UI Accessibility Plugin  Version 1.1.1
Make your UI accessible for visually impaired users
AccessibleUIGroupRoot Class Reference
Inheritance diagram for AccessibleUIGroupRoot:

Classes

class  Accessible_UIElement
 

Public Types

enum  EUIElement {
  EUndefined = 0, EButton, ELabel, EToggle,
  ESlider, ETextEdit, EDropDown
}
 

Public Member Functions

bool IsConstrainedToContainer (UAP_AccessibilityManager.ESDirection direction)
 
void CheckForRegister (UAP_BaseElement item)
 
void SetAsStartItem (UAP_BaseElement item)
 
void UnRegister (UAP_BaseElement item)
 
void RefreshContainer ()
 
void ResetToStart ()
 
Accessible_UIElement GetCurrentElement (bool rollOverAllowed)
 
bool IncrementCurrentItem (bool rollOverAllowed)
 Function returns true if the next item is further into the screen, and false if a rollover happened (or there are no active items)
 
bool DecrementCurrentItem (bool rollOverAllowed)
 
bool MoveFocus2D (UAP_AccessibilityManager.ESDirection direction)
 
void RefreshNextUpdate ()
 
void JumpToFirst ()
 
void JumpToLast ()
 
void SetActiveElementIndex (int index, bool rollOverAllowed)
 
int GetCurrentElementIndex ()
 
List< Accessible_UIElementGetElements ()
 Returns all elements in this container, including inactive ones. When using keep in mind that the first element might not be the one that the navigation should start at (see UAP_BaseElement::m_ForceStartHere). Also keep in mind that elements might be inactive. Use UAP_BaseElement::IsElementActive() to check before using.
 
bool SelectItem (UAP_BaseElement element, bool forceRepeatItem=false)
 
string GetContainerName (bool useGameObjectNameIfNone=false)
 
bool IsNameLocalizationKey ()
 

Static Public Member Functions

static void GetAbsoluteAnchors (RectTransform t, out Vector2 anchorMin, out Vector2 anchorMax, out Vector2 centerPos, bool stopAtScrollView=false)
 

Public Attributes

bool m_PopUp = false
 Set this to true if this is a popup dialog or screen. This should be checked if this container is a popup that will partially overlay, but not disable the current screen (i.e. not deactivated the GameObject). In other words, the buttons and labels of the underlying screen might still be partially visible while this is open.

Input to the other UI containers will be suspended while this is on the screen.

Leave at false for full screen menus that deactivate other screens. More...
 
bool m_AllowExternalJoining = false
 
bool m_AutoRead = false
 Automatically read from top when this container is activated, useful for popups, cut-scenes etc More...
 
int m_Priority = 0
 Higher numbers mean higher priority. More...
 
string m_ContainerName = ""
 Optional: The name of this container. More...
 
bool m_IsLocalizationKey = false
 Uses the text inside m_ContainerName and requests translation. More...
 
bool m_2DNavigation = false
 If enabled, swiping up and down will select the UI element above or below - useful for grid based puzzles. The default behavior let's users jump between containers with up/down swipe as a means of quick navigation. DO NOT CHANGE this unless you app requires it, as you are taking away an option for your users to navigate your app faster.

If you are making a grid based game, such as a puzzle, this is the option for you however. Some card games might also need this type of navigation. More...
 
bool m_ConstrainToContainerUp = false
 User can not leave the current container with up/down/left/right swipes (2D Navigation only). Users can however still use Touch Explore (if enabled) to find other elements on screen. This option should be used even more carefully than the 2D Navigation.

This option is useful for grid based puzzles to prevent the player from accidentally swiping out of the playing area. A sound cue will play when the edge is reached.

Make sure to offer the player other means to leave the game, such as a Pause menu that can be opened by the Magic Tap etc. (See MagicGestures documentation on how to subscribe to gestures like that) More...
 
bool m_ConstrainToContainerDown = false
 
bool m_ConstrainToContainerLeft = false
 
bool m_ConstrainToContainerRight = false
 
bool m_AllowTouchExplore = true
 Touch Explore works on elements in this container - default is TRUE. You can optionally turn this off if you want to restrict the user to navigate the elements in this container using swipes only.

This can be very helpful in grid based puzzles with 2D navigation, as Touch Explore might inadvertently change a player's position in the grid when he touches the screen on accident.

The container itself can still be selected using Touch Explore. More...
 
bool m_DoubleCheckUIElementsPositions = true
 

Member Data Documentation

bool AccessibleUIGroupRoot.m_2DNavigation = false

If enabled, swiping up and down will select the UI element above or below - useful for grid based puzzles. The default behavior let's users jump between containers with up/down swipe as a means of quick navigation. DO NOT CHANGE this unless you app requires it, as you are taking away an option for your users to navigate your app faster.

If you are making a grid based game, such as a puzzle, this is the option for you however. Some card games might also need this type of navigation.

bool AccessibleUIGroupRoot.m_AllowTouchExplore = true

Touch Explore works on elements in this container - default is TRUE. You can optionally turn this off if you want to restrict the user to navigate the elements in this container using swipes only.

This can be very helpful in grid based puzzles with 2D navigation, as Touch Explore might inadvertently change a player's position in the grid when he touches the screen on accident.

The container itself can still be selected using Touch Explore.

bool AccessibleUIGroupRoot.m_AutoRead = false

Automatically read from top when this container is activated, useful for popups, cut-scenes etc

bool AccessibleUIGroupRoot.m_ConstrainToContainerUp = false

User can not leave the current container with up/down/left/right swipes (2D Navigation only). Users can however still use Touch Explore (if enabled) to find other elements on screen. This option should be used even more carefully than the 2D Navigation.

This option is useful for grid based puzzles to prevent the player from accidentally swiping out of the playing area. A sound cue will play when the edge is reached.

Make sure to offer the player other means to leave the game, such as a Pause menu that can be opened by the Magic Tap etc. (See MagicGestures documentation on how to subscribe to gestures like that)

string AccessibleUIGroupRoot.m_ContainerName = ""

Optional: The name of this container.

bool AccessibleUIGroupRoot.m_IsLocalizationKey = false

Uses the text inside m_ContainerName and requests translation.

bool AccessibleUIGroupRoot.m_PopUp = false

Set this to true if this is a popup dialog or screen. This should be checked if this container is a popup that will partially overlay, but not disable the current screen (i.e. not deactivated the GameObject). In other words, the buttons and labels of the underlying screen might still be partially visible while this is open.

Input to the other UI containers will be suspended while this is on the screen.

Leave at false for full screen menus that deactivate other screens.

int AccessibleUIGroupRoot.m_Priority = 0

Higher numbers mean higher priority.


The documentation for this class was generated from the following file: