diff --git a/.gitignore b/.gitignore
index f2fbbcd6..e6db76e6 100644
--- a/.gitignore
+++ b/.gitignore
@@ -6,6 +6,7 @@ TrainerMod/obj/
StardewInjector/bin/
StardewInjector/obj/
packages/
+steamapps/
*.symlink
*.lnk
diff --git a/StardewModdingAPI/Config.cs b/StardewModdingAPI/Config.cs
new file mode 100644
index 00000000..67c13a14
--- /dev/null
+++ b/StardewModdingAPI/Config.cs
@@ -0,0 +1,124 @@
+/*
+ Copyright 2016 Zoey (Zoryn)
+*/
+
+using System;
+using System.IO;
+using System.Linq;
+using System.Reflection;
+using System.Text;
+using Newtonsoft.Json;
+using Newtonsoft.Json.Linq;
+
+namespace StardewModdingAPI
+{
+ public class Config
+ {
+ [JsonIgnore]
+ public virtual JObject JObject { get; protected set; }
+
+ [JsonIgnore]
+ public virtual string ConfigLocation { get; protected set; }
+
+ public static Config Instance
+ {
+ get { return new Config(); }
+ }
+
+ public static Config InitializeConfig(string configLocation, Config baseConfig)
+ {
+ if (baseConfig == null)
+ {
+ Console.WriteLine("A config must be instantiated before being passed to Initialize.\n\t" + configLocation);
+ return null;
+ }
+
+ baseConfig.ConfigLocation = configLocation;
+ return baseConfig.LoadConfig(baseConfig);
+ }
+
+ public virtual Config GenerateBaseConfig(Config baseConfig)
+ {
+ //Must be implemented in sub-class
+ return null;
+ }
+
+ public virtual Config LoadConfig(Config baseConfig)
+ {
+ if (!File.Exists(baseConfig.ConfigLocation))
+ {
+ var v = (Config)baseConfig.GetType().GetMethod("GenerateBaseConfig", BindingFlags.Public | BindingFlags.Instance).Invoke(baseConfig, new object[] { baseConfig });
+ v.WriteConfig();
+ }
+ else
+ {
+ var p = baseConfig.ConfigLocation;
+
+ try
+ {
+ var j = JObject.Parse(Encoding.UTF8.GetString(File.ReadAllBytes(baseConfig.ConfigLocation)));
+ baseConfig = (Config)j.ToObject(baseConfig.GetType());
+ baseConfig.ConfigLocation = p;
+ baseConfig.JObject = j;
+
+ baseConfig = UpdateConfig(baseConfig);
+ baseConfig.ConfigLocation = p;
+ baseConfig.JObject = j;
+
+ baseConfig.WriteConfig();
+ }
+ catch
+ {
+ Console.WriteLine("Invalid JSON Renamed: " + p);
+ if (File.Exists(p))
+ File.Move(p, Path.Combine(Path.GetDirectoryName(p), Path.GetFileNameWithoutExtension(p) + "." + Guid.NewGuid() + ".json")); //Get it out of the way for a new one
+ var v = (Config)baseConfig.GetType().GetMethod("GenerateBaseConfig", BindingFlags.Public | BindingFlags.Instance).Invoke(baseConfig, new object[] { baseConfig });
+ v.WriteConfig();
+ }
+ }
+
+ return baseConfig;
+ }
+
+ public virtual Config UpdateConfig(Config baseConfig)
+ {
+ try
+ {
+ //default config with all standard values
+ var b = JObject.FromObject(baseConfig.GetType().GetMethod("GenerateBaseConfig", BindingFlags.Public | BindingFlags.Instance).Invoke(baseConfig, new object[] { baseConfig }));
+ //user config with their values
+ var u = baseConfig.JObject;
+
+ b.Merge(u);
+
+ return (Config)b.ToObject(baseConfig.GetType());
+ }
+ catch (Exception ex)
+ {
+ Console.WriteLine(ex.ToString());
+ }
+ return baseConfig;
+ }
+
+ public static string GetBasePath(Mod theMod)
+ {
+ return theMod.PathOnDisk + "\\config.json";
+ }
+ }
+
+ public static class ConfigExtensions
+ {
+ public static void WriteConfig(this Config baseConfig)
+ {
+ var toWrite = Encoding.UTF8.GetBytes(JsonConvert.SerializeObject(baseConfig, baseConfig.GetType(), Formatting.Indented, new JsonSerializerSettings()));
+ if (!File.Exists(baseConfig.ConfigLocation) || !File.ReadAllBytes(baseConfig.ConfigLocation).SequenceEqual(toWrite))
+ File.WriteAllBytes(baseConfig.ConfigLocation, toWrite);
+ toWrite = null;
+ }
+
+ public static Config ReloadConfig(this Config baseConfig)
+ {
+ return baseConfig.UpdateConfig(baseConfig);
+ }
+ }
+}
\ No newline at end of file
diff --git a/StardewModdingAPI/Mod.cs b/StardewModdingAPI/Mod.cs
index eabdc539..a196c3a2 100644
--- a/StardewModdingAPI/Mod.cs
+++ b/StardewModdingAPI/Mod.cs
@@ -28,6 +28,11 @@ namespace StardewModdingAPI
///
public virtual string Description { get; protected set; }
+ ///
+ /// Where the mod is located on the disk.
