Game-file footprint unchanged: still one line in main.lua. Adds descriptors for actions_menu, worldmap, alchemy_table, journal, character, inventory, and a shared one for the full-screen prose states (menu_text, ingame_message, menu_message). The prose states also push their text into the console history, so the existing review keys walk the manual paragraph by paragraph rather than delivering it as one unusable utterance. Two driver improvements, both prompted by real failures the self-test caught: - menus.getAnyUpvalue finds a file-local across all of a state's functions and one level into inner closures. Safe because a Lua file-local is a single shared upvalue. Needed because actions_menu and worldmap build their lists in open() and never reference them in keypressed, so the named probe function found nothing. The generic probe path now falls back to this. - menus.hasUpvalue checks that a local exists rather than that it holds a value. getUpvalue cannot distinguish 'no such local' from 'declared but currently nil', which made the self-test report PROBE BROKEN for worldmap, whose 'local options' is nil until the screen is first opened. patches/popups.lua now stands down for any state that has a descriptor. inventoryCursorPopup.set only fires when an item is under the cursor, so empty slots and empty tabs were silent and you could not tell the cursor had moved. The inventory descriptor reports item-or-empty plus slot and tab instead. 21/21 testbed checks, history unit tests passing. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
259 lines
8.0 KiB
Lua
259 lines
8.0 KiB
Lua
-- accessibility/init.lua — mod entry point.
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--
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-- This is the ONLY thing the game calls into. main.lua gains exactly one line:
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--
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-- require("accessibility").initialize()
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--
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-- placed after console.prepare() and before the first states.switch(). By that
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-- point templates are preprocessed, keybindings are loaded, states.setup() has
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-- run, and the console canvas exists — everything we patch is ready.
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--
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-- Everything here is wrapped so that a bug in the mod degrades to "no speech"
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-- rather than taking the game down with it.
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local accessibility = {}
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local speech = require("accessibility.speech")
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local stateNames = require("accessibility.stateNames")
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local hotkeys = require("accessibility.hotkeys")
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local walltones = require("accessibility.walltones")
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local menus = require("accessibility.menus")
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local testbed = require("accessibility.testbed")
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local testbedActive = false
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-- States we ship focus descriptors for. Also the list the self-test walks.
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local describedStates = {
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"main_menu",
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"settings_menu",
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"load_game",
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"new_game",
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"narration",
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"ingame_dialogue",
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"ingame_observe",
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"actions_menu",
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"worldmap",
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"alchemy_table",
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"journal",
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"character",
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"menu_text",
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"ingame_message",
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"menu_message",
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"inventory",
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}
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local initialized = false
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--------------------------------------------------------------------------------
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-- Patch registry
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--
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-- Later phases register their patches here. Each entry is {name, fn}; fn is called
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-- inside a pcall during initialize(), and a failure disables only that patch.
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--------------------------------------------------------------------------------
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local patches = {}
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function accessibility.registerPatch(name, fn)
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patches[#patches + 1] = {name = name, fn = fn}
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end
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local patchResults = {}
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local function applyPatches()
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for _, patch in ipairs(patches) do
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local ok, err = pcall(patch.fn)
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patchResults[patch.name] = ok and "ok" or tostring(err)
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if not ok then
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print("[accessibility] patch '" .. patch.name .. "' FAILED: " .. tostring(err))
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end
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end
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end
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-- Startup self-test output. This is the version-bump canary: when the game
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-- updates and something we hook has moved, it shows up here immediately rather
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-- than as silence three screens into a playthrough.
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function accessibility.selfTest()
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print("[accessibility] --- self test ---")
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print("[accessibility] TTS: " .. (speech.isAvailable() and "available"
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or ("UNAVAILABLE (" .. tostring(speech.getFailureReason()) .. ")")))
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if speech.isAvailable() then
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-- Distinguishes "DLL loaded" from "actually reached a screen reader or SAPI".
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print("[accessibility] speech channel: " .. (speech.hasSpeech() and "yes" or "NO — nothing will be audible"))
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end
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for name, result in pairs(patchResults) do
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print("[accessibility] patch " .. name .. ": " .. result)
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end
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-- Menu focus probes. A renamed local in a future game version surfaces here at
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-- startup rather than as silence mid-playthrough.
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local ok, results = pcall(menus.selfTest, describedStates)
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if ok then
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for _, stateName in ipairs(describedStates) do
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print("[accessibility] menu " .. stateName .. ": " .. tostring(results[stateName]))
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end
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end
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print("[accessibility] --- end self test ---")
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end
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--------------------------------------------------------------------------------
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-- Core hooks into states.lua
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--------------------------------------------------------------------------------
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local function hookStates()
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local states = require("states")
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-- Screen changes: announce the new screen.
