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

Public Member Functions

override bool IsInteractable ()
 
override bool IsElementActive ()
 
override string GetCurrentValueAsText ()
 
override AudioClip GetCurrentValueAsAudio ()
 
override bool Increment ()
 
override bool Decrement ()
 
int GetItemCount ()
 
int GetSelectedItemIndex ()
 Returns the 1-based item index of the current selection. The first index will be 1, not 0. More...
 
- Public Member Functions inherited from UAP_BaseElement
void Initialize ()
 
void SetAsStartItem ()
 
virtual bool Is3DElement ()
 Whether this is a 3D object (actual 3D, not on a UI canvas or NGUI root) More...
 
virtual bool AutoFillTextLabel ()
 
void Interact ()
 
void InteractEnd ()
 
void InteractAbort ()
 
string GetTextToRead ()
 
void SetCustomText (string itemText)
 Convenience function to set the text on this element manually and disable the automatic label reading at the same time Text is expected to be localized (if applicable). This function will disable the setting treating the text as a localization key More...
 
bool SelectItem (bool forceRepeatItem=false)
 Call this function to force select this UI element. By default, if the element is already selected before this function was called, the element is not read out aloud again. If you want to force the repetition, pass true as a parameter. More...
 
virtual void HoverHighlight (bool enable, EHighlightSource selectionSource)
 
GameObject GetTargetGameObject ()
 
bool IsNameLocalizationKey ()
 
string GetCustomHint ()
 
void SetCustomHintText (string hintText, bool isLocalizationKey=false)
 Sets a custom hint text for this UI element, overriding the default text. The purpose of this text is to tell the player how to use the UI element, and give additional information as to what the element does. Most of the time, changing this is NOT needed. A default hint for a button (on mobile) would for example be 'Double tap to activate'. It might makes sense to change this to 'Double tap to sell this inventory item' Only interactive UI elements support hint texts. More...
 
void ResetHintText ()
 

Public Attributes

List< AudioClip > m_ValuesAsAudio = new List<AudioClip>()
 List of audio files that correspond to the dropdown list entries.
 
- Public Attributes inherited from UAP_BaseElement
UnityEvent m_OnInteractionStart = new UnityEvent()
 
UnityEvent m_OnInteractionEnd = new UnityEvent()
 
UnityEvent m_OnInteractionAbort = new UnityEvent()
 
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_Prefix = ""
 
bool m_PrefixIsLocalizationKey = false
 
bool m_PrefixIsPostFix = false
 
bool m_FilterText = true
 Only relevant if this is not a combination string.
 
string m_Text = ""
 This will remove formatting from text, for example or [#FF3C3C] and [-]. More...
 
GameObject m_NameLabel = null
 Label that contains the name or description of the edit box. Use this to directly read localized content.

More...
 
List< GameObject > m_AdditionalNameLabels = null
 
GameObject[] m_TestList = null
 
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.
 
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
 
UAPHighlightCallback m_CallbackOnHighlight = new UAPHighlightCallback()
 

Protected Member Functions

override void OnInteract ()
 
override void OnInteractEnd ()
 
override void OnInteractAbort ()
 End the interaction but - if it makes sense - restore previous value.
 
override void OnHoverHighlight (bool enable)
 
- Protected Member Functions inherited from UAP_BaseElement
virtual void AutoInitialize ()
 Do not call this function directly, use Initialize() instead. More...
 
string CombinePrefix (string text)
 
virtual string GetMainText ()
 
string GetTextFromTextMeshPro (Component textMeshProLabel)
 
virtual string GetLabelText (GameObject go)
 
Component GetTextMeshProLabelInChildren ()
 

Additional Inherited Members

- Public Types inherited from UAP_BaseElement
enum  EHighlightSource { Internal = 0, UserInput, TouchExplore }
 
- Static Public Member Functions inherited from UAP_BaseElement
static string FilterText (string text)
 

Member Function Documentation

int AccessibleDropdown.GetSelectedItemIndex ( )

Returns the 1-based item index of the current selection. The first index will be 1, not 0.

Returns

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