+ ///
+ public string PathOnDisk { get; internal set; }
+
///
/// A basic method that is the entry-point of your mod. It will always be called once when the mod loads.
///
diff --git a/StardewModdingAPI/Program.cs b/StardewModdingAPI/Program.cs
index 61770f8e..65bd185d 100644
--- a/StardewModdingAPI/Program.cs
+++ b/StardewModdingAPI/Program.cs
@@ -1,50 +1,50 @@
-using Microsoft.Xna.Framework;
-using Microsoft.Xna.Framework.Graphics;
+using Microsoft.Xna.Framework;
+using Microsoft.Xna.Framework.Graphics;
using StardewModdingAPI.Events;
-using StardewModdingAPI.Inheritance;
-using StardewModdingAPI.Inheritance.Menus;
-using StardewValley;
-using StardewValley.Menus;
-using System;
-using System.Collections.Generic;
-using System.ComponentModel;
-using System.IO;
-using System.Linq;
-using System.Reflection;
-using System.Threading;
-using System.Windows.Forms;
+using StardewModdingAPI.Inheritance;
+using StardewModdingAPI.Inheritance.Menus;
+using StardewValley;
+using StardewValley.Menus;
+using System;
+using System.Collections.Generic;
+using System.ComponentModel;
+using System.IO;
+using System.Linq;
+using System.Reflection;
+using System.Threading;
+using System.Windows.Forms;
+
+namespace StardewModdingAPI
+{
+ public class Program
+ {
+ private static List _modPaths;
+ private static List _modContentPaths;
+
+ public static Texture2D DebugPixel { get; private set; }
+
+ public static SGame gamePtr;
+ public static bool ready;
+
+ public static Assembly StardewAssembly;
+ public static Type StardewProgramType;
+ public static FieldInfo StardewGameInfo;
+ public static Form StardewForm;
+
+ public static Thread gameThread;
+ public static Thread consoleInputThread;
+
+ public static bool StardewInjectorLoaded { get; private set; }
+ public static Mod StardewInjectorMod { get; private set; }
+
+ /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-namespace StardewModdingAPI
-{
- public class Program
- {
- private static List _modPaths;
- private static List _modContentPaths;
-
- public static Texture2D DebugPixel { get; private set; }
-
- public static SGame gamePtr;
- public static bool ready;
-
- public static Assembly StardewAssembly;
- public static Type StardewProgramType;
- public static FieldInfo StardewGameInfo;
- public static Form StardewForm;
-
- public static Thread gameThread;
- public static Thread consoleInputThread;
-
- public static bool StardewInjectorLoaded { get; private set; }
- public static Mod StardewInjectorMod { get; private set; }
-
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
///
/// Main method holding the API execution
///
- ///
- private static void Main(string[] args)
- {
+ ///
+ private static void Main(string[] args)
+ {
try
{
ConfigureUI();
@@ -62,16 +62,16 @@ namespace StardewModdingAPI
StardewModdingAPI.Log.Comment("The API will now terminate. Press any key to continue...");
Console.ReadKey();
- }
-
+ }
+
///
/// Set up the console properties
- ///
+ ///
private static void ConfigureUI()
- {
+ {
Console.Title = Constants.ConsoleTitle;
-
-#if DEBUG
+
+#if DEBUG
Console.Title += " - DEBUG IS NOT FALSE, AUTHOUR NEEDS TO REUPLOAD THIS VERSION";
#endif
}
@@ -81,150 +81,151 @@ namespace StardewModdingAPI
///
private static void ConfigurePaths()
{
- StardewModdingAPI.Log.Info("Validating api paths...");
+ StardewModdingAPI.Log.Info("Validating api paths...");
_modPaths = new List();
_modContentPaths = new List();
