godot-accessibility/Accessible.gd
Nolan Darilek 54c01c5381 Allow a global override to determine if the next focus event should interrupt speech.
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.
2020-08-10 13:26:57 -05:00

737 lines
18 KiB
GDScript

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 != "":
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():
_accept_dialog_speak()
ScreenReader.should_stop_on_focus = false
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 ScreenReader.should_stop_on_focus:
TTS.stop()
ScreenReader.should_stop_on_focus = true
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 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)