diff --git a/lib/libgdiplus.dylib b/lib/libgdiplus.dylib
new file mode 100644
index 00000000..8a9676c8
Binary files /dev/null and b/lib/libgdiplus.dylib differ
diff --git a/release-notes.md b/release-notes.md
index 56b41214..af535895 100644
--- a/release-notes.md
+++ b/release-notes.md
@@ -10,6 +10,22 @@ For mod developers:
images).
-->
+## 1.12
+See [log](https://github.com/Pathoschild/SMAPI/compare/1.11...1.12).
+
+For players:
+* The installer now lets you choose the install path if you have multiple copies of the game, instead of using the first path found.
+* Fixed mod draw errors breaking the game.
+* Fixed mods on Linux/Mac no longer working after the game saves.
+* Fixed libgdiplus DLL-not-found errors on Linux/Mac when mods read PNG files.
+* Adopted pufferchick.
+
+For mod developers:
+* Unknown mod manifest fields are now stored in `IManifest::ExtraFields`.
+* The content API now defaults to `ContentSource.ModFolder`.
+* Fixed content API error when loading a PNG during early game init (e.g. in mod's `Entry`).
+* Fixed content API error when loading an XNB from the mod folder on Mac.
+
## 1.11
See [log](https://github.com/Pathoschild/SMAPI/compare/1.10...1.11).
diff --git a/src/GlobalAssemblyInfo.cs b/src/GlobalAssemblyInfo.cs
index 3de78da4..06b99c67 100644
--- a/src/GlobalAssemblyInfo.cs
+++ b/src/GlobalAssemblyInfo.cs
@@ -2,5 +2,5 @@
using System.Runtime.InteropServices;
[assembly: ComVisible(false)]
-[assembly: AssemblyVersion("1.11.0.0")]
-[assembly: AssemblyFileVersion("1.11.0.0")]
\ No newline at end of file
+[assembly: AssemblyVersion("1.12.0.0")]
+[assembly: AssemblyFileVersion("1.12.0.0")]
\ No newline at end of file
diff --git a/src/StardewModdingAPI.Installer/InteractiveInstaller.cs b/src/StardewModdingAPI.Installer/InteractiveInstaller.cs
index 38c19d2b..86e3d38a 100644
--- a/src/StardewModdingAPI.Installer/InteractiveInstaller.cs
+++ b/src/StardewModdingAPI.Installer/InteractiveInstaller.cs
@@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
+using System.Globalization;
using System.IO;
using System.Linq;
using System.Reflection;
@@ -128,7 +129,11 @@ namespace StardewModdingApi.Installer
/****
** collect details
****/
+ // get platform
Platform platform = this.DetectPlatform();
+ this.PrintDebug($"Platform: {(platform == Platform.Windows ? "Windows" : "Linux or Mac")}.");
+
+ // get folders
DirectoryInfo packageDir = new DirectoryInfo(Path.Combine(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location), "internal", platform.ToString()));
DirectoryInfo installDir = this.InteractivelyGetInstallPath(platform);
DirectoryInfo modsDir = new DirectoryInfo(Path.Combine(installDir.FullName, "Mods"));
@@ -139,7 +144,7 @@ namespace StardewModdingApi.Installer
unixLauncher = Path.Combine(installDir.FullName, "StardewValley"),
unixLauncherBackup = Path.Combine(installDir.FullName, "StardewValley-original")
};
- this.PrintDebug($"Detected {(platform == Platform.Windows ? "Windows" : "Linux or Mac")} with game in {installDir}.");
+ this.PrintDebug($"Install path: {installDir}.");
/****
** validate assumptions
@@ -494,7 +499,7 @@ namespace StardewModdingApi.Installer
}
}
- /// Interactively locate the game's install path.
+ /// Interactively locate the game install path to update.
