Resolved static analysis issues

Standardised event handlers so there's less hassle with future changes
This commit is contained in:
ClxS
2016-03-03 18:50:22 +00:00
parent 14c7389921
commit 4e26cb7abc
12 changed files with 1717 additions and 1617 deletions
Binary file not shown.
+2 -3
View File
@@ -14,8 +14,7 @@ namespace StardewModdingAPI
public String CommandDesc;
public String[] CommandArgs;
public String[] CalledArgs;
public delegate void CommandFireHandler(Command cmd);
public event CommandFireHandler CommandFired;
public event EventHandler<EventArgsCommand> CommandFired;
/// <summary>
/// Calls the specified command. (It runs the command)
@@ -105,7 +104,7 @@ namespace StardewModdingAPI
Program.LogError("Command failed to fire because it's fire event is null: " + CommandName);
return;
}
CommandFired.Invoke(this);
CommandFired.Invoke(this, null);
}
}
}
+116
View File
@@ -0,0 +1,116 @@
using Microsoft.Xna.Framework.Input;
using StardewValley;
using StardewValley.Menus;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace StardewModdingAPI
{
public class EventArgsKeyboardStateChanged : EventArgs
{
public EventArgsKeyboardStateChanged(KeyboardState priorState, KeyboardState newState)
{
NewState = newState;
NewState = newState;
}
public KeyboardState NewState { get; private set; }
public KeyboardState PriorState { get; private set; }
}
public class EventArgsKeyPressed : EventArgs
{
public EventArgsKeyPressed(Keys keyPressed)
{
KeyPressed = keyPressed;
}
public Keys KeyPressed { get; private set; }
}
public class EventArgsMouseStateChanged : EventArgs
{
public EventArgsMouseStateChanged(MouseState priorState, MouseState newState)
{
NewState = newState;
NewState = newState;
}
public MouseState NewState { get; private set; }
public MouseState PriorState { get; private set; }
}
public class EventArgsClickableMenuChanged : EventArgs
{
public EventArgsClickableMenuChanged(IClickableMenu priorMenu, IClickableMenu newMenu)
{
NewMenu = newMenu;
PriorMenu = priorMenu;
}
public IClickableMenu NewMenu { get; private set; }
public IClickableMenu PriorMenu { get; private set; }
}
public class EventArgsGameLocationsChanged : EventArgs
{
public EventArgsGameLocationsChanged(List<GameLocation> newLocations)
{
NewLocations = newLocations;
}
public List<GameLocation> NewLocations { get; private set; }
}
public class EventArgsCurrentLocationChanged : EventArgs
{
public EventArgsCurrentLocationChanged(GameLocation priorLocation, GameLocation newLocation)
{
NewLocation = newLocation;
PriorLocation = priorLocation;
}
public GameLocation NewLocation { get; private set; }
public GameLocation PriorLocation { get; private set; }
}
public class EventArgsFarmerChanged : EventArgs
{
public EventArgsFarmerChanged(Farmer priorFarmer, Farmer newFarmer)
{
NewFarmer = NewFarmer;
PriorFarmer = PriorFarmer;
}
public Farmer NewFarmer { get; private set; }
public Farmer PriorFarmer { get; private set; }
}
public class EventArgsIntChanged : EventArgs
{
public EventArgsIntChanged(Int32 priorInt, Int32 newInt)
{
NewInt = NewInt;
PriorInt = PriorInt;
}
public Int32 NewInt { get; private set; }
public Int32 PriorInt { get; private set; }
}
public class EventArgsStringChanged : EventArgs
{
public EventArgsStringChanged(String priorString, String newString)
{
NewString = newString;
PriorString = priorString;
}
public String NewString { get; private set; }
public String PriorString { get; private set; }
}
public class EventArgsCommand : EventArgs
{
public EventArgsCommand(Command command)
{
Command = command;
}
public Command Command { get; private set; }
}
}
+148 -166
View File
@@ -1,166 +1,148 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Microsoft.Xna.Framework.Input;
using StardewValley;
using StardewValley.Menus;
namespace StardewModdingAPI
{
public static class Events
{
public delegate void BlankEventHandler();
public static event BlankEventHandler GameLoaded = delegate { };
public static event BlankEventHandler Initialize = delegate { };
public static event BlankEventHandler LoadContent = delegate { };
