mirror of
https://github.com/lightsoutgames/godot-accessibility.git
synced 2024-11-09 15:35:55 +00:00
Make naming a bit more consistent with signals.
This commit is contained in:
parent
0783dfb548
commit
5a38aac4a9
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@ -37,11 +37,11 @@ func guess_label():
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return label
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to_check = to_check.get_parent()
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func accept_dialog_focus():
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func accept_dialog_focused():
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yield(node.get_tree().create_timer(5), "timeout")
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node.get_ok().emit_signal("pressed")
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func checkbox_focus():
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func checkbox_focused():
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var tokens = PoolStringArray([])
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if node.pressed:
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tokens.append("checked")
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@ -59,7 +59,7 @@ func checkbox_toggled(checked):
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var spoke_hint_tooltip
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func button_focus():
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func button_focused():
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var tokens = PoolStringArray([])
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if node.text:
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tokens.append(node.text)
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@ -69,7 +69,7 @@ func button_focus():
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tokens.append("button")
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TTS.speak(tokens.join(": "), false)
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func texturebutton_focus():
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func texturebutton_focused():
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TTS.speak("button", false)
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func item_list_item_focused(idx):
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@ -83,7 +83,7 @@ func item_list_item_focused(idx):
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tokens.append("%s of %s" % [idx + 1, node.get_item_count()])
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TTS.speak(tokens.join(": "))
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func item_list_focus():
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func item_list_focused():
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var count = node.get_item_count()
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var selected = node.get_selected_items()[0]
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position_in_children = selected
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@ -122,13 +122,13 @@ func item_list_input(event):
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node.select(position_in_children)
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item_list_item_focused(position_in_children)
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func label_focus():
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func label_focused():
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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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func line_edit_focus():
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func line_edit_focused():
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var text = "blank"
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if node.secret:
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text = "password"
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@ -161,7 +161,7 @@ func line_edit_input(event):
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elif old_pos == null:
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old_pos = pos
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func menu_button_focus():
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func menu_button_focused():
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var tokens = PoolStringArray([])
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if node.text:
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tokens.append(node.text)
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@ -171,10 +171,10 @@ 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 popup_menu_focus():
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func popup_menu_focused():
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TTS.speak("menu", false)
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func popup_menu_item_id_focus(index):
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func popup_menu_item_id_focused(index):
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print("item id focus %s" % index)
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var tokens = PoolStringArray([])
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var shortcut = node.get_item_shortcut(index)
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@ -321,20 +321,20 @@ func tree_input(event):
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tokens.append("button")
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TTS.speak(tokens.join(": "), true)
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func tree_focus():
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func tree_focused():
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if node.get_selected():
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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_collapse(item):
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func tree_item_collapsed(item):
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if node.has_focus():
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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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func tab_container_focus():
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func tab_container_focused():
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var text = node.get_tab_title(node.current_tab)
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text += ": tab: " + str(node.current_tab + 1) + " of " + str(node.get_tab_count())
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TTS.speak(text, false)
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@ -342,7 +342,7 @@ func tab_container_focus():
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func tab_container_tab_changed(tab):
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if node.has_focus():
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TTS.stop()
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tab_container_focus()
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tab_container_focused()
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func tab_container_input(event):
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var new_tab = node.current_tab
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@ -359,36 +359,36 @@ func tab_container_input(event):
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if node.current_tab != new_tab:
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node.current_tab = new_tab
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func focus():
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func focused():
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print("Focus: %s" % node)
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TTS.stop()
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var label = guess_label()
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if label:
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TTS.speak(label, false)
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if node is MenuButton:
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menu_button_focus()
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menu_button_focused()
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elif node is AcceptDialog:
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accept_dialog_focus()
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accept_dialog_focused()
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elif node is CheckBox:
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checkbox_focus()
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checkbox_focused()
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elif node is Button:
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button_focus()
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button_focused()
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elif node.get_class() == "EditorInspectorSection":
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editor_inspector_section_focus()
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editor_inspector_section_focused()
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elif node is ItemList:
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item_list_focus()
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item_list_focused()
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elif node is Label:
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label_focus()
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label_focused()
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elif node is LineEdit:
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line_edit_focus()
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line_edit_focused()
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elif node is PopupMenu:
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popup_menu_focus()
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popup_menu_focused()
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elif node is TabContainer:
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tab_container_focus()
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tab_container_focused()
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elif node is TextureButton:
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texturebutton_focus()
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texturebutton_focused()
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elif node is Tree:
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tree_focus()
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tree_focused()
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else:
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TTS.speak(node.get_class(), true)
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print("No handler")
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@ -396,14 +396,14 @@ func focus():
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TTS.speak(node.hint_tooltip, false)
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spoke_hint_tooltip = false
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func unfocus():
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func unfocused():
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print("Unfocused")
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position_in_children = 0
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yield(node.get_tree().create_timer(1), "timeout")
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if not node.get_focus_owner():
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node.get_tree().root.warp_mouse(node.rect_global_position)
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func click_focus():
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func click_focused():
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if node.has_focus():
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return
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if node.focus_mode == Control.FOCUS_ALL:
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@ -470,7 +470,7 @@ func is_focusable(node):
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return false
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return true
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func editor_inspector_section_focus():
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func editor_inspector_section_focused():
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var child = node.get_children()[0]
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var expanded = child.is_visible_in_tree()
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var tokens = PoolStringArray(["editor inspector section"])
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@ -497,10 +497,10 @@ func _init(node):
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self.node = node
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if is_focusable(node):
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node.set_focus_mode(Control.FOCUS_ALL)
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node.connect("focus_entered", self, "focus")
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node.connect("mouse_entered", self, "click_focus")
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node.connect("focus_exited", self, "unfocus")
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node.connect("mouse_exited", self, "unfocus")
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node.connect("focus_entered", self, "focused")
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node.connect("mouse_entered", self, "click_focused")
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node.connect("focus_exited", self, "unfocused")
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node.connect("mouse_exited", self, "unfocused")
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node.connect("gui_input", self, "gui_input")
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if node is CheckBox:
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node.connect("toggled", self, "checkbox_toggled")
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@ -512,13 +512,13 @@ func _init(node):
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# node.connect("text_deleted", self, "text_deleted")
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# node.connect("text_inserted", self, "text_inserted")
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elif node is PopupMenu:
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node.connect("id_focused", self, "popup_menu_item_id_focus")
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node.connect("id_focused", self, "popup_menu_item_id_focused")
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node.connect("id_pressed", self, "popup_menu_item_id_pressed")
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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_collapse")
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node.connect("multi_selected", self, "tree_item_multi_select")
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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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else:
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