Hey folks, been struggling with this for a bit but the CAPTCHA finally let me join the forum so I thought I'd try here for answers. :)
I'm a blind developer wanting to use Godot to build audio-based games. To determine if this is even doable, I decided to start by making the Godot editor accessible, building a simple screen reader in GDScript. Unfortunately, I need to track GUI focus to even begin working on this, and while Godot seems to expose enough primitives to achieve this, I can't get it working. I have a sample project, my editor plugin, here. Everything I do starts with this project and running godot -e.
I'm told that the editor doesn't set an initial focus, but that once it does, tab/shift-tab navigate around. In this plugin, I set an initial focus in the editor, in addition to making all controls keyboard-focusable as a temporary hack. Unfortunately, this doesn't seem to work, and I don't know if it's a bug in my code or a Godot engine issue.
Focus does appear to be set. If you look at the console, you see that the editor screen is activated, and focus enters a random widget I chose. But when I press any key, even when it isn't tab/shift-tab, I get a message about focus leaving the control. Note that I'm focusing on the editor right now, not on games made with it, or not on created sample UI controls.
Since I'm blind, I don't know what's going on visually. I feel like, once I get this focus issue cracked, I can start providing some sort of presentation layer on the console and make lots of rapid progress. Ultimately I'd like to build a TTS API into this, then route all printed messages through that for spoken feedback, But I absolutely need to get this focus problem sorted, and I don't know what to do next or what I might be doing wrong. Any help grately appreciated.