public static event BlankEventHandler UpdateTick = delegate { };
public static event BlankEventHandler DrawTick = delegate { };
public delegate void KStateChanged(KeyboardState newState);
public static event KStateChanged KeyboardChanged = delegate { };
public delegate void KeyStateChanged(Keys key);
public static event KeyStateChanged KeyPressed = delegate { };
public delegate void MStateChanged(MouseState newState);
public static event MStateChanged MouseChanged = delegate { };
public delegate void ClickableMenuChanged(IClickableMenu newMenu);
public static event ClickableMenuChanged MenuChanged = delegate { };
public delegate void GameLocationsChanged(List<GameLocation> newLocations);
public static event GameLocationsChanged LocationsChanged = delegate { };
public delegate void CurrentLocationsChanged(GameLocation newLocation);
public static event CurrentLocationsChanged CurrentLocationChanged = delegate { };
public static event EventHandler Resize = delegate { };
public delegate void FarmerChangedD(Farmer newFarmer);
public static event FarmerChangedD FarmerChanged = delegate { };
public delegate void IntChanged(Int32 newInt);
public static event IntChanged TimeOfDayChanged = delegate { };
public static event IntChanged DayOfMonthChanged = delegate { };
public static event IntChanged YearOfGameChanged = delegate { };
public delegate void StringChanged(String newString);
public static event StringChanged SeasonOfYearChanged = delegate { };
public static void InvokeGameLoaded()
{
GameLoaded.Invoke();
}
public static void InvokeInitialize()
{
try
{
Initialize.Invoke();
}
catch (Exception ex)
{
Program.LogError("An exception occured in XNA Initialize: " + ex.ToString());
}
}
public static void InvokeLoadContent()
{
try
{
LoadContent.Invoke();
}
catch (Exception ex)
{
Program.LogError("An exception occured in XNA LoadContent: " + ex.ToString());
}
}
public static void InvokeUpdateTick()
{
try
{
UpdateTick.Invoke();
}
catch (Exception ex)
{
Program.LogError("An exception occured in XNA UpdateTick: " + ex.ToString());
}
}
public static void InvokeDrawTick()
{
try
{
DrawTick.Invoke();
}
catch (Exception ex)
{
Program.LogError("An exception occured in XNA DrawTick: " + ex.ToString());
}
}
public static void InvokeKeyboardChanged(KeyboardState newState)
{
KeyboardChanged.Invoke(newState);
}
public static void InvokeMouseChanged(MouseState newState)
{
MouseChanged.Invoke(newState);
}
public static void InvokeKeyPressed(Keys key)
{
KeyPressed.Invoke(key);
}
public static void InvokeMenuChanged(IClickableMenu newMenu)
{
MenuChanged.Invoke(newMenu);
}
public static void InvokeLocationsChanged(List<GameLocation> newLocations)
{
LocationsChanged.Invoke(newLocations);
}
public static void InvokeCurrentLocationChanged(GameLocation newLocation)
{
CurrentLocationChanged.Invoke(newLocation);
}
public static void InvokeResize(object sender, EventArgs e)
{
Resize.Invoke(sender, e);
}
public static void InvokeFarmerChanged(Farmer newFarmer)
{
FarmerChanged.Invoke(newFarmer);
}
public static void InvokeTimeOfDayChanged(Int32 newInt)
{
TimeOfDayChanged.Invoke(newInt);
}
public static void InvokeDayOfMonthChanged(Int32 newInt)
{
DayOfMonthChanged.Invoke(newInt);
}
public static void InvokeYearOfGameChanged(Int32 newInt)
{
YearOfGameChanged.Invoke(newInt);
}
public static void InvokeSeasonOfYearChanged(String newString)
{
SeasonOfYearChanged.Invoke(newString);
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Microsoft.Xna.Framework.Input;
using StardewValley;
using StardewValley.Menus;
namespace StardewModdingAPI
{
public static class Events
{
public delegate void BlankEventHandler(object sender, EventArgs e);
public static event BlankEventHandler GameLoaded = delegate { };
public static event BlankEventHandler Initialize = delegate { };
public static event BlankEventHandler LoadContent = delegate { };
public static event BlankEventHandler UpdateTick = delegate { };
public static event BlankEventHandler DrawTick = delegate { };
public static event EventHandler<EventArgsKeyboardStateChanged> KeyboardChanged = delegate { };
