godot-accessibility/Accessible.gd
Nolan Darilek ca73c2f255 Another attempted fix for cases where focus is unset and nothing can be done.
When we unfocus, wait a second. If we don't have focus after the timer elapses, warp the mouse to the global coordinates.

This seems to restore some semblance of focus whenever it is unset, while not breaking the case where a focus is set and the mouse suddenly jumps, thus changing the focus again.
2019-09-25 09:15:49 -05:00

486 lines
15 KiB
GDScript

extends Object
var tts
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):
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():
var tokens = PoolStringArray([])
var to_check = node
while to_check:
if to_check is EditorProperty and to_check.label:
tokens.append(to_check.label)
if (to_check is EditorProperty or to_check.get_class() == "EditorInspectorCategory") and to_check.get_tooltip_text():
tokens.append(to_check.get_tooltip_text())
var label = tokens.join(": ")
if label:
return label
to_check = to_check.get_parent()
func accept_dialog_focus():
yield(node.get_tree().create_timer(5), "timeout")
node.get_ok().emit_signal("pressed")
func checkbox_focus():
var tokens = PoolStringArray([])
if node.pressed:
tokens.append("checked")
else:
tokens.append("unchecked")
tokens.append(" checkbox")
tts.speak(tokens.join(" "), false)
func checkbox_toggled(checked):
if checked:
tts.speak("checked", true)
else:
tts.speak("unchecked", true)
var spoke_hint_tooltip
func button_focus():
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")
tts.speak(tokens.join(": "), false)
func texturebutton_focus():
tts.speak("button", false)
func item_list_focus():
var count = node.get_item_count()
var selected = node.get_selected_items()
tts.speak("list, %s %s" % [count, tts.singular_or_plural(count, "item", "items")], false)
tts.speak(selected, false)
func item_list_item_selected(index):
tts.speak("Selected", true)
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):
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:
var text = node.get_item_text(position_in_children)
tts.speak("%s: %s of %s" % [text, position_in_children+1, node.get_item_count()], false)
func label_focus():
var text = node.text
if text == "":
text = "blank"
tts.speak(text, false)
func line_edit_focus():
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)
func text_deleted(text):
tts.speak("%s deleted" % text, true)
func text_inserted(text):
tts.speak(text, true)
var old_pos
func check_caret_moved():
var pos = node.caret_position
if old_pos != null and old_pos != pos:
var text = node.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
func menu_button_focus():
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 panel_focus():
tts.speak("panel", true)
func popup_menu_focus():
tts.speak("menu", false)
func popup_menu_item_id_focus(index):
var tokens = PoolStringArray([])
var item = node.get_item_text(index)
if item:
tokens.append(item)
var submenu = node.get_item_submenu(index)
if submenu:
tokens.append(submenu)
tokens.append("menu")
var tooltip = node.get_item_tooltip(index)
if tooltip:
tokens.append(tooltip)
var disabled = node.is_item_disabled(index)
if disabled:
tokens.append("disabled")
var shortcut = node.get_item_shortcut(index)
if shortcut:
var name = shortcut.resource_name
if name:
tokens.append(name)
var text = shortcut.get_as_text()
if text != "None":
tokens.append(text)
tokens.append(str(index + 1) + " of " + str(node.get_item_count()))
tts.speak(tokens.join(": "), true)
func tree_item_render():
var focused_tree_item = node.get_selected()
var tokens = PoolStringArray([])
for i in range(node.columns):
tokens.append(focused_tree_item.get_text(i))
if focused_tree_item.get_children():
if focused_tree_item.collapsed:
tokens.append("collapsed")
else:
tokens.append("expanded")
tokens.append("tree item")
if focused_tree_item.is_selected(0):
tokens.append("selected")
tts.speak(tokens.join(": "), true)
func tree_item_deselect_all(item: TreeItem):
for i in range(node.columns):
item.deselect(i)
func tree_deselect_all_but(target: TreeItem, item: TreeItem):
var next = item.get_next_visible()
while next and next != item:
tree_item_deselect_all(item)
next = next.get_next_visible()
var prev_selected_cell
var button_index
func tree_item_selected():
button_index = null
var cell = node.get_selected()
if cell != prev_selected_cell:
if node.select_mode == Tree.SELECT_MULTI:
cell.select(0)
tree_deselect_all_but(cell, node.get_root())
tree_item_render()
prev_selected_cell = cell
else:
var tokens = PoolStringArray([])
