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using Microsoft.Xna.Framework ;
using StardewModdingAPI.Events ;
using StardewValley ;
using StardewValley.Menus ;
using System ;
using System.Collections.Generic ;
using System.Linq ;
using System.Reflection ;
namespace UIInfoSuite.UIElements
{
class ShowAccurateHearts : IDisposable
{
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private String [ ] _friendNames ;
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private SocialPage _socialPage ;
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private IModEvents _events ;
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private readonly int [ ] [ ] _numArray = new int [ ] [ ]
{
new int [ ] { 1 , 1 , 0 , 1 , 1 } ,
new int [ ] { 1 , 1 , 1 , 1 , 1 } ,
new int [ ] { 0 , 1 , 1 , 1 , 0 } ,
new int [ ] { 0 , 0 , 1 , 0 , 0 }
} ;
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public ShowAccurateHearts ( IModEvents events )
{
_events = events ;
}
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public void ToggleOption ( bool showAccurateHearts )
{
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_events . Display . MenuChanged - = OnMenuChanged ;
_events . Display . RenderedActiveMenu - = OnRenderedActiveMenu ;
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if ( showAccurateHearts )
{
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_events . Display . MenuChanged + = OnMenuChanged ;
_events . Display . RenderedActiveMenu + = OnRenderedActiveMenu ;
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}
}
public void Dispose ( )
{
ToggleOption ( false ) ;
}
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/// <summary>When a menu is open (<see cref="Game1.activeClickableMenu"/> isn't null), raised after that menu is drawn to the sprite batch but before it's rendered to the screen.</summary>
/// <param name="sender">The event sender.</param>
/// <param name="e">The event arguments.</param>
private void OnRenderedActiveMenu ( object sender , RenderedActiveMenuEventArgs e )
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{
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// draw heart fills
if ( Game1 . activeClickableMenu is GameMenu gameMenu )
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{
if ( gameMenu . currentTab = = 2 )
{
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if ( _socialPage ! = null )
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{
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int slotPosition = ( int ) typeof ( SocialPage )
. GetField (
"slotPosition" ,
BindingFlags . Instance | BindingFlags . NonPublic )
. GetValue ( _socialPage ) ;
int yOffset = 0 ;
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for ( int i = slotPosition ; i < slotPosition + 5 & & i < _friendNames . Length ; + + i )
{
int yPosition = Game1 . activeClickableMenu . yPositionOnScreen + 130 + yOffset ;
yOffset + = 112 ;
Friendship friendshipValues ;
String nextName = _friendNames [ i ] ;
if ( Game1 . player . friendshipData . TryGetValue ( nextName , out friendshipValues ) )
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{
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int friendshipRawValue = friendshipValues . Points ;
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if ( friendshipRawValue > 0 )
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{
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int pointsToNextHeart = friendshipRawValue % 250 ;
int numHearts = friendshipRawValue / 250 ;
if ( friendshipRawValue < 3000 & &
_friendNames [ i ] = = Game1 . player . spouse | |
friendshipRawValue < 2500 )
{
DrawEachIndividualSquare ( numHearts , pointsToNextHeart , yPosition ) ;
//if (!Game1.options.hardwareCursor)
// Game1.spriteBatch.Draw(
// Game1.mouseCursors,
// new Vector2(Game1.getMouseX(), Game1.getMouseY()),
// Game1.getSourceRectForStandardTileSheet(
// Game1.mouseCursors, Game1.mouseCursor,
// 16,
// 16),
// Color.White,
// 0.0f,
// Vector2.Zero,
// Game1.pixelZoom + (float)(Game1.dialogueButtonScale / 150.0),
// SpriteEffects.None,
// 1f);
}
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}
}
}
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String hoverText = ( string ) gameMenu . GetType ( ) . GetField ( "hoverText" , BindingFlags . Instance | BindingFlags . NonPublic | BindingFlags . Public ) ? . GetValue ( gameMenu ) ;
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IClickableMenu . drawHoverText (
Game1 . spriteBatch ,
hoverText ,
Game1 . smallFont ) ;
}
else
{
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ExtendMenuIfNeeded ( ) ;
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}
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}
}
}
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/// <summary>Raised after a game menu is opened, closed, or replaced.</summary>
/// <param name="sender">The event sender.</param>
/// <param name="e">The event arguments.</param>
private void OnMenuChanged ( object sender , MenuChangedEventArgs e )
{
ExtendMenuIfNeeded ( ) ;
}
private void ExtendMenuIfNeeded ( )
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{
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if ( Game1 . activeClickableMenu is GameMenu gameMenu )
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{
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foreach ( var menu in gameMenu . pages )
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{
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if ( menu is SocialPage page )
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{
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_socialPage = page ;
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_friendNames = _socialPage . names
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. Select ( name = > name . ToString ( ) )
. ToArray ( ) ;
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break ;
}
}
}
}
private void DrawEachIndividualSquare ( int friendshipLevel , int friendshipPoints , int yPosition )
{
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int numberOfPointsToDraw = ( int ) ( ( ( double ) friendshipPoints ) / 12.5 ) ;
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int num2 ;
if ( friendshipLevel > 10 )
{
num2 = 32 * ( friendshipLevel - 10 ) ;
yPosition + = 28 ;
}
else
{
num2 = 32 * friendshipLevel ;
}
for ( int i = 3 ; i > = 0 & & numberOfPointsToDraw > 0 ; - - i )
{
for ( int j = 0 ; j < 5 & & numberOfPointsToDraw > 0 ; + + j , - - numberOfPointsToDraw )
{
if ( _numArray [ i ] [ j ] = = 1 )
{
Game1 . spriteBatch . Draw (
Game1 . staminaRect ,
new Rectangle (
Game1 . activeClickableMenu . xPositionOnScreen + 316 + num2 + j * 4 ,
yPosition + 14 + i * 4 ,
4 ,
4 ) ,
Color . Crimson ) ;
}
}
}
}
}
}