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 { private String[] _friendNames; private SocialPage _socialPage; private IModEvents _events; 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 } }; public ShowAccurateHearts(IModEvents events) { _events = events; } public void ToggleOption(bool showAccurateHearts) { _events.Display.MenuChanged -= OnMenuChanged; _events.Display.RenderedActiveMenu -= OnRenderedActiveMenu; if (showAccurateHearts) { _events.Display.MenuChanged += OnMenuChanged; _events.Display.RenderedActiveMenu += OnRenderedActiveMenu; } } public void Dispose() { ToggleOption(false); } /// When a menu is open ( isn't null), raised after that menu is drawn to the sprite batch but before it's rendered to the screen. /// The event sender. /// The event arguments. private void OnRenderedActiveMenu(object sender, RenderedActiveMenuEventArgs e) { // draw heart fills if (Game1.activeClickableMenu is GameMenu gameMenu) { if (gameMenu.currentTab == 2) { if (_socialPage != null) { int slotPosition = (int)typeof(SocialPage) .GetField( "slotPosition", BindingFlags.Instance | BindingFlags.NonPublic) .GetValue(_socialPage); int yOffset = 0; 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)) { int friendshipRawValue = friendshipValues.Points; if (friendshipRawValue > 0) { 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); } } } } String hoverText = gameMenu.hoverText; IClickableMenu.drawHoverText( Game1.spriteBatch, hoverText, Game1.smallFont); } else { ExtendMenuIfNeeded(); } } } } /// Raised after a game menu is opened, closed, or replaced. /// The event sender. /// The event arguments. private void OnMenuChanged(object sender, MenuChangedEventArgs e) { ExtendMenuIfNeeded(); } private void ExtendMenuIfNeeded() { if (Game1.activeClickableMenu is GameMenu gameMenu) { foreach (var menu in gameMenu.pages) { if (menu is SocialPage page) { _socialPage = page; _friendNames = _socialPage.names .Select(name => name.ToString()) .ToArray(); break; } } } } private void DrawEachIndividualSquare(int friendshipLevel, int friendshipPoints, int yPosition) { int numberOfPointsToDraw = (int)(((double)friendshipPoints) / 12.5); 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); } } } } } }