public static event EventHandler<EventArgsKeyPressed> KeyPressed = delegate { };
public static event EventHandler<EventArgsMouseStateChanged> MouseChanged = delegate { };
public static event EventHandler<EventArgsClickableMenuChanged> MenuChanged = delegate { };
public static event EventHandler<EventArgsGameLocationsChanged> LocationsChanged = delegate { };
public static event EventHandler<EventArgsCurrentLocationChanged> CurrentLocationChanged = delegate { };
public static event EventHandler Resize = delegate { };
public static event EventHandler<EventArgsFarmerChanged> FarmerChanged = delegate { };
public static event EventHandler<EventArgsIntChanged> TimeOfDayChanged = delegate { };
public static event EventHandler<EventArgsIntChanged> DayOfMonthChanged = delegate { };
public static event EventHandler<EventArgsIntChanged> YearOfGameChanged = delegate { };
public static event EventHandler<EventArgsStringChanged> SeasonOfYearChanged = delegate { };
public static void InvokeGameLoaded()
{
GameLoaded.Invoke(null, EventArgs.Empty);
}
public static void InvokeInitialize()
{
try
{
Initialize.Invoke(null, EventArgs.Empty);
}
catch (Exception ex)
{
Program.LogError("An exception occured in XNA Initialize: " + ex.ToString());
}
}
public static void InvokeLoadContent()
{
try
{
LoadContent.Invoke(null, EventArgs.Empty);
}
catch (Exception ex)
{
Program.LogError("An exception occured in XNA LoadContent: " + ex.ToString());
}
}
public static void InvokeUpdateTick()
{
try
{
UpdateTick.Invoke(null, EventArgs.Empty);
}
catch (Exception ex)
{
Program.LogError("An exception occured in XNA UpdateTick: " + ex.ToString());
}
}
public static void InvokeDrawTick()
{
try
{
DrawTick.Invoke(null, EventArgs.Empty);
}
catch (Exception ex)
{
Program.LogError("An exception occured in XNA DrawTick: " + ex.ToString());
}
}
public static void InvokeKeyboardChanged(KeyboardState priorState, KeyboardState newState)
{
KeyboardChanged.Invoke(null, new EventArgsKeyboardStateChanged(priorState, newState));
}
public static void InvokeMouseChanged(MouseState priorState, MouseState newState)
{
MouseChanged.Invoke(null, new EventArgsMouseStateChanged(priorState, newState));
}
public static void InvokeKeyPressed(Keys key)
{
KeyPressed.Invoke(null, new EventArgsKeyPressed(key));
}
public static void InvokeMenuChanged(IClickableMenu priorMenu, IClickableMenu newMenu)
{
MenuChanged.Invoke(null, new EventArgsClickableMenuChanged(priorMenu, newMenu));
}
public static void InvokeLocationsChanged(List<GameLocation> newLocations)
{
LocationsChanged.Invoke(null, new EventArgsGameLocationsChanged(newLocations));
}
public static void InvokeCurrentLocationChanged(GameLocation priorLocation, GameLocation newLocation)
{
CurrentLocationChanged.Invoke(null, new EventArgsCurrentLocationChanged(priorLocation, newLocation));
}
public static void InvokeResize(object sender, EventArgs e)
{
Resize.Invoke(sender, e);
}
public static void InvokeFarmerChanged(Farmer priorFarmer, Farmer newFarmer)
{
FarmerChanged.Invoke(null, new EventArgsFarmerChanged(priorFarmer, newFarmer));
}
public static void InvokeTimeOfDayChanged(Int32 priorInt, Int32 newInt)
{
TimeOfDayChanged.Invoke(null, new EventArgsIntChanged(priorInt, newInt));
}
public static void InvokeDayOfMonthChanged(Int32 priorInt, Int32 newInt)
{
DayOfMonthChanged.Invoke(null, new EventArgsIntChanged(priorInt, newInt));
}
public static void InvokeYearOfGameChanged(Int32 priorInt, Int32 newInt)
{
YearOfGameChanged.Invoke(null, new EventArgsIntChanged(priorInt, newInt));
}
public static void InvokeSeasonOfYearChanged(String priorString, String newString)
{
SeasonOfYearChanged.Invoke(null, new EventArgsStringChanged(priorString, newString));
}
}
}
+1 -1
View File
@@ -45,7 +45,7 @@ namespace StardewModdingAPI
string s = string.Empty;
foreach (var v in enumerable)
{
s += v.GetHashCode();
s += v.GetHashCode().ToString();
}
return s.GetHashCode();
}
+21 -21
View File
@@ -170,14 +170,14 @@ namespace StardewModdingAPI.Inheritance
{
return ModItems.ElementAt(id).Value.Clone();
}
Program.LogError("ModItem Dictionary does not contain index: " + id);
