Updates to NoMorePets, SnowDay, NightOwl, and a new mod CurrentLocation

This commit is contained in:
Joshua Navarro 2016-10-21 00:52:22 -07:00
parent 87286be4c0
commit b47f53fa3b
40 changed files with 13838 additions and 13616 deletions

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@ -1,20 +1,20 @@
Player: Night Owl Config. Feel free to edit.
====================================================================================
Stay up to 6 AM?: Do you wan't to stay up till 6 AM the next morning?
True
Custom Lighting Transition?: Do you want to have a lighting transition from 2AM to 5:50 AM? Setting this to false will keep the world dark until the player passes out or goes to bed.
True
Warp to collapse position?: True: Stay in the same place. False: Warp back home.
True
Keep Money?: True: Don't be charged for passing out.
True
Keep stamina when staying up? When the farmer passes out at 6, should their stamina be their stamina before collapsing?
True
Keep health when staying up? When the farmer passes out at 6, should their health be their health before collapsing?
True
Clean out charges mail?: Get rid of the annoying We charged X gold for your health fees, etc.
True
Player: Night Owl Config. Feel free to edit.
====================================================================================
Stay up to 6 AM?: Do you wan't to stay up till 6 AM the next morning?
True
Custom Lighting Transition?: Do you want to have a lighting transition from 2AM to 5:50 AM? Setting this to false will keep the world dark until the player passes out or goes to bed.
True
Warp to collapse position?: True: Stay in the same place. False: Warp back home.
True
Keep Money?: True: Don't be charged for passing out.
True
Keep stamina when staying up? When the farmer passes out at 6, should their stamina be their stamina before collapsing?
True
Keep health when staying up? When the farmer passes out at 6, should their health be their health before collapsing?
True
Clean out charges mail?: Get rid of the annoying We charged X gold for your health fees, etc.
True

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@ -1,14 +1,14 @@
{
"Name": "Stardew_NightOwl",
"Authour": "Alpha_Omegasis",
"Version": {
"MajorVersion": 1,
"MinorVersion": 1,
"PatchVersion": 0,
"Build": ""
},
"Description": "Allows the farmer to stay up all night.",
"UniqueID": "SaveAnywhere",
"PerSaveConfigs": false,
"EntryDll": "Stardew_NightOwl.dll"
{
"Name": "Stardew_NightOwl",
"Authour": "Alpha_Omegasis",
"Version": {
"MajorVersion": 1,
"MinorVersion": 1,
"PatchVersion": 0,
"Build": ""
},
"Description": "Allows the farmer to stay up all night.",
"UniqueID": "SaveAnywhere",
"PerSaveConfigs": false,
"EntryDll": "Stardew_NightOwl.dll"
}

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@ -1,16 +1,16 @@
Night Owl
Version:1.1.0
Version:1.2.0
Published: 7/4/16 1:37 PM
Updated: 9/5/16 12:50 PM
Updated: 10/21/16 12:35 AM
Compatability:
Stardew Valley 1.0.7 Windows
Stardew Valley 1.1.0 Windows
SMAPI 0.40.0
SMAPI 0.40.0 1.1-3
Description:
@ -37,6 +37,9 @@ Yes this compatibility file is incompatible with other mods that edit the Fish.x
Update Info:
1.2.0
-Updated to SDV 1.1
1.1.0
-Added a bug/error catching system that should help prevent the mod from outright crashing, and instead just dump some error logic to the mod's folder for better debgging in the future.

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@ -1,22 +1,22 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Express 14 for Windows Desktop
VisualStudioVersion = 14.0.24720.0
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Stardew_NightOwl", "Stardew_NightOwl\Stardew_NightOwl.csproj", "{C7E7043F-C823-4FDD-9F4E-7CC255751246}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{C7E7043F-C823-4FDD-9F4E-7CC255751246}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{C7E7043F-C823-4FDD-9F4E-7CC255751246}.Debug|Any CPU.Build.0 = Debug|Any CPU
{C7E7043F-C823-4FDD-9F4E-7CC255751246}.Release|Any CPU.ActiveCfg = Release|Any CPU
{C7E7043F-C823-4FDD-9F4E-7CC255751246}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Express 14 for Windows Desktop
VisualStudioVersion = 14.0.24720.0
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Stardew_NightOwl", "Stardew_NightOwl\Stardew_NightOwl.csproj", "{C7E7043F-C823-4FDD-9F4E-7CC255751246}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{C7E7043F-C823-4FDD-9F4E-7CC255751246}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{C7E7043F-C823-4FDD-9F4E-7CC255751246}.Debug|Any CPU.Build.0 = Debug|Any CPU
{C7E7043F-C823-4FDD-9F4E-7CC255751246}.Release|Any CPU.ActiveCfg = Release|Any CPU
{C7E7043F-C823-4FDD-9F4E-7CC255751246}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

