[ChestsAnywhere] Stardew Access integration#1193
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# Conflicts: # ChestsAnywhere/ModEntry.cs
Textbox announcement: defer "Text field open" announcement to after the textbox draw so it fires after Stardew Access's TextBoxPatch narration and overrides it via interrupt. Previously the TextBoxPatch would immediately interrupt the announcement on first activation. Chest-switch announcement: speak the full chest announcement directly via Say() instead of relying on the fragile one-shot MenuPrefixNoQueryText prefix. Also delay reading the inventory by one render frame so the menu has time to populate with the correct items, preventing stale slot data from being announced. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Stardew Access's PrimaryInfoKey (C) triggered a spurious left-click via ButtonPressed while the cursor was off-menu (moved for accessibility), causing TryClickTextbox to deselect the active textbox. Three fixes: - Add IsAnyManagedTextboxSelected() fallback for anyTextboxSelected check, so textbox detection doesn't rely solely on HasKeyboardFocus - Skip textbox deselection on clicks outside the menu bounds when a textbox is already selected - Clear keyboard subscriber when deselecting managed textboxes Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
The overlay was intercepting all Stardew Access left-click keybinds (Ctrl+Enter) unconditionally, preventing them from reaching the underlying ItemGrabMenu for item transfer. Now in Menu mode the click passes through so continuous item extraction works again. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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Hi there, recently I made some adjustments with the help of AI to the mod. I added support for Stardew Access. I made the chests overlay accessible as well as the search menu. I also added the category and chest names as announcements when opening the chest. It is fully up to you if you want to use this code or not, I just wanted to open this PR so that you can see how it was made.