UI Accessibility Plugin
Version 1.1.1
Make your UI accessible for visually impaired users
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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...
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 () |
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).
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.