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@ -1,451 +1,451 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using StardewValley;
using StardewModdingAPI;
using System.IO;
using Newtonsoft.Json;
/*TODO:
*/
/*
Issues:
-Mail can't be wiped without destroying all mail.
-Lighting transition does not work if it is raining.
-set the weather to clear if you are stayig up late.
-transition still doesnt work. However atleast it is dark now.
-Known glitched
*/
namespace Stardew_NightOwl
{
public class Class1 : Mod
{
int player_x;
int player_y;
string prior_map;
bool reset_check;
bool was_raining;
bool time_reset;
int prior_money;
int post_money;
float pre_stam;
int pre_health;
bool lighting_transition; //if true transition happens. If false, game starts out bright at 2AM. Good to remove that awkward change from dark to bright.
bool warp;
bool stay_up;
bool wipe_mail;
bool protect_money;
bool persistant_health;
bool persistant_stamina;
bool game_loaded;
bool once;
bool up_late;
bool first_check;
bool warped_check;
bool super_map_warping_check;
public static string ModPath;
public static string Error_Path;
public override void Entry(params object[] objects)
{
StardewModdingAPI.Events.TimeEvents.TimeOfDayChanged += TimeEvents_TimeOfDayChanged;
StardewModdingAPI.Events.TimeEvents.OnNewDay += TimeEvents_DayOfMonthChanged;
StardewModdingAPI.Events.PlayerEvents.LoadedGame += PlayerEvents_LoadedGame;
StardewModdingAPI.Events.GameEvents.FourthUpdateTick += GameEvents_FourthUpdateTick;
ModPath = PathOnDisk;
Error_Path = Path.Combine(ModPath, "Error_Logs");
}
public void GameEvents_FourthUpdateTick(object sender, EventArgs e)
{
/*
IMPLEMENT TRY CATCH SYSTEM HERE;
*/
try
{
if (Game1.eventUp == true) return;
if (game_loaded == false) return;
if (Game1.timeOfDay == 600)
{
if (once==true)
{
// Log.AsyncM("NEW MONEY" + Game1.player.money);
// Game1.player.money = Game1.player.money + post_money;
once = false;
}
}
if (warped_check == false)
{
if (warp == true)
{
Log.Info("Warping!!!");
if (prior_map == null)
{
warped_check = true;
super_map_warping_check = true;
return;
}
Game1.warpFarmer(prior_map, player_x, player_y, false);
warped_check = true;
super_map_warping_check = true;
prior_map = null;
}
}
}
catch (Exception ex)
{
try
{
Newtonsoft.Json.JsonSerializer serializer = new Newtonsoft.Json.JsonSerializer();
serializer.NullValueHandling = Newtonsoft.Json.NullValueHandling.Ignore;
serializer.TypeNameHandling = Newtonsoft.Json.TypeNameHandling.All;
serializer.Formatting = Newtonsoft.Json.Formatting.Indented;
serializer.ReferenceLoopHandling = ReferenceLoopHandling.Ignore;
using (StreamWriter sw = new StreamWriter(Path.Combine(Error_Path, "Mod_State.json")))
{
using (Newtonsoft.Json.JsonWriter writer2 = new Newtonsoft.Json.JsonTextWriter(sw))
{
serializer.Serialize(writer2, this, typeof(Stardew_NightOwl.Class1));
}
}
}
catch (Exception exc)
{
Log.Info(exc);
}
Stardew_Omegasis_Utilities.Mod.Error_Handling.Log_Error(new List<string>(), ex);
}
}
public void PlayerEvents_LoadedGame(object sender, StardewModdingAPI.Events.EventArgsLoadedGameChanged e)
{
DataLoader();
MyWritter();
game_loaded = true;
once = false;
up_late = false;
first_check = false;
warped_check = true;
super_map_warping_check = true;
}
public void TimeEvents_DayOfMonthChanged(object sender, StardewModdingAPI.Events.EventArgsNewDay e)
{
/*
IMPLEMENT TRY CATCH SYSTEM HERE
*/
try {
if (game_loaded == false) return;
if (first_check == false)
{
first_check = true;
Log.Info("first");
return;
}
else
{
first_check = false;
Log.Info("Second");
}
if(Game1.farmerShouldPassOut== true) Game1.farmerShouldPassOut = false; //make the farmer collapse.
reset_check = false;
//Game1.farmerShouldPassOut = false; //make the farmer collapse.
DataLoader();
MyWritter();
//List<string> newmail = new List<string>();
Queue<string> newmail = new Queue<string>();
up_late = false;
if (time_reset == true)
{
was_raining = false;
if (persistant_stamina==true) Game1.player.stamina = pre_stam; //reset health and stam upon collapsing
if (persistant_health == true) Game1.player.health = pre_health;
//post_money = Game1.player.money;
if (protect_money == true) {
Game1.player.money += post_money;
once = true;
} //add the money back from colapsing.
time_reset = false; //reset my bool.
if(warp==true)Game1.warpFarmer(prior_map, player_x, player_y, false);
// very_old_money = (safety_cash - Game1.player.money);
//Game1.player.money += very_old_money;
}
if (wipe_mail == true)
{
foreach (var i in Game1.mailbox) //delete those annoying charge messages. If only I could do this with mail IRL.
{
Log.Info(i);
if (i.Contains("passedOut"))
{
Log.Info("Found bad mail");
}
else {
newmail.Enqueue(i);
}
}
Game1.mailbox.Clear();
foreach (string mail in newmail)
{
Game1.mailbox.Enqueue(mail);
}
}
warped_check = false;
//prior_map==null; //prevents multiple warping when sleeping
}
catch (Exception ex)
{
try
{
Newtonsoft.Json.JsonSerializer serializer = new Newtonsoft.Json.JsonSerializer();
serializer.NullValueHandling = Newtonsoft.Json.NullValueHandling.Ignore;
serializer.TypeNameHandling = Newtonsoft.Json.TypeNameHandling.All;
serializer.Formatting = Newtonsoft.Json.Formatting.Indented;
serializer.ReferenceLoopHandling = ReferenceLoopHandling.Ignore;
using (StreamWriter sw = new StreamWriter(Path.Combine(Error_Path, "Mod_State.json")))
{
using (Newtonsoft.Json.JsonWriter writer2 = new Newtonsoft.Json.JsonTextWriter(sw))
{
serializer.Serialize(writer2, this, typeof(Stardew_NightOwl.Class1));
}
}
}
catch (Exception exc)
{
Log.Info(exc);
}
Stardew_Omegasis_Utilities.Mod.Error_Handling.Log_Error(new List<string>(), ex);
}
}
public void TimeEvents_TimeOfDayChanged(object sender, StardewModdingAPI.Events.EventArgsIntChanged e)
{
/*
Implement try catch system here.
*/
try {
if (game_loaded == false) return;
float color_mod;
//transition the lighting for more "realistic" lighting from 2am to 11am. There is an awkward screen shuffle that happens because of this update.
if (lighting_transition == true)
{
if (Game1.timeOfDay > 200 && Game1.timeOfDay < 1100)
{
color_mod = (1100 - Game1.timeOfDay) / 1000f; //.7f
Game1.outdoorLight = Game1.ambientLight * color_mod;
}
}
if (stay_up == true)
{
if (Game1.timeOfDay == 2550)
{
if (StardewValley.Game1.isRaining == true)
{
was_raining = true;
StardewValley.Game1.isRaining = false; //regardless make sure I change the weather. Otherwise lighting gets screwy.
}
StardewValley.Game1.updateWeatherIcon();
Game1.timeOfDay = 150; //change it from 1:50 am late, to 1:50 am early
}
}
if (Game1.timeOfDay == 550) //if the game time is 5:50 AM
{
up_late = true;
}
if (Game1.timeOfDay == 600) //when time is 6:00 AM after staying up
{
if (up_late == false)
{
return;
}
if (super_map_warping_check == true)
{
if (Game1.currentMinigame != null) Game1.currentMinigame = null;
//if (time_reset == false) return;
time_reset = true;
player_x = Game1.player.getTileX();
player_y = Game1.player.getTileY();
prior_map = Game1.player.currentLocation.name;
Log.Info(prior_map);
Log.Info(player_x);
Log.Info(player_y);
super_map_warping_check = false;
Game1.farmerShouldPassOut = true; //make the farmer collapse.
pre_stam = Game1.player.stamina;
pre_health = Game1.player.health;
prior_money = Game1.player.money;
if (Game1.player.money <= 10000)
{
post_money = prior_money / 10;
}
else
{
post_money = 1000;
}
}
}
}
catch (Exception ex)
{
try
{
Newtonsoft.Json.JsonSerializer serializer = new Newtonsoft.Json.JsonSerializer();
serializer.NullValueHandling = Newtonsoft.Json.NullValueHandling.Ignore;
serializer.TypeNameHandling = Newtonsoft.Json.TypeNameHandling.All;
serializer.Formatting = Newtonsoft.Json.Formatting.Indented;
serializer.ReferenceLoopHandling = ReferenceLoopHandling.Ignore;
using (StreamWriter sw = new StreamWriter(Path.Combine(Error_Path, "Mod_State.json")))
{
using (Newtonsoft.Json.JsonWriter writer2 = new Newtonsoft.Json.JsonTextWriter(sw))
{
serializer.Serialize(writer2, this, typeof(Stardew_NightOwl.Class1));
}
}
}
catch (Exception exc)
{
Log.Info(exc);
}
Stardew_Omegasis_Utilities.Mod.Error_Handling.Log_Error(new List<string>(), ex);
}
}
void MyWritter()
{
//saves the BuildEndurance_data at the end of a new day;
string myname = Game1.player.name;
string mylocation = Path.Combine(PathOnDisk, "Night_Owl_Config_");
//string mylocation2 = mylocation + myname;
string mylocation3 = mylocation + ".txt";
string[] mystring3 = new string[20];
if (!File.Exists(mylocation3))
{
Log.Info("The data file for Night Owl wasn't found. Time to create it!");
mystring3[0] = "Player: Night Owl Config. Feel free to edit.";
mystring3[1] = "====================================================================================";
mystring3[2] = "Stay up to 6 AM?: Do you wan't to stay up till 6 AM the next morning?";
mystring3[3] = stay_up.ToString();
mystring3[4] = "Custom Lighting Transition?: Do you want to have a lighting transition from 2AM to 5:50 AM? Setting this to false will keep the world dark until the player passes out or goes to bed.";
mystring3[5] = lighting_transition.ToString();
mystring3[6] = "Warp to collapse position?: True: Stay in the same place. False: Warp back home.";
mystring3[7] = warp.ToString();
mystring3[8] = "Keep Money?: True: Don't be charged for passing out.";
mystring3[9] = protect_money.ToString();
mystring3[10] = "Keep stamina when staying up? When the farmer passes out at 6, should their stamina be their stamina before collapsing?";
mystring3[11] = persistant_stamina.ToString();
mystring3[12] = "Keep health when staying up? When the farmer passes out at 6, should their health be their health before collapsing?";
mystring3[13] = persistant_health.ToString();
mystring3[14] = "Clean out charges mail?: Get rid of the annoying We charged X gold for your health fees, etc.";
mystring3[15] = wipe_mail.ToString();
File.WriteAllLines(mylocation3, mystring3);
}
else
{
// Console.WriteLine("HEY IM SAVING DATA");
//write out the info to a text file at the end of a day.
mystring3[0] = "Player: Night Owl Config. Feel free to edit.";
mystring3[1] = "====================================================================================";
mystring3[2] = "Stay up to 6 AM?: Do you wan't to stay up till 6 AM the next morning?";
mystring3[3] = stay_up.ToString();
mystring3[4] = "Custom Lighting Transition?: Do you want to have a lighting transition from 2AM to 5:50 AM? Setting this to false will keep the world dark until the player passes out or goes to bed.";
mystring3[5] = lighting_transition.ToString();
mystring3[6] = "Warp to collapse position?: True: Stay in the same place. False: Warp back home.";
mystring3[7] = warp.ToString();
mystring3[8] = "Keep Money?: True: Don't be charged for passing out.";
mystring3[9] = protect_money.ToString();
mystring3[10] = "Keep stamina when staying up? When the farmer passes out at 6, should their stamina be their stamina before collapsing?";
mystring3[11] = persistant_stamina.ToString();
mystring3[12] = "Keep health when staying up? When the farmer passes out at 6, should their health be their health before collapsing?";
mystring3[13] = persistant_health.ToString();
mystring3[14] = "Clean out charges mail?: Get rid of the annoying We charged X gold for your health fees, etc.";
mystring3[15] = wipe_mail.ToString();
File.WriteAllLines(mylocation3, mystring3);
}
}
void DataLoader()
{
//loads the data to the variables upon loading the game.
string myname = StardewValley.Game1.player.name;
string mylocation = Path.Combine(PathOnDisk, "Night_Owl_Config_");
//string mylocation2 = mylocation + myname;
string mylocation3 = mylocation + ".txt";
if (!File.Exists(mylocation3)) //if not data.json exists, initialize the data variables to the ModConfig data. I.E. starting out.
{
Log.Info("Loading Night_Owl_Config");
lighting_transition = true;
warp = true;
stay_up = true;
persistant_health = true;
persistant_stamina = true;
wipe_mail = true;
protect_money = true;
}
else
{
string[] readtext = File.ReadAllLines(mylocation3);
stay_up = Convert.ToBoolean(readtext[3]);//will the player stay up?
lighting_transition = Convert.ToBoolean(readtext[5]); //does the lighting transition occur?
warp = Convert.ToBoolean(readtext[7]); //does the player warp back to the spot they passed out at?
protect_money = Convert.ToBoolean(readtext[9]); //Is their money safe from stealing?
persistant_stamina = Convert.ToBoolean(readtext[11]); //Does the player have the same stam when collapsing?
persistant_health = Convert.ToBoolean(readtext[13]); //Ditto but with health.
if (readtext[15] == "") wipe_mail = true;
