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Merge pull request #76829 from bruvzg/ac_kit_direct
Implement screen reader support using AccessKit library.
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@@ -24,6 +24,12 @@
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<link title="All GUI Demos">https://github.com/godotengine/godot-demo-projects/tree/master/gui</link>
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</tutorials>
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<methods>
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<method name="_accessibility_get_contextual_info" qualifiers="virtual const">
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<return type="String" />
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<description>
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Return the description of the keyboard shortcuts and other contextual help for this control.
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</description>
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</method>
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<method name="_can_drop_data" qualifiers="virtual const">
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<return type="bool" />
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<param index="0" name="at_position" type="Vector2" />
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@@ -31,6 +37,7 @@
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<description>
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Godot calls this method to test if [param data] from a control's [method _get_drag_data] can be dropped at [param at_position]. [param at_position] is local to this control.
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This method should only be used to test the data. Process the data in [method _drop_data].
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[b]Note:[/b] If drag was initiated by keyboard shortcut or [method accessibility_drag], [param at_position] is set to [code]Vector2(INFINITY, INFINITY)[/code] and the currently selected item/text position should be used as drop position.
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[codeblocks]
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[gdscript]
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func _can_drop_data(position, data):
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@@ -55,6 +62,7 @@
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<param index="1" name="data" type="Variant" />
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<description>
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Godot calls this method to pass you the [param data] from a control's [method _get_drag_data] result. Godot first calls [method _can_drop_data] to test if [param data] is allowed to drop at [param at_position] where [param at_position] is local to this control.
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[b]Note:[/b] If drag was initiated by keyboard shortcut or [method accessibility_drag], [param at_position] is set to [code]Vector2(INFINITY, INFINITY)[/code] and the currently selected item/text position should be used as drop position.
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[codeblocks]
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[gdscript]
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func _can_drop_data(position, data):
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@@ -83,6 +91,7 @@
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<description>
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Godot calls this method to get data that can be dragged and dropped onto controls that expect drop data. Returns [code]null[/code] if there is no data to drag. Controls that want to receive drop data should implement [method _can_drop_data] and [method _drop_data]. [param at_position] is local to this control. Drag may be forced with [method force_drag].
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A preview that will follow the mouse that should represent the data can be set with [method set_drag_preview]. A good time to set the preview is in this method.
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[b]Note:[/b] If drag was initiated by keyboard shortcut or [method accessibility_drag], [param at_position] is set to [code]Vector2(INFINITY, INFINITY)[/code] and the currently selected item/text position should be used as drop position.
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[codeblocks]
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[gdscript]
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func _get_drag_data(position):
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@@ -223,6 +232,18 @@
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[b]Note:[/b] This does not affect the methods in [Input], only the way events are propagated.
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</description>
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</method>
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<method name="accessibility_drag">
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<return type="void" />
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<description>
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Starts drag-and-drop operation without using a mouse.
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</description>
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</method>
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<method name="accessibility_drop">
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<return type="void" />
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<description>
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Ends drag-and-drop operation without using a mouse.
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</description>
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</method>
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<method name="add_theme_color_override">
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<return type="void" />
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<param index="0" name="name" type="StringName" />
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@@ -1174,6 +1195,9 @@
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<constant name="FOCUS_ALL" value="2" enum="FocusMode">
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The node can grab focus on mouse click, using the arrows and the Tab keys on the keyboard, or using the D-pad buttons on a gamepad. Use with [member focus_mode].
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</constant>
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<constant name="FOCUS_ACCESSIBILITY" value="3" enum="FocusMode">
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The node can grab focus only when screen reader is active. Use with [member focus_mode].
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</constant>
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<constant name="RECURSIVE_BEHAVIOR_INHERITED" value="0" enum="RecursiveBehavior">
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Inherits the associated behavior from the control's parent. This is the default for any newly created control.
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</constant>
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