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https://github.com/lightsoutgames/godot-accessibility.git
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Handle simple case of labels being in dialogs.
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commit
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@ -56,7 +56,7 @@ func _guess_label():
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func _accept_dialog_speak():
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if node.dialog_text != "":
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TTS.speak("dialog: %s" % node.dialog_text, false)
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TTS.speak("Dialog: %s" % node.dialog_text, false)
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func accept_dialog_focused():
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@ -227,11 +227,15 @@ func item_list_input(event):
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item_list_item_focused(position_in_children)
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func label_focused():
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func _label_focused():
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var tokens = PoolStringArray([])
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if node.get_parent() is WindowDialog:
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tokens.append("Dialog")
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var text = node.text
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if text == "":
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text = "blank"
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TTS.speak(text, false)
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tokens.append(text)
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TTS.speak(tokens.join(": "), false)
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func line_edit_focused():
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@ -599,7 +603,7 @@ func focused():
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elif node is ItemList:
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item_list_focused()
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elif node is Label or node is RichTextLabel:
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label_focused()
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_label_focused()
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elif node is LineEdit:
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line_edit_focused()
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elif node is LinkButton:
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