Merge pull request #698 from RainAfterDark/autotalk-toggle-hotkey
Add a held down toggle hotkey option for AutoTalk
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commit
16ecb5e7e0
@ -1,4 +1,4 @@
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#include "pch-il2cpp.h"
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#include "pch-il2cpp.h"
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#include "DialogSkip.h"
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#include "DialogSkip.h"
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#include <helpers.h>
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#include <helpers.h>
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@ -12,6 +12,7 @@ namespace cheat::feature
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DialogSkip::DialogSkip() : Feature(),
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DialogSkip::DialogSkip() : Feature(),
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NF(f_Enabled, "Auto talk", "AutoTalk", false),
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NF(f_Enabled, "Auto talk", "AutoTalk", false),
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NF(f_ToggleHotkey, "Toggle Hotkey", "AutoTalk", Hotkey()),
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NF(f_AutoSelectDialog, "Auto select dialog", "AutoTalk", true),
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NF(f_AutoSelectDialog, "Auto select dialog", "AutoTalk", true),
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NF(f_ExcludeImportant, "Exclude Katheryne/Tubby/Wagner", "AutoTalk", true),
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NF(f_ExcludeImportant, "Exclude Katheryne/Tubby/Wagner", "AutoTalk", true),
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NF(f_FastDialog, "Fast dialog", "AutoTalk", false),
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NF(f_FastDialog, "Fast dialog", "AutoTalk", false),
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@ -32,6 +33,10 @@ namespace cheat::feature
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void DialogSkip::DrawMain()
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void DialogSkip::DrawMain()
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{
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{
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ConfigWidget("Enabled", f_Enabled, "Automatically continue the dialog.");
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ConfigWidget("Enabled", f_Enabled, "Automatically continue the dialog.");
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if (f_Enabled)
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{
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ConfigWidget("Toggle Hotkey", f_ToggleHotkey, true, "Change behavior to a held down toggle if bound to a key.\nLeave as 'None' for default behavior (always on).");
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}
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ConfigWidget("Auto-select Dialog", f_AutoSelectDialog, "Automatically select dialog choices.");
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ConfigWidget("Auto-select Dialog", f_AutoSelectDialog, "Automatically select dialog choices.");
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if (f_AutoSelectDialog)
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if (f_AutoSelectDialog)
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{
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{
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@ -71,13 +76,23 @@ namespace cheat::feature
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return instance;
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return instance;
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}
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}
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static void ResetGamespeed()
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{
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float gameSpeed = app::Time_get_timeScale(nullptr);
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if (gameSpeed > 1.0f)
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app::Time_set_timeScale(1.0f, nullptr);
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}
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// Raised when dialog view updating
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// Raised when dialog view updating
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// We call free click, if auto talk enabled, that means we just emulate user click
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// We call free click, if auto talk enabled, that means we just emulate user click
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// When appear dialog choose we create notify with dialog select first item.
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// When appear dialog choose we create notify with dialog select first item.
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void DialogSkip::OnCutScenePageUpdate(app::InLevelCutScenePageContext* context)
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void DialogSkip::OnCutScenePageUpdate(app::InLevelCutScenePageContext* context)
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{
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{
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if (!f_Enabled)
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if (!f_Enabled || !f_ToggleHotkey.value().IsPressed())
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{
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ResetGamespeed();
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return;
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return;
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}
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auto talkDialog = context->fields._talkDialog;
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auto talkDialog = context->fields._talkDialog;
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if (talkDialog == nullptr)
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if (talkDialog == nullptr)
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@ -139,9 +154,7 @@ namespace cheat::feature
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// Should be a better way to store the pre-dialog speed using Time_get_timeScale.
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// Should be a better way to store the pre-dialog speed using Time_get_timeScale.
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static void InLevelCutScenePageContext_ClearView_Hook(app::InLevelCutScenePageContext* __this, MethodInfo* method)
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static void InLevelCutScenePageContext_ClearView_Hook(app::InLevelCutScenePageContext* __this, MethodInfo* method)
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{
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{
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float gameSpeed = app::Time_get_timeScale(nullptr);
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ResetGamespeed();
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if (gameSpeed > 1.0f)
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app::Time_set_timeScale(1.0f, nullptr);
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CALL_ORIGIN(InLevelCutScenePageContext_ClearView_Hook, __this, method);
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CALL_ORIGIN(InLevelCutScenePageContext_ClearView_Hook, __this, method);
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}
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}
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@ -9,6 +9,7 @@ namespace cheat::feature
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{
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{
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public:
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public:
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config::Field<config::Toggle<Hotkey>> f_Enabled;
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config::Field<config::Toggle<Hotkey>> f_Enabled;
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config::Field<Hotkey> f_ToggleHotkey;
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config::Field<config::Toggle<Hotkey>> f_AutoSelectDialog;
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config::Field<config::Toggle<Hotkey>> f_AutoSelectDialog;
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config::Field<config::Toggle<Hotkey>> f_ExcludeImportant;
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config::Field<config::Toggle<Hotkey>> f_ExcludeImportant;
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config::Field<config::Toggle<Hotkey>> f_FastDialog;
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config::Field<config::Toggle<Hotkey>> f_FastDialog;
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