From 0b262c6d6fdea64c6a1380c70aea5031a0fa2cc2 Mon Sep 17 00:00:00 2001 From: Nolan Darilek Date: Fri, 13 Sep 2019 09:41:34 -0500 Subject: [PATCH] Add README. --- README.md | 56 +++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 56 insertions(+) create mode 100644 README.md diff --git a/README.md b/README.md new file mode 100644 index 0000000..33c281d --- /dev/null +++ b/README.md @@ -0,0 +1,56 @@ +# Godot Accessible Starter + +This starter project sets up [Godot](https://godotengine.org) with the [accessibility](https://gitlab.com/lightsoutgames/godot-accessibility) and [TTS](https://gitlab.com/lightsoutgames/godot-tts) plugins so the editor is accessible. + +## Supported platforms + + * Linux via Speech Dispatcher + * Windows via Tolk, including SAPI support for anyone not using a screen reader + +## Usage + +```bash +$ git clone --recursive https://gitlab.com/lightsoutgames/godot-accessible-starter yourgame +$ cd yourgame +$ git remote rm origin +``` + +Next, download the latest [godot-tts plugin build](https://ci.appveyor.com/api/projects/ndarilek/godot-tts/artifacts/godot-tts.zip?job=Image:%20ubuntu) and unzip it in _addons/_. This will give you a directory layout including _addons/godot-tts/target_ and other directories containing the pre-built binaries for each platform. + +Then, as a bonus, [compile](https://docs.godotengine.org/en/3.1/development/compiling/) my [engine fork](https://github.com/ndarilek/godot/tree/accessibility). This step is optional. If you don't compile the fork, here are things that won't currently work, updated as PRs get merged: + * Navigating between buttons in tree columns won't work. This means you can't accessibly add input events to actions, for instance. + +Finally run: + +```bash +$ godot -e +``` + +from within this repository and start building your game! + +## What's in the box? + + * The accessibility plugin is automatically loaded, eliminating the need to use the inaccessible editor to enable it. + * TTS is loaded in a global script which is available in every node. Run `Globals.tts.speak("Text to speak", interrupt)` from anywhere in your code to speak something. See _scenes/Main.gd_ as an example. + * A Main scene with a script is created, and set as the launch scene. + +## Accessibility tips + + * Navigate to Editor -> Editor Settings -> External Editor, check the box, and enter a path to an accessible text editor. The embedded Godot script editor is not currently accessible, and may not be for a long time or at all. + +## Testing + +To ensure that speech works, once the editor has launched, pressing F5 should speak "Hello, world." Note that at this point the game is running and there's no way to quit. To get accessible functionality back, you'll need to alt-tab back to the editor window and press _F1_, _F2_ or _F3_ until your screen is changed. Launching a game from the editor removes focus from all nodes, and keyboard focus doesn't return until another is focused. These screen-switching commands set a focus and, in turn, get you up and running again. + +## Updating + +The accessibility plugin is a work in progress. As such, periodically you'll want to run this from within your game: + +```bash +$ cd addons/godot-accessibility +$ git pull +$ cd .. +$ git commit godot-accessibility -m "Update accessibility plugin." +``` + +or something similar. Likewise, you'll also likely want to upgrade the godot-tts plugin from time to time.