Updated game menu fix
Applied shader to more game menu components
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@ -46,11 +46,6 @@ namespace ShaderExample
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private void GraphicsEvents_OnPreRenderEvent(object sender, EventArgs e)
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{
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try
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{
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Game1.spriteBatch.End();
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@ -65,7 +60,6 @@ namespace ShaderExample
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SetInstanceField(typeof(SpriteBatch), Game1.spriteBatch, effect, "customEffect");
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Class1.effect.CurrentTechnique.Passes[0].Apply();
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Game1.activeClickableMenu.draw(Game1.spriteBatch);
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Monitor.Log("DRAW");
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Game1.spriteBatch.End();
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}
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@ -115,6 +109,60 @@ namespace ShaderExample
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Class1.effect.CurrentTechnique.Passes[0].Apply();
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Game1.activeClickableMenu.draw(Game1.spriteBatch);
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Game1.spriteBatch.End();
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Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
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SetInstanceField(typeof(SpriteBatch), Game1.spriteBatch, effect, "customEffect");
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Class1.effect.CurrentTechnique.Passes[0].Apply();
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if (Game1.activeClickableMenu is StardewValley.Menus.GameMenu)
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{
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if ((Game1.activeClickableMenu as StardewValley.Menus.GameMenu).currentTab == 3) return;
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//Draw menu tabs.
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var tabField = GetInstanceField(typeof(StardewValley.Menus.GameMenu), Game1.activeClickableMenu, "tabs");
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var tabs = (List<ClickableComponent>)tabField;
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foreach (ClickableComponent tab in tabs)
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{
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int num = 0;
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switch (tab.name)
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{
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case "catalogue":
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num = 7;
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break;
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case "collections":
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num = 5;
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break;
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case "coop":
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num = 1;
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break;
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case "crafting":
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num = 4;
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break;
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case "exit":
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num = 7;
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break;
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case "inventory":
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num = 0;
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break;
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case "map":
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num = 3;
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break;
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case "options":
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num = 6;
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break;
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case "skills":
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num = 1;
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break;
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case "social":
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num = 2;
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break;
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}
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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);
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if (tab.name.Equals("skills"))
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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);
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}
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}
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Game1.activeClickableMenu.upperRightCloseButton.draw(Game1.spriteBatch);
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Game1.activeClickableMenu.drawMouse(Game1.spriteBatch);
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Game1.spriteBatch.End();
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}
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//Location specific drawing done here
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@ -122,6 +170,8 @@ namespace ShaderExample
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//Game1.spriteBatch.End();
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Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
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SetInstanceField(typeof(SpriteBatch), Game1.spriteBatch, effect, "customEffect");
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Class1.effect.CurrentTechnique.Passes[0].Apply();
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}
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@ -160,6 +210,13 @@ namespace ShaderExample
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//Game1.spriteBatch.End();
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}
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/// <summary>
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/// Returns the value of the data snagged by reflection.
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/// </summary>
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/// <param name="type"></param>
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/// <param name="instance"></param>
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/// <param name="fieldName"></param>
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/// <returns></returns>
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public static object GetInstanceField(Type type, object instance, string fieldName)
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{
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BindingFlags bindFlags = BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic
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