else wipe_mail = Convert.ToBoolean(readtext[15]); //will I clean out their mailbox?
}
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using StardewValley;
using StardewModdingAPI;
using System.IO;
using Newtonsoft.Json;
/*TODO:
*/
/*
Issues:
-Mail can't be wiped without destroying all mail.
-Lighting transition does not work if it is raining.
-set the weather to clear if you are stayig up late.
-transition still doesnt work. However atleast it is dark now.
-Known glitched
*/
namespace Stardew_NightOwl
{
public class Class1 : Mod
{
int player_x;
int player_y;
string prior_map;
bool reset_check;
bool was_raining;
bool time_reset;
int prior_money;
int post_money;
float pre_stam;
int pre_health;
bool lighting_transition; //if true transition happens. If false, game starts out bright at 2AM. Good to remove that awkward change from dark to bright.
bool warp;
bool stay_up;
bool wipe_mail;
bool protect_money;
bool persistant_health;
bool persistant_stamina;
bool game_loaded;
bool once;
bool up_late;
bool first_check;
bool warped_check;
bool super_map_warping_check;
public static string ModPath;
public static string Error_Path;
public override void Entry(params object[] objects)
{
StardewModdingAPI.Events.TimeEvents.TimeOfDayChanged += TimeEvents_TimeOfDayChanged;
StardewModdingAPI.Events.TimeEvents.OnNewDay += TimeEvents_DayOfMonthChanged;
StardewModdingAPI.Events.PlayerEvents.LoadedGame += PlayerEvents_LoadedGame;
StardewModdingAPI.Events.GameEvents.FourthUpdateTick += GameEvents_FourthUpdateTick;
ModPath = PathOnDisk;
Error_Path = Path.Combine(ModPath, "Error_Logs");
}
public void GameEvents_FourthUpdateTick(object sender, EventArgs e)
{
/*
IMPLEMENT TRY CATCH SYSTEM HERE;
*/
try
{
if (Game1.eventUp == true) return;
if (game_loaded == false) return;
if (Game1.timeOfDay == 600)
{
if (once==true)
{
// Log.AsyncM("NEW MONEY" + Game1.player.money);
// Game1.player.money = Game1.player.money + post_money;
once = false;
}
}
if (warped_check == false)
{
if (warp == true)
{
Log.Info("Warping!!!");
if (prior_map == null)
{
warped_check = true;
super_map_warping_check = true;
return;
}
Game1.warpFarmer(prior_map, player_x, player_y, false);
warped_check = true;
super_map_warping_check = true;
prior_map = null;
}
}
}
catch (Exception ex)
{
try
{
Newtonsoft.Json.JsonSerializer serializer = new Newtonsoft.Json.JsonSerializer();
serializer.NullValueHandling = Newtonsoft.Json.NullValueHandling.Ignore;
serializer.TypeNameHandling = Newtonsoft.Json.TypeNameHandling.All;
serializer.Formatting = Newtonsoft.Json.Formatting.Indented;
serializer.ReferenceLoopHandling = ReferenceLoopHandling.Ignore;
using (StreamWriter sw = new StreamWriter(Path.Combine(Error_Path, "Mod_State.json")))
{
using (Newtonsoft.Json.JsonWriter writer2 = new Newtonsoft.Json.JsonTextWriter(sw))
{
serializer.Serialize(writer2, this);
}
}
}
catch (Exception exc)
{
Log.Info(exc);
}
Stardew_Omegasis_Utilities.Mod.Error_Handling.Log_Error(new List<string>(), ex);
}
}
public void PlayerEvents_LoadedGame(object sender, StardewModdingAPI.Events.EventArgsLoadedGameChanged e)
{
DataLoader();
MyWritter();
game_loaded = true;
once = false;
up_late = false;
first_check = false;
warped_check = true;
super_map_warping_check = true;
}
public void TimeEvents_DayOfMonthChanged(object sender, StardewModdingAPI.Events.EventArgsNewDay e)
{
/*
IMPLEMENT TRY CATCH SYSTEM HERE
*/
try {
if (game_loaded == false) return;
if (first_check == false)
{
first_check = true;
Log.Info("first");
return;
}
else
{
first_check = false;
Log.Info("Second");
}
if(Game1.farmerShouldPassOut== true) Game1.farmerShouldPassOut = false; //make the farmer collapse.
reset_check = false;
//Game1.farmerShouldPassOut = false; //make the farmer collapse.
DataLoader();
MyWritter();
//List<string> newmail = new List<string>();
Queue<string> newmail = new Queue<string>();
up_late = false;
if (time_reset == true)
{
was_raining = false;
if (persistant_stamina==true) Game1.player.stamina = pre_stam; //reset health and stam upon collapsing
if (persistant_health == true) Game1.player.health = pre_health;
//post_money = Game1.player.money;
if (protect_money == true) {
Game1.player.money += post_money;
once = true;
} //add the money back from colapsing.
time_reset = false; //reset my bool.
if(warp==true)Game1.warpFarmer(prior_map, player_x, player_y, false);
// very_old_money = (safety_cash - Game1.player.money);
//Game1.player.money += very_old_money;
}
if (wipe_mail == true)
{
foreach (var i in Game1.mailbox) //delete those annoying charge messages. If only I could do this with mail IRL.
{
Log.Info(i);
if (i.Contains("passedOut"))
{
Log.Info("Found bad mail");
}
else {
newmail.Enqueue(i);
}
}
Game1.mailbox.Clear();
foreach (string mail in newmail)
{
Game1.mailbox.Enqueue(mail);
}
}
warped_check = false;
//prior_map==null; //prevents multiple warping when sleeping
}
catch (Exception ex)
{
try
{
Newtonsoft.Json.JsonSerializer serializer = new Newtonsoft.Json.JsonSerializer();
serializer.NullValueHandling = Newtonsoft.Json.NullValueHandling.Ignore;
serializer.TypeNameHandling = Newtonsoft.Json.TypeNameHandling.All;
serializer.Formatting = Newtonsoft.Json.Formatting.Indented;
serializer.ReferenceLoopHandling = ReferenceLoopHandling.Ignore;
using (StreamWriter sw = new StreamWriter(Path.Combine(Error_Path, "Mod_State.json")))
{
using (Newtonsoft.Json.JsonWriter writer2 = new Newtonsoft.Json.JsonTextWriter(sw))
{
serializer.Serialize(writer2, this);
}
}
}
catch (Exception exc)
{
Log.Info(exc);
}
Stardew_Omegasis_Utilities.Mod.Error_Handling.Log_Error(new List<string>(), ex);
}
}
public void TimeEvents_TimeOfDayChanged(object sender, StardewModdingAPI.Events.EventArgsIntChanged e)
{
/*
Implement try catch system here.
*/
try {
if (game_loaded == false) return;
float color_mod;
//transition the lighting for more "realistic" lighting from 2am to 11am. There is an awkward screen shuffle that happens because of this update.
if (lighting_transition == true)
{
if (Game1.timeOfDay > 200 && Game1.timeOfDay < 1100)
{
color_mod = (1100 - Game1.timeOfDay) / 1000f; //.7f
Game1.outdoorLight = Game1.ambientLight * color_mod;
}
}
if (stay_up == true)
{
if (Game1.timeOfDay == 2550)
{
if (StardewValley.Game1.isRaining == true)
{
was_raining = true;
StardewValley.Game1.isRaining = false; //regardless make sure I change the weather. Otherwise lighting gets screwy.
}
StardewValley.Game1.updateWeatherIcon();
Game1.timeOfDay = 150; //change it from 1:50 am late, to 1:50 am early
}
}
if (Game1.timeOfDay == 550) //if the game time is 5:50 AM
{
up_late = true;
}
if (Game1.timeOfDay == 600) //when time is 6:00 AM after staying up
{
if (up_late == false)
{
return;
}
if (super_map_warping_check == true)
{
if (Game1.currentMinigame != null) Game1.currentMinigame = null;
//if (time_reset == false) return;
time_reset = true;
player_x = Game1.player.getTileX();
player_y = Game1.player.getTileY();
prior_map = Game1.player.currentLocation.name;
Log.Info(prior_map);
Log.Info(player_x);
Log.Info(player_y);
super_map_warping_check = false;
Game1.farmerShouldPassOut = true; //make the farmer collapse.
pre_stam = Game1.player.stamina;
pre_health = Game1.player.health;
prior_money = Game1.player.money;
if (Game1.player.money <= 10000)
{
post_money = prior_money / 10;
}
else
{
post_money = 1000;
}
}
}
}
catch (Exception ex)
{
try
{
Newtonsoft.Json.JsonSerializer serializer = new Newtonsoft.Json.JsonSerializer();
serializer.NullValueHandling = Newtonsoft.Json.NullValueHandling.Ignore;
serializer.TypeNameHandling = Newtonsoft.Json.TypeNameHandling.All;
serializer.Formatting = Newtonsoft.Json.Formatting.Indented;
serializer.ReferenceLoopHandling = ReferenceLoopHandling.Ignore;
using (StreamWriter sw = new StreamWriter(Path.Combine(Error_Path, "Mod_State.json")))
{
using (Newtonsoft.Json.JsonWriter writer2 = new Newtonsoft.Json.JsonTextWriter(sw))
{
serializer.Serialize(writer2, this);
}
}
}
catch (Exception exc)
{
Log.Info(exc);
}
Stardew_Omegasis_Utilities.Mod.Error_Handling.Log_Error(new List<string>(), ex);
}
}
void MyWritter()
{
//saves the BuildEndurance_data at the end of a new day;
string myname = Game1.player.name;
string mylocation = Path.Combine(PathOnDisk, "Night_Owl_Config_");
//string mylocation2 = mylocation + myname;
string mylocation3 = mylocation + ".txt";
string[] mystring3 = new string[20];
if (!File.Exists(mylocation3))
{
Log.Info("The data file for Night Owl wasn't found. Time to create it!");
mystring3[0] = "Player: Night Owl Config. Feel free to edit.";
mystring3[1] = "====================================================================================";
mystring3[2] = "Stay up to 6 AM?: Do you wan't to stay up till 6 AM the next morning?";
mystring3[3] = stay_up.ToString();
mystring3[4] = "Custom Lighting Transition?: Do you want to have a lighting transition from 2AM to 5:50 AM? Setting this to false will keep the world dark until the player passes out or goes to bed.";
mystring3[5] = lighting_transition.ToString();
mystring3[6] = "Warp to collapse position?: True: Stay in the same place. False: Warp back home.";
mystring3[7] = warp.ToString();
mystring3[8] = "Keep Money?: True: Don't be charged for passing out.";
mystring3[9] = protect_money.ToString();
mystring3[10] = "Keep stamina when staying up? When the farmer passes out at 6, should their stamina be their stamina before collapsing?";
mystring3[11] = persistant_stamina.ToString();
mystring3[12] = "Keep health when staying up? When the farmer passes out at 6, should their health be their health before collapsing?";
mystring3[13] = persistant_health.ToString();
mystring3[14] = "Clean out charges mail?: Get rid of the annoying We charged X gold for your health fees, etc.";
mystring3[15] = wipe_mail.ToString();
File.WriteAllLines(mylocation3, mystring3);
}
else
{
// Console.WriteLine("HEY IM SAVING DATA");
//write out the info to a text file at the end of a day.
mystring3[0] = "Player: Night Owl Config. Feel free to edit.";
mystring3[1] = "====================================================================================";
mystring3[2] = "Stay up to 6 AM?: Do you wan't to stay up till 6 AM the next morning?";
mystring3[3] = stay_up.ToString();
mystring3[4] = "Custom Lighting Transition?: Do you want to have a lighting transition from 2AM to 5:50 AM? Setting this to false will keep the world dark until the player passes out or goes to bed.";
mystring3[5] = lighting_transition.ToString();
mystring3[6] = "Warp to collapse position?: True: Stay in the same place. False: Warp back home.";
mystring3[7] = warp.ToString();
mystring3[8] = "Keep Money?: True: Don't be charged for passing out.";
mystring3[9] = protect_money.ToString();
mystring3[10] = "Keep stamina when staying up? When the farmer passes out at 6, should their stamina be their stamina before collapsing?";
mystring3[11] = persistant_stamina.ToString();
mystring3[12] = "Keep health when staying up? When the farmer passes out at 6, should their health be their health before collapsing?";
mystring3[13] = persistant_health.ToString();
mystring3[14] = "Clean out charges mail?: Get rid of the annoying We charged X gold for your health fees, etc.";
mystring3[15] = wipe_mail.ToString();
File.WriteAllLines(mylocation3, mystring3);
}
}
void DataLoader()
{
//loads the data to the variables upon loading the game.
string myname = StardewValley.Game1.player.name;
string mylocation = Path.Combine(PathOnDisk, "Night_Owl_Config_");
//string mylocation2 = mylocation + myname;
string mylocation3 = mylocation + ".txt";
if (!File.Exists(mylocation3)) //if not data.json exists, initialize the data variables to the ModConfig data. I.E. starting out.
{
Log.Info("Loading Night_Owl_Config");
lighting_transition = true;
warp = true;
stay_up = true;
persistant_health = true;
persistant_stamina = true;
wipe_mail = true;
protect_money = true;
}
else
{
string[] readtext = File.ReadAllLines(mylocation3);
stay_up = Convert.ToBoolean(readtext[3]);//will the player stay up?
lighting_transition = Convert.ToBoolean(readtext[5]); //does the lighting transition occur?
warp = Convert.ToBoolean(readtext[7]); //does the player warp back to the spot they passed out at?
protect_money = Convert.ToBoolean(readtext[9]); //Is their money safe from stealing?
persistant_stamina = Convert.ToBoolean(readtext[11]); //Does the player have the same stam when collapsing?
persistant_health = Convert.ToBoolean(readtext[13]); //Ditto but with health.
if (readtext[15] == "") wipe_mail = true;
else wipe_mail = Convert.ToBoolean(readtext[15]); //will I clean out their mailbox?
}
}
}
}