Program.LogError("ModItem Dictionary does not contain index: " + id.ToString());
return null;
}
if (ModItems.ContainsKey(id))
{
return ModItems[id].Clone();
}
Program.LogError("ModItem Dictionary does not contain ID: " + id);
Program.LogError("ModItem Dictionary does not contain ID: " + id.ToString());
return null;
}
@@ -226,62 +226,62 @@ namespace StardewModdingAPI.Inheritance
Events.InvokeKeyPressed(k);
if (KStateNow != KStatePrior)
{
Events.InvokeKeyboardChanged(KStateNow);
{
Events.InvokeKeyboardChanged(KStatePrior, KStateNow);
KStatePrior = KStateNow;
}
if (MStateNow != MStatePrior)
{
Events.InvokeMouseChanged(MStateNow);
{
Events.InvokeMouseChanged(MStatePrior, MStateNow);
MStatePrior = MStateNow;
}
if (activeClickableMenu != null && activeClickableMenu != PreviousActiveMenu)
{
Events.InvokeMenuChanged(activeClickableMenu);
{
Events.InvokeMenuChanged(PreviousActiveMenu, activeClickableMenu);
PreviousActiveMenu = activeClickableMenu;
}
if (locations.GetHash() != PreviousGameLocations)
{
{
Events.InvokeLocationsChanged(locations);
PreviousGameLocations = locations.GetHash();
}
if (currentLocation != PreviousGameLocation)
{
Events.InvokeCurrentLocationChanged(currentLocation);
{
Events.InvokeCurrentLocationChanged(PreviousGameLocation, currentLocation);
PreviousGameLocation = currentLocation;
}
if (player != null && player != PreviousFarmer)
{
Events.InvokeFarmerChanged(player);
{
Events.InvokeFarmerChanged(PreviousFarmer, player);
PreviousFarmer = player;
}
if (timeOfDay != PreviousTimeOfDay)
{
Events.InvokeTimeOfDayChanged(timeOfDay);
{
Events.InvokeTimeOfDayChanged(PreviousTimeOfDay, timeOfDay);
PreviousTimeOfDay = timeOfDay;
}
if (dayOfMonth != PreviousDayOfMonth)
{
Events.InvokeDayOfMonthChanged(dayOfMonth);
{
Events.InvokeDayOfMonthChanged(PreviousDayOfMonth, dayOfMonth);
PreviousDayOfMonth = dayOfMonth;
}
if (currentSeason != PreviousSeasonOfYear)
{
Events.InvokeSeasonOfYearChanged(currentSeason);
{
Events.InvokeSeasonOfYearChanged(PreviousSeasonOfYear, currentSeason);
PreviousSeasonOfYear = currentSeason;
}
if (year != PreviousYearOfGame)
{
Events.InvokeYearOfGameChanged(year);
{
Events.InvokeYearOfGameChanged(PreviousYearOfGame, year);
PreviousYearOfGame = year;
}
}
+1 -1
View File
@@ -132,7 +132,7 @@ namespace StardewModdingAPI.Inheritance
if (drawStackNumber)
{
float scale = 0.5f + scaleSize;
Game1.drawWithBorder(string.Concat(this.stack), Color.Black, Color.White, location + new Vector2((float) Game1.tileSize - Game1.tinyFont.MeasureString(string.Concat(this.stack)).X * scale, (float) Game1.tileSize - (float) ((double) Game1.tinyFont.MeasureString(string.Concat(this.stack)).Y * 3.0f / 4.0f) * scale), 0.0f, scale, 1f, true);
Game1.drawWithBorder(string.Concat(this.stack.ToString()), Color.Black, Color.White, location + new Vector2((float) Game1.tileSize - Game1.tinyFont.MeasureString(string.Concat(this.stack.ToString())).X * scale, (float) Game1.tileSize - (float) ((double) Game1.tinyFont.MeasureString(string.Concat(this.stack.ToString())).Y * 3.0f / 4.0f) * scale), 0.0f, scale, 1f, true);
}
}
File diff suppressed because it is too large Load Diff
+108 -107
View File
@@ -1,114 +1,115 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="12.0" 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>{F1A573B0-F436-472C-AE29-0B91EA6B9F8F}</ProjectGuid>
<OutputType>Exe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>StardewModdingAPI</RootNamespace>
<AssemblyName>StardewModdingAPI</AssemblyName>
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<SccProjectName>SAK</SccProjectName>
<SccLocalPath>SAK</SccLocalPath>
<SccAuxPath>SAK</SccAuxPath>
<SccProvider>SAK</SccProvider>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<PlatformTarget>AnyCPU</PlatformTarget>
<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' ">
<PlatformTarget>AnyCPU</PlatformTarget>
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x86'">
<PlatformTarget>x86</PlatformTarget>
<OutputPath>bin\x86\Debug\</OutputPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|x86'">
