Animal purchasing menu is now accessible

master
Mohammad Shoaib 2022-02-04 14:54:12 +05:30
parent 2298d891da
commit a7fcd45dc8
7 changed files with 50 additions and 33 deletions

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@ -4,11 +4,8 @@ using StardewModdingAPI.Events;
using StardewValley;
using HarmonyLib;
using stardew_access.Patches;
using AutoHotkey.Interop;
using System.Runtime.InteropServices;
using stardew_access.ScreenReader;
using Microsoft.Xna.Framework;
using StardewValley.Buildings;
namespace stardew_access
{

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@ -17,27 +17,60 @@ namespace stardew_access.Patches
internal static bool isSayingBlueprintInfo = false;
internal static string prevBlueprintInfo = "";
internal static bool isOnFarm = false, isUpgrading = false, isDemolishing = false, isPainting = false, isConstructing = false, isMoving = false, isMagicalConstruction = false;
internal static bool firstTimeInNamingMenu = true;
internal static PurchaseAnimalsMenu? purchaseAnimalsMenu;
internal static void PurchaseAnimalsMenuPatch(PurchaseAnimalsMenu __instance,
bool ___onFarm,
bool ___namingAnimal,
FarmAnimal ___animalBeingPurchased,
Building ___newAnimalHome,
TextBox ___textBox,
TextBoxEvent ___e,
int ___priceOfAnimal)
internal static void PurchaseAnimalsMenuPatch(PurchaseAnimalsMenu __instance, bool ___onFarm, bool ___namingAnimal, TextBox ___textBox)
{
try
{
int x = Game1.getMouseX(), y = Game1.getMouseY(); // Mouse x and y position
purchaseAnimalsMenu = __instance;
isOnFarm = ___onFarm;
if (___onFarm && ___namingAnimal)
{
string toSpeak = "";
if (__instance.okButton != null && __instance.okButton.containsPoint(x, y))
{
toSpeak = "Cancel Button";
}
else if (__instance.doneNamingButton != null && __instance.doneNamingButton.containsPoint(x, y))
{
toSpeak = "OK Button";
}
else if (__instance.randomButton != null && __instance.randomButton.containsPoint(x, y))
{
toSpeak = "Random Name Button";
}
else if (__instance.textBoxCC != null && __instance.textBoxCC.containsPoint(x, y))
{
toSpeak = "Name Text Box";
string? value = ___textBox.Text;
if (value != "" && value != null && value != "null")
toSpeak = $"{toSpeak}, Value: {value}";
}
if (purchaseAnimalMenuQuery != toSpeak)
{
purchaseAnimalMenuQuery = toSpeak;
if (firstTimeInNamingMenu)
{
toSpeak = $"Enter the name of animal in the name text box. {toSpeak}";
firstTimeInNamingMenu = false;
}
MainClass.ScreenReader.Say(toSpeak, true);
}
}
else if (___onFarm && !___namingAnimal)
{
firstTimeInNamingMenu = true;
}
else if (___onFarm && !___namingAnimal) { }
else if (!___onFarm && !___namingAnimal)
{
firstTimeInNamingMenu = true;
if (__instance.hovered != null)
{
string toSpeak = "";
@ -377,6 +410,7 @@ namespace stardew_access.Patches
public static string? Contstruct(Vector2 position)
{
string? response = null;
// This code is taken from the game's code (CarpenterMenu.cs::874)
Game1.player.team.buildLock.RequestLock(delegate
{
if (isOnFarm && Game1.locationRequest == null)
@ -427,6 +461,7 @@ namespace stardew_access.Patches
public static string? Paint(Building? toPaint)
{
string? response = null;
// This code is taken from the game's code (CarpenterMenu.cs::793)
Farm farm_location = Game1.getFarm();
if (toPaint != null)
{
@ -465,6 +500,7 @@ namespace stardew_access.Patches
public static string? Move(Building? buildingToMove, Vector2 position)
{
string? response = null;
// This code is taken from the game's code (CarpenterMenu.cs::829)
if (buildingToMove != null)
{
string? name = buildingToMove.nameOfIndoorsWithoutUnique;

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@ -360,11 +360,14 @@ namespace stardew_access.Patches
BuildingNAnimalMenuPatches.isPainting = false;
BuildingNAnimalMenuPatches.isMoving = false;
BuildingNAnimalMenuPatches.isConstructing = false;
BuildingNAnimalMenuPatches.carpenterMenu = null;
}
if (__instance is PurchaseAnimalsMenu)
{
BuildingNAnimalMenuPatches.purchaseAnimalMenuQuery = "";
BuildingNAnimalMenuPatches.firstTimeInNamingMenu = true;
BuildingNAnimalMenuPatches.purchaseAnimalsMenu = null;
}
GameMenuPatches.hoveredItemQueryKey = "";

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@ -2,7 +2,6 @@ namespace stardew_access.ScreenReader
{
public interface IScreenReader
{
public string PrevTextTile
{
get;
@ -12,7 +11,7 @@ namespace stardew_access.ScreenReader
/// <summary>Initializes the screen reader.</summary>
public void InitializeScreenReader();
// <summary>Closes the screen reader, this is important, call this function when closing the game.</summary>
/// <summary>Closes the screen reader, this is important, call this function when closing the game.</summary>
public void CloseScreenReader();
/// <summary>Speaks the text via the loaded screen reader (if any).</summary>

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@ -1,7 +1,7 @@
{
"Name": "Stardew Access",
"Author": "Mohammad Shoaib",
"Version": "1.0.21-beta",
"Version": "1.0.22-beta",
"Description": "An accessibility mod with screen reader support!",
"UniqueID": "shoaib.stardewaccess",
"EntryDll": "stardew-access.dll",

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@ -12,7 +12,6 @@
<ItemGroup>
<PackageReference Include="AccessibleOutput" Version="1.0.0" />
<PackageReference Include="AutoHotkey.Interop" Version="1.0.0.1" />
<PackageReference Include="Lib.Harmony" Version="2.2.0" />
<PackageReference Include="Pathoschild.Stardew.ModBuildConfig" Version="4.0.0" />
</ItemGroup>

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@ -1,17 +0,0 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net452</TargetFramework>
<RootNamespace>stardew_access</RootNamespace>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<LangVersion>preview</LangVersion>
<summary>MainClass.ModEntry</summary>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="AccessibleOutput" Version="1.0.0" />
<PackageReference Include="Pathoschild.Stardew.ModBuildConfig" Version="4.0.0" />
</ItemGroup>
</Project>