mirror of
https://github.com/lightsoutgames/godot-accessibility.git
synced 2024-11-24 12:55:56 +00:00
Move settings to Editor Settings and other fixes
- Make logging an exported property of ScreenReader - Move should_stop_on_focus back to ScreenReader, where it was originally - Initialise TTS in ScreenReader instead of Plugin, so that it works in games too (that wasn't particularly smart of me) - Prevent connect() errors when ScreenReader._enter_tree() is called more than once (for example when moving the node in the tree).
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parent
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commit
1b07f905af
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@ -1,17 +1,15 @@
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extends Node
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var TTS
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var node
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var should_stop_on_focus = true
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var logging
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var position_in_children = 0
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var column_in_row = 0
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var screen_reader
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var TTS
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func get_siblings():
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var parent = node.get_parent()
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@ -21,7 +19,7 @@ func get_siblings():
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func click(item := node, button_index = BUTTON_LEFT):
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if logging:
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if screen_reader.logging:
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print_debug("Click")
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var click = InputEventMouseButton.new()
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click.button_index = button_index
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@ -84,7 +82,7 @@ func _accept_dialog_focused():
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func _accept_dialog_about_to_show():
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_accept_dialog_speak()
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should_stop_on_focus = false
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screen_reader.should_stop_on_focus = false
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func _basebutton_button_down():
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@ -188,7 +186,7 @@ func item_list_item_focused(idx):
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func item_list_focused():
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var count = node.get_item_count()
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var selected = node.get_selected_items()
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if logging:
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if screen_reader.logging:
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print_debug(selected)
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if len(selected) == 0:
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if node.get_item_count() == 0:
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@ -320,7 +318,7 @@ func popup_menu_focused():
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func popup_menu_item_id_focused(index):
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if logging:
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if screen_reader.logging:
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print_debug("item id focus %s" % index)
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var tokens = PoolStringArray([])
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var shortcut = node.get_item_shortcut(index)
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@ -595,11 +593,11 @@ func tab_container_input(event):
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func focused():
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if logging:
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if screen_reader.logging:
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print_debug("Focus: %s" % node)
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if should_stop_on_focus:
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if screen_reader.should_stop_on_focus:
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TTS.stop()
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should_stop_on_focus = true
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screen_reader.should_stop_on_focus = true
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if not node is Label:
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var label = _guess_label()
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if label:
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@ -643,7 +641,7 @@ func focused():
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tree_focused()
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else:
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TTS.speak(node.get_class(), true)
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if logging:
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if screen_reader.logging:
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print_debug("No handler")
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if node.hint_tooltip and not spoke_hint_tooltip:
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TTS.speak(node.hint_tooltip, false)
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@ -744,9 +742,9 @@ func editor_inspector_section_input(event):
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TTS.speak("collapsed", true)
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func _init(node, tts, console_logging: bool):
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func _init(node, reader, tts):
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screen_reader = reader
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TTS = tts
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logging = console_logging
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name = "Accessible for " + node.name
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if node.is_in_group("accessible"):
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return
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39
Plugin.gd
39
Plugin.gd
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@ -1,38 +1,40 @@
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tool
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extends EditorPlugin
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var TTS
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var TtsClass = preload("../godot-tts/TTS.gd")
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var ScreenReader = preload("ScreenReader.gd")
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var screen_reader
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var TTS
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var editor_settings
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const settings_path = "interface/accessibility/"
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func _initialise_settings() -> void:
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_add_setting("In_Editor", TYPE_BOOL, true)
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_add_setting("Logging", TYPE_BOOL, true)
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editor_settings = get_editor_interface().get_editor_settings()
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_add_setting("In_Editor", TYPE_BOOL, false)
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_add_setting("Logging", TYPE_BOOL, false)
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_add_setting("Speech_Rate", TYPE_INT, 50)
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ProjectSettings.save()
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func _add_setting(title: String, type: int, value, hint_type: int = -1, hint_string = "") -> void:
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title = title.insert(0, "Accessibility/")
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if ProjectSettings.has_setting(title):
