mirror of
https://github.com/lightsoutgames/godot-accessibility.git
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Migrate focus restoration to _process
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parent
d6a6609673
commit
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@ -3,23 +3,16 @@ extends Node
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var Accessible = preload("Accessible.gd")
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var Accessible = preload("Accessible.gd")
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var focus_restore_timer = Timer.new()
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var focus_restore_timer
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func focused(node):
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func focused(node):
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focus_restore_timer.stop()
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focus_restore_timer = null
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func click_focused(node):
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func click_focused(node):
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pass
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pass
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func restore_focus():
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var focus = find_focusable_control(get_tree().root)
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if focus and not focus.get_focus_owner():
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print("Restoring focus.")
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focus.grab_focus()
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focus.grab_click_focus()
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func unfocused(node):
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func unfocused(node):
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focus_restore_timer.start(0.2)
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focus_restore_timer = get_tree().create_timer(0.2)
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func augment_node(node):
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func augment_node(node):
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if node is Control:
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if node is Control:
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@ -71,11 +64,16 @@ func set_initial_scene_focus(scene):
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focus.grab_focus()
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focus.grab_focus()
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func _enter_tree():
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func _enter_tree():
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focus_restore_timer.one_shot = true
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focus_restore_timer.connect("timeout", self, "restore_focus")
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add_child(focus_restore_timer)
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get_tree().connect("node_added", self, "augment_tree")
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get_tree().connect("node_added", self, "augment_tree")
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func _input(event):
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func _input(event):
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if event is InputEventScreenTouch:
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if event is InputEventScreenTouch:
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pass
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pass
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func _process(delta):
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if focus_restore_timer and focus_restore_timer.time_left <= 0:
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var focus = find_focusable_control(get_tree().root)
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if focus and not focus.get_focus_owner():
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print("Restoring focus.")
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focus.grab_focus()
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focus.grab_click_focus()
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