Animal purchasing menu is now accessible
parent
2298d891da
commit
a7fcd45dc8
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@ -4,11 +4,8 @@ using StardewModdingAPI.Events;
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using StardewValley;
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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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using Microsoft.Xna.Framework;
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using StardewValley.Buildings;
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namespace stardew_access
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{
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@ -17,27 +17,60 @@ namespace stardew_access.Patches
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internal static bool isSayingBlueprintInfo = false;
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internal static string prevBlueprintInfo = "";
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internal static bool isOnFarm = false, isUpgrading = false, isDemolishing = false, isPainting = false, isConstructing = false, isMoving = false, isMagicalConstruction = false;
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internal static bool firstTimeInNamingMenu = true;
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internal static PurchaseAnimalsMenu? purchaseAnimalsMenu;
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internal static void PurchaseAnimalsMenuPatch(PurchaseAnimalsMenu __instance,
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bool ___onFarm,
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bool ___namingAnimal,
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FarmAnimal ___animalBeingPurchased,
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Building ___newAnimalHome,
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TextBox ___textBox,
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TextBoxEvent ___e,
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int ___priceOfAnimal)
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internal static void PurchaseAnimalsMenuPatch(PurchaseAnimalsMenu __instance, bool ___onFarm, bool ___namingAnimal, TextBox ___textBox)
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{
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try
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{
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int x = Game1.getMouseX(), y = Game1.getMouseY(); // Mouse x and y position
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purchaseAnimalsMenu = __instance;
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isOnFarm = ___onFarm;
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if (___onFarm && ___namingAnimal)
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{
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string toSpeak = "";
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if (__instance.okButton != null && __instance.okButton.containsPoint(x, y))
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{
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toSpeak = "Cancel Button";
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}
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else if (__instance.doneNamingButton != null && __instance.doneNamingButton.containsPoint(x, y))
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{
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toSpeak = "OK Button";
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}
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else if (__instance.randomButton != null && __instance.randomButton.containsPoint(x, y))
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{
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toSpeak = "Random Name Button";
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}
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else if (__instance.textBoxCC != null && __instance.textBoxCC.containsPoint(x, y))
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{
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toSpeak = "Name Text Box";
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string? value = ___textBox.Text;
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if (value != "" && value != null && value != "null")
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toSpeak = $"{toSpeak}, Value: {value}";
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}
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if (purchaseAnimalMenuQuery != toSpeak)
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{
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purchaseAnimalMenuQuery = toSpeak;
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if (firstTimeInNamingMenu)
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{
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toSpeak = $"Enter the name of animal in the name text box. {toSpeak}";
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firstTimeInNamingMenu = false;
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}
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MainClass.ScreenReader.Say(toSpeak, true);
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}
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}
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else if (___onFarm && !___namingAnimal)
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{
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firstTimeInNamingMenu = true;
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}
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else if (___onFarm && !___namingAnimal) { }
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else if (!___onFarm && !___namingAnimal)
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{
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firstTimeInNamingMenu = true;
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if (__instance.hovered != null)
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{
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string toSpeak = "";
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@ -377,6 +410,7 @@ namespace stardew_access.Patches
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public static string? Contstruct(Vector2 position)
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{
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string? response = null;
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// This code is taken from the game's code (CarpenterMenu.cs::874)
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Game1.player.team.buildLock.RequestLock(delegate
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{
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if (isOnFarm && Game1.locationRequest == null)
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@ -427,6 +461,7 @@ namespace stardew_access.Patches
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public static string? Paint(Building? toPaint)
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{
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string? response = null;
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// This code is taken from the game's code (CarpenterMenu.cs::793)
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Farm farm_location = Game1.getFarm();
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if (toPaint != null)
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{
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@ -465,6 +500,7 @@ namespace stardew_access.Patches
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public static string? Move(Building? buildingToMove, Vector2 position)
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{
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string? response = null;
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// This code is taken from the game's code (CarpenterMenu.cs::829)
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if (buildingToMove != null)
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{
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string? name = buildingToMove.nameOfIndoorsWithoutUnique;
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@ -360,11 +360,14 @@ namespace stardew_access.Patches
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BuildingNAnimalMenuPatches.isPainting = false;
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BuildingNAnimalMenuPatches.isMoving = false;
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BuildingNAnimalMenuPatches.isConstructing = false;
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BuildingNAnimalMenuPatches.carpenterMenu = null;
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}
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if (__instance is PurchaseAnimalsMenu)
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{
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BuildingNAnimalMenuPatches.purchaseAnimalMenuQuery = "";
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BuildingNAnimalMenuPatches.firstTimeInNamingMenu = true;
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BuildingNAnimalMenuPatches.purchaseAnimalsMenu = null;
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}
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GameMenuPatches.hoveredItemQueryKey = "";
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@ -2,7 +2,6 @@ namespace stardew_access.ScreenReader
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{
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public interface IScreenReader
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{
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public string PrevTextTile
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{
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get;
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@ -12,7 +11,7 @@ namespace stardew_access.ScreenReader
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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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/// <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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@ -1,7 +1,7 @@
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{
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"Name": "Stardew Access",
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"Author": "Mohammad Shoaib",
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"Version": "1.0.21-beta",
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"Version": "1.0.22-beta",
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"Description": "An accessibility mod with screen reader support!",
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"UniqueID": "shoaib.stardewaccess",
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"EntryDll": "stardew-access.dll",
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@ -12,7 +12,6 @@
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<ItemGroup>
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<PackageReference Include="AccessibleOutput" Version="1.0.0" />
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<PackageReference Include="AutoHotkey.Interop" Version="1.0.0.1" />
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<PackageReference Include="Lib.Harmony" Version="2.2.0" />
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<PackageReference Include="Pathoschild.Stardew.ModBuildConfig" Version="4.0.0" />
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</ItemGroup>
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@ -1,17 +0,0 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net452</TargetFramework>
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<RootNamespace>stardew_access</RootNamespace>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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<LangVersion>preview</LangVersion>
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<summary>MainClass.ModEntry</summary>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="AccessibleOutput" Version="1.0.0" />
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<PackageReference Include="Pathoschild.Stardew.ModBuildConfig" Version="4.0.0" />
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</ItemGroup>
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</Project>
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