Updated game menu fix

Applied shader to more game menu components
This commit is contained in:
Joshua Navarro 2018-07-18 07:47:16 -07:00 committed by GitHub
parent b127a000a5
commit 9c6b2efccd
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
6 changed files with 64 additions and 7 deletions

View File

@ -45,12 +45,7 @@ namespace ShaderExample
}
private void GraphicsEvents_OnPreRenderEvent(object sender, EventArgs e)
{
{
try
{
Game1.spriteBatch.End();
@ -65,7 +60,6 @@ namespace ShaderExample
SetInstanceField(typeof(SpriteBatch), Game1.spriteBatch, effect, "customEffect");
Class1.effect.CurrentTechnique.Passes[0].Apply();
Game1.activeClickableMenu.draw(Game1.spriteBatch);
Monitor.Log("DRAW");
Game1.spriteBatch.End();
}
@ -115,6 +109,60 @@ namespace ShaderExample
Class1.effect.CurrentTechnique.Passes[0].Apply();
Game1.activeClickableMenu.draw(Game1.spriteBatch);
Game1.spriteBatch.End();
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
SetInstanceField(typeof(SpriteBatch), Game1.spriteBatch, effect, "customEffect");
Class1.effect.CurrentTechnique.Passes[0].Apply();
if (Game1.activeClickableMenu is StardewValley.Menus.GameMenu)
{
if ((Game1.activeClickableMenu as StardewValley.Menus.GameMenu).currentTab == 3) return;
//Draw menu tabs.
var tabField = GetInstanceField(typeof(StardewValley.Menus.GameMenu), Game1.activeClickableMenu, "tabs");
var tabs = (List<ClickableComponent>)tabField;
foreach (ClickableComponent tab in tabs)
{
int num = 0;
switch (tab.name)
{
case "catalogue":
num = 7;
break;
case "collections":
num = 5;
break;
case "coop":
num = 1;
break;
case "crafting":
num = 4;
break;
case "exit":
num = 7;
break;
case "inventory":
num = 0;
break;
case "map":
num = 3;
break;
case "options":
num = 6;
break;
case "skills":
num = 1;
break;
case "social":
num = 2;
break;
}
Game1.spriteBatch.Draw(Game1.mouseCursors, new Vector2((float)tab.bounds.X, (float)(tab.bounds.Y + ((Game1.activeClickableMenu as StardewValley.Menus.GameMenu).currentTab == (Game1.activeClickableMenu as StardewValley.Menus.GameMenu).getTabNumberFromName(tab.name) ? 8 : 0))), new Rectangle?(new Rectangle(num * 16, 368, 16, 16)), Color.White, 0.0f, Vector2.Zero, 4f, SpriteEffects.None, 0.00001f);
if (tab.name.Equals("skills"))
Game1.player.FarmerRenderer.drawMiniPortrat(Game1.spriteBatch, new Vector2((float)(tab.bounds.X + 8), (float)(tab.bounds.Y + 12 + ((Game1.activeClickableMenu as StardewValley.Menus.GameMenu).currentTab == (Game1.activeClickableMenu as StardewValley.Menus.GameMenu).getTabNumberFromName(tab.name) ? 8 : 0))), 0.00011f, 3f, 2, Game1.player);
}
}
Game1.activeClickableMenu.upperRightCloseButton.draw(Game1.spriteBatch);
Game1.activeClickableMenu.drawMouse(Game1.spriteBatch);
Game1.spriteBatch.End();
}
//Location specific drawing done here
@ -122,6 +170,8 @@ namespace ShaderExample
//Game1.spriteBatch.End();
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
SetInstanceField(typeof(SpriteBatch), Game1.spriteBatch, effect, "customEffect");
Class1.effect.CurrentTechnique.Passes[0].Apply();
}
@ -160,6 +210,13 @@ namespace ShaderExample
//Game1.spriteBatch.End();
}
/// <summary>
/// Returns the value of the data snagged by reflection.
/// </summary>
/// <param name="type"></param>
/// <param name="instance"></param>
/// <param name="fieldName"></param>
/// <returns></returns>
public static object GetInstanceField(Type type, object instance, string fieldName)
{
BindingFlags bindFlags = BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic