dced450b46
Substitute is
checks with is_class
so they'll work in editor and export builds.
2019-10-14 09:36:08 -05:00
fdd5f1a5f6
Assorted changes:
...
* Try to improve list selection handling.
* Use `get_class()` to check class membership for editor classes not included in exported games.
2019-10-10 09:49:54 -05:00
6b0c920549
Crude mitigation for out-of-bounds list indices when arrowing through ItemList
.
2019-10-08 14:29:20 -05:00
23fd884b2e
Various changes:
...
* Add automatic speaking of percentages when changed.
* Remove icon for now.
2019-10-08 08:56:51 -05:00
723d4c298c
Very naive support for LineEdit
input, only single-character changes for now.
2019-10-03 10:28:54 -05:00
18943786a9
When setting up initial tree selection, don't render the node unless it is focused.
2019-10-03 09:47:24 -05:00
5a38aac4a9
Make naming a bit more consistent with signals.
2019-10-03 09:41:49 -05:00
0783dfb548
Add global signal-catching for better handling of cases where focus is lost.
2019-10-03 09:34:22 -05:00
0e8b6ae9e8
Use global TTS
singleton to avoid passing around instances.
2019-10-02 16:20:25 -05:00
8ef356b9bb
Special-case disallowing focus on bunches of nodes.
2019-09-30 15:24:02 -05:00
84857e1222
Present checkable menu items.
2019-09-30 15:15:00 -05:00
41550ceef6
When right-clicking TreeItem
s, set the click position to their center.
2019-09-30 14:48:11 -05:00
1037becadf
Only prevent checkbox toggles if node is focused.
2019-09-30 09:47:42 -05:00
e68765165c
Revert "Add group navigation."
...
Going to be too complicated to implement the way I wanted to for now. Need to rethink this.
This reverts commit cafd50675b
.
2019-09-26 09:03:46 -05:00
cafd50675b
Add group navigation.
...
Moving through every focusable widget by tab/shift-tab is very slow. This commit introduces the concept of groups--widgets that can be skipped through via ctrl-tab/ctrl-shift-tab.
Right now this only includes containers where all children are focusable, but I'll expand the definition of groups over time to make navingating to large areas of the UI easier..
2019-09-26 08:10:48 -05:00
49d6eb8e59
Rename check_caret_moved
to be more consistent.
2019-09-26 07:52:51 -05:00
24d3ea596b
Slightly better ItemList
handling, though for some reason I can't make it work in file selections.
2019-09-25 17:18:01 -05:00
065f62181b
Merge branch 'master' of https://gitlab.com/lightsoutgames/godot-accessibility
2019-09-25 09:18:20 -05:00
ca73c2f255
Another attempted fix for cases where focus is unset and nothing can be done.
...
When we unfocus, wait a second. If we don't have focus after the timer elapses, warp the mouse to the global coordinates.
This seems to restore some semblance of focus whenever it is unset, while not breaking the case where a focus is set and the mouse suddenly jumps, thus changing the focus again.
2019-09-25 09:15:49 -05:00
af1bd8ec91
Merge branch 'master' of https://gitlab.com/lightsoutgames/godot-accessibility
2019-09-25 09:12:44 -05:00
7630fa3ec0
Capture arrow input on trees so UI focus doesn't skitter off randomly.
2019-09-25 09:12:40 -05:00
636c275c7f
Use create_timer
rather than keeping one around only for AcceptDialog
.
2019-09-25 09:07:26 -05:00
e60f5dcda1
Revert "Use queue_free
rather than free
."
...
This reverts commit 0786b6e6ab
.
2019-09-25 07:31:18 -05:00
1654b3729f
Use tts.singular_or_plural
.
2019-09-24 18:07:22 -05:00
0786b6e6ab
Use queue_free
rather than free
.
2019-09-24 17:36:27 -05:00
eeb8a3a171
Check for the presence of added methods so the plugin will partially work on unpatched engines.
2019-09-24 15:13:15 -05:00
d0afc9e4e3
Fix logic for right-arrowing through tree columns in light of other recent tree selection changes.
2019-09-24 14:42:46 -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