mirror of
https://github.com/lightsoutgames/godot-accessibility.git
synced 2024-11-14 01:15:56 +00:00
Nolan Darilek
54c01c5381
There seem to be a small handful of cases where we want this--controls that gain focus immediately after a dialog appears, for instance. We allow these edge cases to indicate that the next focus shouldn't stop speech, then clear it on cases where speech isn't stopped. This is a bit hacky, but seems cleaner than anything else I came up with.
286 lines
6.6 KiB
GDScript
286 lines
6.6 KiB
GDScript
tool
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extends Node
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signal swipe_left
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signal swipe_right
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signal swipe_up
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signal swipe_down
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var Accessible = preload("Accessible.gd")
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export var enabled = true setget _set_enabled, _get_enabled
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export var min_swipe_distance = 5
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export var tap_execute_interval = 125
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export var explore_by_touch_interval = 200
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export var enable_focus_mode = false
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var should_stop_on_focus = true
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func _set_enabled(v):
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if enabled:
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augment_tree(get_tree().root)
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else:
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for accessible in get_tree().get_nodes_in_group("accessibles"):
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accessible.queue_free()
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enabled = v
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func _get_enabled():
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return enabled
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func augment_node(node):
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if not enabled:
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return
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if node is Control:
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Accessible.new(node)
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func augment_tree(node):
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if not enabled:
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return
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if node is Accessible:
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return
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augment_node(node)
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for child in node.get_children():
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augment_tree(child)
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func find_focusable_control(node):
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if (
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node is Control
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and node.is_visible_in_tree()
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and (node.focus_mode == Control.FOCUS_CLICK or node.focus_mode == Control.FOCUS_ALL)
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):
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return node
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for child in node.get_children():
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var result = find_focusable_control(child)
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if result:
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return result
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return null
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func _enter_tree():
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pause_mode = Node.PAUSE_MODE_PROCESS
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if enabled:
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augment_tree(get_tree().root)
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get_tree().connect("node_added", self, "augment_node")
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connect("swipe_right", self, "swipe_right")
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connect("swipe_left", self, "swipe_left")
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connect("swipe_up", self, "swipe_up")
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connect("swipe_down", self, "swipe_down")
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func _press_and_release(action, fake_via_keyboard = false):
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if fake_via_keyboard:
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for event in InputMap.get_action_list(action):
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if event is InputEventKey:
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event.pressed = true
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Input.action_press(action)
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get_tree().input_event(event)
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event.pressed = false
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Input.action_release(action)
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get_tree().input_event(event)
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return
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var event = InputEventAction.new()
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event.action = action
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event.pressed = true
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Input.action_press(action)
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get_tree().input_event(event)
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event.pressed = false
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Input.action_release(action)
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get_tree().input_event(event)
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func _ui_left(fake_via_keyboard = false):
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_press_and_release("ui_left", fake_via_keyboard)
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func _ui_right(fake_via_keyboard = false):
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_press_and_release("ui_right", fake_via_keyboard)
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func _ui_up(fake_via_keyboard = false):
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_press_and_release("ui_up", fake_via_keyboard)
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func _ui_down(fake_via_keyboard = false):
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_press_and_release("ui_down", fake_via_keyboard)
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func _ui_focus_next(fake_via_keyboard = false):
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_press_and_release("ui_focus_next", fake_via_keyboard)
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func _ui_focus_prev(fake_via_keyboard = false):
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_press_and_release("ui_focus_prev", fake_via_keyboard)
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func swipe_right():
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var fake_via_keyboard = false
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if OS.get_name() == "Android":
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fake_via_keyboard = true
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_ui_focus_next(fake_via_keyboard)
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func swipe_left():
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var fake_via_keyboard = false
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if OS.get_name() == "Android":
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fake_via_keyboard = true
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_ui_focus_prev(fake_via_keyboard)
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func swipe_up():
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var focus = find_focusable_control(get_tree().root)
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if focus:
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focus = focus.get_focus_owner()
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if focus:
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if focus is Range:
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_press_and_release("ui_right")
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func swipe_down():
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var focus = find_focusable_control(get_tree().root)
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if focus:
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focus = focus.get_focus_owner()
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if focus:
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if focus is Range:
