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API
Quick reference for the mod's API which can be found in IStardewAccessAPI.cs.
Summary:
The query text for the previously spoken (or currently being spoken) by the screen reader in current menu. This is used to prevent speaking same texts repeatedly Resets when the menu is closed or changed.
Type:
String
Summary:
The prefix which will get prepended to the next text the screen reader will speak in current menu. Included in query check, alongside PrevMenuQueryText. Resets when the menu is closed or changed.
Type:
String
Summary:
The suffix which will get appended to the next text the screen reader will speak in current menu. Included in query check, alongside PrevMenuQueryText. Resets when the menu is closed or changed.
Type:
String
Summary:
The prefix which will get prepended to the next text the screen reader will speak in current menu. Won't be included in query check. Resets everytime after use.
Type:
String
Summary:
The suffix which will get appended to the next text the screen reader will speak in current menu. Won't be included in query check. Resets every time after use.
Type:
String
Summary:
Speaks the text via the loaded screen reader (if any)
Returns:
true if the text was spoken otherwise false.
Parameters:
Name | Type | Default Value | Description |
---|---|---|---|
text | string | - | The text to be narrated. |
interrupt | bool | - | Whether to skip the currently speaking text or not. |
Summary:
Speaks the text via the loaded screen reader (if any). Skips the text narration if the previously narrated text was the same as the one provided.
Returns:
true if the text was spoken otherwise false.
Parameters:
Name | Type | Default Value | Description |
---|---|---|---|
text | string | - | The text to be narrated. |
interrupt | boolean | - | Whether to skip the currently speaking text or not. |
customQuery | string | null | If set, uses this instead of text as query to check whether to speak the text or not. |
Summary:
Speaks the text via the loaded screen reader (if any). Skips the text narration if the previously narrated text was the same as the one provided. Use this when narrating hovered component in menus to avoid interference.
Returns:
true if the text was spoken otherwise false.
Parameters:
Name | Type | Default Value | Description |
---|---|---|---|
text | string | - | The text to be narrated. |
interrupt | boolean | - | Whether to skip the currently speaking text or not. |
customQuery | string | null | If set, uses this instead of text as query to check whether to speak the text or not. |
Summary:
Speaks the text via the loaded screen reader (if any). Skips the text narration if the previously narrated text was the same as the one provided. Use this when narrating chat messages to avoid interference.
Returns:
true if the text was spoken otherwise false.
Parameters:
Name | Type | Default Value | Description |
---|---|---|---|
text | string | - | The text to be narrated. |
interrupt | bool | - | Whether to skip the currently speaking text or not. |
Summary:
Speaks the text via the loaded screen reader (if any). Skips the text narration if the previously narrated text was the same as the one provided. Use this when narrating texts based on tile position to avoid interference.
Returns:
true if the text was spoken otherwise false.
Parameters:
Name | Type | Default Value | Description |
---|---|---|---|
text | string | - | The text to be narrated. |
x | int | - | The X location of tile. |
y | int | - | The Y location of tile. |
interrupt | bool | - | Whether to skip the currently speaking text or not. |
Summary:
Search the area using Breadth First Search algorithm(BFS).
Returns:
A dictionary with all the detected tiles along with the name of the object on it and it's category.
Dictionary<Vector2, (string name, string category)>
Parameters:
Name | Type | Default Value | Description |
---|---|---|---|
center | Vector2 | - | The starting point. |
limit | int | - | The limiting factor or simply radius of the search area. |
Summary:
Search the entire location using Breadth First Search algorithm(BFS).
Returns:
A dictionary with all the detected tiles along with the name of the object on it and it's category.
Dictionary<Vector2, (string name, string category)>
Summary:
Check the tile for any object.
Returns:
Name of the object as the first item (name) and category as the second item (category). Returns null if no object found.
(string? name, string? category)
Parameters:
Name | Type | Default Value | Description |
---|---|---|---|
tile | Vector2 | - | The tile where we want to check the name and category of object if any. |
Summary:
Check the tile for any object.
Returns:
Name of the object. Returns null if no object found.
