mirror of
https://github.com/lightsoutgames/godot-accessibility.git
synced 2024-11-12 16:45:56 +00:00
Fixes:
* It was the mouse warping, not the grabbing of focus, that caused keyboard traversal issues. Now we only mouse-warp prior to simulating a right-click via Menu. * Despite what the docs say, `id_focused` seems to pass an index, not an ID. Now popup menu items speak more accurately.
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@ -174,12 +174,8 @@ func panel_focus():
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func popup_menu_focus():
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tts.speak("menu", false)
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func popup_menu_item_id_focus(id):
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func popup_menu_item_id_focus(index):
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var tokens = PoolStringArray([])
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var index = node.get_item_index(id)
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print("id: %s, index: %s" % [id, index])
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if index == -1:
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index = id
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var item = node.get_item_text(index)
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if item:
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tokens.append(item)
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@ -201,7 +197,7 @@ func popup_menu_item_id_focus(id):
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var text = shortcut.get_as_text()
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if text != "None":
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tokens.append(text)
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tokens.append(str(id + 1) + " of " + str(node.get_item_count()))
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tokens.append(str(index + 1) + " of " + str(node.get_item_count()))
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tts.speak(tokens.join(": "), true)
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func tree_item_render():
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@ -355,7 +351,6 @@ func tab_container_input(event):
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func focus():
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print("Focus: %s" % node)
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node.get_tree().root.warp_mouse(node.rect_global_position)
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tts.stop()
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var label = guess_label()
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if label:
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@ -400,12 +395,12 @@ func unfocus():
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func click_focus():
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if node.has_focus():
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return
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# print("Grabbing focus: %s" % node)
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# node.grab_focus()
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focus()
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print("Grabbing focus: %s" % node)
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node.grab_focus()
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func gui_input(event):
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if event is InputEventKey and event.pressed and not event.echo and event.scancode == KEY_MENU:
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node.get_tree().root.warp_mouse(node.rect_global_position)
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return click(null, BUTTON_RIGHT)
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if node is TabContainer:
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return tab_container_input(event)
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