From ae4c4c2aa02b962433c0686eef04de7fdb04568a Mon Sep 17 00:00:00 2001 From: Nolan Darilek Date: Wed, 29 Jan 2020 13:31:22 -0600 Subject: [PATCH] More README updates. --- README.md | 8 +++++--- 1 file changed, 5 insertions(+), 3 deletions(-) diff --git a/README.md b/README.md index b1695f5..c263953 100644 --- a/README.md +++ b/README.md @@ -19,7 +19,7 @@ Anecdotally, I've learned that building games with Godot is not only possible, b There is an [accessible starter project](https://gitlab.com/lightsoutgames/godot-accessible-starter) that does most of this for you, and sets up a basic project with an in-game screen reader and editor accessibility. But here are the steps from an empty Godot project: 1. Place this repository in a directory named _addons/godot-accessibility_ inside your project. This plugins root directory should be reachable at the Godot path _res://addons/godot-accessibility_. -2. Download the [latest release of the Godot TTS plugin](https://gitlab.com/lightsoutgames/godot-tts/-/jobs/artifacts/master/download?job=publish) and place its files in _addons/godot-tts_. When complete, you should have paths like _addons/godot-tts/TTS.gd_. +2. Download the [latest release of the Godot TTS addon](https://gitlab.com/lightsoutgames/godot-tts/-/jobs/artifacts/master/download?job=publish) and place its files in _addons/godot-tts_. When complete, you should have paths like _addons/godot-tts/TTS.gd_. 3. Enable the Godot Accessibility plugin from the editor UI. Or, if you have a _project.godot_ file, ensure that you have a section like: ``` [editor_plugins] @@ -34,7 +34,7 @@ editor_accessibility__enabled = true ; Set to false if you'd like this plugin's rate = 50 ; range is 0 to 100. ``` This file shouldn't be checked into version control, so add it to your ignore patterns. -5. Optionally, set up Android TTS. After performing [Android export setup](https://docs.godotengine.org/en/3.1/getting_started/workflow/export/exporting_for_android.html) and downloading templates, click _Project -> Install Android Build Template_. Copy, or link, _addons/godot-tts/android_ to _android/godot-tts_. +5. Optionally, set up Android TTS. After performing [Android export setup](https://docs.godotengine.org/en/3.2/getting_started/workflow/export/exporting_for_android.html) and downloading templates, click _Project -> Install Android Build Template_. Copy, or link, _addons/godot-tts/android_ to _android/godot-tts_. 6. Launch your project in the editor by running `godot -e` in the top-level directory. Or, to launch the game normally, simply run `godot`. ## What is provided? @@ -80,6 +80,8 @@ I know. This interface was designed for mouse users. I can probably add a hotkey One promising area of exploration is Godot 3.2's ability to disable editor features. Audio-only games might get away with disabling 3-D and other views, thus at least minimizing tab fatigue. But that feature crashed when I last attempted it (3.2 alphas) and I haven't tried again. +You can also arrow around the UI, though arrow navigation isn't quite as deterministic as tab/shift-tab navigation. + ### How do I bind an action to a key? This is a fun one. First, the controls to do this need to be accessed in a non-standard way. Then, you've got a non-discoverable dialog. But here's the process: @@ -88,7 +90,7 @@ This is a fun one. First, the controls to do this need to be accessed in a non-s 2. In the submenu, click Project Settings. 3. Tab until you reach the tab list. 4. Arrow right to Input Map. -5. Here you can either create a new bindable action by typing a name into the text field, or tab to the tree and select an existing action to bind a new key/controller to. +5. Here you can either create a new bindable action by typing a name into the text field, or tab to the tree and select an existing action to bind a new key/controller button to. 6. When in the tree, you'll need to access controls for the individual items. Godot is a bit odd in how it associates controls with tree items. Sometimes they're context menus. Others, as here, they're a horizontal row of buttons in one of the tree row cells. To access these, select an action, arrow right twice, and use Home/End to switch between individual buttons on each row. There should be an _Add_ button of some sort. Select it and press _Space_ or _enter_. 7. You then land on a popup menu allowing you to bind a key, joystick button, etc. Arrow to _Key_ and press _Enter_. 8. If you select the option to add a key to an action, focus lands in a dialog. You won't get any speech for this. I think you're supposed to do this by pressing the desired key, then clicking a Close button. Naturally, for us this would bind everything to _Space_ or _enter_. Instead, the addon closes the dialog automatically after five seconds, so press your desired key or combination and wait. Pressing a second key or combination clears the first, so if you make a mistake, just press the correct key combination. You won't get speech feedback until the dialog closes.