extends Node var node var position_in_children = 0 var column_in_row = 0 func get_siblings(): var parent = node.get_parent() if parent: return parent.get_children() return null func click(item := node, button_index = BUTTON_LEFT): print_debug("Click") var click = InputEventMouseButton.new() click.button_index = button_index click.pressed = true if item is Node: click.position = item.rect_global_position else: click.position = node.get_tree().root.get_mouse_position() node.get_tree().input_event(click) click.pressed = false node.get_tree().input_event(click) func _guess_label(): if node is Label: return var tokens = PoolStringArray([]) var to_check = node while to_check: if to_check.is_class("AcceptDialog"): return if to_check.is_class("EditorProperty") and to_check.label: tokens.append(to_check.label) if ( (to_check.is_class("EditorProperty") or to_check.is_class("EditorInspectorCategory")) and to_check.get_tooltip_text() ): tokens.append(to_check.get_tooltip_text()) var label = tokens.join(": ") if label: return label for child in to_check.get_children(): if child is Label: return child to_check = to_check.get_parent() func _accept_dialog_speak(): if node.dialog_text != "": print("Speaking %s" % node.dialog_text) TTS.speak("dialog: %s" % node.dialog_text, false) func accept_dialog_focused(): _accept_dialog_speak() if node.get_parent() and node.get_parent().is_class("ProjectSettingsEditor"): yield(node.get_tree().create_timer(5), "timeout") node.get_ok().emit_signal("pressed") func _accept_dialog_about_to_show(): print("About to show") _accept_dialog_speak() func checkbox_focused(): var tokens = PoolStringArray([]) if node.text: tokens.append(node.text) if node.pressed: tokens.append("checked") else: tokens.append("unchecked") tokens.append(" checkbox") TTS.speak(tokens.join(" "), false) func _checkbox_or_checkbutton_toggled(checked): if node.has_focus(): if checked: TTS.speak("checked", true) else: TTS.speak("unchecked", true) func _checkbutton_focused(): var tokens = PoolStringArray([]) if node.text: tokens.append(node.text) if node.pressed: tokens.append("checked") else: tokens.append("unchecked") tokens.append(" check button") TTS.speak(tokens.join(" "), false) var spoke_hint_tooltip func _button_focused(): var tokens = PoolStringArray([]) if node.text: tokens.append(node.text) elif node.hint_tooltip: spoke_hint_tooltip = true tokens.append(node.hint_tooltip) tokens.append("button") if node.disabled: tokens.append("disabled") TTS.speak(tokens.join(": "), false) func texturebutton_focused(): var texture = node.texture_normal print_debug(texture.resource_name) print_debug(texture.resource_path) var rid = texture.get_rid() print_debug(rid) print_debug(rid.get_id()) TTS.speak("button", false) func item_list_item_focused(idx): var tokens = PoolStringArray([]) var text = node.get_item_text(idx) if text: tokens.append(text) text = node.get_item_tooltip(idx) if text: tokens.append(text) tokens.append("%s of %s" % [idx + 1, node.get_item_count()]) TTS.speak(tokens.join(": ")) func item_list_focused(): var count = node.get_item_count() var selected = node.get_selected_items() print_debug(selected) if len(selected) == 0: if node.get_item_count() == 0: return TTS.speak("list, 0 items", false) selected = 0 node.select(selected) node.emit_signal("item_list_item_selected", selected) else: selected = selected[0] position_in_children = selected item_list_item_focused(selected) func item_list_item_selected(index): item_list_item_focused(index) func item_list_multi_selected(index, selected): TTS.speak("Multiselect", false) func item_list_nothing_selected(): TTS.speak("Nothing selected", true) func item_list_input(event): if event.is_action_pressed("ui_right") or event.is_action_pressed("ui_left"): return node.accept_event() var old_count = node.get_item_count() var old_pos = position_in_children if event.is_action_pressed("ui_up"): node.accept_event() if position_in_children == 0: return position_in_children -= 1 elif event.is_action_pressed("ui_down"): node.accept_event() if position_in_children >= node.get_item_count() - 1: return position_in_children += 1 elif event.is_action_pressed("ui_home"): node.accept_event() position_in_children = 0 elif event.is_action_pressed("ui_end"): node.accept_event() position_in_children = node.get_item_count() - 1 if old_pos != position_in_children: if position_in_children >= node.get_item_count(): position_in_children = 0 node.unselect_all() node.select(position_in_children) node.emit_signal("item_list_item_selected", position_in_children) item_list_item_focused(position_in_children) func label_focused(): var text = node.text if text == "": text = "blank" TTS.speak(text, false) func line_edit_focused(): var text = "blank" if node.secret: text = "password" elif node.text != "": text = node.text elif node.placeholder_text != "": text = node.placeholder_text var type = "editable text" if not node.editable: type = "text" TTS.speak("%s: %s" % [text, type], false) var old_text = "" var old_pos func line_edit_text_changed(text): if text == null or old_text == null: return if len(text) > len(old_text): for i in range(len(text)): if text.substr(i, 1) != old_text.substr(i, 1): TTS.speak(text.substr(i, 1)) return else: for i in range(len(old_text)): if old_text.substr(i, 1) != text.substr(i, 1): TTS.speak(old_text.substr(i, 1)) return func line_edit_input(event): var pos = node.caret_position if old_pos != null and old_pos != pos: var text = node.text if old_text == text: if pos > len(text) - 1: TTS.speak("blank", true) else: TTS.speak(text[pos], true) old_pos = pos elif old_pos == null: old_pos = pos old_text = node.text func menu_button_focused(): var tokens = PoolStringArray([]) if node.text: tokens.append(node.text) if node.hint_tooltip: tokens.append(node.hint_tooltip) spoke_hint_tooltip = true tokens.append("menu") TTS.speak(tokens.join(": "), false) func popup_menu_focused(): TTS.speak("menu", false) func popup_menu_item_id_focused(index): print_debug("item id focus %s" % index) var tokens = PoolStringArray([]) var shortcut = node.get_item_shortcut(index) var name if shortcut: name = shortcut.resource_name if name: tokens.append(name) var text = shortcut.get_as_text() if text != "None": tokens.append(text) var item = node.get_item_text(index) if item and item != name: tokens.append(item) var submenu = node.get_item_submenu(index) if submenu: tokens.append(submenu) tokens.append("menu") if node.is_item_checkable(index): if node.is_item_checked(index): tokens.append("checked") else: tokens.append("unchecked") var tooltip = node.get_item_tooltip(index) if tooltip: tokens.append(tooltip) var disabled = node.is_item_disabled(index) if disabled: tokens.append("disabled") tokens.append(str(index + 1) + " of " + str(node.get_item_count())) TTS.speak(tokens.join(": "), true) func popup_menu_item_id_pressed(index): if node.is_item_checkable(index): if node.is_item_checked(index): TTS.speak("checked", true) else: TTS.speak("unchecked", true) func range_focused(): var tokens = PoolStringArray([]) tokens.append(str(node.value)) if node is HSlider: tokens.append("horizontal slider") elif node is VSlider: tokens.append("vertical slider") elif node is SpinBox: tokens.append("spin box") else: tokens.append("range") tokens.append("minimum %s" % node.min_value) tokens.append("maximum %s" % node.max_value) if OS.has_touchscreen_ui_hint(): tokens.append("Swipe up and down to change.") TTS.speak(tokens.join(": "), false) func range_value_changed(value): if node.has_focus(): TTS.speak("%s" % value, true) func text_edit_focus(): var tokens = PoolStringArray([]) if node.text: tokens.append(node.text) else: tokens.append("blank") if node.readonly: tokens.append("read-only edit text") else: tokens.append("edit text") TTS.speak(tokens.join(": "), false) func text_edit_input(event): pass var _last_tree_item_tokens var button_index func _tree_item_render(): if not node.has_focus(): return var cell = node.get_selected() var tokens = PoolStringArray([]) for i in range(node.columns): if node.select_mode == Tree.SELECT_MULTI or cell.is_selected(i): var title = node.get_column_title(i) if title: tokens.append(title) var column_text = cell.get_text(i) if column_text: tokens.append(column_text) if cell.get_children(): if cell.collapsed: tokens.append("collapsed") else: tokens.append("expanded") var button_count = cell.get_button_count(i) if button_count != 0: var column for j in range(node.columns): if cell.is_selected(j): column = j break if column == i: button_index = 0 else: button_index = null tokens.append( ( str(button_count) + " " + TTS.singular_or_plural(button_count, "button", "buttons") ) ) if button_index != null: var button_tooltip = cell.get_button_tooltip(i, button_index) if button_tooltip: tokens.append(button_tooltip) tokens.append("button") if button_count > 1: tokens.append("Use