<PlatformTarget>x86</PlatformTarget>
<OutputPath>bin\x86\Release\</OutputPath>
</PropertyGroup>
<PropertyGroup>
<ApplicationIcon>icon.ico</ApplicationIcon>
</PropertyGroup>
<ItemGroup>
<Reference Include="Microsoft.QualityTools.Testing.Fakes, Version=12.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a, processorArchitecture=MSIL">
<Private>False</Private>
</Reference>
<Reference Include="Microsoft.Xna.Framework, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86" />
<Reference Include="Microsoft.Xna.Framework.Game, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86" />
<Reference Include="Microsoft.Xna.Framework.Graphics, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86" />
<Reference Include="Microsoft.Xna.Framework.Xact, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86" />
<Reference Include="Stardew Valley, Version=1.0.5900.38427, Culture=neutral, processorArchitecture=x86">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Stardew Valley.exe</HintPath>
<EmbedInteropTypes>False</EmbedInteropTypes>
<Private>False</Private>
</Reference>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Drawing" />
<Reference Include="System.Windows.Forms" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />
<Reference Include="System.Data" />
<Reference Include="System.Xml" />
<Reference Include="xTile, Version=2.0.4.0, Culture=neutral, processorArchitecture=x86">
<SpecificVersion>False</SpecificVersion>
<HintPath>D:\#Network-Steam\SteamRepo\steamapps\common\Stardew Valley\xTile.dll</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="Command.cs" />
<Compile Include="Events.cs" />
<Compile Include="Extensions.cs" />
<Compile Include="Inheritance\Menus\SBobberBar.cs" />
<Compile Include="Inheritance\Menus\SGameMenu.cs" />
<Compile Include="Inheritance\Menus\SInventoryPage.cs" />
<Compile Include="Inheritance\Minigames\SMinigameBase.cs" />
<Compile Include="Inheritance\SGameLocation.cs" />
<Compile Include="Inheritance\SObject.cs" />
<Compile Include="Mod.cs" />
<Compile Include="ModItem.cs" />
<Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Inheritance\SGame.cs" />
</ItemGroup>
<ItemGroup>
<None Include="App.config" />
</ItemGroup>
<ItemGroup>
<Content Include="icon.ico" />
<Content Include="steam_appid.txt">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<PropertyGroup>
<PostBuildEvent>copy /y "$(SolutionDir)$(ProjectName)\$(OutDir)StardewModdingAPI.exe" "$(SolutionDir)Release\"</PostBuildEvent>
</PropertyGroup>
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="12.0" 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>{F1A573B0-F436-472C-AE29-0B91EA6B9F8F}</ProjectGuid>
<OutputType>Exe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>StardewModdingAPI</RootNamespace>
<AssemblyName>StardewModdingAPI</AssemblyName>
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<SccProjectName>SAK</SccProjectName>
<SccLocalPath>SAK</SccLocalPath>
<SccAuxPath>SAK</SccAuxPath>
<SccProvider>SAK</SccProvider>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<PlatformTarget>AnyCPU</PlatformTarget>
<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' ">
<PlatformTarget>AnyCPU</PlatformTarget>
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x86'">
<PlatformTarget>x86</PlatformTarget>
<OutputPath>bin\x86\Debug\</OutputPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|x86'">
<PlatformTarget>x86</PlatformTarget>
<OutputPath>bin\x86\Release\</OutputPath>
</PropertyGroup>
<PropertyGroup>
<ApplicationIcon>icon.ico</ApplicationIcon>
</PropertyGroup>
<ItemGroup>
<Reference Include="Microsoft.QualityTools.Testing.Fakes, Version=12.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a, processorArchitecture=MSIL">
<Private>False</Private>
</Reference>
<Reference Include="Microsoft.Xna.Framework, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86" />
<Reference Include="Microsoft.Xna.Framework.Game, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86" />
