godot-accessibility/Accessible.gd
Nolan Darilek fa9e10b1ea Change Accessible initialization strategy.
`Accessible` is now a child of its `Control`. This helps to ensure that everything gets cleaned up as it should. Further, node additions no longer scrape the entire scene.

This may introduce regressions and has only been lightly tested, but without it, `ScreenReader` leaked in various circumstances, including some that caused segfaults on exit.
2020-03-18 08:56:45 -05:00

661 lines
21 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("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():
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("%s: dialog" % node.dialog_text)
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()
func checkbox_focused():
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 node.has_focus():
if checked:
TTS.speak("checked", true)
else:
TTS.speak("unchecked", true)
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 not text or not old_text:
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)
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
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, tree: Tree):
var cur = tree.get_root()
while cur != null:
if cur != target:
tree_item_deselect_all(cur)
cur = tree.get_next_selected(cur)
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)
if node.has_focus():
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_selected(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 + 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 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_focused():
if node.get_selected():
tree_item_render()
else:
TTS.speak("tree", true)
func tree_item_collapsed(item):
if node.has_focus():
if item.collapsed:
TTS.speak("collapsed", true)
else:
TTS.speak("expanded", true)
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)
TTS.stop()
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 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
var timer
func unfocused():
print_debug("Unfocused")
position_in_children = 0
timer = node.get_tree().create_timer(1)
func click_focused():
if node.has_focus():
return
if node.focus_mode == Control.FOCUS_ALL:
print_debug("Grabbing focus: %s" % node)
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:
if event.is_action_pressed("ui_up") or event.is_action_pressed("ui_down") or event.is_action_pressed("ui_left") or event.is_action_pressed("ui_right"):
node.accept_event()
return tree_input(event)
elif node.is_class("EditorInspectorSection"):
return editor_inspector_section_input(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_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 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(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:
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_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_selected")
else:
node.connect("item_selected", self, "tree_item_selected")
node.connect("tree_exiting", self, "queue_free", [], Object.CONNECT_DEFERRED)
func _process(delta):
if timer and timer.time_left <= 0:
if node.is_inside_tree() and not node.get_focus_owner():
node.get_tree().root.warp_mouse(node.rect_global_position)
timer = null
func free():
if timer:
timer.unreference()
timer = null
.free()