extends Node var screen_reader:bool = false var disable_rendering: bool = false var simplified_navigation:bool = false var enable_subtitles: bool = false var reduce_motion: bool = false var show_content_notes: bool = false var provide_summaries: bool = false var allow_skipping: bool = false var stage_list:Array = [] var lock_focus: bool = false func _ready(): for child in get_parent().get_children(): if "has_stage" in child: pass_stage_to(child) # Meta: due to conflicting names with the internal focus handling of godot, a "stage-based" Metaphor is being used to refer to focus handling. # Intented for use when an actor wants focus for itself, can reclaim focus, thus dropping the stack that focused. func take_stage(actor: Object, reclaim: bool = false) -> bool: if reclaim: stage_list.front().has_stage = false if stage_list.has(actor): while stage_list.pop_front() != actor: break actor.has_stage = true return actor.has_stage push_warning(actor, " wanted to reclaim focus, but was not on list.") return pass_stage_to(actor) # Element no longer wants focus, if Element itself is also dropped, this option can be chosen aswell. func leave_stage(actor:Object, dropObject: bool = false) -> bool: if lock_focus or get_tree().paused: push_error(actor, " wanted to drop focus while it was locked or tree is paused.") if not dropObject: actor.has_stage = false stage_list.erase(actor) stage_list.front().has_stage = true return false func get_current_actor(): return stage_list.front() # Used to put a new target on top of the Focus Stack. func pass_stage_to(target:Object) -> bool: if "pass_to_actor" in target: pass_stage_to(target.pass_to_actor) if lock_focus or get_tree().paused: push_error(target, " requested focus while it was locked or tree is paused.") elif !is_instance_valid(target): push_error("Focus instance not valid") elif !"has_stage" in target: push_error(target, " has no has focus method.") if stage_list.size() > 0: if stage_list.front() == target: push_warning(target, " is already target. Abort passing focus.") else: if not stage_list.size() == 0: stage_list.front().has_stage = false target.has_stage = true if target.has_stage: stage_list.push_front(target) assert(stage_list.size() < 100) return true return false # Currently focused element loses focus, but remains in stack. func free_focus(): if not stage_list.front() == null: stage_list.front().has_stage = false func queue_for_stage(target: Object, index: int): stage_list.insert(index, target)