eef67a583c
Fix another instance of TTS rate set to 50 pseudo-percent rather than the normal rate.
2020-09-02 09:19:43 -05:00
d522da8fc0
Remove unnecessary signal connected to nonexistent method.
2020-07-16 09:55:06 -05:00
ccc79c93f6
Begin moving more functionality from ScreenReader
/Accessible
into the editor plugin.
2020-06-16 18:03:13 -05:00
76d1926385
Remove unnecessary code to set an initial scene focus.
2020-06-16 17:55:52 -05:00
a24255e3c4
Move focus loss prevention code from ScreenReader
to Plugin
.
...
That behavior is only specific to the editor. Any game UI that loses focus should be fixed by intelligently setting focus, not by magic in the accessibility addon.
2020-06-10 11:45:32 -05:00
dd9877557e
Enable focus mode use by default in the editor.
2020-05-28 13:13:06 -05:00
9e2e99349c
Reformat.
2020-05-19 12:03:59 -05:00
b413961c52
Separate out editor accessibility from addition of the ScreenReader
node.
2019-12-21 10:13:06 -06:00
b4acee6dea
Support .godot-accessibility-editor-settings.ini file in project root. Currently supports setting rate and globally disabling plugin.
2019-12-21 09:54:12 -06:00
23fd884b2e
Various changes:
...
* Add automatic speaking of percentages when changed.
* Remove icon for now.
2019-10-08 08:56:51 -05:00
0e8b6ae9e8
Use global TTS
singleton to avoid passing around instances.
2019-10-02 16:20:25 -05:00
e82fd7f8b8
Add ScreenReader
as a custom node in the editor plugin.
2019-09-24 09:20:45 -05:00
981606ab21
Refactor to support running both in the editor and in game UIs.
...
Here I add a `ScreenReader` `Node` which, when added to the `SceneTree`, should read the contents of any supported `Control`. I also do a bit of cleanup on filenames, as well as breaking the editor plugin support into its own class.
2019-09-24 09:01:37 -05:00