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https://github.com/lightsoutgames/godot-accessibility.git
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Assorted changes:
* Use new TTS.gd script rather than loading directly. TTS.gd gives us flexibility to handle TTS with the native Rust plugin on some platforms, something like a Java module under Android, etc. * Make `Panel` focusable. This handles the case where exiting a game from the editor places focus on an element without focus, thus breaking keyboard navigation. * Log when we attempt to grab focus so I can debug cases where focus tries to go somewhere it can't.
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@ -3,7 +3,8 @@ extends EditorPlugin
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var Accessible = preload("accessible.gd")
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const TTS = preload("res://addons/godot-tts/godot-tts.gdns")
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var TTS = preload("../godot-tts/TTS.gd")
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var tts
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func augment_node(node):
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@ -168,6 +168,9 @@ func menu_button_focus():
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tokens.append("menu")
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tts.speak(tokens.join(": "), false)
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func panel_focus():
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tts.speak("panel", true)
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func popup_menu_focus():
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tts.speak("menu", false)
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@ -354,6 +357,8 @@ func focused():
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label_focus()
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elif node is LineEdit:
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line_edit_focus()
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elif node is Panel:
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panel_focus()
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elif node is PopupMenu:
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popup_menu_focus()
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elif node is TabContainer:
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@ -375,6 +380,7 @@ func unfocused():
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func click_focused():
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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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func gui_input(event):
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@ -413,7 +419,7 @@ func is_focusable(node):
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return true
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if node.get_class() == "EditorInspectorSection":
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return true
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if node is Container or node is Panel or node is Separator or node is ScrollBar or node is Popup or node.get_class() == "Control":
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if node is Container or node is Separator or node is ScrollBar or node is Popup or node.get_class() == "Control":
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return false
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return true
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