Home and End to switch focus.") tokens.append("tree item") if tokens != _last_tree_item_tokens: TTS.speak(tokens.join(": "), true) _last_tree_item_tokens = tokens var prev_selected_cell func _tree_item_or_cell_selected(): button_index = null _tree_item_render() func tree_item_multi_selected(item, column, selected): if selected: TTS.speak("selected", true) else: TTS.speak("unselected", true) func _tree_input(event): if event.is_action_pressed("ui_up") or event.is_action_pressed("ui_down"): node.accept_event() var item = node.get_selected() var column if item: for i in range(node.columns): if item.is_selected(i): column = i break if item and event is InputEventKey and event.pressed and not event.echo: var area if column: area = node.get_item_area_rect(item, column) else: area = node.get_item_area_rect(item) var position = Vector2( node.rect_global_position.x + area.position.x + area.size.x / 2, node.rect_global_position.y + area.position.y + area.size.y / 2 ) node.get_tree().root.warp_mouse(position) if item and column != null and item.get_button_count(column): if Input.is_action_just_pressed("ui_accept"): node.accept_event() return node.emit_signal("button_pressed", item, column, button_index + 1) var new_button_index = button_index if event.is_action_pressed("ui_home"): node.accept_event() new_button_index += 1 if new_button_index >= item.get_button_count(column): new_button_index = 0 elif event.is_action_pressed("ui_end"): node.accept_event() new_button_index -= 1 if new_button_index < 0: new_button_index = item.get_button_count(column) - 1 if new_button_index != button_index and item.has_method("get_button_tooltip"): button_index = new_button_index var tokens = PoolStringArray([]) var tooltip = item.get_button_tooltip(column, button_index) if tooltip: tokens.append(tooltip) tokens.append("button") TTS.speak(tokens.join(": "), true) func tree_focused(): _last_tree_item_tokens = null if node.get_selected(): _tree_item_render() else: TTS.speak("tree", true) var _was_collapsed func _tree_item_collapsed(item): if node.has_focus(): var selected = false for column in range(node.columns): if item.is_selected(column): selected = true break if selected and item.collapsed != _was_collapsed: if item.collapsed: TTS.speak("collapsed", true) else: TTS.speak("expanded", true) _was_collapsed = item.collapsed func progress_bar_focused(): var percentage = int(node.ratio * 100) TTS.speak("%s percent" % percentage, false) TTS.speak("progress bar", false) var last_percentage_spoken var last_percentage_spoken_at = 0 func progress_bar_value_changed(value): var percentage = node.value / (node.max_value - node.min_value) * 100 percentage = int(percentage) if ( percentage != last_percentage_spoken and OS.get_ticks_msec() - last_percentage_spoken_at >= 10000 ): TTS.speak("%s percent" % percentage) last_percentage_spoken_at = OS.get_ticks_msec() last_percentage_spoken = percentage func tab_container_focused(): var text = node.get_tab_title(node.current_tab) text += ": tab: " + str(node.current_tab + 1) + " of " + str(node.get_tab_count()) TTS.speak(text, false) func tab_container_tab_changed(tab): if node.has_focus(): TTS.stop() tab_container_focused() func tab_container_input(event): var new_tab = node.current_tab if event.is_action_pressed("ui_right"): node.accept_event() new_tab += 1 elif event.is_action_pressed("ui_left"): node.accept_event() new_tab -= 1 if new_tab < 0: new_tab = node.get_tab_count() - 1 elif new_tab >= node.get_tab_count(): new_tab = 0 if node.current_tab != new_tab: node.current_tab = new_tab func focused(): print_debug("Focus: %s" % node) if not node is Label: var label = _guess_label() if label: if label is Label: label = label.text if label and label != "": TTS.speak(label, false) if node is MenuButton: menu_button_focused() elif node is AcceptDialog: accept_dialog_focused() elif node is CheckBox: checkbox_focused() elif node is CheckButton: _checkbutton_focused() elif node is Button: _button_focused() elif node.is_class("EditorInspectorSection"): editor_inspector_section_focused() elif node is ItemList: item_list_focused() elif node is Label or node is RichTextLabel: label_focused() elif node is LineEdit: line_edit_focused() elif node is LinkButton: _button_focused() elif node is PopupMenu: popup_menu_focused() elif node is ProgressBar: progress_bar_focused() elif node is Range: range_focused() elif node is TabContainer: tab_container_focused() elif node is TextEdit: text_edit_focus() elif node is TextureButton: texturebutton_focused() elif node is Tree: tree_focused() else: TTS.speak(node.get_class(), true) print_debug("No handler") if node.hint_tooltip and not spoke_hint_tooltip: TTS.speak(node.hint_tooltip, false) spoke_hint_tooltip = false func unfocused(): position_in_children = 0 func click_focused(): if node.has_focus(): return if node.focus_mode == Control.FOCUS_ALL: node.grab_focus() func gui_input(event): if event is InputEventKey and event.pressed: TTS.stop() if ( event is InputEventKey and Input.is_action_just_pressed("ui_accept") and event.control and event.alt ): TTS.speak("click", false) click() elif event is InputEventKey and event.pressed and not event.echo and event.scancode == KEY_MENU: node.get_tree().root.warp_mouse(node.rect_global_position) return click(null, BUTTON_RIGHT) if node is TabContainer: return tab_container_input(event) elif node is ItemList: return item_list_input(event) elif node is LineEdit: return line_edit_input(event) elif node is TextEdit: return text_edit_input(event) elif node is Tree: return _tree_input(event) elif node.is_class("EditorInspectorSection"): return editor_inspector_section_input(event) func _is_focusable(node): if node.is_class("SceneTreeEditor"): return false if node.is_class("MultiMeshEditor"): return false if node.is_class("MeshInstanceEditor"): return false if node.is_class("SpriteEditor"): return false if node.is_class("Skeleton2DEditor"): return false if node.is_class("CollisionShape2DEditor"): return false if node is Panel: return false if node is TabContainer: return true if node.is_class("EditorInspectorSection"): return true if node is AcceptDialog: return true if node is Label and node.get_parent() and node.get_parent() is AcceptDialog: return false if ( node is Container or node is Separator or node is ScrollBar or node is Popup or node.get_class() == "Control" ): return false return true func editor_inspector_section_focused(): var child = node.get_children()[0] var tokens = PoolStringArray(["editor inspector section"]) if child is CanvasItem or child is Spatial: var expanded = child.is_visible_in_tree() if expanded: tokens.append("expanded") else: tokens.append("collapsed") TTS.speak(tokens.join(": "), false) func editor_inspector_section_input(event): if event.is_action_pressed("ui_accept"): click() var child = node.get_children()[0] var expanded = child.is_visible_in_tree() if expanded: TTS.speak("expanded", true) else: TTS.speak("collapsed", true) func _init(node): if node.is_in_group("accessible"): return node.add_to_group("accessible") add_to_group("accessibles") node.add_child(self) self.node = node if _is_focusable(node): node.set_focus_mode(Control.FOCUS_ALL) var label = _guess_label() if label and label is Label: label.set_focus_mode(Control.FOCUS_NONE) node.connect("focus_entered", self, "focused") node.connect("mouse_entered", self, "click_focused") node.connect("focus_exited", self, "unfocused") node.connect("mouse_exited", self, "unfocused") node.connect("gui_input", self, "gui_input") if node is AcceptDialog: node.connect("about_to_show", self, "_accept_dialog_about_to_show") elif node is CheckBox or node is CheckButton: node.connect("toggled", self, "_checkbox_or_checkbutton_toggled") elif node is ItemList: node.connect("item_selected", self, "item_list_item_selected") node.connect("multi_selected", self, "item_list_multi_selected") node.connect("nothing_selected", self, "item_list_nothing_selected") elif node is LineEdit: node.connect("text_changed", self, "line_edit_text_changed") elif node is PopupMenu: node.connect("id_focused", self, "popup_menu_item_id_focused") node.connect("id_pressed", self, "popup_menu_item_id_pressed") elif node is ProgressBar: node.connect("value_changed", self, "progress_bar_value_changed") elif node is Range: node.connect("value_changed", self, "range_value_changed") elif node is TabContainer: node.connect("tab_changed", self, "tab_container_tab_changed") elif node is Tree: node.connect("item_collapsed", self, "_tree_item_collapsed") node.connect("multi_selected", self, "tree_item_multi_selected") if node.select_mode == Tree.SELECT_MULTI: node.connect("cell_selected", self, "_tree_item_or_cell_selected") else: node.connect("item_selected", self, "_tree_item_or_cell_selected") node.connect("tree_exiting", self, "queue_free", [], Object.CONNECT_DEFERRED)