View File

@ -1,67 +1,68 @@
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<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="Microsoft.Xna.Framework, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553" />
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</Reference>
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<Reference Include="System" />
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<Reference Include="System.Data" />
<Reference Include="System.Net.Http" />
<Reference Include="System.Xml" />
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<ItemGroup>
<Compile Include="Class1.cs" />
<Compile Include="Error_Handling.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="14.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{C7E7043F-C823-4FDD-9F4E-7CC255751246}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
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<AssemblyName>Stardew_NightOwl</AssemblyName>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="Microsoft.Xna.Framework, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553" />
<Reference Include="Microsoft.Xna.Framework.Game, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553" />
<Reference Include="Newtonsoft.Json, Version=4.5.0.0, Culture=neutral, PublicKeyToken=30ad4fe6b2a6aeed, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\..\..\..\..\Desktop\Newtonsoft.Json.dll</HintPath>
</Reference>
<Reference Include="Stardew Valley">
<HintPath>..\..\..\..\..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Stardew Valley.exe</HintPath>
</Reference>
<Reference Include="StardewModdingAPI, Version=1.0.0.0, Culture=neutral, processorArchitecture=x86">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\..\..\..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\Stardew Valley\StardewModdingAPI.exe</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />
<Reference Include="System.Data" />
<Reference Include="System.Net.Http" />
<Reference Include="System.Xml" />
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<Compile Include="Error_Handling.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
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View File

