad.Left, index)) buttons.Add(Buttons.DPadLeft);
                if (this.WasButtonJustReleased(Buttons.DPadRight, state.DPad.Right, index)) buttons.Add(Buttons.DPadRight);
                if (this.WasButtonJustReleased(Buttons.LeftTrigger, state.Triggers.Left, index)) buttons.Add(Buttons.LeftTrigger);
                if (this.WasButtonJustReleased(Buttons.RightTrigger, state.Triggers.Right, index)) buttons.Add(Buttons.RightTrigger);
            }
            return buttons.ToArray();
        }

        /// <summary>Get whether a controller button was pressed since the last check.</summary>
        /// <param name="button">The controller button to check.</param>
        /// <param name="buttonState">The last known state.</param>
        /// <param name="stateIndex">The player whose controller to check.</param>
        private bool WasButtonJustPressed(Buttons button, ButtonState buttonState, PlayerIndex stateIndex)
        {
            return buttonState == ButtonState.Pressed && !this.PreviouslyPressedButtons[(int)stateIndex].Contains(button);
        }

        /// <summary>Get whether a controller button was released since the last check.</summary>
        /// <param name="button">The controller button to check.</param>
        /// <param name="buttonState">The last known state.</param>
        /// <param name="stateIndex">The player whose controller to check.</param>
        private bool WasButtonJustReleased(Buttons button, ButtonState buttonState, PlayerIndex stateIndex)
        {
            return buttonState == ButtonState.Released && this.PreviouslyPressedButtons[(int)stateIndex].Contains(button);
        }

        /// <summary>Get whether an analogue controller button was pressed since the last check.</summary>
        /// <param name="button">The controller button to check.</param>
        /// <param name="value">The last known value.</param>
        /// <param name="stateIndex">The player whose controller to check.</param>
        private bool WasButtonJustPressed(Buttons button, float value, PlayerIndex stateIndex)
        {
            return this.WasButtonJustPressed(button, value > 0.2f ? ButtonState.Pressed : ButtonState.Released, stateIndex);
        }

        /// <summary>Get whether an analogue controller button was released since the last check.</summary>
        /// <param name="button">The controller button to check.</param>
        /// <param name="value">The last known value.</param>
        /// <param name="stateIndex">The player whose controller to check.</param>
        private bool WasButtonJustReleased(Buttons button, float value, PlayerIndex stateIndex)
        {
            return this.WasButtonJustReleased(button, value > 0.2f ? ButtonState.Pressed : ButtonState.Released, stateIndex);
        }

        /// <summary>Detect changes since the last update ticket and trigger mod events.</summary>
        private void UpdateEventCalls()
        {
            // content locale changed event
            if (this.PreviousLocale != LocalizedContentManager.CurrentLanguageCode)
            {
                var oldValue = this.PreviousLocale;
                var newValue = LocalizedContentManager.CurrentLanguageCode;

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

            // save loaded event
            if (Context.IsSaveLoaded && !SaveGame.IsProcessing/*still loading save*/ && this.AfterLoadTimer >= 0)
            {
                if (this.AfterLoadTimer == 0)
                {
                    SaveEvents.InvokeAfterLoad(this.Monitor);
                    PlayerEvents.InvokeLoadedGame(this.Monitor, new EventArgsLoadedGameChanged(Game1.hasLoadedGame));
                    TimeEvents.InvokeAfterDayStarted(this.Monitor);
                }
                this.AfterLoadTimer--;
            }

            // before exit to title
            if (Game1.exitToTitle)
                this.IsExiting = true;

            // after exit to title
            if (this.IsWorldReady && this.IsExiting && Game1.activeClickableMenu is TitleMenu)
            {
                SaveEvents.InvokeAfterReturnToTitle(this.Monitor);
                this.AfterLoadTimer = 5;
                this.IsExiting = false;
            }

            // input events
            {
                // get latest state
                this.KStateNow = Keyboard.GetState();
                this.MStateNow = Mouse.GetState();
                this.MPositionNow = new Point(Game1.getMouseX(), Game1.getMouseY());

                // raise key pressed
                foreach (var key in this.FramePressedKeys)
                    ControlEvents.InvokeKeyPressed(this.Monitor, key);

                // raise key released
                foreach (var key in this.FrameReleasedKeys)
                    ControlEvents.InvokeKeyReleased(this.Monitor, key);

                // raise controller button pressed
                for (var i = PlayerIndex.One; i <= PlayerIndex.Four; i++)
                {
                    var buttons = this.GetFramePressedButtons(i);
                    foreach (var button in buttons)
                    {
                        if (button == Buttons.LeftTrigger || button == Buttons.RightTrigger)
                            ControlEvents.InvokeTriggerPressed(this.Monitor, i, button, button == Buttons.LeftTrigger ? GamePad.GetState(i).Triggers.Left : GamePad.GetState(i).Triggers.Right);
                        else
                            ControlEvents.InvokeButtonPressed(this.Monitor, i, button);
                    }
                }

