Added screen reader support for linux
parent
fe011b239e
commit
4b7d011a7b
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@ -34,7 +34,8 @@ namespace stardew_access.Game
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{
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if (!manuallyTriggered && prevTile != gt)
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{
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MainClass.screenReader.prevTextTile = " ";
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if(MainClass.screenReader!=null)
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MainClass.screenReader.PrevTextTile = " ";
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}
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bool isColliding = isCollidingAtTile(x, y);
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@ -168,6 +168,11 @@ namespace stardew_access
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original: AccessTools.Method(typeof(Game1), nameof(Game1.playSound)),
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prefix: new HarmonyMethod(typeof(MenuPatches), nameof(MenuPatches.PlaySoundPatch))
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);
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harmony.Patch(
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original: AccessTools.Method(typeof(InstanceGame), nameof(InstanceGame.Exit)),
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prefix: new HarmonyMethod(typeof(MenuPatches), nameof(MenuPatches.ExitEventPatch))
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);
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}
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}
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}
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@ -6,20 +6,10 @@ using HarmonyLib;
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using stardew_access.Patches;
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using AutoHotkey.Interop;
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using System.Runtime.InteropServices;
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using stardew_access.ScreenReader;
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namespace stardew_access
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{
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public struct GoString
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{
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public string msg;
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public long len;
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public GoString(string msg, long len)
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{
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this.msg = msg;
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this.len = len;
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}
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}
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public class MainClass : Mod
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{
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private Harmony? harmony;
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@ -33,7 +23,7 @@ namespace stardew_access
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AutoHotkeyEngine ahk;
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public static string hudMessageQueryKey = "";
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public static Radar radarFeature;
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public static ScreenReader screenReader;
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public static ScreenReaderInterface? screenReader;
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private static IModHelper _modHelper;
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public static IModHelper ModHelper
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@ -41,17 +31,6 @@ namespace stardew_access
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get{return _modHelper;}
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}
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[DllImport("libspeechdwrapper.so")]
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private static extern void Initialize();
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[DllImport("libspeechdwrapper.so")]
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private static extern void Speak(GoString text, bool interrupt);
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[DllImport("libspeechdwrapper.so")]
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private static extern void Close();
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/*********
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** Public methods
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*********/
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@ -70,8 +49,7 @@ namespace stardew_access
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if(RuntimeInformation.IsOSPlatform(OSPlatform.Windows))
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InitializeAutoHotKey();
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screenReader = new ScreenReader();
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screenReader.InitializeScreenReader();
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screenReader = new ScreenReaderController().Initialize();
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CustomSoundEffects.Initialize();
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@ -82,26 +60,28 @@ namespace stardew_access
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harmony = new Harmony(ModManifest.UniqueID);
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HarmonyPatches.Initialize(harmony);
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#endregion
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Initialize();
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string text = "Testing";
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Speak(new GoString(text,text.Length), false);
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Close();
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#endregion
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helper.Events.Input.ButtonPressed += this.OnButtonPressed;
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helper.Events.GameLoop.UpdateTicked += this.onUpdateTicked;
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AppDomain.CurrentDomain.DomainUnload += OnExit;
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AppDomain.CurrentDomain.ProcessExit += OnExit;
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}
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public void OnExit (object? sender, EventArgs? e)
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{
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// Don't if this ever gets called or not but, just in case if it does.