/// The current platform.
private DirectoryInfo InteractivelyGetInstallPath(Platform platform)
{
@@ -503,12 +508,34 @@ namespace StardewModdingApi.Installer
? "Stardew Valley.exe"
: "StardewValley.exe";
- // try default paths
- foreach (string defaultPath in this.GetDefaultInstallPaths(platform))
+ // get installed paths
+ DirectoryInfo[] defaultPaths =
+ (
+ from path in this.GetDefaultInstallPaths(platform).Distinct()
+ let dir = new DirectoryInfo(path)
+ where dir.Exists && dir.EnumerateFiles(executableFilename).Any()
+ select dir
+ )
+ .ToArray();
+
+ // choose where to install
+ if (defaultPaths.Any())
{
- DirectoryInfo dir = new DirectoryInfo(defaultPath);
- if (dir.Exists && dir.EnumerateFiles(executableFilename).Any())
- return new DirectoryInfo(defaultPath);
+ // only one path
+ if (defaultPaths.Length == 1)
+ return defaultPaths.First();
+
+ // let user choose path
+ Console.WriteLine();
+ Console.WriteLine("Found multiple copies of the game:");
+ for (int i = 0; i < defaultPaths.Length; i++)
+ Console.WriteLine($"[{i + 1}] {defaultPaths[i].FullName}");
+ Console.WriteLine();
+
+ string[] validOptions = Enumerable.Range(1, defaultPaths.Length).Select(p => p.ToString(CultureInfo.InvariantCulture)).ToArray();
+ string choice = this.InteractivelyChoose("Where do you want to add/remove SMAPI? Type the number next to your choice, then press enter.", validOptions);
+ int index = int.Parse(choice, CultureInfo.InvariantCulture) - 1;
+ return defaultPaths[index];
}
// ask user
diff --git a/src/StardewModdingAPI/Constants.cs b/src/StardewModdingAPI/Constants.cs
index fec634e0..1860795d 100644
--- a/src/StardewModdingAPI/Constants.cs
+++ b/src/StardewModdingAPI/Constants.cs
@@ -33,7 +33,7 @@ namespace StardewModdingAPI
** Public
****/
/// SMAPI's current semantic version.
- public static ISemanticVersion ApiVersion { get; } = new SemanticVersion(1, 11, 0);
+ public static ISemanticVersion ApiVersion { get; } = new SemanticVersion(1, 12, 0);
/// The minimum supported version of Stardew Valley.
public static ISemanticVersion MinimumGameVersion { get; } = new SemanticVersion("1.2.26");
diff --git a/src/StardewModdingAPI/Context.cs b/src/StardewModdingAPI/Context.cs
index 415b4aac..2da14eed 100644
--- a/src/StardewModdingAPI/Context.cs
+++ b/src/StardewModdingAPI/Context.cs
@@ -1,4 +1,5 @@
using StardewValley;
+using StardewValley.Menus;
namespace StardewModdingAPI
{
@@ -12,7 +13,7 @@ namespace StardewModdingAPI
public static bool IsSaveLoaded => Game1.hasLoadedGame && !string.IsNullOrEmpty(Game1.player.name);
/// Whether the game is currently writing to the save file.
- public static bool IsSaving => SaveGame.IsProcessing;
+ public static bool IsSaving => SaveGame.IsProcessing && (Game1.activeClickableMenu is SaveGameMenu || Game1.activeClickableMenu is ShippingMenu); // IsProcessing is never set to false on Linux/Mac
/// Whether the game is currently running the draw loop.
public static bool IsInDrawLoop { get; set; }
diff --git a/src/StardewModdingAPI/Framework/ContentHelper.cs b/src/StardewModdingAPI/Framework/ContentHelper.cs
index 762b7e35..893fa2c8 100644
--- a/src/StardewModdingAPI/Framework/ContentHelper.cs
+++ b/src/StardewModdingAPI/Framework/ContentHelper.cs
@@ -45,11 +45,11 @@ namespace StardewModdingAPI.Framework
/// Load content from the game folder or mod folder (if not already cached), and return it. When loading a .png file, this must be called outside the game's draw loop.
/// The expected data type. The main supported types are and dictionaries; other types may be supported by the game's content pipeline.
- /// The asset key to fetch (if the is ), or the local path to an XNB file relative to the mod folder.
+ /// The asset key to fetch (if the is ), or the local path to a content file relative to the mod folder.
/// Where to search for a matching content asset.
/// The is empty or contains invalid characters.
/// The content asset couldn't be loaded (e.g. because it doesn't exist).