@ -1,252 +1,252 @@
<?xml version="1.0" encoding="utf-8"?>
<doc>
<members>
<member name="T:Microsoft.Xna.Framework.Input.Touch.GestureSample">
<summary>A representation of data from a multitouch gesture over a span of time.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Delta">
<summary>Holds delta information about the first touchpoint in a multitouch gesture.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Delta2">
<summary>Holds delta information about the second touchpoint in a multitouch gesture.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.GestureType">
<summary>The type of gesture in a multitouch gesture sample.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Position">
<summary>Holds the current position of the first touchpoint in this gesture sample.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Position2">
<summary>Holds the current position of the the second touchpoint in this gesture sample.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Timestamp">
<summary>Holds the starting time for this touch gesture sample.</summary>
</member>
<member name="T:Microsoft.Xna.Framework.Input.Touch.GestureType">
<summary>Contains values that represent different multitouch gestures that can be detected by TouchPanel.ReadGesture. Reference page contains links to related code samples.</summary>
</member>
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.DoubleTap">
<summary>The user tapped the screen twice in quick succession. This always is preceded by a Tap gesture. If the time between taps is too great to be considered a DoubleTap, two Tap gestures will be generated instead.</summary>
</member>
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.DragComplete">
<summary>A drag gesture (VerticalDrag, HorizontalDrag, or FreeDrag) was completed. This signals only completion. No position or delta data is valid for this sample.</summary>
</member>
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.Flick">
<summary>The user performed a touch combined with a quick swipe of the screen. Flicks are positionless. The velocity of the flick can be retrieved by reading the Delta member of GestureSample.</summary>
</member>
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.FreeDrag">
<summary>The user touched the screen, and then performed a free-form drag gesture.</summary>
</member>
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.Hold">
<summary>The user touched a single point on the screen for approximately one second. This is a single event, and not continuously generated while the user is holding the touchpoint.</summary>
</member>
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.HorizontalDrag">
<summary>The user touched the screen, and then performed a horizontal (left to right or right to left) gesture.</summary>
</member>
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.None">
<summary>Represents no gestures.</summary>
</member>
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.Pinch">
<summary>The user touched two points on the screen, and then converged or diverged them. Pinch behaves like a two-finger drag. When this gesture is enabled, it takes precedence over drag gestures while two fingers are down.</summary>
</member>
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.PinchComplete">
<summary>A pinch operation was completed. This signals only completion. No position or delta data is valid for this sample.</summary>
</member>
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.Tap">
<summary>The user briefly touched a single point on the screen.</summary>
</member>
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.VerticalDrag">
<summary>The user touched the screen, and then performed a vertical (top to bottom or bottom to top) gesture.</summary>
</member>
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchCollection">
<summary>Provides methods and properties for accessing state information for the touch screen of a touch-enabled device. Reference page contains links to related code samples.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.#ctor(Microsoft.Xna.Framework.Input.Touch.TouchLocation[])">
<summary>Initializes a new instance of the TouchCollection structure with a set of touch locations. Reference page contains links to related code samples.</summary>
<param name="touches">Array of touch locations.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Add(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
<summary>Adds a TouchLocation to the collection.</summary>
<param name="item">TouchLocation to add.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Clear">
<summary>Removes all TouchLocation objects from the collection.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Contains(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
<summary>Checks if the current touch collection contains the specified touch location.</summary>
<param name="item">Touch location to be checked against the current collection.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.CopyTo(Microsoft.Xna.Framework.Input.Touch.TouchLocation[],System.Int32)">
<summary>Copies the touch location to the collection at the specified index.</summary>
<param name="array">Array receiving the copied touch location.</param>
<param name="arrayIndex">Target index of the collection.</param>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Count">
<summary>Gets the current number of touch locations for the touch screen.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.FindById(System.Int32,Microsoft.Xna.Framework.Input.Touch.TouchLocation@)">
<summary>Retrieves the touch location matching the specified ID.</summary>
<param name="id">ID of touch location sought.</param>
<param name="touchLocation">[OutAttribute] Touch location item matching the specified ID.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.GetEnumerator">
<summary>Returns an enumerator that iterates through the TouchCollection.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.IndexOf(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
<summary>Determines the index of a TouchLocation in the TouchCollection.</summary>
<param name="item">TouchLocation to locate in the collection.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Insert(System.Int32,Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
<summary>Inserts a new TouchLocation into the TouchCollection at a specified index.</summary>
<param name="index">Index in the touch collection for the new item.</param>
<param name="item">TouchLocation to be inserted.</param>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.IsConnected">
<summary>Indicates if the touch screen is available for use.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.IsReadOnly">
<summary>Determines if the touch location array is read-only.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Item(System.Int32)">
<summary>Gets or sets the information of the specified touch location.</summary>
<param name="index">Index of the touch location to return.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Remove(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
<summary>Removes the specified TouchLocation from the TouchCollection.</summary>
<param name="item">TouchLocation to be removed.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.RemoveAt(System.Int32)">
<summary>Removes a TouchLocation at the specified index in the TouchCollection.</summary>
<param name="index">Index of the TouchLocation to remove.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.System#Collections#IEnumerable#GetEnumerator">
<summary>Returns an enumerator that iterates through the TouchCollection.</summary>
</member>
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator">
<summary>Provides the ability to iterate through the touch locations in a TouchCollection.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.Current">
<summary>Gets the current element in the TouchCollection.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.Dispose">
<summary>Immediately releases the unmanaged resources used by this object.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.MoveNext">
<summary>Advances the enumerator to the next element of the TouchCollection.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.System#Collections#IEnumerator#Current">
<summary>Gets the current element in the TouchCollection as an object.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.System#Collections#IEnumerator#Reset">
<summary>Sets the enumerator to its initial position, which is before the first element in the TouchCollection.</summary>
</member>
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchLocation">
<summary>Provides methods and properties for interacting with a touch location on a touch screen device. Reference page contains links to related code samples.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.#ctor(System.Int32,Microsoft.Xna.Framework.Input.Touch.TouchLocationState,Microsoft.Xna.Framework.Vector2)">
<summary>Initializes a new TouchLocation with an ID, state, position, and pressure.</summary>
<param name="id">ID of the new touch location.</param>
<param name="state">State of the new touch location.</param>
<param name="position">Position, in screen coordinates, of the new touch location.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.#ctor(System.Int32,Microsoft.Xna.Framework.Input.Touch.TouchLocationState,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Input.Touch.TouchLocationState,Microsoft.Xna.Framework.Vector2)">
<summary>Initializes a new TouchLocation with an ID, and a set of both current and previous state, position, and pressure values.</summary>
<param name="id">ID of the new touch location.</param>
<param name="state">State of the new touch location.</param>
<param name="position">Position, in screen coordinates, of the new touch location.</param>
<param name="previousState">Previous state for the new touch location.</param>
<param name="previousPosition">Previous position for the new touch location.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.Equals(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
<summary>Determines whether the current TouchLocation is equal to the specified TouchLocation.</summary>
<param name="other">The TouchLocation to compare with this instance.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.Equals(System.Object)">
<summary>Determines whether the current TouchLocation is equal to the specified object.</summary>
<param name="obj">The Object to compare with the touch location.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.GetHashCode">
<summary>Gets the hash code for this TouchLocation.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchLocation.Id">
<summary>Gets the ID of the touch location.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.op_Equality(Microsoft.Xna.Framework.Input.Touch.TouchLocation,Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
<summary>Determines whether two TouchLocation instances are equal.</summary>
<param name="value1">The TouchLocation to compare with the second.</param>
<param name="value2">The TouchLocation to compare with the first.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.op_Inequality(Microsoft.Xna.Framework.Input.Touch.TouchLocation,Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
<summary>Determines whether two TouchLocation instances are unequal.</summary>
<param name="value1">The TouchLocation to compare with the second.</param>
<param name="value2">The TouchLocation to compare with the first.</param>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchLocation.Position">
<summary>Gets the position of the touch location.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchLocation.State">
<summary>Gets the state of the touch location.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.ToString">
<summary>Gets a string representation of the TouchLocation.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.TryGetPreviousLocation(Microsoft.Xna.Framework.Input.Touch.TouchLocation@)">
<summary>Attempts to get the previous location of this touch location object.</summary>
<param name="previousLocation">[OutAttribute] Previous location data, as a TouchLocation.</param>
</member>
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchLocationState">
<summary>Defines the possible states of a touch location. Reference page contains links to related code samples.</summary>
</member>
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchLocationState.Invalid">
<summary>This touch location position is invalid. Typically, you will encounter this state when a new touch location attempts to get the previous state of itself.</summary>
</member>
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchLocationState.Moved">
<summary>This touch location position was updated or pressed at the same position.</summary>
</member>
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchLocationState.Pressed">
<summary>This touch location position is new.</summary>
</member>
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchLocationState.Released">
<summary>This touch location position was released.</summary>
</member>
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchPanel">
<summary>Provides methods for retrieving touch panel device information. Reference page contains links to related code samples.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.DisplayHeight">
<summary>Gets or sets the display height of the touch panel.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.DisplayOrientation">
<summary>Gets or sets the display orientation of the touch panel.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.DisplayWidth">
<summary>Gets or sets the display width of the touch panel.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.EnabledGestures">
<summary>Gets or sets the gestures that are enabled for the touch panel. Reference page contains links to related code samples.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchPanel.GetCapabilities">
<summary>Gets the touch panel capabilities for an available device. Reference page contains links to related code samples.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchPanel.GetState">
<summary>Gets the current state of the touch panel. Reference page contains links to related code samples.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.IsGestureAvailable">
<summary>Used to determine if a touch gesture is available. Reference page contains links to related code samples.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchPanel.ReadGesture">
<summary>Reads an available gesture on the touch panel. Reference page contains links to related code samples.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.WindowHandle">
<summary>The window handle of the touch panel.</summary>
</member>
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchPanelCapabilities">
<summary>Provides access to information about the capabilities of the touch input device. Reference page contains links to related code samples.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanelCapabilities.IsConnected">
<summary>Indicates if the touch panel device is available for use.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanelCapabilities.MaximumTouchCount">
<summary>Gets the maximum number of touch locations that can be tracked by the touch pad device.</summary>
</member>
</members>
<?xml version="1.0" encoding="utf-8"?>
<doc>
<members>
