Added `j` and `l` for cycling through items in new game menu
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7c8bd816ce
commit
3d48a37f87
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@ -7,7 +7,6 @@ using StardewValley.Menus;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Graphics;
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using stardew_access.Patches;
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using stardew_access.Patches;
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using AutoHotkey.Interop;
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using AutoHotkey.Interop;
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using Microsoft.Xna.Framework;
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namespace stardew_access
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namespace stardew_access
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{
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{
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@ -345,11 +345,14 @@ namespace stardew_access.Patches
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bool isNextArrowPressed = Game1.input.GetKeyboardState().IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Right);
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bool isNextArrowPressed = Game1.input.GetKeyboardState().IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Right);
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bool isPrevArrowPressed = Game1.input.GetKeyboardState().IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Left);
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bool isPrevArrowPressed = Game1.input.GetKeyboardState().IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Left);
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if (isNextArrowPressed && !isRunning)
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bool isLPressed = Game1.input.GetKeyboardState().IsKeyDown(Microsoft.Xna.Framework.Input.Keys.L);
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bool isJPressed = Game1.input.GetKeyboardState().IsKeyDown(Microsoft.Xna.Framework.Input.Keys.J);
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if ((isNextArrowPressed || isLPressed ) && !isRunning)
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{
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{
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_ = CycleThroughItems(true, ___nameBox, ___farmnameBox, ___favThingBox, ___skipIntroButton, ___okButton, ___backButton);
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_ = CycleThroughItems(true, ___nameBox, ___farmnameBox, ___favThingBox, ___skipIntroButton, ___okButton, ___backButton);
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}
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}
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else if (isPrevArrowPressed && !isRunning)
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else if ((isPrevArrowPressed || isJPressed) && !isRunning)
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{
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{
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_ = CycleThroughItems(false, ___nameBox, ___farmnameBox, ___favThingBox, ___skipIntroButton, ___okButton, ___backButton);
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_ = CycleThroughItems(false, ___nameBox, ___farmnameBox, ___favThingBox, ___skipIntroButton, ___okButton, ___backButton);
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}
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}
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