//TODO: Have an app.config and put the paths inside it so users can define locations to load mods from
- _modPaths.Add(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley", "Mods"));
- _modPaths.Add(Path.Combine(Constants.ExecutionPath, "Mods"));
- _modContentPaths.Add(Path.Combine(Constants.ExecutionPath, "Mods", "Content"));
- _modContentPaths.Add(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley", "Mods", "Content"));
-
- //Checks that all defined modpaths exist as directories
- _modPaths.ForEach(path => VerifyPath(path));
- _modContentPaths.ForEach(path => VerifyPath(path));
- VerifyPath(Constants.LogPath);
-
+ _modPaths.Add(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley", "Mods"));
+ _modPaths.Add(Path.Combine(Constants.ExecutionPath, "Mods"));
+ _modContentPaths.Add(Path.Combine(Constants.ExecutionPath, "Mods", "Content"));
+ _modContentPaths.Add(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley", "Mods", "Content"));
+
+ //Checks that all defined modpaths exist as directories
+ _modPaths.ForEach(path => VerifyPath(path));
+ _modContentPaths.ForEach(path => VerifyPath(path));
+ VerifyPath(Constants.LogPath);
+
StardewModdingAPI.Log.Initialize(Constants.LogPath);
if (!File.Exists(Constants.ExecutionPath + "\\Stardew Valley.exe"))
- {
+ {
throw new FileNotFoundException(string.Format("Could not found: {0}\\Stardew Valley.exe", Constants.ExecutionPath));
- }
- }
-
+ }
+ }
+
///
/// Load the injector.
- ///
- ///
+ ///
+ ///
/// This will load the injector before anything else if it sees it
/// It doesn't matter though
/// I'll leave it as a feature in case anyone in the community wants to tinker with it
/// All you need is a DLL that inherits from mod and is called StardewInjector.dll with an Entry() method
- ///
+ ///
private static void ConfigureInjector()
- {
- foreach (string ModPath in _modPaths)
- {
- foreach (String s in Directory.GetFiles(ModPath, "StardewInjector.dll"))
- {
- StardewModdingAPI.Log.Success(ConsoleColor.Green, "Found Stardew Injector DLL: " + s);
- try
- {
- Assembly mod = Assembly.UnsafeLoadFrom(s); //to combat internet-downloaded DLLs
-
- if (mod.DefinedTypes.Count(x => x.BaseType == typeof(Mod)) > 0)
- {
- StardewModdingAPI.Log.Success("Loading Injector DLL...");
- TypeInfo tar = mod.DefinedTypes.First(x => x.BaseType == typeof(Mod));
- Mod m = (Mod)mod.CreateInstance(tar.ToString());
- Console.WriteLine("LOADED: {0} by {1} - Version {2} | Description: {3}", m.Name, m.Authour, m.Version, m.Description);
- m.Entry(false);
- StardewInjectorLoaded = true;
- StardewInjectorMod = m;
- }
- else
- {
- StardewModdingAPI.Log.Error("Invalid Mod DLL");
- }
- }
- catch (Exception ex)
- {
- StardewModdingAPI.Log.Error("Failed to load mod '{0}'. Exception details:\n" + ex, s);
- }
- }
- }
- }
-
+ {
+ foreach (string ModPath in _modPaths)
+ {
+ foreach (String s in Directory.GetFiles(ModPath, "StardewInjector.dll"))
+ {
+ StardewModdingAPI.Log.Success(ConsoleColor.Green, "Found Stardew Injector DLL: " + s);
+ try
+ {
+ Assembly mod = Assembly.UnsafeLoadFrom(s); //to combat internet-downloaded DLLs
+
+ if (mod.DefinedTypes.Count(x => x.BaseType == typeof(Mod)) > 0)
+ {
+ StardewModdingAPI.Log.Success("Loading Injector DLL...");
+ TypeInfo tar = mod.DefinedTypes.First(x => x.BaseType == typeof(Mod));
+ Mod m = (Mod)mod.CreateInstance(tar.ToString());
+ Console.WriteLine("LOADED: {0} by {1} - Version {2} | Description: {3}", m.Name, m.Authour, m.Version, m.Description);
+ m.PathOnDisk = Path.GetDirectoryName(ModPath);
