mirror of
https://github.com/lightsoutgames/godot-accessibility.git
synced 2024-11-22 03:45:56 +00:00
Substitute is
checks with is_class
so they'll work in editor and export builds.
This commit is contained in:
parent
fdd5f1a5f6
commit
dced450b46
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@ -28,9 +28,9 @@ func guess_label():
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var tokens = PoolStringArray([])
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var tokens = PoolStringArray([])
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var to_check = node
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var to_check = node
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while to_check:
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while to_check:
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if to_check.get_class() == "EditorProperty" and to_check.label:
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if to_check.is_class("EditorProperty") and to_check.label:
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tokens.append(to_check.label)
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tokens.append(to_check.label)
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if (to_check.get_class() == "EditorProperty" or to_check.get_class() == "EditorInspectorCategory") and to_check.get_tooltip_text():
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if (to_check.is_class("EditorProperty") or to_check.is_class("EditorInspectorCategory")) and to_check.get_tooltip_text():
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tokens.append(to_check.get_tooltip_text())
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tokens.append(to_check.get_tooltip_text())
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var label = tokens.join(": ")
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var label = tokens.join(": ")
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if label:
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if label:
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@ -421,7 +421,7 @@ func focused():
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checkbox_focused()
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checkbox_focused()
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elif node is Button:
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elif node is Button:
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button_focused()
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button_focused()
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elif node.get_class() == "EditorInspectorSection":
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elif node.is_class("EditorInspectorSection"):
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editor_inspector_section_focused()
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editor_inspector_section_focused()
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elif node is ItemList:
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elif node is ItemList:
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item_list_focused()
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item_list_focused()
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@ -479,7 +479,7 @@ func gui_input(event):
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if event.is_action_pressed("ui_up") or event.is_action_pressed("ui_down") or event.is_action_pressed("ui_left") or event.is_action_pressed("ui_right"):
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if event.is_action_pressed("ui_up") or event.is_action_pressed("ui_down") or event.is_action_pressed("ui_left") or event.is_action_pressed("ui_right"):
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node.accept_event()
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node.accept_event()
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return tree_input(event)
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return tree_input(event)
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elif node.get_class() == "EditorInspectorSection":
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elif node.is_class("EditorInspectorSection"):
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return editor_inspector_section_input(event)
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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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elif event.is_action_pressed("ui_left"):
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return node.accept_event()
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return node.accept_event()
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@ -500,23 +500,23 @@ func is_in_bar():
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return false
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return false
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func is_focusable(node):
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func is_focusable(node):
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if node.get_class() == "SceneTreeEditor":
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if node.is_class("SceneTreeEditor"):
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return false
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return false
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if node.get_class() == "MultiMeshEditor":
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if node.is_class("MultiMeshEditor"):
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return false
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return false
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if node.get_class() == "MeshInstanceEditor":
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if node.is_class("MeshInstanceEditor"):
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return false
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return false
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if node.get_class() == "SpriteEditor":
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if node.is_class("SpriteEditor"):
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return false
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return false
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if node.get_class() == "Skeleton2DEditor":
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if node.is_class("Skeleton2DEditor"):
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return false
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return false
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if node.get_class() == "CollisionShape2DEditor":
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if node.is_class("CollisionShape2DEditor"):
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return false
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return false
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if node is Panel:
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if node is Panel:
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return false
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return false
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if node is TabContainer:
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if node is TabContainer:
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return true
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return true
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if node.get_class() == "EditorInspectorSection":
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if node.is_class("EditorInspectorSection"):
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return true
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return true
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if node is Container or node is Separator or node is ScrollBar or node is Popup or node.get_class() == "Control":
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if node is Container 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 false
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