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https://github.com/lightsoutgames/godot-accessibility.git
synced 2024-11-22 03:45:56 +00:00
Speak classes of controls for which we don't have a handler, and minor naming cleanup.
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parent
56a7652656
commit
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@ -334,7 +334,7 @@ func tab_container_input(event):
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if node.current_tab != new_tab:
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node.current_tab = new_tab
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func focused():
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func focus():
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print("Focus: %s" % node)
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node.get_tree().root.warp_mouse(node.rect_global_position)
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tts.stop()
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@ -368,16 +368,17 @@ func focused():
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elif node is Tree:
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tree_focus()
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else:
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tts.speak(node.get_class(), true)
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print("No handler")
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if node.hint_tooltip and not spoke_hint_tooltip:
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tts.speak(node.hint_tooltip, false)
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spoke_hint_tooltip = false
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func unfocused():
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func unfocus():
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print("Unfocused")
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position_in_children = 0
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func click_focused():
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func click_focus():
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if node.has_focus():
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return
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print("Grabbing focus: %s" % node)
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@ -451,10 +452,10 @@ func _init(tts, node):
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self.node = node
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if is_focusable(node):
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node.set_focus_mode(Control.FOCUS_ALL)
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node.connect("focus_entered", self, "focused")
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node.connect("mouse_entered", self, "click_focused")
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node.connect("focus_exited", self, "unfocused")
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node.connect("mouse_exited", self, "unfocused")
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node.connect("focus_entered", self, "focus")
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node.connect("mouse_entered", self, "click_focus")
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node.connect("focus_exited", self, "unfocus")
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node.connect("mouse_exited", self, "unfocus")
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node.connect("gui_input", self, "gui_input")
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if node is CheckBox:
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node.connect("toggled", self, "checkbox_toggled")
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