+ m.Entry(false);
+ StardewInjectorLoaded = true;
+ StardewInjectorMod = m;
+ }
+ else
+ {
+ StardewModdingAPI.Log.Error("Invalid Mod DLL");
+ }
+ }
+ catch (Exception ex)
+ {
+ StardewModdingAPI.Log.Error("Failed to load mod '{0}'. Exception details:\n" + ex, s);
+ }
+ }
+ }
+ }
+
///
/// Load Stardev Valley and control features
- ///
+ ///
private static void ConfigureSDV()
- {
- StardewModdingAPI.Log.Info("Initializing SDV Assembly...");
-
- // Load in the assembly - ignores security
- StardewAssembly = Assembly.UnsafeLoadFrom(Constants.ExecutionPath + "\\Stardew Valley.exe");
- StardewProgramType = StardewAssembly.GetType("StardewValley.Program", true);
- StardewGameInfo = StardewProgramType.GetField("gamePtr");
-
- // Change the game's version
- StardewModdingAPI.Log.Verbose("Injecting New SDV Version...");
+ {
+ StardewModdingAPI.Log.Info("Initializing SDV Assembly...");
+
+ // Load in the assembly - ignores security
+ StardewAssembly = Assembly.UnsafeLoadFrom(Constants.ExecutionPath + "\\Stardew Valley.exe");
+ StardewProgramType = StardewAssembly.GetType("StardewValley.Program", true);
+ StardewGameInfo = StardewProgramType.GetField("gamePtr");
+
+ // Change the game's version
+ StardewModdingAPI.Log.Verbose("Injecting New SDV Version...");
Game1.version += string.Format("-Z_MODDED | SMAPI {0}", Constants.VersionString);
-
- // Create the thread for the game to run in.
- gameThread = new Thread(RunGame);
- StardewModdingAPI.Log.Info("Starting SDV...");
+
+ // Create the thread for the game to run in.
+ gameThread = new Thread(RunGame);
+ StardewModdingAPI.Log.Info("Starting SDV...");
gameThread.Start();
// Wait for the game to load up
- while (!ready) ;
-
- //SDV is running
- StardewModdingAPI.Log.Comment("SDV Loaded Into Memory");
-
- //Create definition to listen for input
- StardewModdingAPI.Log.Verbose("Initializing Console Input Thread...");
- consoleInputThread = new Thread(ConsoleInputThread);
-
- // The only command in the API (at least it should be, for now)
- Command.RegisterCommand("help", "Lists all commands | 'help ' returns command description").CommandFired += help_CommandFired;
- //Command.RegisterCommand("crash", "crashes sdv").CommandFired += delegate { Game1.player.draw(null); };
-
- //Subscribe to events
- Events.ControlEvents.KeyPressed += Events_KeyPressed;
+ while (!ready) ;
+
+ //SDV is running
+ StardewModdingAPI.Log.Comment("SDV Loaded Into Memory");
+
+ //Create definition to listen for input
+ StardewModdingAPI.Log.Verbose("Initializing Console Input Thread...");
+ consoleInputThread = new Thread(ConsoleInputThread);
+
+ // The only command in the API (at least it should be, for now)
+ Command.RegisterCommand("help", "Lists all commands | 'help ' returns command description").CommandFired += help_CommandFired;
+ //Command.RegisterCommand("crash", "crashes sdv").CommandFired += delegate { Game1.player.draw(null); };
+
+ //Subscribe to events
+ Events.ControlEvents.KeyPressed += Events_KeyPressed;
Events.GameEvents.LoadContent += Events_LoadContent;
- //Events.MenuChanged += Events_MenuChanged; //Idk right now
-
- StardewModdingAPI.Log.Verbose("Applying Final SDV Tweaks...");
- StardewInvoke(() =>
+ //Events.MenuChanged += Events_MenuChanged; //Idk right now
+
+ StardewModdingAPI.Log.Verbose("Applying Final SDV Tweaks...");
+ StardewInvoke(() =>
{
gamePtr.IsMouseVisible = false;
gamePtr.Window.Title = "Stardew Valley - Version " + Game1.version;