<member name="T:Microsoft.Xna.Framework.Input.Touch.GestureSample">
<summary>A representation of data from a multitouch gesture over a span of time.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Delta">
<summary>Holds delta information about the first touchpoint in a multitouch gesture.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Delta2">
<summary>Holds delta information about the second touchpoint in a multitouch gesture.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.GestureType">
<summary>The type of gesture in a multitouch gesture sample.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Position">
<summary>Holds the current position of the first touchpoint in this gesture sample.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Position2">
<summary>Holds the current position of the the second touchpoint in this gesture sample.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.GestureSample.Timestamp">
<summary>Holds the starting time for this touch gesture sample.</summary>
</member>
<member name="T:Microsoft.Xna.Framework.Input.Touch.GestureType">
<summary>Contains values that represent different multitouch gestures that can be detected by TouchPanel.ReadGesture. Reference page contains links to related code samples.</summary>
</member>
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.DoubleTap">
<summary>The user tapped the screen twice in quick succession. This always is preceded by a Tap gesture. If the time between taps is too great to be considered a DoubleTap, two Tap gestures will be generated instead.</summary>
</member>
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.DragComplete">
<summary>A drag gesture (VerticalDrag, HorizontalDrag, or FreeDrag) was completed. This signals only completion. No position or delta data is valid for this sample.</summary>
</member>
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.Flick">
<summary>The user performed a touch combined with a quick swipe of the screen. Flicks are positionless. The velocity of the flick can be retrieved by reading the Delta member of GestureSample.</summary>
</member>
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.FreeDrag">
<summary>The user touched the screen, and then performed a free-form drag gesture.</summary>
</member>
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.Hold">
<summary>The user touched a single point on the screen for approximately one second. This is a single event, and not continuously generated while the user is holding the touchpoint.</summary>
</member>
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.HorizontalDrag">
<summary>The user touched the screen, and then performed a horizontal (left to right or right to left) gesture.</summary>
</member>
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.None">
<summary>Represents no gestures.</summary>
</member>
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.Pinch">
<summary>The user touched two points on the screen, and then converged or diverged them. Pinch behaves like a two-finger drag. When this gesture is enabled, it takes precedence over drag gestures while two fingers are down.</summary>
</member>
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.PinchComplete">
<summary>A pinch operation was completed. This signals only completion. No position or delta data is valid for this sample.</summary>
</member>
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.Tap">
<summary>The user briefly touched a single point on the screen.</summary>
</member>
<member name="F:Microsoft.Xna.Framework.Input.Touch.GestureType.VerticalDrag">
<summary>The user touched the screen, and then performed a vertical (top to bottom or bottom to top) gesture.</summary>
</member>
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchCollection">
<summary>Provides methods and properties for accessing state information for the touch screen of a touch-enabled device. Reference page contains links to related code samples.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.#ctor(Microsoft.Xna.Framework.Input.Touch.TouchLocation[])">
<summary>Initializes a new instance of the TouchCollection structure with a set of touch locations. Reference page contains links to related code samples.</summary>
<param name="touches">Array of touch locations.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Add(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
<summary>Adds a TouchLocation to the collection.</summary>
<param name="item">TouchLocation to add.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Clear">
<summary>Removes all TouchLocation objects from the collection.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Contains(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
<summary>Checks if the current touch collection contains the specified touch location.</summary>
<param name="item">Touch location to be checked against the current collection.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.CopyTo(Microsoft.Xna.Framework.Input.Touch.TouchLocation[],System.Int32)">
<summary>Copies the touch location to the collection at the specified index.</summary>
<param name="array">Array receiving the copied touch location.</param>
<param name="arrayIndex">Target index of the collection.</param>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Count">
<summary>Gets the current number of touch locations for the touch screen.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.FindById(System.Int32,Microsoft.Xna.Framework.Input.Touch.TouchLocation@)">
<summary>Retrieves the touch location matching the specified ID.</summary>
<param name="id">ID of touch location sought.</param>
<param name="touchLocation">[OutAttribute] Touch location item matching the specified ID.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.GetEnumerator">
<summary>Returns an enumerator that iterates through the TouchCollection.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.IndexOf(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
<summary>Determines the index of a TouchLocation in the TouchCollection.</summary>
<param name="item">TouchLocation to locate in the collection.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Insert(System.Int32,Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
<summary>Inserts a new TouchLocation into the TouchCollection at a specified index.</summary>
<param name="index">Index in the touch collection for the new item.</param>
<param name="item">TouchLocation to be inserted.</param>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.IsConnected">
<summary>Indicates if the touch screen is available for use.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.IsReadOnly">
<summary>Determines if the touch location array is read-only.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Item(System.Int32)">
<summary>Gets or sets the information of the specified touch location.</summary>
<param name="index">Index of the touch location to return.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Remove(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
<summary>Removes the specified TouchLocation from the TouchCollection.</summary>
<param name="item">TouchLocation to be removed.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.RemoveAt(System.Int32)">
<summary>Removes a TouchLocation at the specified index in the TouchCollection.</summary>
<param name="index">Index of the TouchLocation to remove.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.System#Collections#IEnumerable#GetEnumerator">
<summary>Returns an enumerator that iterates through the TouchCollection.</summary>
</member>
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator">
<summary>Provides the ability to iterate through the touch locations in a TouchCollection.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.Current">
<summary>Gets the current element in the TouchCollection.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.Dispose">
<summary>Immediately releases the unmanaged resources used by this object.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.MoveNext">
<summary>Advances the enumerator to the next element of the TouchCollection.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.System#Collections#IEnumerator#Current">
<summary>Gets the current element in the TouchCollection as an object.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchCollection.Enumerator.System#Collections#IEnumerator#Reset">
<summary>Sets the enumerator to its initial position, which is before the first element in the TouchCollection.</summary>
</member>
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchLocation">
<summary>Provides methods and properties for interacting with a touch location on a touch screen device. Reference page contains links to related code samples.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.#ctor(System.Int32,Microsoft.Xna.Framework.Input.Touch.TouchLocationState,Microsoft.Xna.Framework.Vector2)">
<summary>Initializes a new TouchLocation with an ID, state, position, and pressure.</summary>
<param name="id">ID of the new touch location.</param>
<param name="state">State of the new touch location.</param>
<param name="position">Position, in screen coordinates, of the new touch location.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.#ctor(System.Int32,Microsoft.Xna.Framework.Input.Touch.TouchLocationState,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Input.Touch.TouchLocationState,Microsoft.Xna.Framework.Vector2)">
<summary>Initializes a new TouchLocation with an ID, and a set of both current and previous state, position, and pressure values.</summary>
<param name="id">ID of the new touch location.</param>
<param name="state">State of the new touch location.</param>
<param name="position">Position, in screen coordinates, of the new touch location.</param>
<param name="previousState">Previous state for the new touch location.</param>
<param name="previousPosition">Previous position for the new touch location.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.Equals(Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
<summary>Determines whether the current TouchLocation is equal to the specified TouchLocation.</summary>
<param name="other">The TouchLocation to compare with this instance.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.Equals(System.Object)">
<summary>Determines whether the current TouchLocation is equal to the specified object.</summary>
<param name="obj">The Object to compare with the touch location.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.GetHashCode">
<summary>Gets the hash code for this TouchLocation.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchLocation.Id">
<summary>Gets the ID of the touch location.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.op_Equality(Microsoft.Xna.Framework.Input.Touch.TouchLocation,Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
<summary>Determines whether two TouchLocation instances are equal.</summary>
<param name="value1">The TouchLocation to compare with the second.</param>
<param name="value2">The TouchLocation to compare with the first.</param>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.op_Inequality(Microsoft.Xna.Framework.Input.Touch.TouchLocation,Microsoft.Xna.Framework.Input.Touch.TouchLocation)">
<summary>Determines whether two TouchLocation instances are unequal.</summary>
<param name="value1">The TouchLocation to compare with the second.</param>
<param name="value2">The TouchLocation to compare with the first.</param>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchLocation.Position">
<summary>Gets the position of the touch location.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchLocation.State">
<summary>Gets the state of the touch location.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.ToString">
<summary>Gets a string representation of the TouchLocation.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchLocation.TryGetPreviousLocation(Microsoft.Xna.Framework.Input.Touch.TouchLocation@)">
<summary>Attempts to get the previous location of this touch location object.</summary>
<param name="previousLocation">[OutAttribute] Previous location data, as a TouchLocation.</param>
</member>
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchLocationState">
<summary>Defines the possible states of a touch location. Reference page contains links to related code samples.</summary>
</member>
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchLocationState.Invalid">
<summary>This touch location position is invalid. Typically, you will encounter this state when a new touch location attempts to get the previous state of itself.</summary>
</member>
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchLocationState.Moved">
<summary>This touch location position was updated or pressed at the same position.</summary>
</member>
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchLocationState.Pressed">
<summary>This touch location position is new.</summary>
</member>
<member name="F:Microsoft.Xna.Framework.Input.Touch.TouchLocationState.Released">
<summary>This touch location position was released.</summary>
</member>
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchPanel">
<summary>Provides methods for retrieving touch panel device information. Reference page contains links to related code samples.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.DisplayHeight">
<summary>Gets or sets the display height of the touch panel.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.DisplayOrientation">
<summary>Gets or sets the display orientation of the touch panel.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.DisplayWidth">
<summary>Gets or sets the display width of the touch panel.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.EnabledGestures">
<summary>Gets or sets the gestures that are enabled for the touch panel. Reference page contains links to related code samples.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchPanel.GetCapabilities">
<summary>Gets the touch panel capabilities for an available device. Reference page contains links to related code samples.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchPanel.GetState">
<summary>Gets the current state of the touch panel. Reference page contains links to related code samples.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.IsGestureAvailable">
<summary>Used to determine if a touch gesture is available. Reference page contains links to related code samples.</summary>
</member>
<member name="M:Microsoft.Xna.Framework.Input.Touch.TouchPanel.ReadGesture">
<summary>Reads an available gesture on the touch panel. Reference page contains links to related code samples.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanel.WindowHandle">
<summary>The window handle of the touch panel.</summary>
</member>
<member name="T:Microsoft.Xna.Framework.Input.Touch.TouchPanelCapabilities">
<summary>Provides access to information about the capabilities of the touch input device. Reference page contains links to related code samples.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanelCapabilities.IsConnected">
<summary>Indicates if the touch panel device is available for use.</summary>
</member>
<member name="P:Microsoft.Xna.Framework.Input.Touch.TouchPanelCapabilities.MaximumTouchCount">
<summary>Gets the maximum number of touch locations that can be tracked by the touch pad device.</summary>
</member>
</members>
</doc>