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local realSwitch = states.switch
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states.switch = function(newState, params)
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local result = realSwitch(newState, params)
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-- After the switch, so the state's open() has already set up its focus --
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-- main_menu, for one, only picks selectedOption inside open().
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pcall(function()
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-- Guard against NESTED switches. open() can itself switch state:
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-- ingame.open() sees world.pendingDialogue and goes straight to
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-- ingame_dialogue. Because we announce after realSwitch returns, the
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-- inner announcement ("Conversation") happens first and the outer one
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-- ("Game") then interrupts and clobbers it. If we are no longer the
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-- current state, the inner switch already announced -- stay quiet.
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if states.getCurrent() ~= newState then
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return
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end
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local descriptor = menus.loadDescriptor(newState)
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if descriptor then
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menus.announceScreen(newState)
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if descriptor.onOpen then
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speech.say(descriptor.onOpen, false)
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end
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else
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speech.say(stateNames[newState] or newState, true)
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end
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end)
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return result
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end
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-- Per-frame speech flush. main.lua calls states.update(dt) via a table lookup,
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-- so wrapping the field here avoids editing love.update.
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local realUpdate = states.update
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states.update = function(dt)
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local result = realUpdate(dt)
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-- Poll focus rather than relying on keypress alone.
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--
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-- Focus can move with no key involved: main_menu.mousemoved assigns
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-- selectedOption straight from the cursor position, so wherever the mouse
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-- happens to rest silently overrides the selection -- including at startup,
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-- before the player has touched anything. Polling also closes the race
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-- where a state's open() sets focus after we have already announced.
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--
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-- Cheap: two debug.getupvalue lookups, and only for states we describe.
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pcall(function()
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menus.announceFocusIfChanged(states.getCurrent())
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end)
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pcall(walltones.update)
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pcall(speech.flush)
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if testbedActive then
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pcall(testbed.update, dt)
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end
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return result
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end
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-- Global hotkey layer. Ours are consumed; everything else falls through to the
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-- game untouched.
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local realKeypressed = states.keypressed
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states.keypressed = function(key, scancode)
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local consumed = false
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local ok, result = pcall(hotkeys.keypressed, key, scancode)
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if ok then
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consumed = result
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end
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if consumed then
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return
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end
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pcall(hotkeys.onGameKey)
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local keyResult = realKeypressed(key, scancode)
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-- After the game handler, so we read the focus it just moved to.
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pcall(function()
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menus.announceFocusIfChanged(states.getCurrent())
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end)
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return keyResult
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end
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-- Text entry (character naming) arrives via textinput, not keypressed.
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local realTextinput = states.textinput
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states.textinput = function(text)
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local result = realTextinput(text)
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pcall(function()
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menus.announceFocusIfChanged(states.getCurrent())
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end)
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return result
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end
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-- CRITICAL: re-point the love callbacks at our wrappers.
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--
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-- states.setup() runs before us and does:
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-- love[callback] = love[callback] or states[callback]
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-- which captures the function BY VALUE. main.lua defines love.load, update,
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-- mousepressed, mousereleased and quit itself, but NOT keypressed/textinput --
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-- so those were bound to the original states.keypressed at setup time.
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-- Replacing the states table field alone leaves love.keypressed pointing at
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-- the old function and our wrapper never runs.
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--
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-- states.switch and states.update are unaffected because they are looked up on
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-- the table at call time (from state files and from main.lua's love.update).
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love.keypressed = states.keypressed
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love.textinput = states.textinput
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end
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--------------------------------------------------------------------------------
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-- Entry point
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--------------------------------------------------------------------------------
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function accessibility.initialize()
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if initialized then
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return
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end
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initialized = true
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accessibility.registerPatch("console", require("accessibility.patches.console"))
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accessibility.registerPatch("popups", require("accessibility.patches.popups"))
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pcall(function()
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require("accessibility.surroundings").registerKeys(hotkeys)
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require("accessibility.tracker").registerKeys(hotkeys)
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end)
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local ok, err = pcall(function()
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speech.initialize()
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walltones.load()
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hookStates()
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applyPatches()
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end)
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if not ok then
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print("[accessibility] initialisation FAILED, game continues unmodified: " .. tostring(err))
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return
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end
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accessibility.selfTest()
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if testbed.isEnabled() then
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testbedActive = true
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testbed.start()
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end
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end
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return accessibility
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