- StardewForm.Resize += Events.GraphicsEvents.InvokeResize;
- });
- }
-
+ StardewForm.Resize += Events.GraphicsEvents.InvokeResize;
+ });
+ }
+
///
/// Wrap the 'RunGame' method for console output
- ///
+ ///
private static void GameRunInvoker()
- {
- //Game's in memory now, send the event
- StardewModdingAPI.Log.Verbose("Game Loaded");
- Events.GameEvents.InvokeGameLoaded();
-
+ {
+ //Game's in memory now, send the event
+ StardewModdingAPI.Log.Verbose("Game Loaded");
+ Events.GameEvents.InvokeGameLoaded();
+
StardewModdingAPI.Log.Comment("Type 'help' for help, or 'help ' for a command's usage");
- //Begin listening to input
- consoleInputThread.Start();
-
-
- while (ready)
- {
- //Check if the game is still running 10 times a second
- Thread.Sleep(1000 / 10);
- }
-
- //abort the thread, we're closing
- if (consoleInputThread != null && consoleInputThread.ThreadState == ThreadState.Running)
- consoleInputThread.Abort();
-
- StardewModdingAPI.Log.Verbose("Game Execution Finished");
- StardewModdingAPI.Log.Verbose("Shutting Down...");
- Thread.Sleep(100);
- Environment.Exit(0);
+ //Begin listening to input
+ consoleInputThread.Start();
+
+
+ while (ready)
+ {
+ //Check if the game is still running 10 times a second
+ Thread.Sleep(1000 / 10);
+ }
+
+ //abort the thread, we're closing
+ if (consoleInputThread != null && consoleInputThread.ThreadState == ThreadState.Running)
+ consoleInputThread.Abort();
+
+ StardewModdingAPI.Log.Verbose("Game Execution Finished");
+ StardewModdingAPI.Log.Verbose("Shutting Down...");
+ Thread.Sleep(100);
+ Environment.Exit(0);
}
///
@@ -241,186 +242,186 @@ namespace StardewModdingAPI
}
}
catch (Exception ex)
- {
+ {
StardewModdingAPI.Log.Error("Could not create a path: " + path + "\n\n" + ex);
- }
+ }
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
- public static void RunGame()
- {
- Application.ThreadException += StardewModdingAPI.Log.Application_ThreadException;
- Application.SetUnhandledExceptionMode(UnhandledExceptionMode.CatchException);
- AppDomain.CurrentDomain.UnhandledException += StardewModdingAPI.Log.CurrentDomain_UnhandledException;
-
- try
- {
- gamePtr = new SGame();
- StardewModdingAPI.Log.Verbose("Patching SDV Graphics Profile...");
- Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef;
- LoadMods();
-
- StardewForm = Control.FromHandle(Program.gamePtr.Window.Handle).FindForm();
- StardewForm.Closing += StardewForm_Closing;
-
- ready = true;
-
- StardewGameInfo.SetValue(StardewProgramType, gamePtr);
- gamePtr.Run();
-
- #region deprecated
- if (false)
- {
- //Nope, I can't get it to work. I depend on Game1 being an SGame, and can't cast a parent to a child
- //I'm leaving this here in case the community is interested
- //StardewInjectorMod.Entry(true);
- Type gt = StardewAssembly.GetType("StardewValley.Game1", true);
- gamePtr = (SGame)Activator.CreateInstance(gt);
-
- ready = true;
-
- StardewGameInfo.SetValue(StardewProgramType, gamePtr);
- gamePtr.Run();
- }
- #endregion
- }
- catch (Exception ex)
- {
- StardewModdingAPI.Log.Error("Game failed to start: " + ex);
- }
- }
-
- static void StardewForm_Closing(object sender, CancelEventArgs e)
- {
- e.Cancel = true;
-
- if (true || MessageBox.Show("Are you sure you would like to quit Stardew Valley?\nUnsaved progress will be lost!", "Confirm Exit", MessageBoxButtons.YesNo, MessageBoxIcon.Exclamation) == DialogResult.Yes)
- {
- gamePtr.Exit();
- gamePtr.Dispose();
- StardewForm.Hide();
- ready = false;
- }
- }
-