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if(screenReader!=null)
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screenReader.CloseScreenReader();
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}
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/// <summary>Returns the Screen Reader class for other mods to use.</summary>
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public override object GetApi()
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{
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return new ScreenReader();
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return new ScreenReaderController().Initialize();
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}
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private void onUpdateTicked(object sender, UpdateTickedEventArgs e)
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private void onUpdateTicked(object? sender, UpdateTickedEventArgs? e)
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{
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if (!Context.IsPlayerFree)
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return;
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@ -129,7 +109,7 @@ namespace stardew_access
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}
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}
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private void OnButtonPressed(object sender, ButtonPressedEventArgs e)
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private void OnButtonPressed(object? sender, ButtonPressedEventArgs? e)
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{
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if (!Context.IsPlayerFree)
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return;
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@ -338,6 +338,11 @@ namespace stardew_access.Patches
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}
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}
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internal static void ExitEventPatch()
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{
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if(MainClass.screenReader!=null)
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MainClass.screenReader.CloseScreenReader();
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}
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internal static void resetGlobalVars()
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{
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currentLetterText = " ";
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@ -0,0 +1,24 @@
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using System.Runtime.InteropServices;
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namespace stardew_access.ScreenReader
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{
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public class ScreenReaderController{
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public ScreenReaderInterface? Initialize(){
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ScreenReaderInterface? ScreenReader = null;
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if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows)){
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ScreenReaderWindows screenReaderWindows = new ScreenReaderWindows();
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screenReaderWindows.InitializeScreenReader();
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ScreenReader = screenReaderWindows;
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} else if(RuntimeInformation.IsOSPlatform(OSPlatform.Linux)){
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ScreenReaderLinux screenReaderLinux = new ScreenReaderLinux();
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screenReaderLinux.InitializeScreenReader();
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ScreenReader = screenReaderLinux;
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}
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return ScreenReader;
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}
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}
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}
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@ -0,0 +1,50 @@
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namespace stardew_access.ScreenReader
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{
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public interface ScreenReaderInterface{
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public string PrevTextTile{
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get;
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set;
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}
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/// <summary>Initializes the screen reader.</summary>
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public void InitializeScreenReader();
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// <summary>Closes the screen reader, this is important, call this function when closing the game.</summary>
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public void CloseScreenReader();
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/// <summary>Speaks the text via the loaded screen reader (if any).</summary>
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/// <param name="text">The text to be narrated.</param>
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/// <param name="interrupt">Whether to skip the currently speaking text or not.</param>
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public void Say(string text, bool interrupt);
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/// <summary>Speaks the text via the loaded screen reader (if any).
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/// <br/>Skips the text narration if the previously narrated text was the same as the one provided.</summary>
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/// <param name="text">The text to be narrated.</param>
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/// <param name="interrupt">Whether to skip the currently speaking text or not.</param>
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public void SayWithChecker(string text, bool interrupt);
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/// <summary>Speaks the text via the loaded screen reader (if any).
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/// <br/>Skips the text narration if the previously narrated text was the same as the one provided.
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/// <br/><br/>Use this when narrating hovered component in menus to avoid interference.</summary>
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/// <param name="text">The text to be narrated.</param>
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/// <param name="interrupt">Whether to skip the currently speaking text or not.</param>
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public void SayWithMenuChecker(string text, bool interrupt);
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/// <summary>Speaks the text via the loaded screen reader (if any).
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/// <br/>Skips the text narration if the previously narrated text was the same as the one provided.
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/// <br/><br/>Use this when narrating chat messages to avoid interference.</summary>
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/// <param name="text">The text to be narrated.</param>
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/// <param name="interrupt">Whether to skip the currently speaking text or not.</param>
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public void SayWithChatChecker(string text, bool interrupt);
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/// <summary>Speaks the text via the loaded screen reader (if any).
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/// <br/>Skips the text narration if the previously narrated text was the same as the one provided.
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/// <br/><br/>Use this when narrating texts based on tile position to avoid interference.</summary>
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/// <param name="text">The text to be narrated.</param>
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/// <param name="x">The X location of tile.</param>
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/// <param name="y">The Y location of tile.</param>
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/// <param name="interrupt">Whether to skip the currently speaking text or not.</param>
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public void SayWithTileQuery(string text, int x, int y, bool interrupt);
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}
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}
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@ -0,0 +1,88 @@
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using System.Runtime.InteropServices;
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namespace stardew_access.ScreenReader
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{
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public struct GoString
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{
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public string msg;
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public long len;
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public GoString(string msg, long len)
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{
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this.msg = msg;
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this.len = len;
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}
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}
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public class ScreenReaderLinux : ScreenReaderInterface
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{
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[DllImport("libspeechdwrapper.so")]
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private static extern void Initialize();
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[DllImport("libspeechdwrapper.so")]
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private static extern void Speak(GoString text, bool interrupt);
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[DllImport("libspeechdwrapper.so")]
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private static extern void Close();
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public string prevText = "", prevTextTile = " ", prevChatText = "", prevMenuText = "";
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public string PrevTextTile{
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get{ return prevTextTile; }
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set{ prevTextTile=value; }
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}
