mirror of
https://github.com/lightsoutgames/godot-accessibility.git
synced 2024-11-21 19:45:55 +00:00
Significant improvements to tree-handling.
* Don't manipulate selection in any way. Leave that to Godot, and I'll fix issues in the engine if needed. * Unify speech rendering of tree rows. This results in more useful announcements of buttons and such when tree items receive focus. * Only handle `ui_up` and `ui_down` to ensure that focus won't leave a tree when the top-most or bottom-most row is arrowed past. * Add a bit of handling to strip out duplicate collapse/focus events generated by the remote `SceneTree` in an active game.
This commit is contained in:
parent
123e475fed
commit
548199d647
103
Accessible.gd
103
Accessible.gd
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@ -331,54 +331,16 @@ func text_edit_input(event):
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pass
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func tree_item_render():
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var focused_tree_item = node.get_selected()
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var tokens = PoolStringArray([])
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for i in range(node.columns):
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tokens.append(focused_tree_item.get_text(i))
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if focused_tree_item.get_children():
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if focused_tree_item.collapsed:
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tokens.append("collapsed")
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else:
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tokens.append("expanded")
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tokens.append("tree item")
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if focused_tree_item.is_selected(0):
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tokens.append("selected")
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TTS.speak(tokens.join(": "), true)
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var _last_tree_item_tokens
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func tree_item_deselect_all(item: TreeItem):
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for i in range(node.columns):
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item.deselect(i)
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func tree_deselect_all_but(target: TreeItem, tree: Tree):
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var cur = tree.get_root()
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while cur != null:
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if cur != target:
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tree_item_deselect_all(cur)
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cur = tree.get_next_selected(cur)
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var prev_selected_cell
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var button_index
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func tree_item_selected():
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button_index = null
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func _tree_item_render():
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if not node.has_focus():
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return
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var cell = node.get_selected()
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if cell != prev_selected_cell:
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if node.select_mode == Tree.SELECT_MULTI:
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cell.select(0)
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tree_deselect_all_but(cell, node)
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if node.has_focus():
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tree_item_render()
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prev_selected_cell = cell
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else:
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var tokens = PoolStringArray([])
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for i in range(node.columns):
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if cell.is_selected(i):
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if node.select_mode == Tree.SELECT_MULTI or cell.is_selected(i):
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var title = node.get_column_title(i)
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if title:
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tokens.append(title)
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@ -395,14 +357,31 @@ func tree_item_selected():
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+ TTS.singular_or_plural(button_count, "button", "buttons")
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)
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)
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if cell.has_method("get_button_tooltip"):
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var button_tooltip = cell.get_button_tooltip(i, button_index)
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if button_tooltip:
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tokens.append(button_tooltip)
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tokens.append("button")
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if button_count > 1:
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tokens.append("Use Home and End to switch focus.")
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if cell.get_children():
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if cell.collapsed:
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tokens.append("collapsed")
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else:
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tokens.append("expanded")
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tokens.append("tree item")
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if tokens != _last_tree_item_tokens:
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TTS.speak(tokens.join(": "), true)
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_last_tree_item_tokens = tokens
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var prev_selected_cell
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var button_index
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func _tree_item_or_cell_selected():
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button_index = null
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_tree_item_render()
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func tree_item_multi_selected(item, column, selected):
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@ -412,7 +391,9 @@ func tree_item_multi_selected(item, column, selected):
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TTS.speak("unselected", true)
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func tree_input(event):
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func _tree_input(event):
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if event.is_action_pressed("ui_up") or event.is_action_pressed("ui_down"):
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node.accept_event()
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var item = node.get_selected()
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var column
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if item:
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@ -431,7 +412,7 @@ func tree_input(event):
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node.rect_global_position.y + area.position.y + area.size.y / 2
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)
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node.get_tree().root.warp_mouse(position)
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if item and column and button_index != null:
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if item and column != null and button_index != null:
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if event.is_action_pressed("ui_accept"):
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node.accept_event()
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return node.emit_signal("button_pressed", item, column, button_index + 1)
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@ -457,18 +438,29 @@ func tree_input(event):
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func tree_focused():
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_last_tree_item_tokens = null
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if node.get_selected():
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tree_item_render()
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_tree_item_render()
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else:
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TTS.speak("tree", true)
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func tree_item_collapsed(item):
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var _was_collapsed
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func _tree_item_collapsed(item):
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if node.has_focus():
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var selected = false
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for column in range(node.columns):
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if item.is_selected(column):
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selected = true
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break
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if selected and item.collapsed != _was_collapsed:
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if item.collapsed:
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TTS.speak("collapsed", true)
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else:
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TTS.speak("expanded", true)
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_was_collapsed = item.collapsed
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func progress_bar_focused():
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@ -605,14 +597,7 @@ func gui_input(event):
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elif node is TextEdit:
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return text_edit_input(event)
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elif node is Tree:
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if (
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event.is_action_pressed("ui_up")
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or event.is_action_pressed("ui_down")
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or event.is_action_pressed("ui_left")
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or event.is_action_pressed("ui_right")
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):
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node.accept_event()
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return tree_input(event)
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return _tree_input(event)
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elif node.is_class("EditorInspectorSection"):
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return editor_inspector_section_input(event)
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@ -721,10 +706,10 @@ func _init(node):
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elif node is TabContainer:
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node.connect("tab_changed", self, "tab_container_tab_changed")
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elif node is Tree:
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node.connect("item_collapsed", self, "tree_item_collapsed")
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node.connect("item_collapsed", self, "_tree_item_collapsed")
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node.connect("multi_selected", self, "tree_item_multi_selected")
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if node.select_mode == Tree.SELECT_MULTI:
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node.connect("cell_selected", self, "tree_item_selected")
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node.connect("cell_selected", self, "_tree_item_or_cell_selected")
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else:
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node.connect("item_selected", self, "tree_item_selected")
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node.connect("item_selected", self, "_tree_item_or_cell_selected")
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node.connect("tree_exiting", self, "queue_free", [], Object.CONNECT_DEFERRED)
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