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C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Microsoft.Xna.Framework.GamerServices.xml
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c:\users\owner\documents\visual studio 2015\Projects\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Microsoft.Xna.Framework.Xact.dll
c:\users\owner\documents\visual studio 2015\Projects\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Steamworks.NET.dll
c:\users\owner\documents\visual studio 2015\Projects\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Newtonsoft.Json.dll
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c:\users\owner\documents\visual studio 2015\Projects\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Microsoft.Xna.Framework.Input.Touch.xml
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c:\users\owner\documents\visual studio 2015\Projects\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Microsoft.Xna.Framework.xml
c:\users\owner\documents\visual studio 2015\Projects\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Microsoft.Xna.Framework.Game.xml
c:\users\owner\documents\visual studio 2015\Projects\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Microsoft.Xna.Framework.Graphics.xml
C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Stardew_NightOwl.dll
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C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Microsoft.Xna.Framework.dll
C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Microsoft.Xna.Framework.Game.dll
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C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Microsoft.Xna.Framework.Xact.dll
C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Steamworks.NET.dll
C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Newtonsoft.Json.dll
C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Microsoft.Xna.Framework.xml
C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Microsoft.Xna.Framework.Game.xml
C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Microsoft.Xna.Framework.Graphics.xml
C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Microsoft.Xna.Framework.GamerServices.xml
C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Microsoft.Xna.Framework.Input.Touch.xml
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C:\Users\owner\Documents\Visual Studio 2015\Projects\Stardew_Valley_Mod_Folder\Stardew_NightOwl\Stardew_NightOwl\obj\Debug\Stardew_NightOwl.pdb
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Stardew_NightOwl.dll
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Stardew_NightOwl.pdb
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Microsoft.Xna.Framework.dll
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Microsoft.Xna.Framework.Game.dll
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Newtonsoft.Json.dll
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Stardew Valley.exe
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\StardewModdingAPI.exe
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Microsoft.Xna.Framework.Graphics.dll
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Microsoft.Xna.Framework.GamerServices.dll
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Microsoft.Xna.Framework.Input.Touch.dll
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\xTile.dll
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Lidgren.Network.dll
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Microsoft.Xna.Framework.Xact.dll
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Steamworks.NET.dll
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Microsoft.Xna.Framework.xml
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Microsoft.Xna.Framework.Game.xml
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\StardewModdingAPI.pdb
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Microsoft.Xna.Framework.Graphics.xml
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Microsoft.Xna.Framework.GamerServices.xml
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Microsoft.Xna.Framework.Input.Touch.xml
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Microsoft.Xna.Framework.Xact.xml
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\obj\Debug\Stardew_NightOwl.csprojResolveAssemblyReference.cache
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\obj\Debug\Stardew_NightOwl.dll
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\obj\Debug\Stardew_NightOwl.pdb

