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

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

View File

@ -6,6 +6,7 @@ using HarmonyLib;
using StardewValley.Menus;
using Microsoft.Xna.Framework.Graphics;
using stardew_access.Patches;
using AutoHotkey.Interop;
namespace stardew_access
{
@ -14,6 +15,7 @@ namespace stardew_access
{
private Harmony? harmony;
public static IMonitor? monitor;
AutoHotkeyEngine ahk;
/*********
** Public methods
@ -23,12 +25,27 @@ namespace stardew_access
public override void Entry(IModHelper helper)
{
#region Initializations
// Inititalize monitor
monitor = Monitor;
// Initialize the screen reader
ScreenReader.initializeScreenReader();
// Init harmony
harmony = new Harmony(ModManifest.UniqueID);
monitor = Monitor; // Inititalize monitor
Game1.options.setGamepadMode("force_on");
// Initialize AutoHotKey
try
{
ahk = AutoHotkeyEngine.Instance;
ahk.ExecRaw("^j::\nSend {LButton}");
ahk.ExecRaw("^l::\nSend {RButton}");
}
catch (Exception e)
{
monitor.Log($"Unable to initialize AutoHotKey:\n{e.Message}\n{e.StackTrace}", LogLevel.Error);
}
ScreenReader.initializeScreenReader(); // Initialize the screen reader
harmony = new Harmony(ModManifest.UniqueID); // Init harmony
#endregion
#region Harmony Patches
@ -63,6 +80,11 @@ namespace stardew_access
postfix: new HarmonyMethod(typeof(MenuPatch), nameof(MenuPatch.ExitPagePatch))
);
harmony.Patch(
original: AccessTools.Method(typeof(CharacterCustomization), nameof(CharacterCustomization.draw), new Type[] { typeof(SpriteBatch) }),
postfix: new HarmonyMethod(typeof(MenuPatch), nameof(MenuPatch.NewGameMenuPatch))
);
#endregion
helper.Events.Input.ButtonPressed += this.OnButtonPressed;
@ -70,22 +92,31 @@ namespace stardew_access
private void OnButtonPressed(object sender, ButtonPressedEventArgs e)
{
// ignore if player hasn't loaded a save yet
if (!Context.IsWorldReady)
return;
// Narrate Health And Energy
if (Equals(e.Button, SButton.I))
if (Game1.activeClickableMenu == null)
{
string toSpeak = $"Health is {CurrentPlayer.getHealth()} and Stamina is {CurrentPlayer.getStamina()}";
ScreenReader.say(toSpeak, true);
}
// Narrate health and stamina
if (Equals(e.Button, SButton.H))
{
string toSpeak = $"Health is {CurrentPlayer.getHealth()} and Stamina is {CurrentPlayer.getStamina()}";
ScreenReader.say(toSpeak, true);
}
// Narrate Position
if (Equals(e.Button, SButton.K))
{
string toSpeak = $"X: {CurrentPlayer.getPositionX()} , Y: {CurrentPlayer.getPositionX()}";
ScreenReader.say(toSpeak, true);
// Narrate Position
if (Equals(e.Button, SButton.K))
{
string toSpeak = $"X: {CurrentPlayer.getPositionX()} , Y: {CurrentPlayer.getPositionX()}";
ScreenReader.say(toSpeak, true);
}
if (Equals(e.Button, SButton.J))
{
Game1.pressActionButton(Game1.input.GetKeyboardState(), Game1.input.GetMouseState(), Game1.input.GetGamePadState());
}
if (Equals(e.Button, SButton.L))
{
Game1.pressUseToolButton();
}
}
}

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@ -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");
}

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@ -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

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@ -1,10 +1,12 @@
{
"Name": "Stardew Access",
"Author": "Mohammad Shoaib",
"Version": "1.0.0",
"Description": "<One or two sentences about the mod>",
"Version": "1.0.1-beta",
"Description": "An accessibility mod with screen reader support!",
"UniqueID": "shoaib.stardewaccess",
"EntryDll": "stardew-access.dll",
"MinimumApiVersion": "3.0.0",
"UpdateKeys": []
"UpdateKeys": [
"Github:stardew-access/stardew-access"
]
}

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@ -11,6 +11,7 @@
<ItemGroup>
<PackageReference Include="AccessibleOutput" Version="1.0.0" />
<PackageReference Include="AutoHotkey.Interop" Version="1.0.0.1" />
<PackageReference Include="Lib.Harmony" Version="2.1.1" />
<PackageReference Include="Pathoschild.Stardew.ModBuildConfig" Version="4.0.0" />
</ItemGroup>