- public static void LoadMods()
- {
- StardewModdingAPI.Log.Verbose("LOADING MODS");
- int loadedMods = 0;
- foreach (string ModPath in _modPaths)
- {
- foreach (String s in Directory.GetFiles(ModPath, "*.dll"))
- {
- if (s.Contains("StardewInjector"))
- continue;
- StardewModdingAPI.Log.Success("Found DLL: " + s);
- try
- {
- Assembly mod = Assembly.UnsafeLoadFrom(s); //to combat internet-downloaded DLLs
-
- if (mod.DefinedTypes.Count(x => x.BaseType == typeof(Mod)) > 0)
- {
- StardewModdingAPI.Log.Verbose("Loading Mod DLL...");
- TypeInfo tar = mod.DefinedTypes.First(x => x.BaseType == typeof(Mod));
- Mod m = (Mod)mod.CreateInstance(tar.ToString());
- Console.WriteLine("LOADED MOD: {0} by {1} - Version {2} | Description: {3}", m.Name, m.Authour, m.Version, m.Description);
- loadedMods += 1;
- m.Entry();
- }
- else
- {
- StardewModdingAPI.Log.Error("Invalid Mod DLL");
- }
- }
- catch (Exception ex)
- {
- StardewModdingAPI.Log.Error("Failed to load mod '{0}'. Exception details:\n" + ex, s);
- }
- }
- }
- StardewModdingAPI.Log.Success("LOADED {0} MODS", loadedMods);
- }
-
- public static void ConsoleInputThread()
- {
- string input = string.Empty;
-
- while (true)
- {
- Command.CallCommand(Console.ReadLine());
- }
- }
-
- static void Events_LoadContent(object o, EventArgs e)
- {
- StardewModdingAPI.Log.Info("Initializing Debug Assets...");
- DebugPixel = new Texture2D(Game1.graphics.GraphicsDevice, 1, 1);
+
+ public static void RunGame()
+ {
+ Application.ThreadException += StardewModdingAPI.Log.Application_ThreadException;
+ Application.SetUnhandledExceptionMode(UnhandledExceptionMode.CatchException);
+ AppDomain.CurrentDomain.UnhandledException += StardewModdingAPI.Log.CurrentDomain_UnhandledException;
+
+ try
+ {
+ gamePtr = new SGame();
+ StardewModdingAPI.Log.Verbose("Patching SDV Graphics Profile...");
+ Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef;
+ LoadMods();
+
+ StardewForm = Control.FromHandle(Program.gamePtr.Window.Handle).FindForm();
+ StardewForm.Closing += StardewForm_Closing;
+
+ ready = true;
+
+ StardewGameInfo.SetValue(StardewProgramType, gamePtr);
+ gamePtr.Run();
+
+ #region deprecated
+ if (false)
+ {
+ //Nope, I can't get it to work. I depend on Game1 being an SGame, and can't cast a parent to a child
+ //I'm leaving this here in case the community is interested
+ //StardewInjectorMod.Entry(true);
+ Type gt = StardewAssembly.GetType("StardewValley.Game1", true);
+ gamePtr = (SGame)Activator.CreateInstance(gt);
+
+ ready = true;
+
+ StardewGameInfo.SetValue(StardewProgramType, gamePtr);
+ gamePtr.Run();
+ }
+ #endregion
+ }
+ catch (Exception ex)
+ {
+ StardewModdingAPI.Log.Error("Game failed to start: " + ex);
+ }
+ }
+
+ static void StardewForm_Closing(object sender, CancelEventArgs e)
+ {
+ e.Cancel = true;
+
+ if (true || MessageBox.Show("Are you sure you would like to quit Stardew Valley?\nUnsaved progress will be lost!", "Confirm Exit", MessageBoxButtons.YesNo, MessageBoxIcon.Exclamation) == DialogResult.Yes)
+ {
+ gamePtr.Exit();
+ gamePtr.Dispose();
+ StardewForm.Hide();
+ ready = false;
+ }
+ }
+
+ public static void LoadMods()
+ {
+ StardewModdingAPI.Log.Verbose("LOADING MODS");
+ int loadedMods = 0;
+ foreach (string ModPath in _modPaths)
+ {
+ foreach (String s in Directory.GetFiles(ModPath, "*.dll"))
+ {
+ if (s.Contains("StardewInjector"))
+ continue;
+ StardewModdingAPI.Log.Success("Found DLL: " + s);
+ try
+ {
+ Assembly mod = Assembly.UnsafeLoadFrom(s); //to combat internet-downloaded DLLs
