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.
This commit is contained in:
Nolan Darilek 2019-09-24 09:01:37 -05:00
parent 8f9a0cd4d7
commit 981606ab21
4 changed files with 15 additions and 15 deletions

12
Plugin.gd Normal file
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@ -0,0 +1,12 @@
tool
extends EditorPlugin
var ScreenReader = preload("ScreenReader.gd")
var screen_reader
func _enter_tree():
screen_reader = ScreenReader.new()
get_tree().root.call_deferred("add_child", screen_reader)
call_deferred("connect", "scene_changed", screen_reader, "set_initial_scene_focus")
call_deferred("connect", "main_screen_changed", screen_reader, "set_initial_screen_focus")

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@ -1,7 +1,6 @@
tool
extends EditorPlugin
extends Node
var Accessible = preload("accessible.gd")
var Accessible = preload("Accessible.gd")
var TTS = preload("../godot-tts/TTS.gd")
@ -49,14 +48,3 @@ func set_initial_scene_focus(scene):
func _enter_tree():
tts = TTS.new()
get_tree().connect("node_added", self, "augment_tree")
connect("scene_changed", self, "set_initial_scene_focus")
connect("main_screen_changed", self, "set_initial_screen_focus")
func _exit_tree():
# Clean-up of the plugin goes here
pass
func _notification(what):
# print("Notified: %s" % what)
if what == MainLoop.NOTIFICATION_WM_QUIT_REQUEST:
print("User requested the project to quit")

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@ -4,4 +4,4 @@ name="Accessibility"
description="An accessibility layer for Godot."
author="Nolan Darilek"
version="0.1.0"
script="accessibility.gd"
script="Plugin.gd"