- public T Load(string key, ContentSource source)
+ public T Load(string key, ContentSource source = ContentSource.ModFolder)
{
this.AssertValidAssetKeyFormat(key);
try
@@ -57,25 +57,22 @@ namespace StardewModdingAPI.Framework
switch (source)
{
case ContentSource.GameContent:
- return this.ContentManager.Load(this.StripXnbExtension(key));
+ return this.ContentManager.Load(key);
case ContentSource.ModFolder:
- // find content file
- key = this.ContentManager.NormalisePathSeparators(key);
- FileInfo file = new FileInfo(Path.Combine(this.ModFolderPath, key));
- if (!file.Exists && file.Extension == "")
- file = new FileInfo(Path.Combine(this.ModFolderPath, key + ".xnb"));
+ // get file
+ FileInfo file = this.GetModFile(key);
if (!file.Exists)
throw new ContentLoadException($"There is no file at path '{file.FullName}'.");
- // get underlying asset key
- string actualKey = this.GetActualAssetKey(key, source);
+ // get asset path
+ string assetPath = this.GetModAssetPath(key, file.FullName);
// load content
switch (file.Extension.ToLower())
{
case ".xnb":
- return this.ContentManager.Load(actualKey);
+ return this.ContentManager.Load(assetPath);
case ".png":
// validate
@@ -83,15 +80,15 @@ namespace StardewModdingAPI.Framework
throw new ContentLoadException($"Can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Texture2D)}'.");
// try cache
- if (this.ContentManager.IsLoaded(actualKey))
- return this.ContentManager.Load(actualKey);
+ if (this.ContentManager.IsLoaded(assetPath))
+ return this.ContentManager.Load(assetPath);
// fetch & cache
using (FileStream stream = File.OpenRead(file.FullName))
{
Texture2D texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, stream);
texture = this.PremultiplyTransparency(texture);
- this.ContentManager.Inject(actualKey, texture);
+ this.ContentManager.Inject(assetPath, texture);
return (T)(object)texture;
}
@@ -110,19 +107,19 @@ namespace StardewModdingAPI.Framework
}
/// Get the underlying key in the game's content cache for an asset. This can be used to load custom map tilesheets, but should be avoided when you can use the content API instead. This does not validate whether the asset exists.
- /// The asset key to fetch (if the is ), or the local path to an XNB file relative to the mod folder.
+ /// The asset key to fetch (if the is ), or the local path to a content file relative to the mod folder.
/// Where to search for a matching content asset.
/// The is empty or contains invalid characters.
- public string GetActualAssetKey(string key, ContentSource source)
+ public string GetActualAssetKey(string key, ContentSource source = ContentSource.ModFolder)
{
switch (source)
{
case ContentSource.GameContent:
- return this.ContentManager.NormaliseAssetName(this.StripXnbExtension(key));
+ return this.ContentManager.NormaliseAssetName(key);
case ContentSource.ModFolder:
- string contentPath = Path.Combine(this.ModFolderPathFromContent, key);
- return this.ContentManager.NormaliseAssetName(this.StripXnbExtension(contentPath));
+ FileInfo file = this.GetModFile(key);
+ return this.ContentManager.NormaliseAssetName(this.GetModAssetPath(key, file.FullName));
default:
throw new NotSupportedException($"Unknown content source '{source}'.");
@@ -145,13 +142,29 @@ namespace StardewModdingAPI.Framework
throw new ArgumentException("The asset key or local path contains invalid characters.");
}
- /// Strip the .xnb extension from an asset key, since it's assumed by the underlying content manager.
- /// The asset key.
- private string StripXnbExtension(string key)
+ /// Get a file from the mod folder.
+ /// The asset path relative to the mod folder.
+ private FileInfo GetModFile(string path)
{
- if (key.EndsWith(".xnb", StringComparison.InvariantCultureIgnoreCase))
- return key.Substring(0, key.Length - 4);
- return key;
+ path = Path.Combine(this.ModFolderPath, this.ContentManager.NormalisePathSeparators(path));
+ FileInfo file = new FileInfo(path);
+ if (!file.Exists && file.Extension == "")
+ file = new FileInfo(Path.Combine(this.ModFolderPath, path + ".xnb"));
+ return file;
+ }
+
+ /// Get the asset path which loads a mod folder through a content manager.
+ /// The file path relative to the mod's folder.
+ /// The absolute file path.
+ private string GetModAssetPath(string localPath, string absolutePath)
+ {
+#if SMAPI_FOR_WINDOWS
+ // XNA doesn't allow absolute asset paths, so get a path relative to the content folder
+ return Path.Combine(this.ModFolderPathFromContent, localPath);
+#else
+ // MonoGame is weird about relative paths on Mac, but allows absolute paths
+ return absolutePath;
+#endif
}
/// Get a directory path relative to a given root.