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_press_and_release("ui_left")
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var touch_index = null
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var touch_position = null
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var touch_start_time = null
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var touch_stop_time = null
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var explore_by_touch = false
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var tap_count = 0
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var focus_mode = false
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var in_focus_mode_handler = false
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func _input(event):
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if not enabled:
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return
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var focus = find_focusable_control(get_tree().root)
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if focus:
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focus = focus.get_focus_owner()
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if focus is Tree and Input.is_action_just_pressed("ui_accept"):
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var accessible
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for n in focus.get_children():
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if n is Accessible:
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accessible = n
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break
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if accessible and accessible.button_index != null:
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accessible._tree_input(event)
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get_tree().set_input_as_handled()
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if enable_focus_mode:
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if (
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event is InputEventKey
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and Input.is_key_pressed(KEY_ESCAPE)
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and Input.is_key_pressed(KEY_SHIFT)
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and not event.echo
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):
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get_tree().set_input_as_handled()
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if focus_mode:
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focus_mode = false
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TTS.speak("UI mode", true)
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return
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else:
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focus_mode = true
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TTS.speak("Focus mode", true)
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return
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if focus_mode:
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if (
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Input.is_action_just_pressed("ui_left")
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or Input.is_action_just_pressed("ui_right")
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or Input.is_action_just_pressed("ui_up")
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or Input.is_action_just_pressed("ui_down")
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or Input.is_action_just_pressed("ui_focus_next")
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or Input.is_action_just_pressed("ui_focus_prev")
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):
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if in_focus_mode_handler:
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return
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in_focus_mode_handler = true
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if Input.is_action_just_pressed("ui_left"):
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_ui_left()
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elif Input.is_action_just_pressed("ui_right"):
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_ui_right()
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elif Input.is_action_just_pressed("ui_up"):
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_ui_up()
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elif Input.is_action_just_pressed("ui_down"):
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_ui_down()
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elif Input.is_action_just_pressed("ui_focus_prev"):
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_ui_focus_prev()
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elif Input.is_action_just_pressed("ui_focus_next"):
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_ui_focus_next()
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get_tree().set_input_as_handled()
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in_focus_mode_handler = false
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return
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if event is InputEventScreenTouch:
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get_tree().set_input_as_handled()
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if touch_index and event.index != touch_index:
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return
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if event.pressed:
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touch_index = event.index
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touch_position = event.position
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touch_start_time = OS.get_ticks_msec()
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touch_stop_time = null
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elif touch_position:
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touch_index = null
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var relative = event.position - touch_position
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if relative.length() < min_swipe_distance:
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tap_count += 1
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elif not explore_by_touch:
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if abs(relative.x) > abs(relative.y):
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if relative.x > 0:
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emit_signal("swipe_right")
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else:
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emit_signal("swipe_left")
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else:
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if relative.y > 0:
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emit_signal("swipe_down")
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else:
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emit_signal("swipe_up")
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touch_position = null
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touch_start_time = null
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touch_stop_time = OS.get_ticks_msec()
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explore_by_touch = false
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elif event is InputEventScreenDrag:
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if touch_index and event.index != touch_index:
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return
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if (
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not explore_by_touch
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and OS.get_ticks_msec() - touch_start_time >= explore_by_touch_interval
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):
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explore_by_touch = true
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if event is InputEventMouseButton:
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if event.device == -1 and not explore_by_touch:
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get_tree().set_input_as_handled()
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func _process(delta):
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if not enabled:
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return
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if (
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touch_stop_time
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and OS.get_ticks_msec() - touch_stop_time >= tap_execute_interval
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and tap_count != 0
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):
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touch_stop_time = null
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if tap_count == 2:
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_press_and_release("ui_accept")
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tap_count = 0
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