/// <summary> /// Event handler for rendering the button sprite to the screen. /// Only renders if 1: There is no menu active. /// 2: The toolbar is set to be pinned in the game options. /// 3: The mod option for toolbar toggle is enabled. /// </summary> /// /// <remarks> /// Done before the HUD rendering instead of after to allow the button to be hidden behind tool-tips. /// </remarks> /// <param name="sender">The object from which the event originated.</param> /// <param name="e">These are the arguments sent along with the event from SMAPI, contains the Sprite-batch</param> private void Display_RenderingHud(object sender, StardewModdingAPI.Events.RenderingHudEventArgs e) { if (Game1.activeClickableMenu == null && Game1.options.pinToolbarToggle && this.ToolbarOption.IsActive) { e.SpriteBatch.Draw(this.texture, new Vector2(this.Bounds.X, this.Bounds.Y), Color.White); } }
private void Display_RenderingHud(object sender, StardewModdingAPI.Events.RenderingHudEventArgs e) { if (this.dist != -1 && this.config.ShowInGame) { Vector2 pos = Game1.player.getLocalPosition(Game1.viewport) + new Vector2(0, 64); Vector2 pos2 = pos + new Vector2(0, 64); e.SpriteBatch.DrawString(Game1.dialogueFont, $"#Tiles from land: {this.dist}", pos, this.color); e.SpriteBatch.DrawString(Game1.dialogueFont, $"Pixels from player: {this.dist2}", pos2, this.color); } }
void Display_RenderingHud(object sender, StardewModdingAPI.Events.RenderingHudEventArgs e) { Pests.DrawPests(e.SpriteBatch); }