@@ -181,14 +194,13 @@ namespace StardewModdingAPI.Framework
throw new NotSupportedException("Can't load a PNG file while the game is drawing to the screen. Make sure you load content outside the draw loop.");
// process texture
+ SpriteBatch spriteBatch = Game1.spriteBatch;
+ GraphicsDevice gpu = Game1.graphics.GraphicsDevice;
using (RenderTarget2D renderTarget = new RenderTarget2D(Game1.graphics.GraphicsDevice, texture.Width, texture.Height))
- using (SpriteBatch spriteBatch = new SpriteBatch(Game1.graphics.GraphicsDevice))
{
- //Viewport originalViewport = Game1.graphics.GraphicsDevice.Viewport;
-
- // create blank slate in render target
- Game1.graphics.GraphicsDevice.SetRenderTarget(renderTarget);
- Game1.graphics.GraphicsDevice.Clear(Color.Black);
+ // create blank render target to premultiply
+ gpu.SetRenderTarget(renderTarget);
+ gpu.Clear(Color.Black);
// multiply each color by the source alpha, and write just the color values into the final texture
spriteBatch.Begin(SpriteSortMode.Immediate, new BlendState
@@ -214,16 +226,17 @@ namespace StardewModdingAPI.Framework
spriteBatch.Draw(texture, texture.Bounds, Color.White);
spriteBatch.End();
- // release the GPU
- Game1.graphics.GraphicsDevice.SetRenderTarget(null);
- //Game1.graphics.GraphicsDevice.Viewport = originalViewport;
+ // release GPU
+ gpu.SetRenderTarget(null);
- // store data from render target because the RenderTarget2D is volatile
+ // extract premultiplied data
Color[] data = new Color[texture.Width * texture.Height];
renderTarget.GetData(data);
- // unset texture from graphic device and set modified data back to it
- Game1.graphics.GraphicsDevice.Textures[0] = null;
+ // unset texture from GPU to regain control
+ gpu.Textures[0] = null;
+
+ // update texture with premultiplied data
texture.SetData(data);
}
diff --git a/src/StardewModdingAPI/Framework/Manifest.cs b/src/StardewModdingAPI/Framework/Manifest.cs
index 189da9a8..62c711e2 100644
--- a/src/StardewModdingAPI/Framework/Manifest.cs
+++ b/src/StardewModdingAPI/Framework/Manifest.cs
@@ -1,5 +1,7 @@
using System;
+using System.Collections.Generic;
using Newtonsoft.Json;
+using Newtonsoft.Json.Linq;
using StardewModdingAPI.Framework.Serialisation;
namespace StardewModdingAPI.Framework
@@ -35,5 +37,9 @@ namespace StardewModdingAPI.Framework
/// Whether the mod uses per-save config files.
[Obsolete("Use " + nameof(Mod) + "." + nameof(Mod.Helper) + "." + nameof(IModHelper.ReadConfig) + " instead")]
public bool PerSaveConfigs { get; set; }
+
+ /// Any manifest fields which didn't match a valid field.
+ [JsonExtensionData]
+ public IDictionary ExtraFields { get; set; }
}
}
diff --git a/src/StardewModdingAPI/Framework/SContentManager.cs b/src/StardewModdingAPI/Framework/SContentManager.cs
index 88e1df2b..54349a91 100644
--- a/src/StardewModdingAPI/Framework/SContentManager.cs
+++ b/src/StardewModdingAPI/Framework/SContentManager.cs
@@ -99,6 +99,8 @@ namespace StardewModdingAPI.Framework
public string NormaliseAssetName(string assetName)
{
assetName = this.NormalisePathSeparators(assetName);
+ if (assetName.EndsWith(".xnb", StringComparison.InvariantCultureIgnoreCase))
+ return assetName.Substring(0, assetName.Length - 4);
return this.NormaliseAssetNameForPlatform(assetName);
}
diff --git a/src/StardewModdingAPI/Framework/SGame.cs b/src/StardewModdingAPI/Framework/SGame.cs
index fe7d3aa3..1f2bf3ac 100644
--- a/src/StardewModdingAPI/Framework/SGame.cs
+++ b/src/StardewModdingAPI/Framework/SGame.cs
@@ -947,7 +947,28 @@ namespace StardewModdingAPI.Framework
}
catch (Exception ex)
{
+ // log error
this.Monitor.Log($"An error occured in the overridden draw loop: {ex.GetLogSummary()}", LogLevel.Error);
+
+ // fix sprite batch
+ try
+ {
+ bool isSpriteBatchOpen =
+#if SMAPI_FOR_WINDOWS
+ SGame.Reflection.GetPrivateValue(Game1.spriteBatch, "inBeginEndPair");
+#else
+ SGame.Reflection.GetPrivateValue(Game1.spriteBatch, "_beginCalled");
+#endif
+ if (isSpriteBatchOpen)
+ {
+ this.Monitor.Log("Recovering sprite batch from error...", LogLevel.Trace);
+ Game1.spriteBatch.End();
+ }
+ }
+ catch (Exception innerEx)
+ {
+ this.Monitor.Log($"Could not recover sprite batch state: {innerEx.GetLogSummary()}", LogLevel.Error);
+ }
}
Context.IsInDrawLoop = false;
}
@@ -1345,8 +1366,8 @@ namespace StardewModdingAPI.Framework
/// The enumeration of items to hash.
