add internal context for more robust draw loop detection (#257)

This commit is contained in:
Jesse Plamondon-Willard 2017-04-29 21:45:37 -04:00
parent 014014ca0f
commit ff5d1ef4e4
6 changed files with 28 additions and 9 deletions

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@ -20,10 +20,10 @@ namespace StardewModdingAPI
** Properties
*********/
/// <summary>The directory path containing the current save's data (if a save is loaded).</summary>
private static string RawSavePath => Constants.IsSaveLoaded ? Path.Combine(Constants.SavesPath, Constants.GetSaveFolderName()) : null;
private static string RawSavePath => Context.IsSaveLoaded ? Path.Combine(Constants.SavesPath, Constants.GetSaveFolderName()) : null;
/// <summary>Whether the directory containing the current save's data exists on disk.</summary>
private static bool SavePathReady => Constants.IsSaveLoaded && Directory.Exists(Constants.RawSavePath);
private static bool SavePathReady => Context.IsSaveLoaded && Directory.Exists(Constants.RawSavePath);
/*********
@ -54,7 +54,7 @@ namespace StardewModdingAPI
public static string SavesPath { get; } = Path.Combine(Constants.DataPath, "Saves");
/// <summary>The directory name containing the current save's data (if a save is loaded and the directory exists).</summary>
public static string SaveFolderName => Constants.IsSaveLoaded ? Constants.GetSaveFolderName() : "";
public static string SaveFolderName => Context.IsSaveLoaded ? Constants.GetSaveFolderName() : "";
/// <summary>The directory path containing the current save's data (if a save is loaded and the directory exists).</summary>
public static string CurrentSavePath => Constants.SavePathReady ? Path.Combine(Constants.SavesPath, Constants.GetSaveFolderName()) : "";
@ -74,9 +74,6 @@ namespace StardewModdingAPI
/// <summary>The full path to the folder containing mods.</summary>
internal static string ModPath { get; } = Path.Combine(Constants.ExecutionPath, "Mods");
/// <summary>Whether a player save has been loaded.</summary>
internal static bool IsSaveLoaded => Game1.hasLoadedGame && !string.IsNullOrEmpty(Game1.player.name);
/// <summary>The game's current semantic version.</summary>
internal static ISemanticVersion GameVersion { get; } = Constants.GetGameVersion();

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@ -0,0 +1,17 @@
using StardewValley;
namespace StardewModdingAPI
{
/// <summary>Provides information about the current game state.</summary>
internal static class Context
{
/*********
** Accessors
*********/
/// <summary>Whether a player save has been loaded.</summary>
public static bool IsSaveLoaded => Game1.hasLoadedGame && !string.IsNullOrEmpty(Game1.player.name);
/// <summary>Whether the game is currently running the draw loop.</summary>
public static bool IsInDrawLoop { get; set; }
}
}

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@ -141,9 +141,11 @@ namespace StardewModdingAPI.Framework
/// <remarks>Based on <a href="https://gist.github.com/Layoric/6255384">code by Layoric</a>.</remarks>
private Texture2D PremultiplyTransparency(Texture2D texture)
{
if (Game1.graphics.GraphicsDevice.GetRenderTargets().Any()) // TODO: use a more robust check to detect if the game is drawing
// validate
if (Context.IsInDrawLoop)
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
using (RenderTarget2D renderTarget = new RenderTarget2D(Game1.graphics.GraphicsDevice, texture.Width, texture.Height))
using (SpriteBatch spriteBatch = new SpriteBatch(Game1.graphics.GraphicsDevice))
{

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@ -287,6 +287,7 @@ namespace StardewModdingAPI.Framework
[SuppressMessage("ReSharper", "RedundantTypeArgumentsOfMethod", Justification = "copied from game code as-is")]
protected override void Draw(GameTime gameTime)
{
Context.IsInDrawLoop = true;
try
{
if (Game1.debugMode)
@ -938,6 +939,7 @@ namespace StardewModdingAPI.Framework
{
this.Monitor.Log($"An error occured in the overridden draw loop: {ex.GetLogSummary()}", LogLevel.Error);
}
Context.IsInDrawLoop = false;
}
/****
@ -1081,7 +1083,7 @@ namespace StardewModdingAPI.Framework
}
// save loaded event
if (Constants.IsSaveLoaded && !SaveGame.IsProcessing/*still loading save*/ && this.AfterLoadTimer >= 0)
if (Context.IsSaveLoaded && !SaveGame.IsProcessing/*still loading save*/ && this.AfterLoadTimer >= 0)
{
if (this.AfterLoadTimer == 0)
{

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@ -65,7 +65,7 @@ namespace StardewModdingAPI
{
Mod.DeprecationManager.Warn($"{nameof(Mod)}.{nameof(Mod.PerSaveConfigPath)}", "1.0", DeprecationLevel.Info);
Mod.DeprecationManager.MarkWarned($"{nameof(Mod)}.{nameof(Mod.PerSaveConfigFolder)}", "1.0"); // avoid redundant warnings
return Constants.IsSaveLoaded ? Path.Combine(this.PerSaveConfigFolder, $"{Constants.SaveFolderName}.json") : "";
return Context.IsSaveLoaded ? Path.Combine(this.PerSaveConfigFolder, $"{Constants.SaveFolderName}.json") : "";
}
}

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@ -152,6 +152,7 @@
<Compile Include="Framework\Content\ContentEventHelper.cs" />
<Compile Include="Framework\Content\ContentEventHelperForDictionary.cs" />
<Compile Include="Framework\Content\ContentEventHelperForImage.cs" />
<Compile Include="Context.cs" />
<Compile Include="Framework\Logging\ConsoleInterceptionManager.cs" />
<Compile Include="Framework\Logging\InterceptingTextWriter.cs" />
<Compile Include="Framework\CommandHelper.cs" />