UI Accessibility Plugin  Version 1.0.2
Make your UI accessible for visually impaired users
AccessibleTextEdit Class Reference
Inheritance diagram for AccessibleTextEdit:
UAP_BaseElement

Public Member Functions

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

Additional Inherited Members

- Public Attributes inherited from UAP_BaseElement
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 inherited from UAP_BaseElement
virtual void AutoInitialize ()
 Do not call this function directly, use Initialize() instead. More...
 

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