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<Reference Include="Stardew Valley, Version=1.0.5900.38427, Culture=neutral, processorArchitecture=x86">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Stardew Valley.exe</HintPath>
<EmbedInteropTypes>False</EmbedInteropTypes>
<Private>False</Private>
</Reference>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Drawing" />
<Reference Include="System.Windows.Forms" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />
<Reference Include="System.Data" />
<Reference Include="System.Xml" />
<Reference Include="xTile, Version=2.0.4.0, Culture=neutral, processorArchitecture=x86">
<SpecificVersion>False</SpecificVersion>
<HintPath>D:\#Network-Steam\SteamRepo\steamapps\common\Stardew Valley\xTile.dll</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="Command.cs" />
<Compile Include="EventArgs.cs" />
<Compile Include="Events.cs" />
<Compile Include="Extensions.cs" />
<Compile Include="Inheritance\Menus\SBobberBar.cs" />
<Compile Include="Inheritance\Menus\SGameMenu.cs" />
<Compile Include="Inheritance\Menus\SInventoryPage.cs" />
<Compile Include="Inheritance\Minigames\SMinigameBase.cs" />
<Compile Include="Inheritance\SGameLocation.cs" />
<Compile Include="Inheritance\SObject.cs" />
<Compile Include="Mod.cs" />
<Compile Include="ModItem.cs" />
<Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Inheritance\SGame.cs" />
</ItemGroup>
<ItemGroup>
<None Include="App.config" />
</ItemGroup>
<ItemGroup>
<Content Include="icon.ico" />
<Content Include="steam_appid.txt">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<PropertyGroup>
<PostBuildEvent>copy /y "$(SolutionDir)$(ProjectName)\$(OutDir)StardewModdingAPI.exe" "$(SolutionDir)Release\"</PostBuildEvent>
</PropertyGroup>
<!-- 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>
@@ -1,32 +1,34 @@
C:\Users\Zoryn\Documents\Visual Studio 2013\Projects\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\Stardew Valley.exe
C:\Users\Zoryn\Documents\Visual Studio 2013\Projects\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\xTile.dll
C:\Users\Zoryn\Documents\Visual Studio 2013\Projects\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\Lidgren.Network.dll
C:\Users\Zoryn\Documents\Visual Studio 2013\Projects\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\Steamworks.NET.dll
C:\Users\Zoryn\Documents\Visual Studio 2013\Projects\StardewModdingAPI\StardewModdingAPI\obj\x86\Debug\StardewModdingAPI.csprojResolveAssemblyReference.cache
C:\Users\Zoryn\Documents\Visual Studio 2013\Projects\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\WindowsGame1.exe
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C:\Users\Zoryn\Documents\Visual Studio 2013\Projects\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\StardewModdingAPI.exe.config
C:\Users\Zoryn\Documents\Visual Studio 2013\Projects\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\StardewModdingAPI.exe
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C:\Users\Zoryn\Documents\Visual Studio 2013\Projects\StardewModdingAPI\StardewModdingAPI\obj\x86\Debug\StardewModdingAPI.exe
C:\Users\Zoryn\Documents\Visual Studio 2013\Projects\StardewModdingAPI\StardewModdingAPI\obj\x86\Debug\StardewModdingAPI.pdb
C:\Users\Zoryn\Documents\Visual Studio 2013\Projects\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\Stardew Valley.pdb
C:\Users\zoryn\Desktop\SDV\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\StardewModdingAPI.exe.config
C:\Users\zoryn\Desktop\SDV\StardewModdingAPI\StardewModdingAPI\obj\x86\Debug\StardewModdingAPI.exe
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C:\Users\zoryn\Desktop\SDV\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\StardewModdingAPI.exe
C:\Users\zoryn\Desktop\SDV\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\StardewModdingAPI.pdb
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C:\Users\zoryn\Desktop\SDV\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\WindowsGame1.exe
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C:\Users\zoryn\Desktop\SDV\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\Lidgren.Network.dll