private int GetHash(IEnumerable enumerable)
{
- var hash = 0;
- foreach (var v in enumerable)
+ int hash = 0;
+ foreach (object v in enumerable)
hash ^= v.GetHashCode();
return hash;
}
diff --git a/src/StardewModdingAPI/IContentHelper.cs b/src/StardewModdingAPI/IContentHelper.cs
index 7cde413b..1d520135 100644
--- a/src/StardewModdingAPI/IContentHelper.cs
+++ b/src/StardewModdingAPI/IContentHelper.cs
@@ -9,16 +9,16 @@ namespace StardewModdingAPI
{
/// Load content from the game folder or mod folder (if not already cached), and return it. When loading a .png file, this must be called outside the game's draw loop.
/// The expected data type. The main supported types are and dictionaries; other types may be supported by the game's content pipeline.
- /// The asset key to fetch (if the is ), or the local path to an XNB file relative to the mod folder.
+ /// The asset key to fetch (if the is ), or the local path to a content file relative to the mod folder.
/// Where to search for a matching content asset.
/// The is empty or contains invalid characters.
/// The content asset couldn't be loaded (e.g. because it doesn't exist).
- T Load(string key, ContentSource source);
+ T Load(string key, ContentSource source = ContentSource.ModFolder);
/// Get the underlying key in the game's content cache for an asset. This can be used to load custom map tilesheets, but should be avoided when you can use the content API instead. This does not validate whether the asset exists.
- /// The asset key to fetch (if the is ), or the local path to an XNB file relative to the mod folder.
+ /// The asset key to fetch (if the is ), or the local path to a content file relative to the mod folder.
/// Where to search for a matching content asset.
/// The is empty or contains invalid characters.
- string GetActualAssetKey(string key, ContentSource source);
+ string GetActualAssetKey(string key, ContentSource source = ContentSource.ModFolder);
}
}
diff --git a/src/StardewModdingAPI/IManifest.cs b/src/StardewModdingAPI/IManifest.cs
index 3e4b7513..d7c503a4 100644
--- a/src/StardewModdingAPI/IManifest.cs
+++ b/src/StardewModdingAPI/IManifest.cs
@@ -1,4 +1,6 @@
-namespace StardewModdingAPI
+using System.Collections.Generic;
+
+namespace StardewModdingAPI
{
/// A manifest which describes a mod for SMAPI.
public interface IManifest
@@ -23,5 +25,8 @@
/// The name of the DLL in the directory that has the method.
string EntryDll { get; set; }
+
+ /// Any manifest fields which didn't match a valid field.
+ IDictionary ExtraFields { get; set; }
}
}
\ No newline at end of file
diff --git a/src/StardewModdingAPI/icon.ico b/src/StardewModdingAPI/icon.ico
index 2985c5cd..587a6e74 100644
Binary files a/src/StardewModdingAPI/icon.ico and b/src/StardewModdingAPI/icon.ico differ
diff --git a/src/prepare-install-package.targets b/src/prepare-install-package.targets
index 709bd8d4..ce257cc2 100644
--- a/src/prepare-install-package.targets
+++ b/src/prepare-install-package.targets
@@ -33,6 +33,9 @@
+
+
+