93 lines
6.8 KiB
C#
93 lines
6.8 KiB
C#
using StardewModdingAPI.Utilities;
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namespace stardew_access
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{
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internal class ModConfig
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{
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// https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Input#SButton button key codes
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#region Simulate mouse clicks
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public KeybindList LeftClickMainKey { get; set; } = KeybindList.Parse("LeftControl + Enter"); // Primary key to simulate mouse left click
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public KeybindList RightClickMainKey { get; set; } = KeybindList.Parse("LeftShift + Enter"); // Primary key to simulate mouse right click
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public KeybindList LeftClickAlternateKey { get; set; } = KeybindList.Parse("OemOpenBrackets"); // Secondary key to simulate mouse left click
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public KeybindList RightClickAlternateKey { get; set; } = KeybindList.Parse("OemCloseBrackets"); // Secondary key to simulate mouse right click
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#endregion
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#region Chat menu
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public KeybindList ChatMenuNextKey { get; set; } = KeybindList.Parse("PageUp"); // Read previous chat message
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public KeybindList ChatMenuPreviousKey { get; set; } = KeybindList.Parse("PageDown"); // Read next chat message
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#endregion
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#region Read tile
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public Boolean ReadTile { get; set; } = true; // Toggle this feature.
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public KeybindList ReadTileKey { get; set; } = KeybindList.Parse("J"); // Manually trigger read tile for the tile player is *looking at*.
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public KeybindList ReadStandingTileKey { get; set; } = KeybindList.Parse("LeftAlt + J"); // Manually trigger read tile for the tile player is *standing on*.
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public Boolean ReadFlooring { get; set; } = false; // Toggle reading floorings.
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public Boolean WateredToggle { get; set; } = true; // Toggle speaking watered or unwatered for crops.
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#endregion
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#region Tile viewer
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public KeybindList TileCursorUpKey { get; set; } = KeybindList.Parse("Up"); // Move the cursor one tile up
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public KeybindList TileCursorRightKey { get; set; } = KeybindList.Parse("Right"); // Move the cursor one tile right
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public KeybindList TileCursorDownKey { get; set; } = KeybindList.Parse("Down"); // Move the cursor one tile down
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public KeybindList TileCursorLeftKey { get; set; } = KeybindList.Parse("Left"); // Move the cursor one tile left
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public KeybindList TileCursorPreciseUpKey { get; set; } = KeybindList.Parse("LeftShift + Up"); // Move the cursor up by precision i.e. pixel by pixel
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public KeybindList TileCursorPreciseRightKey { get; set; } = KeybindList.Parse("LeftShift + Right"); // Move the cursor right by precision i.e. pixel by pixel
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public KeybindList TileCursorPreciseDownKey { get; set; } = KeybindList.Parse("LeftShift + Down"); // Move the cursor down by precision i.e. pixel by pixel
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public KeybindList TileCursorPreciseLeftKey { get; set; } = KeybindList.Parse("LeftShift + Left"); // Move the cursor left by precision i.e. pixel by pixel
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public KeybindList ToggleRelativeCursorLockKey { get; set; } = KeybindList.Parse("L"); // Toggles realative cursor lock i.e. if enabled, the cursor will reset when player moves.
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public KeybindList AutoWalkToTileKey { get; set; } = KeybindList.Parse("LeftControl + Enter"); // Auto walk to the tile
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public bool LimitTileCursorToScreen { get; set; } = false; // #TODO add command for this // Toggle whether to prevent cursor from going out of screen.
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public int TileCursorPreciseMovementDistance { get; set; } = 8; // Specifies the number of pixels the cursor should move when using precision movement i.e. with *left shift*.
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#endregion
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#region Radar
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public Boolean Radar { get; set; } = false;
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public Boolean RadarStereoSound { get; set; } = true;
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#endregion
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#region Menu Keys
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public KeybindList PrimaryInfoKey { get; set; } = KeybindList.Parse("C");
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// Character Creation menu (new game menu) keys
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public KeybindList CharacterCreationMenuNextKey { get; set; } = KeybindList.Parse("Right");
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public KeybindList CharacterCreationMenuPreviousKey { get; set; } = KeybindList.Parse("Left");
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public KeybindList CharacterCreationMenuSliderIncreaseKey { get; set; } = KeybindList.Parse("Up");
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public KeybindList CharacterCreationMenuSliderLargeIncreaseKey { get; set; } = KeybindList.Parse("PageUp");
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public KeybindList CharacterCreationMenuSliderDecreaseKey { get; set; } = KeybindList.Parse("Down");
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public KeybindList CharacterCreationMenuSliderLargeDecreaseKey { get; set; } = KeybindList.Parse("PageDown");
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public KeybindList CharacterCreationMenuDesignToggleKey { get; set; } = KeybindList.Parse("LeftControl + Space");
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// Bundle menu keys
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public KeybindList BundleMenuIngredientsKey { get; set; } = KeybindList.Parse("I");
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public KeybindList BundleMenuInventoryItemsKey { get; set; } = KeybindList.Parse("C");
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public KeybindList BundleMenuPurchaseButtonKey { get; set; } = KeybindList.Parse("P");
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public KeybindList BundleMenuIngredientsInputSlotKey { get; set; } = KeybindList.Parse("V");
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public KeybindList BundleMenuBackButtonKey { get; set; } = KeybindList.Parse("Back");
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// Menus with secondary inventory(shop inventory or chest inventory or crafting recipe list)
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public KeybindList SnapToFirstInventorySlotKey { get; set; } = KeybindList.Parse("I");
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public KeybindList SnapToFirstSecondaryInventorySlotKey { get; set; } = KeybindList.Parse("LeftShift + I");
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// Crafting menu
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public KeybindList CraftingMenuCycleThroughRecipiesKey { get; set; } = KeybindList.Parse("C");
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#endregion
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#region Others
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public KeybindList HealthNStaminaKey { get; set; } = KeybindList.Parse("H"); // Narrate health and stamina.
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public bool HealthNStaminaInPercentage { get; set; } = true;
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public KeybindList PositionKey { get; set; } = KeybindList.Parse("K"); // Narrate player position.
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public KeybindList LocationKey { get; set; } = KeybindList.Parse("LeftAlt + K"); // Narrate current location name.
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public KeybindList MoneyKey { get; set; } = KeybindList.Parse("R"); // Narrate the money the player has currently.
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public KeybindList TimeNSeasonKey { get; set; } = KeybindList.Parse("Q"); // Narrate the time of day, day and date and season
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public Boolean VerboseCoordinates { get; set; } = true;
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public Boolean SnapMouse { get; set; } = true; // Toggles the snap mouse feature
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public Boolean Warning { get; set; } = true; // Toggles the warnings feature
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public Boolean TTS { get; set; } = true; // Toggles the screen reader/tts.
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public Boolean TrackDroppedItems {get; set;} = true; // Toggles detecting the dropped items.
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#endregion
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// TODO Add the exclusion and focus list too
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// public String ExclusionList { get; set; } = "test";
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}
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} |