C:\Users\zoryn\Desktop\SDV\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\Steamworks.NET.dll
C:\Users\zoryn\Desktop\SDV\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\WindowsGame1.pdb
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C:\TFSource\Master-Collection\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\steam_appid.txt
C:\TFSource\Master-Collection\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\StardewModdingAPI.exe.config
C:\TFSource\Master-Collection\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\StardewModdingAPI.exe
C:\TFSource\Master-Collection\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\StardewModdingAPI.pdb
C:\TFSource\Master-Collection\StardewModdingAPI\StardewModdingAPI\obj\x86\Debug\StardewModdingAPI.exe
C:\TFSource\Master-Collection\StardewModdingAPI\StardewModdingAPI\obj\x86\Debug\StardewModdingAPI.pdb
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C:\Users\Zoryn\Documents\Visual Studio 2013\Projects\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\Lidgren.Network.dll
C:\Users\Zoryn\Documents\Visual Studio 2013\Projects\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\Steamworks.NET.dll
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C:\Users\Zoryn\Documents\Visual Studio 2013\Projects\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\WindowsGame1.exe
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C:\Users\Zoryn\Documents\Visual Studio 2013\Projects\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\StardewModdingAPI.exe.config
C:\Users\Zoryn\Documents\Visual Studio 2013\Projects\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\StardewModdingAPI.exe
C:\Users\Zoryn\Documents\Visual Studio 2013\Projects\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\StardewModdingAPI.pdb
C:\Users\Zoryn\Documents\Visual Studio 2013\Projects\StardewModdingAPI\StardewModdingAPI\obj\x86\Debug\StardewModdingAPI.exe
C:\Users\Zoryn\Documents\Visual Studio 2013\Projects\StardewModdingAPI\StardewModdingAPI\obj\x86\Debug\StardewModdingAPI.pdb
C:\Users\Zoryn\Documents\Visual Studio 2013\Projects\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\Stardew Valley.pdb
C:\Users\zoryn\Desktop\SDV\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\StardewModdingAPI.exe.config
C:\Users\zoryn\Desktop\SDV\StardewModdingAPI\StardewModdingAPI\obj\x86\Debug\StardewModdingAPI.exe
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C:\Users\zoryn\Desktop\SDV\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\StardewModdingAPI.pdb
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C:\Users\zoryn\Desktop\SDV\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\xTile.dll
C:\Users\zoryn\Desktop\SDV\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\Lidgren.Network.dll
C:\Users\zoryn\Desktop\SDV\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\Steamworks.NET.dll
C:\Users\zoryn\Desktop\SDV\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\WindowsGame1.pdb
C:\Users\zoryn\Desktop\SDV\StardewModdingAPI\StardewModdingAPI\obj\x86\Debug\StardewModdingAPI.csprojResolveAssemblyReference.cache
C:\TFSource\Master-Collection\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\steam_appid.txt
C:\TFSource\Master-Collection\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\StardewModdingAPI.exe.config
C:\TFSource\Master-Collection\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\StardewModdingAPI.exe
C:\TFSource\Master-Collection\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\StardewModdingAPI.pdb
C:\TFSource\Master-Collection\StardewModdingAPI\StardewModdingAPI\obj\x86\Debug\StardewModdingAPI.exe
C:\TFSource\Master-Collection\StardewModdingAPI\StardewModdingAPI\obj\x86\Debug\StardewModdingAPI.pdb
C:\TFSource\Master-Collection\StardewModdingAPI\StardewModdingAPI\obj\x86\Debug\StardewModdingAPI.csprojResolveAssemblyReference.cache
Z:\Projects\C#\SMAPI\StardewModdingAPI\obj\x86\Debug\StardewModdingAPI.exe
Z:\Projects\C#\SMAPI\StardewModdingAPI\obj\x86\Debug\StardewModdingAPI.pdb
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