godot-accessibility/ScreenReader.gd
Nolan Darilek 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

51 lines
1.3 KiB
GDScript

extends Node
var Accessible = preload("Accessible.gd")
var TTS = preload("../godot-tts/TTS.gd")
var tts
func augment_node(node):
if node is Control:
Accessible.new(tts, node)
func augment_tree(node):
augment_node(node)
for child in node.get_children():
augment_tree(child)
func set_initial_screen_focus(screen):
tts.speak(screen, true)
var control = find_focusable_control(get_tree().root)
if control.get_focus_owner() != null:
return
self.augment_tree(get_tree().root)
var focus = find_focusable_control(get_tree().root)
if not focus:
return
focus.grab_click_focus()
focus.grab_focus()
func find_focusable_control(node):
if node is Control and node.is_visible_in_tree() and (node.focus_mode == Control.FOCUS_CLICK or node.focus_mode == Control.FOCUS_ALL):
return node
for child in node.get_children():
var result = find_focusable_control(child)
if result:
return result
return null
func set_initial_scene_focus(scene):
print("Set focus in scene")
self.augment_tree(get_tree().root)
var focus = find_focusable_control(get_tree().root)
if not focus:
return
focus.grab_click_focus()
focus.grab_focus()
func _enter_tree():
tts = TTS.new()
get_tree().connect("node_added", self, "augment_tree")