                // raise controller button released
                for (var i = PlayerIndex.One; i <= PlayerIndex.Four; i++)
                {
                    foreach (var button in this.GetFrameReleasedButtons(i))
                    {
                        if (button == Buttons.LeftTrigger || button == Buttons.RightTrigger)
                            ControlEvents.InvokeTriggerReleased(this.Monitor, i, button, button == Buttons.LeftTrigger ? GamePad.GetState(i).Triggers.Left : GamePad.GetState(i).Triggers.Right);
                        else
                            ControlEvents.InvokeButtonReleased(this.Monitor, i, button);
                    }
                }

                // raise keyboard state changed
                if (this.KStateNow != this.KStatePrior)
                    ControlEvents.InvokeKeyboardChanged(this.Monitor, this.KStatePrior, this.KStateNow);

                // raise mouse state changed
                if (this.MStateNow != this.MStatePrior)
                {
                    ControlEvents.InvokeMouseChanged(this.Monitor, this.MStatePrior, this.MStateNow, this.MPositionPrior, this.MPositionNow);
                    this.MStatePrior = this.MStateNow;
                    this.MPositionPrior = this.MPositionNow;
                }
            }

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

                // raise save events
                // (saving is performed by SaveGameMenu; on days when the player shipping something, ShippingMenu wraps SaveGameMenu)
                if (newMenu is SaveGameMenu || newMenu is ShippingMenu)
                    SaveEvents.InvokeBeforeSave(this.Monitor);
                else if (previousMenu is SaveGameMenu || previousMenu is ShippingMenu)
                {
                    SaveEvents.InvokeAfterSave(this.Monitor);
                    TimeEvents.InvokeAfterDayStarted(this.Monitor);
                }

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

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

            // world & player events
            if (this.IsWorldReady)
            {
                // raise location list changed
                if (this.GetHash(Game1.locations) != this.PreviousGameLocations)
                {
                    LocationEvents.InvokeLocationsChanged(this.Monitor, Game1.locations);
                    this.PreviousGameLocations = this.GetHash(Game1.locations);
                }

                // raise current location changed
                if (Game1.currentLocation != this.PreviousGameLocation)
                {
                    LocationEvents.InvokeCurrentLocationChanged(this.Monitor, this.PreviousGameLocation, Game1.currentLocation);
                    this.PreviousGameLocation = Game1.currentLocation;
                }

                // raise player changed
                if (Game1.player != this.PreviousFarmer)
                {
                    PlayerEvents.InvokeFarmerChanged(this.Monitor, this.PreviousFarmer, Game1.player);
                    this.PreviousFarmer = Game1.player;
                }

                // raise player leveled up a skill
                if (Game1.player.combatLevel != this.PreviousCombatLevel)
                {
                    PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Combat, Game1.player.combatLevel);
                    this.PreviousCombatLevel = Game1.player.combatLevel;
                }
                if (Game1.player.farmingLevel != this.PreviousFarmingLevel)
                {
                    PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Farming, Game1.player.farmingLevel);
                    this.PreviousFarmingLevel = Game1.player.farmingLevel;
                }
                if (Game1.player.fishingLevel != this.PreviousFishingLevel)
                {
                    PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Fishing, Game1.player.fishingLevel);
                    this.PreviousFishingLevel = Game1.player.fishingLevel;
                }
                if (Game1.player.foragingLevel != this.PreviousForagingLevel)
                {
                    PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Foraging, Game1.player.foragingLevel);
                    this.PreviousForagingLevel = Game1.player.foragingLevel;
                }
                if (Game1.player.miningLevel != this.PreviousMiningLevel)
                {
                    PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Mining, Game1.player.miningLevel);
                    this.PreviousMiningLevel = Game1.player.miningLevel;
                }
                if (Game1.player.luckLevel != this.PreviousLuckLevel)
                {
                    PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Luck, Game1.player.luckLevel);
                    this.PreviousLuckLevel = Game1.player.luckLevel;
                }

                // raise player inventory changed
                ItemStackChange[] changedItems = this.GetInventoryChanges(Game1.player.items, this.PreviousItems).ToArray();
                if (changedItems.Any())
                {
                    PlayerEvents.InvokeInventoryChanged(this.Monitor, Game1.player.items, changedItems);
                    this.PreviousItems = Game1.player.items.Where(n => n != null).ToDictionary(n => n, n => n.Stack);
                }

                // raise current location's object list changed
                {
                    int? objectHash = Game1.currentLocation?.objects != null ? this.GetHash(Game1.currentLocation.objects) : (int?)null;
                    if (objectHash != null && this.PreviousLocationObjects != objectHash)
                    {
                        LocationEvents.InvokeOnNewLocationObject(this.Monitor, Game1.currentLocation.objects);
                        this.PreviousLocationObjects = objectHash.Value;
                    }
                }

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

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

            // raise game day transition event (obsolete)
            if (Game1.newDay != this.PreviousIsNewDay)
            {
                TimeEvents.InvokeOnNewDay(this.Monitor, this.PreviousDay, Game1.dayOfMonth, Game1.newDay);
                this.PreviousIsNewDay = Game1.newDay;
            }
        }

        /// <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)
        {
            var hash = 0;
            foreach (var v in enumerable)
                hash ^= v.GetHashCode();
            return hash;
        }
    }
}