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public void InitializeScreenReader()
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{
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Initialize();
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}
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public void CloseScreenReader(){
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Close();
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}
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public void Say(string text, bool interrupt)
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{
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GoString str = new GoString(text, text.Length);
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Speak(str, interrupt);
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}
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public void SayWithChecker(string text, bool interrupt)
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{
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if (prevText != text)
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{
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prevText = text;
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Say(text, interrupt);
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}
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}
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public void SayWithMenuChecker(string text, bool interrupt)
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{
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if (prevMenuText != text)
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{
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prevMenuText = text;
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Say(text, interrupt);
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}
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}
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public void SayWithChatChecker(string text, bool interrupt)
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{
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if (prevChatText != text)
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{
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prevChatText = text;
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Say(text, interrupt);
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}
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}
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public void SayWithTileQuery(string text, int x, int y, bool interrupt)
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{
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string query = $"{text} x:{x} y:{y}";
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if (prevTextTile != query)
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{
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prevTextTile = query;
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Say(text, interrupt);
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}
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}
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}
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}
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@ -1,19 +1,19 @@
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using AccessibleOutput;
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using StardewModdingAPI;
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using System.Runtime.InteropServices;
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namespace stardew_access
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namespace stardew_access.ScreenReader
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{
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public class ScreenReader
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public class ScreenReaderWindows : ScreenReaderInterface
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{
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public IAccessibleOutput? screenReader = null;
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public string prevText = "", prevTextTile = " ", prevChatText = "", prevMenuText = "";
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/// <summary>Initializes the screen reader.</summary>
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public string PrevTextTile{
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get{ return prevTextTile; }
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set{ prevTextTile=value; }
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}
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public void InitializeScreenReader()
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{
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if (!RuntimeInformation.IsOSPlatform(OSPlatform.Windows))
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return;
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NvdaOutput? nvdaOutput = null;
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JawsOutput? jawsOutput = null;
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@ -46,13 +46,12 @@ namespace stardew_access
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screenReader = jawsOutput;
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else if (sapiOutput != null && sapiOutput.IsAvailable())
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screenReader = sapiOutput;
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else
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MainClass.monitor.Log($"Unable to load any screen reader!", LogLevel.Error);
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}
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/// <summary>Speaks the text via the loaded screen reader (if any).</summary>
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/// <param name="text">The text to be narrated.</param>
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/// <param name="interrupt">Whether to skip the currently speaking text or not.</param>
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public void CloseScreenReader(){
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}
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public void Say(string text, bool interrupt)
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{
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if (screenReader == null)
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@ -61,10 +60,6 @@ namespace stardew_access
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screenReader.Speak(text, interrupt);
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}
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/// <summary>Speaks the text via the loaded screen reader (if any).
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/// <br/>Skips the text narration if the previously narrated text was the same as the one provided.</summary>
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/// <param name="text">The text to be narrated.</param>
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/// <param name="interrupt">Whether to skip the currently speaking text or not.</param>
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public void SayWithChecker(string text, bool interrupt)
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{
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if (screenReader == null)
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@ -77,11 +72,6 @@ namespace stardew_access
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}
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}
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/// <summary>Speaks the text via the loaded screen reader (if any).
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/// <br/>Skips the text narration if the previously narrated text was the same as the one provided.
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/// <br/><br/>Use this when narrating hovered component in menus to avoid interference.</summary>
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/// <param name="text">The text to be narrated.</param>
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/// <param name="interrupt">Whether to skip the currently speaking text or not.</param>
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public void SayWithMenuChecker(string text, bool interrupt)
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{
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if (screenReader == null)
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@ -94,11 +84,6 @@ namespace stardew_access
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}
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}
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/// <summary>Speaks the text via the loaded screen reader (if any).
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/// <br/>Skips the text narration if the previously narrated text was the same as the one provided.
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/// <br/><br/>Use this when narrating chat messages to avoid interference.</summary>
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/// <param name="text">The text to be narrated.</param>
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/// <param name="interrupt">Whether to skip the currently speaking text or not.</param>
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public void SayWithChatChecker(string text, bool interrupt)
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{
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if (screenReader == null)
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@ -110,14 +95,7 @@ namespace stardew_access
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Say(text, interrupt);
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}
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}
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/// <summary>Speaks the text via the loaded screen reader (if any).
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/// <br/>Skips the text narration if the previously narrated text was the same as the one provided.
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/// <br/><br/>Use this when narrating texts based on tile position to avoid interference.</summary>
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/// <param name="text">The text to be narrated.</param>
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/// <param name="x">The X location of tile.</param>
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/// <param name="y">The Y location of tile.</param>
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/// <param name="interrupt">Whether to skip the currently speaking text or not.</param>
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public void SayWithTileQuery(string text, int x, int y, bool interrupt)
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{
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if (screenReader == null)
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