mirror of
https://github.com/lightsoutgames/godot-accessibility.git
synced 2024-12-22 07:35:56 +00:00
Label improvements, plus trimming.
* Labels themselves don't have labels, so `guess_label()` on a `Label` returns null. * Remove unused `is_in_bar()` function. * Prepend `_` to more private function names.
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@ -28,7 +28,9 @@ func click(item := node, button_index = BUTTON_LEFT):
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node.get_tree().input_event(click)
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func guess_label():
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func _guess_label():
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if node is Label:
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return
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var tokens = PoolStringArray([])
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var to_check = node
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while to_check:
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@ -534,7 +536,7 @@ func focused():
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print_debug("Focus: %s" % node)
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TTS.stop()
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if not node is Label:
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var label = guess_label()
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var label = _guess_label()
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if label:
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if label is Label:
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label = label.text
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@ -619,17 +621,7 @@ func gui_input(event):
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return editor_inspector_section_input(event)
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func is_in_bar():
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var parent = node.get_parent()
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if parent and parent is Container:
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for child in parent.get_children():
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if child and not is_focusable(child):
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return false
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return true
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return false
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func is_focusable(node):
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func _is_focusable(node):
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if node.is_class("SceneTreeEditor"):
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return false
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if node.is_class("MultiMeshEditor"):
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@ -693,9 +685,9 @@ func _init(node):
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add_to_group("accessibles")
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node.add_child(self)
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self.node = node
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if is_focusable(node):
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if _is_focusable(node):
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node.set_focus_mode(Control.FOCUS_ALL)
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var label = guess_label()
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var label = _guess_label()
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if label and label is Label:
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label.set_focus_mode(Control.FOCUS_NONE)
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node.connect("focus_entered", self, "focused")
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