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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Express 14 for Windows Desktop
VisualStudioVersion = 14.0.24720.0
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CurrentLocationPopUp", "CurrentLocationPopUp\CurrentLocationPopUp.csproj", "{80C30B4F-D493-4A16-B723-CB475A24C2DD}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{80C30B4F-D493-4A16-B723-CB475A24C2DD}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{80C30B4F-D493-4A16-B723-CB475A24C2DD}.Debug|Any CPU.Build.0 = Debug|Any CPU
{80C30B4F-D493-4A16-B723-CB475A24C2DD}.Release|Any CPU.ActiveCfg = Release|Any CPU
{80C30B4F-D493-4A16-B723-CB475A24C2DD}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using StardewModdingAPI;
using StardewValley;
namespace CurrentLocationPopUp
{
public class Class1 :Mod
{
public override void Entry(params object[] objects)
{
StardewModdingAPI.Events.LocationEvents.CurrentLocationChanged += LocationEvents_CurrentLocationChanged;
}
public void LocationEvents_CurrentLocationChanged(object sender, StardewModdingAPI.Events.EventArgsCurrentLocationChanged e)
{
if (Game1.player == null) return;
if (Game1.player.currentLocation != null) Game1.showGlobalMessage("Current Location: "+Game1.player.currentLocation.name);
}
}
}

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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="14.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{80C30B4F-D493-4A16-B723-CB475A24C2DD}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>CurrentLocationPopUp</RootNamespace>
<AssemblyName>CurrentLocationPopUp</AssemblyName>
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="Microsoft.Xna.Framework.Game, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553" />
<Reference Include="Stardew Valley">
<HintPath>..\..\..\..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Stardew Valley.exe</HintPath>
</Reference>
<Reference Include="StardewModdingAPI">
<HintPath>..\..\..\..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\Stardew Valley\StardewModdingAPI.exe</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />
<Reference Include="System.Data" />
<Reference Include="System.Net.Http" />
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Compile Include="Class1.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>

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using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("CurrentLocationPopUp")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("CurrentLocationPopUp")]
[assembly: AssemblyCopyright("Copyright © 2016")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("80c30b4f-d493-4a16-b723-cb475a24c2dd")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

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CurrentLocation
Version:1.0.0
Published: 10/21/16 12:07 AM
Updated: 10/21/16 12:07 AM
Compatability:
Stardew Valley 1.1.0 Windows
SMAPI 0.40.0 1.1-3
Description:
A super simple mod that tells you the name of a location you enter whenever you enter a new one.
Installation:
1.Download SMAPI
2.Download the main mod file
3.Download the mod Content file.
4.Place the main mod content file at StardewValley/Mods\
5.Run the game!
Have fun!
Update Info:
1.0.0
-Initial Release

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</PropertyGroup>
<ItemGroup>
<Reference Include="Stardew Valley">
<HintPath>..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Stardew Valley.exe</HintPath>
<HintPath>..\..\..\..\..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Stardew Valley.exe</HintPath>
</Reference>
<Reference Include="StardewModdingAPI">
<HintPath>..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\Stardew Valley\StardewModdingAPI.exe</HintPath>
<Reference Include="StardewModdingAPI, Version=1.0.0.0, Culture=neutral, processorArchitecture=x86">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\..\..\..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\Stardew Valley\StardewModdingAPI.exe</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Core" />

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Fall 28 Snow Day 1.0.0
Fall 28 Snow Day 1.1.0
Posted on 7/9/16
Updated 10/21/16 12:26 AM
Compatability:
SDV 1.1
SMAPI 0.40.0 1.1-3
Windows
Descritption:
-Just a small mod that makes it snow on Fall 28th, which would explain why the town is covered in snow come the 1st of Winter.
Updates:
1.1.0
-Updated to SDV 1.1
1.0.0
-Initial release.

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<ItemGroup>
<Reference Include="Microsoft.Xna.Framework.Game, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553" />
<Reference Include="Stardew Valley">
<HintPath>..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Stardew Valley.exe</HintPath>
<HintPath>..\..\..\..\..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Stardew Valley.exe</HintPath>
</Reference>
<Reference Include="StardewModdingAPI">
<HintPath>..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\Stardew Valley\StardewModdingAPI.exe</HintPath>
<Reference Include="StardewModdingAPI, Version=1.0.0.0, Culture=neutral, processorArchitecture=x86">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\..\..\..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\Stardew Valley\StardewModdingAPI.exe</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Core" />

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NoMorePets
version: 1.0.0
version: 1.1.0
Released: 8/1/16
Updated:8/1/16
Updated:10/21/16 12:48 AM
Compatability:
Stardew Valley 1.0.7 Windows
Stardew Valley 1.1.0 Windows
SMAPI 0.40.0
SMAPI 0.40.0 1.1-3
Description: A simple mod that removes your pet from the game incase you somehow dupe it, or are annoyed with it.
Accidently duped my pet while modding. This helped clean up the issue for me.
Updates:
1.1.0
-updated to SDV 1.1