More README updates.

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Nolan Darilek 2020-01-29 13:31:22 -06:00
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@ -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: 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_. 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: 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] [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. rate = 50 ; range is 0 to 100.
``` ```
This file shouldn't be checked into version control, so add it to your ignore patterns. 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`. 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? ## 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. 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? ### 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: 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. 2. In the submenu, click Project Settings.
3. Tab until you reach the tab list. 3. Tab until you reach the tab list.
4. Arrow right to Input Map. 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_. 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_. 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. 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.