UI Accessibility Plugin  Version 1.1.1
Make your UI accessible for visually impaired users
AccessiblePluginToggle Class Reference

Use this if the toggle is used in the Settings to indicate whether the Accessibility plugin is on/off. You don't have to use this necessarily, but it will set the correct toggle state automatically, even when the gesture is used to change the state while the toggle is visible. This will set or unset the toggle - so you OnChange listeners need to check whether there is anything to do before acting (whether plugin enabled state matches the toggle state). More...

Inheritance diagram for AccessiblePluginToggle:
AccessibleToggle UAP_BaseElement

Public Member Functions

void OnToggleStateChanged (bool newState)
 
void AccessibilitiyPlugin_StateChanged (bool newEnabledState)
 
- Public Member Functions inherited from AccessibleToggle
override bool IsElementActive ()
 
override bool IsInteractable ()
 
override string GetCurrentValueAsText ()
 
bool IsChecked ()
 
void SetToggleState (bool toggleState)
 
override AudioClip GetCurrentValueAsAudio ()
 
override bool AutoFillTextLabel ()
 
- 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...
 
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 bool Increment ()
 
virtual bool Decrement ()
 
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

bool m_HandleActivation = true
 If true, this component will not just set the toggle state, but also react when the toggle is changed by the user - and then it will enable/disable the plugin. The reason that this is optional, is that some games prefer to show an additional confirmation window before enabling the plugin and drastically changing the game's input. More...
 
- Public Attributes inherited from AccessibleToggle
bool m_UseCustomOnOff = false
 
string m_CustomOn = "Checked"
 
string m_CustomOff = "Not Checked"
 
bool m_CustomHintsAreLocalizationKeys = false
 
AudioClip m_CustomOnAudio = null
 
AudioClip m_CustomOffAudio = null
 
- 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()
 

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

Detailed Description

Use this if the toggle is used in the Settings to indicate whether the Accessibility plugin is on/off. You don't have to use this necessarily, but it will set the correct toggle state automatically, even when the gesture is used to change the state while the toggle is visible. This will set or unset the toggle - so you OnChange listeners need to check whether there is anything to do before acting (whether plugin enabled state matches the toggle state).

Member Data Documentation

bool AccessiblePluginToggle.m_HandleActivation = true

If true, this component will not just set the toggle state, but also react when the toggle is changed by the user - and then it will enable/disable the plugin. The reason that this is optional, is that some games prefer to show an additional confirmation window before enabling the plugin and drastically changing the game's input.


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