+
+ if (mod.DefinedTypes.Count(x => x.BaseType == typeof(Mod)) > 0)
+ {
+ StardewModdingAPI.Log.Verbose("Loading Mod DLL...");
+ TypeInfo tar = mod.DefinedTypes.First(x => x.BaseType == typeof(Mod));
+ Mod m = (Mod)mod.CreateInstance(tar.ToString());
+ Console.WriteLine("LOADED MOD: {0} by {1} - Version {2} | Description: {3}", m.Name, m.Authour, m.Version, m.Description);
+ loadedMods += 1;
+ m.Entry();
+ }
+ else
+ {
+ StardewModdingAPI.Log.Error("Invalid Mod DLL");
+ }
+ }
+ catch (Exception ex)
+ {
+ StardewModdingAPI.Log.Error("Failed to load mod '{0}'. Exception details:\n" + ex, s);
+ }
+ }
+ }
+ StardewModdingAPI.Log.Success("LOADED {0} MODS", loadedMods);
+ }
+
+ public static void ConsoleInputThread()
+ {
+ string input = string.Empty;
+
+ while (true)
+ {
+ Command.CallCommand(Console.ReadLine());
+ }
+ }
+
+ static void Events_LoadContent(object o, EventArgs e)
+ {
+ StardewModdingAPI.Log.Info("Initializing Debug Assets...");
+ DebugPixel = new Texture2D(Game1.graphics.GraphicsDevice, 1, 1);
DebugPixel.SetData(new Color[] { Color.White });
-#if DEBUG
- StardewModdingAPI.Log.Verbose("REGISTERING BASE CUSTOM ITEM");
- SObject so = new SObject();
- so.Name = "Mario Block";
- so.CategoryName = "SMAPI Test Mod";
- so.Description = "It's a block from Mario!\nLoaded in realtime by SMAPI.";
- so.Texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, new FileStream(_modContentPaths[0] + "\\Test.png", FileMode.Open));
- so.IsPassable = true;
- so.IsPlaceable = true;
- StardewModdingAPI.Log.Verbose("REGISTERED WITH ID OF: " + SGame.RegisterModItem(so));
-
- //StardewModdingAPI.Log.Verbose("REGISTERING SECOND CUSTOM ITEM");
- //SObject so2 = new SObject();
- //so2.Name = "Mario Painting";
- //so2.CategoryName = "SMAPI Test Mod";
- //so2.Description = "It's a painting of a creature from Mario!\nLoaded in realtime by SMAPI.";
- //so2.Texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, new FileStream(_modContentPaths[0] + "\\PaintingTest.png", FileMode.Open));
- //so2.IsPassable = true;
- //so2.IsPlaceable = true;
- //StardewModdingAPI.Log.Verbose("REGISTERED WITH ID OF: " + SGame.RegisterModItem(so2));
-
- Command.CallCommand("load");
-#endif
- }
-
- static void Events_KeyPressed(object o, EventArgsKeyPressed e)
+#if DEBUG
+ StardewModdingAPI.Log.Verbose("REGISTERING BASE CUSTOM ITEM");
+ SObject so = new SObject();
+ so.Name = "Mario Block";
+ so.CategoryName = "SMAPI Test Mod";
+ so.Description = "It's a block from Mario!\nLoaded in realtime by SMAPI.";
+ so.Texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, new FileStream(_modContentPaths[0] + "\\Test.png", FileMode.Open));
+ so.IsPassable = true;
+ so.IsPlaceable = true;
+ StardewModdingAPI.Log.Verbose("REGISTERED WITH ID OF: " + SGame.RegisterModItem(so));
+
+ //StardewModdingAPI.Log.Verbose("REGISTERING SECOND CUSTOM ITEM");
+ //SObject so2 = new SObject();
+ //so2.Name = "Mario Painting";
+ //so2.CategoryName = "SMAPI Test Mod";
+ //so2.Description = "It's a painting of a creature from Mario!\nLoaded in realtime by SMAPI.";
+ //so2.Texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, new FileStream(_modContentPaths[0] + "\\PaintingTest.png", FileMode.Open));
+ //so2.IsPassable = true;
+ //so2.IsPlaceable = true;
+ //StardewModdingAPI.Log.Verbose("REGISTERED WITH ID OF: " + SGame.RegisterModItem(so2));
+
+ Command.CallCommand("load");
+#endif
+ }
+
+ static void Events_KeyPressed(object o, EventArgsKeyPressed e)
