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11 changes: 10 additions & 1 deletion i18n/default.json
Original file line number Diff line number Diff line change
Expand Up @@ -28,5 +28,14 @@
"gmcm.MenuKeybind.tooltip": "The keybinding to open the Nightshade menu.",
"gmcm.Explainer.text": "Nightshade has its own config menu, which provides live preview of the slider settings. Please use that menu after configuring an appropriate keybinding.",

"EOF": ""
"EOF": "",

"menu.DirectionalFading.Text": "Directional fading",
"menu.DirectionalFading.Hover": "Bias the in-focus band based on facing direction (Up/Down).",
"menu.DirectionalFadingDuringEvents.Text": "Enable during events",
"menu.DirectionalFadingDuringEvents.Hover": "If unchecked, directional fading is disabled during cutscenes/events.",
"menu.DirectionalFadingTime.Text": "Fade time",
"menu.DirectionalFadingTime.Hover": "How quickly the focus bias changes when you turn (seconds).",
"menu.DirectionalFadingMinStrength.Text": "Minimum strength",
"menu.DirectionalFadingMinStrength.Hover": "Lower = stronger directional effect. Higher = more subtle."
}
44 changes: 44 additions & 0 deletions src/Main.cs
Original file line number Diff line number Diff line change
Expand Up @@ -27,7 +27,12 @@ internal sealed class Nightshade : Mod
private static bool usingColorizeUI = false;
private static bool usingDepthOfField = false;


// Depth of field directional fading (Tilt-Shift style)
private static float dofDirectionalTarget = 0f; // -1 up, +1 down, 0 none
private static float dofDirectionalCurrent = 0f;
public static ModConfig Config;
private static ModConfig AppliedConfig;

public static Nightshade instance;

Expand Down Expand Up @@ -75,6 +80,7 @@ public override void Entry(IModHelper helper)

public void ApplyConfig(ModConfig conf)
{
AppliedConfig = conf;
int index = conf.ColorizerActiveProfile;
if (conf.ColorizeBySeason) {
index = Game1.currentLocation?.GetSeasonIndex() ?? Game1.seasonIndex;
Expand Down Expand Up @@ -275,6 +281,44 @@ public void OnRenderedWorld(object sender, RenderedWorldEventArgs e)
float ypos = Game1.player.getLocalPosition(Game1.viewport).Y;
ypos += Game1.player.GetBoundingBox().Height / 2;
ypos /= Game1.viewport.Height;

// Directional fading (Tilt-Shift style): bias the focus band toward facing direction.
// Note: Nightshade's DoF shader supports asymmetric focus via Center around 0.5.
{
var dof = AppliedConfig?.DepthOfFieldSettings;
bool enabled = usingDepthOfField && (dof?.DirectionalFadingEnabled ?? false);
bool inEvent = Game1.eventUp || Game1.CurrentEvent != null;
if (enabled && inEvent && !(dof?.DirectionalFadingDuringEvents ?? false))
enabled = false;

float target = 0f;
if (enabled) {
// Stardew facing directions: 0 up, 1 right, 2 down, 3 left
int fd = Game1.player.FacingDirection;
if (fd == 0) target = -1f;
else if (fd == 2) target = 1f;
}

dofDirectionalTarget = target;

float fadeTime = Math.Clamp(dof?.DirectionalFadingTime ?? 0.5f, 0f, 1f);
if (!enabled || fadeTime <= 0f) {
dofDirectionalCurrent = dofDirectionalTarget;
} else {
float dt = (float)Game1.currentGameTime.ElapsedGameTime.TotalSeconds;
float t = Math.Clamp(dt / fadeTime, 0f, 1f);
dofDirectionalCurrent = MathHelper.Lerp(dofDirectionalCurrent, dofDirectionalTarget, t);
}

