Move focus loss prevention code from ScreenReader to Plugin.

That behavior is only specific to the editor. Any game UI that loses focus should be fixed by intelligently setting focus, not by magic in the accessibility addon.
This commit is contained in:
Nolan Darilek 2020-06-10 11:45:32 -05:00
parent ce4b9c94f2
commit a24255e3c4
2 changed files with 26 additions and 35 deletions

View File

@ -29,3 +29,22 @@ func _enter_tree():
func _exit_tree():
remove_custom_type("ScreenReader")
var _focus_loss_interval = 0
func _process(delta):
if not screen_reader.enabled:
return
var focus = screen_reader._find_focusable_control(get_tree().root)
focus = focus.get_focus_owner()
if focus:
_focus_loss_interval = 0
else:
_focus_loss_interval += delta
if _focus_loss_interval >= 0.2:
_focus_loss_interval = 0
focus = screen_reader._find_focusable_control(get_tree().root)
focus.grab_focus()
focus.grab_click_focus()

View File

@ -21,8 +21,6 @@ export var explore_by_touch_interval = 200
export var enable_focus_mode = false
var focus_restore_timer
func _set_enabled(v):
if enabled:
@ -37,31 +35,11 @@ func _get_enabled():
return enabled
func focused(node):
focus_restore_timer = null
func click_focused(node):
pass
func unfocused(node):
focus_restore_timer = get_tree().create_timer(0.2)
func augment_node(node):
if not enabled:
return
if node is Control:
Accessible.new(node)
if not node.is_connected("focus_entered", self, "focused"):
node.connect("focus_entered", self, "focused", [node])
if not node.is_connected("mouse_entered", self, "click_focused"):
node.connect("mouse_entered", self, "click_focused", [node])
if not node.is_connected("focus_exited", self, "unfocused"):
node.connect("focus_exited", self, "unfocused", [node])
if not node.is_connected("mouse_exited", self, "unfocused"):
node.connect("mouse_exited", self, "unfocused", [node])
func augment_tree(node):
@ -76,18 +54,18 @@ func augment_tree(node):
func set_initial_screen_focus(screen):
TTS.speak("%s: screen" % screen, false)
var control = find_focusable_control(get_tree().root)
var control = _find_focusable_control(get_tree().root)
if control.get_focus_owner() != null:
return
self.augment_tree(get_tree().root)
var focus = find_focusable_control(get_tree().root)
var focus = _find_focusable_control(get_tree().root)
if not focus:
return
focus.grab_click_focus()
focus.grab_focus()
func find_focusable_control(node):
func _find_focusable_control(node):
if (
node is Control
and node.is_visible_in_tree()
@ -95,7 +73,7 @@ func find_focusable_control(node):
):
return node
for child in node.get_children():
var result = find_focusable_control(child)
var result = _find_focusable_control(child)
if result:
return result
return null
@ -103,7 +81,7 @@ func find_focusable_control(node):
func set_initial_scene_focus(scene):
self.augment_tree(get_tree().root)
var focus = find_focusable_control(get_tree().root)
var focus = _find_focusable_control(get_tree().root)
if not focus:
return
focus.grab_click_focus()
@ -181,7 +159,7 @@ func swipe_left():
func swipe_up():
var focus = find_focusable_control(get_tree().root)
var focus = _find_focusable_control(get_tree().root)
if focus:
focus = focus.get_focus_owner()
if focus:
@ -190,7 +168,7 @@ func swipe_up():
func swipe_down():
var focus = find_focusable_control(get_tree().root)
var focus = _find_focusable_control(get_tree().root)
if focus:
focus = focus.get_focus_owner()
if focus:
@ -314,9 +292,3 @@ func _process(delta):
if tap_count == 2:
_press_and_release("ui_accept")
tap_count = 0
if focus_restore_timer and focus_restore_timer.time_left <= 0:
var focus = find_focusable_control(get_tree().root)
if focus and not focus.get_focus_owner():
print_debug("Restoring focus.")
focus.grab_focus()
focus.grab_click_focus()