Parameters:
Name | Type | Default Value | Description |
---|---|---|---|
tile | Vector2 | - | The tile where we want to check the name and category of object if any. |
Summary:
Speaks the hovered inventory slot from the provided InventoryMenu
. In case there is nothing in a slot, then it will speak "Empty Slot". Also plays a sound if the slot is grayed out, like tools in geode menu.
Returns:
true if any inventory slot was hovered or found at the hoverX
and hoverY
.
Parameters:
Name | Type | Default Value | Description |
---|---|---|---|
inventoryMenu | InventoryMenu | - | The object of InventoryMenu whose inventory is to be spoken. |
giveExtraDetails | boolean | null | (Optional) Whether to speak extra details about the item in slot or not. Default to null in which case it uses DisableInventoryVerbosity config to get whether to speak extra details or not. |
hoverPrice | int | -1 | (Optional) The price of the hovered item, generally used in ShopMenu . |
extraItemToShowIndex | string | null | (Optional) The index (probably parentSheetIndex) of the extra item which is generally a requirement for the hovered item in certain menus. |
extraItemToShowAmount | int | -1 | (Optional) The amount or quantity of the extra item which is generally a requirement for the hovered item in certain menus. |
highlightedItemPrefix | string | null | (Optional) The prefix to add to the spoken hovered item's details if it is highlighted i.e., not grayed out. |
highlightedItemSuffix | string | null | (Optional) The suffix to add to the spoken hovered item's details if it is highlighted i.e., not grayed out. |
hoverX | int | null | (Optional) The X position on screen to check. Default to null, in which case it uses the mouse's X position. |
hoverY | int | null | (Optional) The Y position on screen to check. Default to null, in which case it uses the mouse's Y position. |
Summary:
Get the details (name, description, quality, etc.) of an Item
.
Returns:
The details of the given item
.
Parameters:
Name | Type | Default Value | Description |
---|---|---|---|
item | Item | - | The Item 's object that we want to get details of. |
giveExtraDetails | boolean | false | (Optional) Whether to also return extra details or not. These include: description, health, stamina and other buffs. |
price | int | -1 | (Optional) Generally the selling price of the item. |
extraItemToShowIndex | string | null | (Optional) The index of the extra item which is generally the required item for the given item. |
extraItemToShowAmount | int | -1 | (Optional) The amount or quantity of the extra item. |
(Default to C
) Mainly used to speak some visual information in a menu like some label(s) which isn't reachable by gamepad naviagtion.
Type:
StardewModdingAPI.Utilities.KeybindList
Summary:
Speaks the contents of hovered clickable component from the list. Prioritizes speaking from ClickableComponent.ScreenReaderText
and ClickableComponent.ScreenReaderDescription
and if these are empty, speaks the ClickableComponent.name
and ClickableComponent.label
as fallback.
Returns:
true if a hovered component was detected, otherwise false.
Parameters:
Name | Type | Default Value | Description |
---|---|---|---|
ccList | List<T> (where T is ClickableComponent ) |
- | The list of components to speak from. |
Summary:
Speaks the contents of the given clickable component. Prioritizes speaking from ClickableComponent.ScreenReaderText
and ClickableComponent.ScreenReaderDescription
and if these are empty, speaks the ClickableComponent.name
and ClickableComponent.label
as fallback. Ignores speaking if ClickableComponent.ScreenReaderIgnore
was set to true.
Parameters:
Name | Type | Default Value | Description |
---|---|---|---|
component | ClickableComponent | - | The component to speak. |
Summary:
Speaks the hovered element from list which are being drawn/rendered in slots. Prioritizes speaking from OptionsElement.ScreenReaderText
and OptionsElement.ScreenReaderDescription
and if these are empty, speaks the OptionsElement.label
as fallback.
Returns:
true if a hovered element was detected, otherwise false.
