f47450d05d
Add support for focusing RichTextLabels.
2020-01-30 13:23:52 -06:00
ae4c4c2aa0
More README updates.
2020-01-29 13:31:22 -06:00
aed41874cd
Update to specify 3.2 as the minimum supported version.
2020-01-29 13:24:21 -06:00
d180158749
Remove automatic capture of arrow keys by nodes.
...
On one hand, it's a bit confusing that UIs can be arrowed around independently of tab/shift-tab. Arrow navigation doesn't feel as intuitive, as it isn't obvious where you'll land.
On the other, it's quicker to navigate between areas of the editor UI by arrowing up/down between controls, and may solve the issue of having to tab a million times to traverse all controls. This also allows for in-game UIs to be traversed using arrows and, quite probably, gamepads as well.
2020-01-25 11:44:20 -06:00
1bef677066
Present button disabled state.
2020-01-21 15:28:23 -06:00
4e1d152657
Note that only 64-bit builds of Godot are supported for now.
2020-01-18 11:00:49 -06:00
ecd3ff6143
Update README.
2020-01-15 09:40:45 -06:00
8ffcaf970e
Generate correct ui_focus_next
and ui_focus_prev
events.
2020-01-14 16:41:35 -06:00
22bb195db0
Don't double-present popup menu item text in cases where the item and shortcut resource name are identical.
2020-01-13 18:06:26 -06:00
fc5b591fe3
Better dialog presentation, and make message labels non-focusable.
2020-01-13 17:59:48 -06:00
fe19717640
Make AcceptDialog focusable so its message can be reread.
2020-01-13 17:52:59 -06:00
cc910a8570
Improve dialog-handling and protect keybinding-setter special case.
2020-01-13 17:16:34 -06:00
be6a6b528e
Add support for reading AcceptDialog
messages automatically.
2020-01-02 11:43:56 -06:00
2aea81749c
Make guessed labels non-focusable to minimize on tabbing.
2019-12-30 09:16:00 -06:00
d5c79f7c56
Don't guess the label for a label.
2019-12-30 09:13:32 -06:00
5b2c16f342
Filter out InputEventMouseButton
with device ID of -1, which seems to indicate an origin of touchscreen. Only pass through if explore-by-touch is active.
2019-12-30 08:27:20 -06:00
fbbbb1e06e
Revert "Apparently, focused
is triggered on mouse_enter
as well, so this code isn't needed."
...
Necessary for next commit, which selectively ignores mouse events and needs this code for explore-by-touch.
This reverts commit dc6186c583
.
2019-12-30 08:25:57 -06:00
dc6186c583
Apparently, focused
is triggered on mouse_enter
as well, so this code isn't needed.
2019-12-29 21:53:35 -06:00
50ea09d7f7
And bring back old cleanup code, which now seems to work better post-yield-abandonment.
2019-12-29 20:14:11 -06:00
96e7153410
Back to storing Accessible
as array in ScreenReader
, since otherwise the SceneTree
is thrashed.
2019-12-29 19:53:15 -06:00
833a34b602
Don't speak empty labels since this seems to cause a silent crash.
2019-12-29 19:52:33 -06:00
4ff6b51114
Double-tap runs ui_accept
.
2019-12-29 18:52:44 -06:00
f17c070887
Swiping right/left moves focus between controls.
2019-12-29 18:44:15 -06:00
462cd08bbc
Add hook to initiate explore-by-touch.
2019-12-29 18:23:51 -06:00
71318fe938
Count number of taps, and add stub code to dispatch action.
2019-12-29 18:18:09 -06:00
6542994a25
Initial support for touchscreen swipe left/right/up/down.
2019-12-29 17:59:48 -06:00
8f53556129
Better label-guessing logic, and make associated labels non-focusable.
2019-12-28 14:41:36 -06:00
14e1832803
Remove stray whitespace.
2019-12-27 12:54:27 -06:00
75433eb5d6
Migrate focus restoration to _process
.
2019-12-27 12:50:33 -06:00
d6a6609673
Eliminate yield
in favor of _process
.
2019-12-27 12:46:09 -06:00
aea75e961e
Eliminate warnings about disconnection of nonexistent timeout signal.
2019-12-27 12:04:09 -06:00
b5a83e1c25
Add stub for detecting touchscreen events.
2019-12-27 11:19:49 -06:00
9051f381fe
Use WeakRef
to avoid double-free of timers.
2019-12-26 18:39:10 -06:00
d9c740abd6
Return to having Accessible
be a Node
under ScreenReader
, and having _exit_tree
free resources.
...
This eliminates the need to track and iterate through a separate array of `Accessible`s in `ScreenReader`.
The previous performance issues are resolved by ensuring that any nodes processed aren't children of the `ScreenReader` node. I don't know of another way to avoid triggering signals on a child node than checking ancestry and failing fast.
2019-12-26 18:25:26 -06:00
24483e4453
Patch another leak.
2019-12-23 09:59:12 -06:00
606766e0e8
Store list of Accessibles
and clean up manually.
2019-12-22 21:01:47 -06:00
dfe0c8179e
Make Accessible
extend Node
and parent it to ScreenReader
for easier cleanup.
2019-12-22 18:55:45 -06:00
6adce2706c
Ensure text
and old_text
are set before processing text changes.
2019-12-22 10:26:44 -06:00
4a8934abb3
Update README.
2019-12-22 09:56:22 -06:00
8e7f8c69f9
Connect signal in deferred mode to make plugin work on Beta 4.
2019-12-22 09:33:00 -06:00
ebf63b10e5
Update README.
2019-12-21 10:51:12 -06:00
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
9f93730aa8
Switch order of Range
and ProgressBar
checks, resolving crash and restoring progress updates.
2019-12-20 13:59:31 -06:00
0a96ddb2e4
Don't hard-code rate to maximum.
2019-10-18 12:10:11 -05:00
6982e2023d
Don't speak range changes if the node isn't focused.
2019-10-18 11:35:04 -05:00
e1d24a00a4
Basic support for Range
.
...
Tested with `HSlider` and has basic support for other widget types, but I'm only adding support for what I'm immediately using or can access via the editor.
2019-10-18 10:58:16 -05:00
82b24801a3
Basic stub functionality for TextEdit
.
...
This can barely be called "support." It reads all text as a single block. I'd like to at least be able to unfocus the `TextEdit`, but it's going to require a custom key. Ctrl-tab and Ctrl-shift-tab seem like good candidates, but the editor grabs those already.
2019-10-18 10:44:31 -05:00
fc3c70e16c
#2 : Fix incorrect method name in signal connection.
...
Fixes #2 .
2019-10-17 10:02:55 -05:00
b7facbdf69
Merge branch 'ellenhp/godot-accessibility-fix_tree_multiselect'
2019-10-17 09:41:41 -05:00