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https://github.com/lightsoutgames/godot-accessibility.git
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Check node tree ancestry, rather than superclass ancestry, to associate an EditorProperty
with its label.
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parent
1f5a6a878f
commit
421dcbcf42
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@ -30,6 +30,13 @@ func left_click(item := node):
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click.pressed = false
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click.pressed = false
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node.get_tree().input_event(click)
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node.get_tree().input_event(click)
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func guess_label():
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var parent = node.get_parent()
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while parent:
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if parent is EditorProperty and parent.label:
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return parent.label
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parent = parent.get_parent()
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func close_key_event_dialog():
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func close_key_event_dialog():
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node.get_ok().emit_signal("pressed")
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node.get_ok().emit_signal("pressed")
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@ -310,9 +317,9 @@ func tab_container_input(event):
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func focused():
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func focused():
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print("Focus: %s" % node)
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print("Focus: %s" % node)
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tts.stop()
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tts.stop()
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var parent = node.get_parent()
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var label = guess_label()
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if parent is EditorProperty and parent.label:
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if label:
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tts.speak(parent.label, false)
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tts.speak(label, false)
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if node is MenuButton:
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if node is MenuButton:
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menu_button_focus()
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menu_button_focus()
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elif node is AcceptDialog:
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elif node is AcceptDialog:
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