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Merge pull request #105314 from bruvzg/ac_set_sep
Add separate editor accessibility mode setting.
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@@ -812,6 +812,13 @@
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Input accumulation can be disabled to get slightly more precise/reactive input at the cost of increased CPU usage.
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[b]Note:[/b] Input accumulation is [i]enabled[/i] by default.
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</member>
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<member name="interface/accessibility/accessibility_support" type="int" setter="" getter="">
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Editor accessibility support mode:
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- [b]Auto[/b] ([code]0[/code]): Accessibility support is enabled, but updates to the accessibility information are processed only if an assistive app (such as a screen reader or a Braille display) is active (default).
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- [b]Always Active[/b] ([code]1[/code]): Accessibility support is enabled, and updates to the accessibility information are always processed, regardless of the status of assistive apps.
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- [b]Disabled[/b] ([code]2[/code]): Accessibility support is fully disabled.
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[b]Note:[/b] Accessibility debugging tools, such as Accessibility Insights for Windows, Accessibility Inspector (macOS), or AT-SPI Browser (Linux/BSD) do not count as assistive apps. To test your project with these tools, use [b]Always Active[/b].
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</member>
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<member name="interface/editor/accept_dialog_cancel_ok_buttons" type="int" setter="" getter="">
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How to position the Cancel and OK buttons in the editor's [AcceptDialog]s. Different platforms have different standard behaviors for this, which can be overridden using this setting. This is useful if you use Godot both on Windows and macOS/Linux and your Godot muscle memory is stronger than your OS specific one.
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- [b]Auto[/b] follows the platform convention: OK first on Windows, KDE, and LXQt, Cancel first on macOS and other Linux desktop environments.
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