Unity_1lab/1 laba/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.AccessibilityModule.xml

568 lines
23 KiB
XML

<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.AccessibilityModule</name>
</assembly>
<member name="T:UnityEngine.Accessibility.AccessibilityHierarchy">
<summary>
<para>
Represents the hierarchy data model that the screen reader uses for reading and navigating the UI.
</para>
</summary>
</member>
<member name="P:UnityEngine.Accessibility.AccessibilityHierarchy.rootNodes">
<summary>
<para>
The root nodes of the hierarchy.
</para>
</summary>
</member>
<member name="M:UnityEngine.Accessibility.AccessibilityHierarchy.AddNode(System.String,UnityEngine.Accessibility.AccessibilityNode)">
<summary>
<para>
Creates and adds a new node with the given label in this hierarchy under the given parent node. If no parent is
provided, the new node is added as a root in the hierarchy.
</para>
</summary>
<param name="label">A label that succinctly describes the accessibility node.</param>
<param name="parent">The parent of the node being added. When the value given is null, the created node
is placed at the root level.</param>
<returns>
<para>The node created and added.</para>
</returns>
</member>
<member name="M:UnityEngine.Accessibility.AccessibilityHierarchy.Clear">
<summary>
<para>
Resets the hierarchy to an empty state, removing all the nodes and removing focus.
</para>
</summary>
</member>
<member name="M:UnityEngine.Accessibility.AccessibilityHierarchy.ContainsNode(UnityEngine.Accessibility.AccessibilityNode)">
<summary>
<para>
Returns whether a given node exists in the hierarchy.
</para>
</summary>
<param name="node">The node to search for in the hierarchy.</param>
<returns>
<para>Whether the node exists in this hierarchy.</para>
</returns>
</member>
<member name="M:UnityEngine.Accessibility.AccessibilityHierarchy.#ctor">
<summary>
<para>
Initializes and returns an instance of an AccessibilityHierarchy.
</para>
</summary>
</member>
<member name="M:UnityEngine.Accessibility.AccessibilityHierarchy.GetLowestCommonAncestor(UnityEngine.Accessibility.AccessibilityNode,UnityEngine.Accessibility.AccessibilityNode)">
<summary>
<para>
Retrieves the lowest common ancestor of two nodes in the hierarchy.
The lowest common ancestor is the node that is the common node that both nodes share in their path to the root node
of their branch in the hierarchy.
</para>
</summary>
<param name="firstNode">The first node to find the lowest common ancestor of.</param>
<param name="secondNode">The second node to find the lowest common ancestor of.</param>
<returns>
<para>The lowest common ancestor of the two given nodes, or null if there is no common ancestor.</para>
</returns>
</member>
<member name="M:UnityEngine.Accessibility.AccessibilityHierarchy.InsertNode(System.Int32,System.String,UnityEngine.Accessibility.AccessibilityNode)">
<summary>
<para>
Creates and inserts a new node with the given label at the given index in this hierarchy under the given parent node.
If no parent is provided, the new node is inserted at the given index as a root in the hierarchy.
</para>
</summary>
<param name="childIndex">A zero-based index for positioning the inserted node in the parent's children list,
or in the list of roots if the node is a root node. If the index is invalid, the inserted node will be the
last child of its parent (or the last root node).</param>
<param name="label">A label that succinctly describes the accessibility node.</param>
<param name="parent">The parent of the node being added. When the value given is null, the created node
is placed at the root level.</param>
<returns>
<para>The node created and inserted.</para>
</returns>
</member>
<member name="M:UnityEngine.Accessibility.AccessibilityHierarchy.MoveNode(UnityEngine.Accessibility.AccessibilityNode,UnityEngine.Accessibility.AccessibilityNode,System.Int32)">
<summary>
<para>
Moves the node elsewhere in the hierarchy, which causes the given node to be parented by a different node
in the hierarchy. An optional index can be supplied for specifying the position within the list of children the
moved node should take (zero-based). If no index is supplied, the node is added as the last child of the new parent by default.
