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https://github.com/lightsoutgames/godot-accessibility.git
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Refactor to support running both in the editor and in game UIs.
Here I add a `ScreenReader` `Node` which, when added to the `SceneTree`, should read the contents of any supported `Control`. I also do a bit of cleanup on filenames, as well as breaking the editor plugin support into its own class.
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12
Plugin.gd
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12
Plugin.gd
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@ -0,0 +1,12 @@
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tool
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extends EditorPlugin
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var ScreenReader = preload("ScreenReader.gd")
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var screen_reader
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func _enter_tree():
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screen_reader = ScreenReader.new()
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get_tree().root.call_deferred("add_child", screen_reader)
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call_deferred("connect", "scene_changed", screen_reader, "set_initial_scene_focus")
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call_deferred("connect", "main_screen_changed", screen_reader, "set_initial_screen_focus")
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@ -1,7 +1,6 @@
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tool
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extends EditorPlugin
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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 TTS = preload("../godot-tts/TTS.gd")
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@ -49,14 +48,3 @@ func set_initial_scene_focus(scene):
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func _enter_tree():
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tts = TTS.new()
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get_tree().connect("node_added", self, "augment_tree")
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connect("scene_changed", self, "set_initial_scene_focus")
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connect("main_screen_changed", self, "set_initial_screen_focus")
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func _exit_tree():
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# Clean-up of the plugin goes here
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pass
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func _notification(what):
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# print("Notified: %s" % what)
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if what == MainLoop.NOTIFICATION_WM_QUIT_REQUEST:
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print("User requested the project to quit")
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@ -4,4 +4,4 @@ name="Accessibility"
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description="An accessibility layer for Godot."
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author="Nolan Darilek"
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version="0.1.0"
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script="accessibility.gd"
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script="Plugin.gd"
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