Added mouse clicks via keyboard and made new game menu kinda accessible

This commit is contained in:
shoaib11120
2021-12-11 18:10:31 +05:30
parent 3591c2cec6
commit 099f5b02e1
5 changed files with 150 additions and 26 deletions

View File

@@ -24,7 +24,6 @@ namespace stardew_access.Patches
string speakerName = dialogue.speaker.Name;
List<string> dialogues = dialogue.dialogues;
int dialogueIndex = dialogue.currentDialogueIndex;
MainClass.monitor.Log("" + dialogue.isCurrentStringContinuedOnNextScreen, LogLevel.Debug);
string toSpeak = $"{speakerName} said, {dialogues[dialogueIndex]}";
if (currentDialogue != toSpeak)
@@ -138,7 +137,6 @@ namespace stardew_access.Patches
try
{
int count = int.Parse(buffName.Substring(0, buffName.IndexOf(' ')));
MainClass.monitor.Log("" + count);
if (count != 0)
toSpeak.Append($"{buffName}\n");
}

View File

@@ -1,4 +1,5 @@
using StardewModdingAPI;
using Microsoft.Xna.Framework;
using StardewModdingAPI;
using StardewValley;
using StardewValley.Menus;
@@ -6,6 +7,8 @@ namespace stardew_access.Patches
{
internal class MenuPatch
{
private static int saveGameIndex = -1;
private static bool isRunning = false;
internal static void TitleMenuPatch(TitleMenu __instance)
{
@@ -93,6 +96,95 @@ namespace stardew_access.Patches
}
}
internal static void NewGameMenuPatch(CharacterCustomization __instance, TextBox ___nameBox, TextBox ___farmnameBox, TextBox ___favThingBox, ClickableTextureComponent ___skipIntroButton, ClickableTextureComponent ___okButton, ClickableComponent ___backButton)
{
try
{
if (__instance.source != CharacterCustomization.Source.NewGame)
return;
bool isNextArrowPressed = Game1.input.GetKeyboardState().IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Right);
bool isPrevArrowPressed = Game1.input.GetKeyboardState().IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Left);
if (isNextArrowPressed && !isRunning)
{
_ = CycleThroughItems(true, ___nameBox, ___farmnameBox, ___favThingBox, ___skipIntroButton, ___okButton, ___backButton);
}
else if (isPrevArrowPressed && !isRunning)
{
_ = CycleThroughItems(false, ___nameBox, ___farmnameBox, ___favThingBox, ___skipIntroButton, ___okButton, ___backButton);
}
}
catch (Exception e)
{
MainClass.monitor.Log($"Unable to narrate Text:\n{e.Message}\n{e.StackTrace}", LogLevel.Error);
}
}
private static async Task CycleThroughItems(bool increase, TextBox ___nameBox, TextBox ___farmnameBox, TextBox ___favThingBox, ClickableTextureComponent ___skipIntroButton, ClickableTextureComponent ___okButton, ClickableComponent ___backButton)
{
isRunning = true;
if (increase)
{
saveGameIndex++;
if (saveGameIndex > 6)
saveGameIndex = 0;
} else
{
saveGameIndex--;
if (saveGameIndex < 0)
saveGameIndex = 6;
}
await Task.Delay(200);
switch (saveGameIndex)
{
case 0:
{
Rectangle bounds = new Rectangle(___nameBox.X, ___nameBox.Y, ___nameBox.Width, ___nameBox.Height);
Game1.input.SetMousePosition(bounds.Center.X, bounds.Center.Y);
ScreenReader.say("Enter Farmer's Name", true);
}
break;
case 1:
{
Rectangle bounds = new Rectangle(___farmnameBox.X, ___farmnameBox.Y, ___farmnameBox.Width, ___farmnameBox.Height);
Game1.input.SetMousePosition(bounds.Center.X, bounds.Center.Y);
ScreenReader.say("Enter Farm's Name", true);
}
break;
case 3:
{
Rectangle bounds = new Rectangle(___favThingBox.X, ___favThingBox.Y, ___favThingBox.Width, ___favThingBox.Height);
Game1.input.SetMousePosition(bounds.Center.X, bounds.Center.Y);
ScreenReader.say("Enter Favourite Thing", true);
}
break;
case 4:
{
___skipIntroButton.snapMouseCursor();
ScreenReader.say("Skip Intro Button", true);
}
break;
case 5:
{
___okButton.snapMouseCursor();
ScreenReader.say("Ok Button", true);
}
break;
case 6:
{
___backButton.snapMouseCursor();
ScreenReader.say("Back Button", true);
}
break;
}
isRunning = false;
}
internal static void ExitPagePatch(ExitPage __instance)
{
try