{
- }
-
- static void Events_MenuChanged(IClickableMenu newMenu)
- {
- StardewModdingAPI.Log.Verbose("NEW MENU: " + newMenu.GetType());
- if (newMenu is GameMenu)
- {
- Game1.activeClickableMenu = SGameMenu.ConstructFromBaseClass(Game1.activeClickableMenu as GameMenu);
- }
- }
-
-
- static void Events_LocationsChanged(List newLocations)
+ }
+
+ static void Events_MenuChanged(IClickableMenu newMenu)
{
-#if DEBUG
- SGame.ModLocations = SGameLocation.ConstructFromBaseClasses(Game1.locations);
-#endif
- }
-
- static void Events_CurrentLocationChanged(GameLocation newLocation)
+ StardewModdingAPI.Log.Verbose("NEW MENU: " + newMenu.GetType());
+ if (newMenu is GameMenu)
+ {
+ Game1.activeClickableMenu = SGameMenu.ConstructFromBaseClass(Game1.activeClickableMenu as GameMenu);
+ }
+ }
+
+
+ static void Events_LocationsChanged(List newLocations)
+ {
+#if DEBUG
+ SGame.ModLocations = SGameLocation.ConstructFromBaseClasses(Game1.locations);
+#endif
+ }
+
+ static void Events_CurrentLocationChanged(GameLocation newLocation)
{
//SGame.CurrentLocation = null;
//System.Threading.Thread.Sleep(10);
-#if DEBUG
- Console.WriteLine(newLocation.name);
- SGame.CurrentLocation = SGame.LoadOrCreateSGameLocationFromName(newLocation.name);
-#endif
- //Game1.currentLocation = SGame.CurrentLocation;
- //Log.LogComment(((SGameLocation) newLocation).name);
- //Log.LogComment("LOC CHANGED: " + SGame.currentLocation.name);
- }
-
- public static void StardewInvoke(Action a)
- {
- StardewForm.Invoke(a);
+#if DEBUG
+ Console.WriteLine(newLocation.name);
+ SGame.CurrentLocation = SGame.LoadOrCreateSGameLocationFromName(newLocation.name);
+#endif
+ //Game1.currentLocation = SGame.CurrentLocation;
+ //Log.LogComment(((SGameLocation) newLocation).name);
+ //Log.LogComment("LOC CHANGED: " + SGame.currentLocation.name);
+ }
+
+ public static void StardewInvoke(Action a)
+ {
+ StardewForm.Invoke(a);
}
static void help_CommandFired(object o, EventArgsCommand e)
@@ -442,66 +443,66 @@ namespace StardewModdingAPI
StardewModdingAPI.Log.Info("Commands: " + Command.RegisteredCommands.Select(x => x.CommandName).ToSingular());
}
- #region Logging
- [Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")]
- public static void Log(object o, params object[] format)
+ #region Logging
+ [Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")]
+ public static void Log(object o, params object[] format)
{
- StardewModdingAPI.Log.Info(o, format);
- }
-
- [Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")]
- public static void LogColour(ConsoleColor c, object o, params object[] format)
- {
- StardewModdingAPI.Log.Info(o, format);
- }
-
- [Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")]
- public static void LogInfo(object o, params object[] format)
- {
- StardewModdingAPI.Log.Info(o, format);
- }
-
- [Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")]
- public static void LogError(object o, params object[] format)
- {
- StardewModdingAPI.Log.Error(o, format);
- }
-
- [Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")]
- public static void LogDebug(object o, params object[] format)
- {
- StardewModdingAPI.Log.Debug(o, format);
- }
-
- [Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")]
- public static void LogValueNotSpecified()
- {
- StardewModdingAPI.Log.Error(" must be specified");
- }
-
- [Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")]
- public static void LogObjectValueNotSpecified()
- {
- StardewModdingAPI.Log.Error("