if (enabled && dofDirectionalCurrent != 0f) {
float minStrength = Math.Clamp(dof?.DirectionalFadingMinStrength ?? 0.30f, 0f, 1f);
float shiftPct = 1f - minStrength; // 0=no effect, 1=max effect
float field = Math.Clamp(dof?.Field ?? 0.6f, 0f, 1f);
float maxShift = field / 2f;
ypos = Math.Clamp(ypos + (dofDirectionalCurrent * maxShift * shiftPct), 0f, 1f);
}
}

if (ypos < 0f || ypos > 1.0f) {
ypos = 0.5f;
}
Expand Down
6 changes: 6 additions & 0 deletions src/ModConfig.cs
Original file line number Diff line number Diff line change
Expand Up @@ -45,6 +45,12 @@ public sealed class DepthOfFieldPreset
{
public float Field = 0.6f;
public float Intensity = 6.0f;

// Tilt-Shift style "Directional fading"
public bool DirectionalFadingEnabled = false;
public bool DirectionalFadingDuringEvents = false;
public float DirectionalFadingTime = 0.5f;
public float DirectionalFadingMinStrength = 0.30f;
}

public enum LumaType {
Expand Down
88 changes: 85 additions & 3 deletions ui/ShaderMenu.cs
Original file line number Diff line number Diff line change
@@ -1,3 +1,4 @@
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
Expand Down Expand Up @@ -189,12 +190,49 @@ private void AddChildWidgets()
var sld_intensity = new Slider(this, new Rectangle(126, y, 201, 20),
name: "Intensity", range: new int[]{0, 100});
sld_intensity.ValueDelegate = sld_intensity.FloatRenderer(denom:10f);
y += lbl_intensity.Bounds.Height + 16;
y += lbl_intensity.Bounds.Height + 8;

var chk_directionalFading = new Checkbox(this, 20, y, "DirectionalFadingEnabled");
var lbl_directionalFading = new Label(this,
new Rectangle(56, y, 0, 27),
text: TR.Get("menu.DirectionalFading.Text"),
hoverText: TR.Get("menu.DirectionalFading.Hover"),
activate: chk_directionalFading);
y += chk_directionalFading.Bounds.Height + 8;

var chk_directionalFadingEvents = new Checkbox(this, 20, y, "DirectionalFadingDuringEvents");
var lbl_directionalFadingEvents = new Label(this,
new Rectangle(56, y, 0, 27),
text: TR.Get("menu.DirectionalFadingDuringEvents.Text"),
hoverText: TR.Get("menu.DirectionalFadingDuringEvents.Hover"),
activate: chk_directionalFadingEvents);
y += chk_directionalFadingEvents.Bounds.Height + 16;

var lbl_directionalFadingTime = new Label(this,
new Rectangle(20, y, 96, 20),
text: TR.Get("menu.DirectionalFadingTime.Text"),
hoverText: TR.Get("menu.DirectionalFadingTime.Hover"));
var sld_directionalFadingTime = new Slider(this, new Rectangle(126, y, 201, 20),
name: "DirectionalFadingTime", range: new int[]{0, 100});
sld_directionalFadingTime.ValueDelegate = sld_directionalFadingTime.FloatRenderer(denom:100f);
y += lbl_directionalFadingTime.Bounds.Height + 8;

var lbl_directionalFadingMin = new Label(this,
new Rectangle(20, y, 96, 20),
text: TR.Get("menu.DirectionalFadingMinStrength.Text"),
hoverText: TR.Get("menu.DirectionalFadingMinStrength.Hover"));
var sld_directionalFadingMin = new Slider(this, new Rectangle(126, y, 201, 20),
name: "DirectionalFadingMinStrength", range: new int[]{0, 100});
sld_directionalFadingMin.ValueDelegate = sld_directionalFadingMin.FloatRenderer(denom:100f);
y += lbl_directionalFadingMin.Bounds.Height + 16;

var btn_save = new TextButton(this, 0, 0,
text: TR.Get("menu.Save.Text"), onClick: SaveSettings);
btn_save.Bounds.X = defaultWidth/2 - btn_save.Bounds.Width/2;
btn_save.Bounds.Y = defaultHeight - btn_save.Bounds.Height - 8;
btn_save.Bounds.Y = y;

