Add focus/UI modes and clean up event generation.

UI controls occasionally trap focus and make navigation impossible. Now, Ctrl+escape toggles a mode that attempts to intercept and generate UI focus events and bypass the control's own handling. This can probably be refined, but for now it allows escaping of `TextEdit` via tab. It also won't work everywhere--inn particular, arrowing around still traps focus in trees. But it is at least possible to tab out of most traps.

Further, event generation was cleaned up some. We specifically need to generate `KeyEvents` under Android because, IIRC, it wasn't enough to simply create and send some types of events. We now have two distinct generation strategies. These can probably be combined and streamlined, but for now this works.
This commit is contained in:
Nolan Darilek 2020-05-28 10:58:36 -05:00
parent 9e2e99349c
commit d7040c25bf

View File

@ -19,6 +19,8 @@ export var tap_execute_interval = 125
export var explore_by_touch_interval = 200
export var enable_focus_mode = false
var focus_restore_timer
@ -117,7 +119,7 @@ func _enter_tree():
connect("swipe_down", self, "swipe_down")
func press_and_release(action):
func _press_and_release(action):
var event = InputEventAction.new()
event.action = action
event.pressed = true
@ -126,28 +128,40 @@ func press_and_release(action):
get_tree().input_event(event)
func _ui_focus_next():
for event in InputMap.get_action_list("ui_focus_next"):
func _send_via_keyboard(action):
for event in InputMap.get_action_list(action):
if event is InputEventKey:
event.pressed = true
Input.action_press("ui_focus_next")
Input.action_press(action)
get_tree().input_event(event)
event.pressed = false
Input.action_release("ui_focus_next")
Input.action_release(action)
get_tree().input_event(event)
return
func _ui_left():
_send_via_keyboard("ui_left")
func _ui_right():
_send_via_keyboard("ui_right")
func _ui_up():
_send_via_keyboard("ui_up")
func _ui_down():
_send_via_keyboard("ui_down")
func _ui_focus_next():
_send_via_keyboard("ui_focus_next")
func _ui_focus_prev():
for event in InputMap.get_action_list("ui_focus_prev"):
if event is InputEventKey:
event.pressed = true
Input.action_press("ui_focus_prev")
get_tree().input_event(event)
event.pressed = false
Input.action_release("ui_focus_prev")
get_tree().input_event(event)
return
_send_via_keyboard("ui_focus_prev")
func swipe_right():
@ -178,10 +192,56 @@ var explore_by_touch = false
var tap_count = 0
var focus_mode = false
var in_focus_mode_handler = false
func _input(event):
if not enabled:
return
if enable_focus_mode:
if (
event is InputEventKey
and Input.is_key_pressed(KEY_ESCAPE)
and Input.is_key_pressed(KEY_CONTROL)
and not event.echo
):
get_tree().set_input_as_handled()
if focus_mode:
focus_mode = false
TTS.speak("UI mode", true)
return
else:
focus_mode = true
TTS.speak("Focus mode", true)
return
if focus_mode:
if (
Input.is_action_just_pressed("ui_left")
or Input.is_action_just_pressed("ui_right")
or Input.is_action_just_pressed("ui_up")
or Input.is_action_just_pressed("ui_down")
or Input.is_action_just_pressed("ui_focus_next")
or Input.is_action_just_pressed("ui_focus_prev")
):
if in_focus_mode_handler:
return
in_focus_mode_handler = true
if Input.is_action_just_pressed("ui_left"):
_ui_left()
elif Input.is_action_just_pressed("ui_right"):
_ui_right()
elif Input.is_action_just_pressed("ui_up"):
_ui_up()
elif Input.is_action_just_pressed("ui_down"):
_ui_down()
elif Input.is_action_just_pressed("ui_focus_prev"):
_ui_focus_prev()
elif Input.is_action_just_pressed("ui_focus_next"):
_press_and_release("ui_focus_next")
get_tree().set_input_as_handled()
in_focus_mode_handler = false
return
if event is InputEventScreenTouch:
get_tree().set_input_as_handled()
if touch_index and event.index != touch_index:
@ -234,7 +294,7 @@ func _process(delta):
):
touch_stop_time = null
if tap_count == 2:
press_and_release("ui_accept")
_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)