godot-accessibility/addons/accessibility/accessible.gd

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GDScript3
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extends Object
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var tts
var node
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var position_in_children = 0
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func item_or_items(count):
if count == 1:
return "item"
else:
return "items"
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func focus_button():
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var text
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if node.text:
text = node.text
if text:
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tts.speak("%s: button" % text, true)
else:
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tts.speak("button", true)
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func focus_item_list():
var count = node.get_item_count()
var selected = node.get_selected_items()
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tts.speak("list, %s %s" % [count, item_or_items(count)], true)
tts.speak(selected, false)
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func item_list_item_selected(index):
tts.speak("Selected", true)
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func item_list_multi_selected(index, selected):
tts.speak("Multiselect", true)
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func item_list_nothing_selected():
tts.speak("Nothing selected", true)
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func input_item_list(event):
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var old_pos = position_in_children
if event.echo or not event.pressed:
return
if event.scancode == KEY_UP:
node.get_tree().set_input_as_handled()
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if position_in_children == 0:
return
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position_in_children -= 1
elif event.scancode == KEY_DOWN:
node.get_tree().set_input_as_handled()
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if position_in_children >= node.get_item_count()-1:
return
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position_in_children += 1
elif event.scancode == KEY_HOME:
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position_in_children = 0
elif event.scancode == KEY_END:
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position_in_children = node.get_item_count()-1
if old_pos != position_in_children:
var text = node.get_item_text(position_in_children)
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tts.speak("%s: %s of %s" % [text, position_in_children+1, node.get_item_count()], true)
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func focus_label():
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var text = node.text
if text == "":
text = "blank"
tts.speak(text, true)
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func focus_line_edit():
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var text = "blank"
if node.secret:
text = "password"
elif node.text != "":
text = node.text
elif node.placeholder_text != "":
text = node.placeholder_text
var type = "editable text"
if not node.editable:
type = "text"
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tts.speak("%s: %s" % [text, type], true)
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func text_deleted(text):
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tts.speak("%s deleted" % text, true)
func text_inserted(text):
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tts.speak(text, true)
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var old_pos
func check_caret_moved():
var pos = node.caret_position
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if old_pos != pos:
var text = node.text
if pos > len(text)-1:
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tts.speak("blank", true)
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else:
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tts.speak(text[pos], true)
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old_pos = pos
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func focus_menu_button():
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tts.speak(node.text + ": menu", true)
func focus_popup_menu():
tts.speak("menu", true)
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func focus_popup_menu_item(id):
print("id: %s" % id)
print("count: %s" % node.get_item_count())
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var item = node.get_item_text(id)
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var submenu = node.get_item_submenu(id)
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var tooltip = node.get_item_tooltip(position_in_children)
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print("Tooltip: %s" % tooltip)
var disabled = node.is_item_disabled(id)
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if item and tooltip:
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print("Got item and tooltip")
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item += ": "
item += tooltip
elif tooltip:
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print("Got tooltip only")
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item = tooltip
var shortcut = node.get_item_shortcut(position_in_children)
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if shortcut != null and shortcut.get_as_text() != "None":
print("Got shortcut: %s" % shortcut.get_as_text())
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item += ": "+shortcut.get_as_text()
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if item == "":
item = "Unlabelled"
if submenu:
item += ": menu"
if disabled:
item += ": disabled"
item += ": " + str(id + 1) + " of " + str(node.get_item_count())
print("Item: %s" % item)
tts.speak(item, true)
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func render_tree_item():
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var item = node.get_selected()
var result = item.get_text(0)
return result
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func focus_tree():
if node.get_selected():
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tts.speak(render_tree_item(), true)
else:
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tts.speak("tree", true)
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func select_tree():
if node.has_focus():
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tts.speak(render_tree_item(), true)
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func focused():
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print("Focus: %s" % node)
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if node is MenuButton:
focus_menu_button()
elif node is Button:
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focus_button()
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elif node is ItemList:
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focus_item_list()
elif node is Label:
focus_label()
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elif node is LineEdit:
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focus_line_edit()
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elif node is PopupMenu:
focus_popup_menu()
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elif node is Tree:
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focus_tree()
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else:
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print("No handler")
if node.hint_tooltip:
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tts.speak(node.hint_tooltip, false)
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func unfocused():
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position_in_children = 0
func gui_input(event):
if node is ItemList:
return input_item_list(event)
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elif node is LineEdit:
return check_caret_moved()
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func _init(tts, node):
if node.is_in_group("accessible"):
return
node.add_to_group("accessible")
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self.tts = tts
self.node = node
if not node is Container and not node is Panel and not node is Separator and not node is ScrollBar and not node is Popup and node.get_class() != "Control":
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node.set_focus_mode(Control.FOCUS_ALL)
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node.connect("focus_entered", self, "focused")
node.connect("mouse_entered", self, "focused")
node.connect("focus_exited", self, "unfocused")
node.connect("mouse_exited", self, "unfocused")
node.connect("gui_input", self, "gui_input")
if node is ItemList:
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node.connect("item_selected", self, "item_list_item_selected")
node.connect("multi_selected", self, "item_list_multi_selected")
node.connect("nothing_selected", self, "item_list_nothing_selected")
# elif node is LineEdit:
# node.connect("text_deleted", self, "text_deleted")
# node.connect("text_inserted", self, "text_inserted")
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elif node is PopupMenu:
node.connect("id_focused", self, "focus_popup_menu_item")
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elif node is Tree:
node.connect("item_selected", self, "select_tree")
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node.connect("tree_exiting", self, "free")