// expand the menu height so the Save button never overlaps controls
this.height = btn_save.Bounds.Y + btn_save.Bounds.Height + 8;

this.children.AddRange(new List<Widget>() {
lbl_colorizer, lbl_colorizeWorld, chk_colorizeWorld,
Expand All @@ -215,6 +253,10 @@ private void AddChildWidgets()
lbl_enableDepthOfField, chk_enableDepthOfField,
lbl_field, sld_field,
lbl_intensity, sld_intensity,
lbl_directionalFading, chk_directionalFading,
lbl_directionalFadingEvents, chk_directionalFadingEvents,
lbl_directionalFadingTime, sld_directionalFadingTime,
lbl_directionalFadingMin, sld_directionalFadingMin,
btn_save,
});
}
Expand Down Expand Up @@ -305,14 +347,30 @@ public void LoadColorizerPreset(ColorizerPreset set)
public void LoadDepthOfFieldPreset(DepthOfFieldPreset set)
{
foreach (var child in this.children) {
if ((child is Slider ch)) {
if (child is Slider ch) {
switch (ch.Name) {
case "Field":
ch.Value = (int)(set.Field * 100);
break;
case "Intensity":
ch.Value = (int)(set.Intensity * 10);
break;
case "DirectionalFadingTime":
ch.Value = (int)(Math.Clamp(set.DirectionalFadingTime, 0f, 1f) * 100);
break;
case "DirectionalFadingMinStrength":
ch.Value = (int)(Math.Clamp(set.DirectionalFadingMinStrength, 0f, 1f) * 100);
break;
}
}
else if (child is Checkbox cb) {
switch (cb.Name) {
case "DirectionalFadingEnabled":
cb.Value = set.DirectionalFadingEnabled;
break;
case "DirectionalFadingDuringEvents":
cb.Value = set.DirectionalFadingDuringEvents;
break;
}
}
}
Expand All @@ -339,6 +397,18 @@ public void SaveSettings()
case "Intensity":
built.DepthOfFieldSettings.Intensity = (float)(ch as Slider).Value / 10f;
break;
case "DirectionalFadingEnabled":
built.DepthOfFieldSettings.DirectionalFadingEnabled = (ch as Checkbox).Value;
break;
case "DirectionalFadingDuringEvents":
built.DepthOfFieldSettings.DirectionalFadingDuringEvents = (ch as Checkbox).Value;
break;
case "DirectionalFadingTime":
built.DepthOfFieldSettings.DirectionalFadingTime = (float)(ch as Slider).Value / 100f;
break;
case "DirectionalFadingMinStrength":
built.DepthOfFieldSettings.DirectionalFadingMinStrength = (float)(ch as Slider).Value / 100f;
break;
}
}
for (int i = 0; i < ColorizerActiveStates.Length; ++i) {
Expand Down Expand Up @@ -507,6 +577,18 @@ public void onChildChange(Widget child)
case "Intensity":
built.DepthOfFieldSettings.Intensity = (float)(ch as Slider).Value / 10f;
break;
case "DirectionalFadingEnabled":
built.DepthOfFieldSettings.DirectionalFadingEnabled = (ch as Checkbox).Value;
break;
case "DirectionalFadingDuringEvents":
built.DepthOfFieldSettings.DirectionalFadingDuringEvents = (ch as Checkbox).Value;
break;
case "DirectionalFadingTime":
built.DepthOfFieldSettings.DirectionalFadingTime = (float)(ch as Slider).Value / 100f;
break;
case "DirectionalFadingMinStrength":
built.DepthOfFieldSettings.DirectionalFadingMinStrength = (float)(ch as Slider).Value / 100f;
break;
}
}
// TODO use initial state if missing toggle is off
Expand Down