UI Accessibility Plugin  Version 1.0.2
Make your UI accessible for visually impaired users
UAP_BaseElement Class Reference

This is the base for all accessibility UI components. Use this to set values directly. More...

Inheritance diagram for UAP_BaseElement:
AccessibleButton AccessibleDropdown AccessibleLabel AccessibleSlider AccessibleTextEdit AccessibleToggle AccessiblePluginToggle

Public Member Functions

void Initialize ()
 
virtual bool AutoFillTextLabel ()
 
virtual bool IsInteractable ()
 
virtual void Interact ()
 
virtual void InteractEnd ()
 
virtual void InteractAbort ()
 End the interaction but - if it makes sense - restore previous value.
 
virtual string GetText ()
 
virtual string GetCurrentValueAsText ()
 
virtual AudioClip GetCurrentValueAsAudio ()
 
virtual bool IsElementActive ()
 
void SelectItem (bool forceRepeatItem=false)
 
virtual bool Increment ()
 
virtual bool Decrement ()
 
virtual void HoverHighlight (bool enable)
 
GameObject GetTargetGameObject ()
 
bool IsNameLocalizationKey ()
 
string GetCustomHint ()
 

Public Attributes

bool m_ForceStartHere = false
 
int m_ManualPositionOrder = -1
 
GameObject m_ManualPositionParent = null
 
bool m_UseTargetForOutline = false
 
int m_PositionOrder = 0
 
int m_SecondaryOrder = 0
 
Vector2 m_Pos = new Vector2(0, 0)
 
AudioClip m_TextAsAudio = null
 
string m_Text = ""
 This variable contains the text that will be read aloud if this UI element receives focus. This variable will only be used if the plugin is not reading text directly from a text label. More...
 
GameObject m_NameLabel = null
 Label that contains the name or description of the edit box. Use this to directly read localized content.

More...
 
bool m_IsLocalizationKey = false
 Uses the text inside m_NameLabel and requests translation. More...
 
bool m_TryToReadLabel = true
 Only works if there is a text label component either on this GameObject or set as a reference.
 
GameObject m_ReferenceElement = null
 Only set this if the accessibility component doesn't sit on the same GameObject.
 
bool m_AllowVoiceOver = true
 In very specific circumstances it can make sense to deliberately prevent using VoiceOver from speaking this element. VoiceOver lowers the rest of the volume of the application, which is sometimes unneccessary.
 
bool m_ReadType = true
 In very specific circumstances you might want to suppress the reading of the type.
 
bool m_WasJustAdded = true
 
AccessibleUIGroupRoot.EUIElement m_Type = AccessibleUIGroupRoot.EUIElement.EUndefined
 
bool m_CustomHint = false
 
AudioClip m_HintAsAudio = null
 
string m_Hint = ""
 
bool m_HintIsLocalizationKey = false
 
bool m_IsInsideScrollView = false
 
bool m_IsInitialized = false
 

Protected Member Functions

virtual void AutoInitialize ()
 Do not call this function directly, use Initialize() instead. More...
 

Detailed Description

This is the base for all accessibility UI components. Use this to set values directly.

Member Function Documentation

virtual void UAP_BaseElement.AutoInitialize ( )
protectedvirtual

Do not call this function directly, use Initialize() instead.

Reimplemented in AccessibleToggle, AccessibleButton, and AccessibleLabel.

Member Data Documentation

bool UAP_BaseElement.m_IsLocalizationKey = false

Uses the text inside m_NameLabel and requests translation.

GameObject UAP_BaseElement.m_NameLabel = null

Label that contains the name or description of the edit box. Use this to directly read localized content.

string UAP_BaseElement.m_Text = ""

This variable contains the text that will be read aloud if this UI element receives focus. This variable will only be used if the plugin is not reading text directly from a text label.


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