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alchemist-accessibility/accessibility/states/_itemgrid.lua
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-- Shared descriptor for the item-grid screens: inventory, craft, refine, trade.
--
-- All four build a `views/inventoryWindow` and move a cursor over a grid of
-- cells. The inventoryCursorPopup patch speaks item details, but ONLY when a cell
-- actually holds an item -- so empty cells and empty tabs were silent and you
-- could not tell the cursor had moved. This owns narration for these screens
-- instead (patches/popups.lua stands down wherever a descriptor exists).
--
-- Returns a descriptor; call with the state's window upvalue name.
local itemCategories = require("modules.item.categories")
return function(options)
options = options or {}
local windowName = options.window or "inventoryWindow"
local lastTab
return {
read = function(stateTable, menus)
-- While the quantity confirmation window is open, the slider owns
-- speech (see patches/slider.lua). Announcing the grid cell over the
-- top of it would fight the number the player is adjusting.
local confirming = menus.getAnyUpvalue(stateTable, "confirmationWindowEnabled")
if confirming then
return nil, nil
end
local window = menus.getAnyUpvalue(stateTable, windowName)
if type(window) ~= "table" or not window.getItemOnCursor then
return nil, nil
end
local position = window.cursorPosition
if type(position) ~= "number" then
return nil, nil
end
-- activeTabIndex lives inside the window closure, not the state file,
-- so reach it through one of the window's own methods.
local tabIndex
if window.adjustTab then
tabIndex = menus.getUpvalue(window.adjustTab, "activeTabIndex")
end
local parts = {}
if tabIndex and tabIndex ~= lastTab then
lastTab = tabIndex
local category = itemCategories[tabIndex]
parts[#parts + 1] = (category and category.header) or ("tab " .. tabIndex)
end
local ok, item = pcall(window.getItemOnCursor)
if ok and item then
parts[#parts + 1] = item.name or item.templateId or "item"
if item.quantity and item.quantity > 1 then
parts[#parts + 1] = "x" .. item.quantity
end
if item.isUnavailable then
parts[#parts + 1] = "unavailable"
end
else
parts[#parts + 1] = "empty"
end
parts[#parts + 1] = "slot " .. position
return table.concat(parts, ", "),
table.concat({
tostring(tabIndex), tostring(position),
tostring(ok and item and (item.name or "?")),
}, ":")
end,
}
end