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title = title.insert(0, settings_path)
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if editor_settings.has_setting(title):
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return
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ProjectSettings.set(title, value)
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editor_settings.set(title, value)
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var prop: Dictionary = {}
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prop["name"] = title
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prop["type"] = type
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if hint_type > -1:
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prop["hint"] = hint_type
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prop["hint_string"] = hint_string
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ProjectSettings.add_property_info(prop)
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editor_settings.add_property_info(prop)
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func set_initial_screen_focus(screen):
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if not screen_reader.enabled:
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if not screen_reader or not screen_reader.enabled:
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return
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TTS.speak("%s: screen" % screen, false)
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var control = screen_reader.find_focusable_control(get_tree().root)
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@ -48,13 +50,14 @@ func set_initial_screen_focus(screen):
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func _enter_tree():
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_initialise_settings()
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TTS = TtsClass.new()
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var rate = ProjectSettings.get_setting("Accessibility/Speech_Rate")
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TTS.call_deferred("_set_rate", rate)
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var logging = ProjectSettings.get_setting("Accessibility/Logging")
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if ProjectSettings.get_setting("Accessibility/In_Editor"):
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screen_reader = ScreenReader.new(TTS, logging)
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var rate = editor_settings.get_setting(settings_path + "Speech_Rate")
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var logging = editor_settings.get_setting(settings_path + "Logging")
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if editor_settings.get_setting(settings_path + "In_Editor"):
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screen_reader = ScreenReader.new()
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screen_reader.enable_focus_mode = true
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screen_reader.logging = logging
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TTS = screen_reader.TTS
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TTS.call_deferred("_set_rate", rate)
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get_tree().root.call_deferred("add_child", screen_reader)
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add_custom_type("ScreenReader", "Node", preload("ScreenReader.gd"), null)
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@ -11,11 +11,11 @@ signal swipe_down
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var Accessible = preload("Accessible.gd")
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var TtsClass = preload("../godot-tts/TTS.gd")
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var TTS
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var logging
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export var enabled = true setget _set_enabled, _get_enabled
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export var enabled = true
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export var min_swipe_distance = 5
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@ -25,24 +25,16 @@ export var explore_by_touch_interval = 200
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export var enable_focus_mode = false
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func _set_enabled(v):
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if enabled:
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augment_tree(get_tree().root)
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else:
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for accessible in get_tree().get_nodes_in_group("accessibles"):
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accessible.queue_free()
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enabled = v
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export var logging = true
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func _get_enabled():
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return enabled
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var should_stop_on_focus = true
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func augment_node(node):
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if not enabled:
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return
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if node is Control:
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Accessible.new(node, TTS, logging)
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Accessible.new(node, self, TTS)
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func augment_tree(node):
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@ -69,20 +61,27 @@ func find_focusable_control(node):
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return null
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func _init(tts, console_logging: bool):
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TTS = tts
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logging = console_logging
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func _init():
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TTS = TtsClass.new()
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func _enter_tree():
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pause_mode = Node.PAUSE_MODE_PROCESS
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if enabled:
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augment_tree(get_tree().root)
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get_tree().connect("node_added", self, "augment_node")
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connect("swipe_right", self, "swipe_right")
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connect("swipe_left", self, "swipe_left")
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connect("swipe_up", self, "swipe_up")
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connect("swipe_down", self, "swipe_down")
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else:
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for accessible in get_tree().get_nodes_in_group("accessibles"):
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accessible.queue_free()
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_safe_connect(get_tree(), "node_added", self, "augment_node")
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_safe_connect(self, "swipe_right", self, "swipe_right")
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_safe_connect(self, "swipe_left", self, "swipe_left")
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_safe_connect(self, "swipe_up", self, "swipe_up")
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_safe_connect(self, "swipe_down", self, "swipe_down")
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func _safe_connect(to_object, signal_name, object, method, binds = [], flags = 0):
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if not to_object.is_connected(signal_name, object, method):
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to_object.connect(signal_name, object, method, binds, flags)
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func _press_and_release(action, fake_via_keyboard = false):
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