mirror of
https://github.com/lightsoutgames/godot-accessibility.git
synced 2024-11-22 03:45:56 +00:00
Various additions:
* Added method to simulate left mouse-clicks for items with no keyboard accessibility. * Add ability to expand `EditorInspectorSection` to get at the properties contained therein via simulated mouse-click. * Added method for selecting tree columns. * Added mechanism to switch between buttons in columns using Home/End. * Use custom `TreeItem.get_button_tooltip(...)` getter to retrieve tooltips for buttons in columns. * Send correct signal when button is pressed. * Other minor improvements.
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parent
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commit
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@ -14,14 +14,23 @@ func get_siblings():
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return parent.get_children()
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return null
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func item_or_items(count):
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func singular_or_plural(count, singular, plural):
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if count == 1:
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return "item"
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return singular
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else:
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return "items"
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return plural
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func left_click(item := node):
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var click = InputEventMouseButton.new()
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click.button_index = BUTTON_LEFT
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click.pressed = true
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if item is Node:
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click.position = item.rect_global_position
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node.get_tree().input_event(click)
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click.pressed = false
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node.get_tree().input_event(click)
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func button_focus():
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print(node.get_parent())
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var text
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if node.text:
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text = node.text
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@ -30,10 +39,14 @@ func button_focus():
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else:
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tts.speak("button", false)
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func texturebutton_focus():
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print(node.texture_normal.get_data().get_rid().get_id())
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tts.speak("button", false)
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func item_list_focus():
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var count = node.get_item_count()
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var selected = node.get_selected_items()
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tts.speak("list, %s %s" % [count, item_or_items(count)], false)
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tts.speak("list, %s %s" % [count, singular_or_plural(count, "item", "items")], false)
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tts.speak(selected, false)
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func item_list_item_selected(index):
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@ -46,7 +59,7 @@ func item_list_nothing_selected():
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tts.speak("Nothing selected", false)
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func item_list_input(event):
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if event.echo or not event.pressed:
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if event.is_echo() or not event.pressed:
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return
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var old_pos = position_in_children
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if event.scancode == KEY_UP:
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@ -157,7 +170,10 @@ func tree_item_render():
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var prev_selected_cell
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var button_index
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func tree_item_selected():
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button_index = null
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var cell = node.get_selected()
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if cell != prev_selected_cell:
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print("New cell")
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@ -170,9 +186,22 @@ func tree_item_selected():
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var title = node.get_column_title(i)
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if title:
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text += title + ": "
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text += cell.get_text(i) + ", "
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if text != "":
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tts.speak(text, true)
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var column_text = cell.get_text(i)
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if column_text:
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text += column_text + ", "
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var button_count = cell.get_button_count(i)
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if button_count != 0:
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button_index = 0
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text += str(button_count) + " " + singular_or_plural(button_count, "button", "buttons") + ", "
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var button_tooltip = cell.get_button_tooltip(i, button_index)
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if button_tooltip:
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text += button_tooltip + ": button, "
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if button_count > 1:
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text += "Use Home and End to switch focus, "
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if text != "":
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tts.speak(text, true)
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else:
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tts.speak("blank", true)
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func tree_item_multi_select(item, column, selected):
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if selected:
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@ -180,6 +209,39 @@ func tree_item_multi_select(item, column, selected):
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else:
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tts.speak("unselected", true)
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func tree_input(event):
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if not event.is_pressed() or event.is_echo():
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return
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var item = node.get_selected()
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var column
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if item:
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for i in range(node.columns):
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if item.is_selected(i):
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column = i
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if item and column and button_index != null:
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if event.is_action_pressed("ui_select"):
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node.accept_event()
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return node.emit_signal("button_pressed", item, column, button_index + 1)
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var new_button_index = button_index
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if event.scancode == KEY_HOME:
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node.accept_event()
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new_button_index += 1
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if new_button_index >= item.get_button_count(column):
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new_button_index = 0
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elif event.scancode == KEY_END:
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node.accept_event()
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new_button_index -= 1
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if new_button_index < 0:
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new_button_index = item.get_button_count(column) - 1
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if new_button_index != button_index:
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button_index = new_button_index
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var tooltip = item.get_button_tooltip(column, button_index)
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var text = ""
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if tooltip:
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text += tooltip + ": "
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text += "button"
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tts.speak(text, true)
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func tree_focus():
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if node.get_selected():
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tree_item_render()
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@ -199,7 +261,7 @@ func tab_container_focus():
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tts.speak(text, false)
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func tab_container_input(event):
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if event.echo or not event.pressed:
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if event.is_echo() or not event.pressed:
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return
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var new_tab = node.current_tab
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if event.scancode == KEY_RIGHT:
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@ -225,6 +287,8 @@ func focused():
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menu_button_focus()
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elif node is Button:
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button_focus()
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elif node.get_class() == "EditorInspectorSection":
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editor_inspector_section_focus()
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elif node is ItemList:
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item_list_focus()
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elif node is Label:
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@ -235,6 +299,8 @@ func focused():
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popup_menu_focus()
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elif node is TabContainer:
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tab_container_focus()
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elif node is TextureButton:
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texturebutton_focus()
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elif node is Tree:
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tree_focus()
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else:
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@ -252,6 +318,10 @@ func gui_input(event):
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return item_list_input(event)
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elif node is LineEdit:
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return check_caret_moved()
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elif node is Tree:
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return tree_input(event)
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elif node.get_class() == "EditorInspectorSection":
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return editor_inspector_section_input(event)
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elif event.is_action_pressed("ui_left"):
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return node.accept_event()
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elif event.is_action_pressed("ui_right"):
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@ -273,10 +343,23 @@ func is_in_bar():
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func is_focusable(node):
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if node is TabContainer:
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return true
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if node.get_class() == "EditorInspectorSection":
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print("Got it")
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return true
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if node is Container or node is Panel or node is Separator or node is ScrollBar or node is Popup or node.get_class() == "Control":
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return false
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return true
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func editor_inspector_section_focus():
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print(node.get_child_count())
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tts.speak("editor inspector section", true)
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func editor_inspector_section_input(event):
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if event.is_echo():
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return
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if event.is_action_pressed("ui_select"):
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left_click()
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func _init(tts, node):
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if node.is_in_group("accessible"):
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return
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