for i in range(node.columns):
if 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)
var button_count = cell.get_button_count(i)
if button_count != 0:
button_index = 0
tokens.append(str(button_count) + " " + tts.singular_or_plural(button_count, "button", "buttons"))
if cell.has_method("get_button_tooltip"):
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.")
tts.speak(tokens.join(": "), true)
func tree_item_multi_select(item, column, selected):
if selected:
tts.speak("selected", true)
else:
tts.speak("unselected", true)
func tree_input(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, node.rect_global_position.y + area.position.y)
node.get_tree().root.warp_mouse(position)
if item and column and button_index != null:
if event.is_action_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_focus():
if node.get_selected():
tree_item_render()
else:
tts.speak("tree", true)
func tree_item_collapse(item):
if node.has_focus():
if item.collapsed:
tts.speak("collapsed", true)
else:
tts.speak("expanded", true)
func tab_container_focus():
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_focus()
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 focus():
print("Focus: %s" % node)
tts.stop()
var label = guess_label()
if label:
tts.speak(label, false)
if node is MenuButton:
menu_button_focus()
elif node is AcceptDialog:
accept_dialog_focus()
elif node is CheckBox:
checkbox_focus()
elif node is Button:
button_focus()
elif node.get_class() == "EditorInspectorSection":
editor_inspector_section_focus()
elif node is ItemList:
item_list_focus()
elif node is Label:
label_focus()
elif node is LineEdit:
line_edit_focus()
elif node is Panel:
panel_focus()
elif node is PopupMenu:
popup_menu_focus()
elif node is TabContainer:
tab_container_focus()
elif node is TextureButton:
texturebutton_focus()
elif node is Tree:
tree_focus()
else:
tts.speak(node.get_class(), true)
print("No handler")
if node.hint_tooltip and not spoke_hint_tooltip:
tts.speak(node.hint_tooltip, false)
spoke_hint_tooltip = false
func unfocus():
print("Unfocused")
position_in_children = 0
yield(node.get_tree().create_timer(1), "timeout")
if not node.get_focus_owner():
node.get_tree().root.warp_mouse(node.rect_global_position)
func click_focus():
if node.has_focus():
return
print("Grabbing focus: %s" % node)
node.grab_focus()
func gui_input(event):
if 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 check_caret_moved()
elif node is Tree:
return tree_input(event)
elif node.get_class() == "EditorInspectorSection":
return editor_inspector_section_input(event)
elif event.is_action_pressed("ui_left"):
return node.accept_event()
elif event.is_action_pressed("ui_right"):
return node.accept_event()
elif event.is_action_pressed("ui_up"):
return node.accept_event()
elif event.is_action_pressed("ui_down"):
return node.accept_event()
func is_in_bar():
var parent = node.get_parent()
if parent and parent is Container:
for child in parent.get_children():
if child and not is_focusable(child):
return false
return true
return false
func is_focusable(node):
if node is TabContainer:
return true
if node.get_class() == "EditorInspectorSection":
return true
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_focus():
var child = node.get_children()[0]
var expanded = child.is_visible_in_tree()
var tokens = PoolStringArray(["editor inspector section"])
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(tts, node):
if node.is_in_group("accessible"):
return
node.add_to_group("accessible")
self.tts = tts
self.node = node
if is_focusable(node):
node.set_focus_mode(Control.FOCUS_ALL)
node.connect("focus_entered", self, "focus")
node.connect("mouse_entered", self, "click_focus")
node.connect("focus_exited", self, "unfocus")
node.connect("mouse_exited", self, "unfocus")
node.connect("gui_input", self, "gui_input")
if node is CheckBox:
node.connect("toggled", self, "checkbox_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_deleted", self, "text_deleted")
# node.connect("text_inserted", self, "text_inserted")
elif node is PopupMenu:
node.connect("id_focused", self, "popup_menu_item_id_focus")
elif node is TabContainer:
node.connect("tab_changed", self, "tab_container_tab_changed")
elif node is Tree:
node.connect("item_collapsed", self, "tree_item_collapse")
node.connect("multi_selected", self, "tree_item_multi_select")
if node.select_mode == Tree.SELECT_MULTI:
node.connect("cell_selected", self, "tree_item_selected")
else:
node.connect("item_selected", self, "tree_item_selected")
node.connect("tree_exiting", self, "free")