So I'm investigating adding VoiceOver support to a solitaire card game app I'm developing, and I'm running into some trouble, and it was suggested that I post on this forum to perhaps get some help.
Are there any developers who have managed to use SpriteKit to make a game that is VoiceOver-capable?
Most of the information I find online refers to connecting standard UIKit controls to VoiceOver. If you don't do that, you need to use an informal protocol to make one of your views a "container" of accessible elements, which means that you can't let Apple do all of the heavy lifting for you.
I've successfully gotten buttons and text boxes working with VoiceOver, but I'm having trouble going any deeper than that. Some of the problems I am running into:
* When a new SKScene is loaded, VoiceOver automatically selects a button and announces it, which interrupts any announcement that I may have issued. Sometimes, a new SKScene is something I want to annotate, such as when you begin a new hand or something.
* UIKit provides a richer set of controls that I can't figure out how to implement in SpriteKit. For instance, I have a card reference section of the game where you can drag through a list of cards, tap one, and get information about it. Normally, that would be a paged UIScrollView or UICollectionView that you swipe through, but I don't see how to make the equivalent control in SpriteKit. So how do I implement this functionality?
* VoiceOver sometimes tries to speak SKLabelNodes, which is not something I coded, so it *seems* like SpriteKit is intended to have some out-of-the-box VoiceOver functionality, but I can't find any information about this. If there's some kind of Apple-supported SpriteKit/VoiceOver support, I don't want to fight against it.
So, if you're a developer who has implemented some of this stuff in SpriteKit, what do you do? Have any advice?