Parameters:
Name | Type | Default Value | Description |
---|---|---|---|
optionSlots | List<ClickableComponent> | - | The slots where the elements will be drawn/rendered. |
options | List<OptionsElement> | - | The list of elements. |
currentItemIndex | int | - | The index of the element currently being rendered in the first slot. |
Summary:
Speaks the hovered element from options
. Prioritizes speaking from OptionsElement.ScreenReaderText
and OptionsElement.ScreenReaderDescription
and if these are empty, speaks the OptionsElement.label
as fallback.
Remarks:
Only use this when elements are being drawn independently from slots or when the element's position is correctly reflected in OptionsElement.bounds
.
Returns:
true if a hovered element was detected, otherwise false.
Parameters:
Name | Type | Default Value | Description |
---|---|---|---|
options | List<T> (where T is OptionsElement ) |
- | The list of elements. |
Summary:
Parameters:
Name | Type | Default Value | Description |
---|---|---|---|
element | OptionsElement | - | The element to speak. |
RegisterCustomMenuAsAccessible()### RegisterCustomMenuAsAccessible()
Summary:
Necessary to be called once if you have manually made a custom menu of your mod accessible. This will skip Stardew Access' patch to attempt speaking hovered component i.e., automatic menu accessibility.
Parameters:
Name | Type | Default Value | Description |
---|---|---|---|
fullNameOfClass | string? | - | The full name of the menu's class. Example: typeof(MyCustomMenu).FullName |
Summary:
Registers a language helper to be used for a specific locale.
Remarks:
The provided helper class should ideally derive from LanguageHelperBase
for optimal compatibility, though this is not strictly required as long as it implements ILanguageHelper
.
Parameters:
Name | Type | Default Value | Description |
---|---|---|---|
locale | string | - | The locale for which the helper should be used (e.g., "en", "fr", "es-es"). |
helperType | Type | - | An instance of the language helper class implementing ILanguageHelper . |
Summary:
(Legacy! Should not be used from v1.6)
Speaks the hovered inventory slot from the provided InventoryMenu
. In case there is nothing in a slot, then it will speak "Empty Slot". Also plays a sound if the slot is grayed out, like tools in geode menu.
Returns:
true if any inventory slot was hovered or found at the hoverX
and hoverY
.
Parameters:
Name | Type | Default Value | Description |
---|---|---|---|
inventoryMenu | InventoryMenu | - | The object of InventoryMenu whose inventory is to be spoken. |
giveExtraDetails | boolean | null | (Optional) Whether to speak extra details about the item in slot or not. Default to null in which case it uses DisableInventoryVerbosity config to get whether to speak extra details or not. |
hoverPrice | int | -1 | (Optional) The price of the hovered item, generally used in ShopMenu . |
extraItemToShowIndex | int | -1 | (Optional) The index (probably parentSheetIndex) of the extra item which is generally a requirement for the hovered item in certain menus. |
extraItemToShowAmount | int | -1 | (Optional) The amount or quantity of the extra item which is generally a requirement for the hovered item in certain menus. |
highlightedItemPrefix | string | null | (Optional) The prefix to add to the spoken hovered item's details if it is highlighted i.e., not grayed out. |
highlightedItemSuffix | string | null | (Optional) The suffix to add to the spoken hovered item's details if it is highlighted i.e., not grayed out. |
hoverX | int | null | (Optional) The X position on screen to check. Default to null, in which case it uses the mouse's X position. |
hoverY | int | null | (Optional) The Y position on screen to check. Default to null, in which case it uses the mouse's Y position. |
Summary:
(Legacy! Should not be used from v1.6)
Get the details (name, description, quality, etc.) of an Item
.
Returns:
The details of the given item
Parameters:
Name | Type | Default Value | Description |
---|---|---|---|
item | Item | - | The Item 's object that we want to get details of. |
giveExtraDetails | boolean | false | (Optional)Whether to also return extra details or not. These include: description, health, stamina and other buffs. |
price | int | -1 | (Optional) Generally the selling price of the item. |
extraItemToShowIndex | int | -1 | (Optional) The index of the extra item which is generally the required item for the given item. |
extraItemToShowAmount | int | -1 | (Optional) The amount or quantity of the extra item. |