Root nodes can be moved elsewhere in the hierarchy, therefore ceasing to be a root.
Non-root nodes can be moved to become a root node by providing null as the new parent node.
Warning: The moving operation is costly as many checks have to be executed to guarantee the integrity of
the hierarchy. Therefore this operation should not be done excessively as it may affect performance.
</para>
</summary>
<param name="node">The node to move.</param>
<param name="newParent">The new parent of the moved node, or null if the moved node should be made into a root node.</param>
<param name="newChildIndex">An optional zero-based index for positioning the moved node in the new parent's children list, or in the list of
roots if the node is becoming a root node. If the index is not provided or is invalid, the moved node will be the last child of its parent.</param>
<returns>
<para>Whether the node was successfully moved.</para>
</returns>
</member>
<member name="M:UnityEngine.Accessibility.AccessibilityHierarchy.RefreshNodeFrames">
<summary>
<para>
Refreshes all the node frames (i.e. the screen elements' positions) for the hierarchy.
</para>
</summary>
</member>
<member name="M:UnityEngine.Accessibility.AccessibilityHierarchy.RemoveNode(UnityEngine.Accessibility.AccessibilityNode,System.Boolean)">
<summary>
<para>
Removes the node from the hierarchy. Can also optionally remove nodes under the given node depending on the value of
the removeChildren parameter.
</para>
</summary>
<param name="node">The node to remove.</param>
<param name="removeChildren">Default value is true. If removeChildren is false, Unity grafts the child nodes to the parent.</param>
</member>
<member name="M:UnityEngine.Accessibility.AccessibilityHierarchy.TryGetNode(System.Int32,UnityEngine.Accessibility.AccessibilityNode&amp;)">
<summary>
<para>
Tries to get the node in this hierarchy that has the given ID.
</para>
</summary>
<param name="id">The ID of the node to retrieve.</param>
<param name="node">The valid node with the associated ID, or null if no such node exists in this hierarchy.</param>
<returns>
<para>Returns true if a node is found and false otherwise.</para>
</returns>
</member>
<member name="M:UnityEngine.Accessibility.AccessibilityHierarchy.TryGetNodeAt(System.Single,System.Single,UnityEngine.Accessibility.AccessibilityNode&amp;)">
<summary>
<para>
Tries to retrieve the node at the given position on the screen.
</para>
</summary>
<param name="horizontalPosition">The horizontal position on the screen.</param>
<param name="verticalPosition">The vertical position on the screen.</param>
<param name="node">The node found at that screen position, or null if there are no nodes at that position.</param>
<returns>
<para>Returns true if a node is found and false otherwise.</para>
</returns>
</member>
<member name="T:UnityEngine.Accessibility.AccessibilityNode">
<summary>
<para>
An instance of a node in the AccessibilityHierarchy, representing an element in the UI that the screen reader
can read, focus, and execute actions on.
</para>
</summary>
</member>
<member name="P:UnityEngine.Accessibility.AccessibilityNode.allowsDirectInteraction">
<summary>
<para>
Whether this node allows direct touch interaction for users.
</para>
</summary>
</member>
<member name="P:UnityEngine.Accessibility.AccessibilityNode.children">
<summary>
<para>
The children nodes of the node.
</para>
</summary>
</member>
<member name="?:UnityEngine.Accessibility.AccessibilityNode.decremented(System.Action)">
<summary>
<para>
Called when the user of the screen reader decrements the content of the node.
</para>
</summary>
<param name="value"></param>
</member>
<member name="?:UnityEngine.Accessibility.AccessibilityNode.dismissed(System.Func`1&lt;System.Boolean&gt;)">
<summary>
<para>
Called when the user of the screen reader dismisses this node.
</para>
</summary>
<param name="value"></param>
</member>
<member name="?:UnityEngine.Accessibility.AccessibilityNode.focusChanged(System.Action`2&lt;UnityEngine.Accessibility.AccessibilityNode,System.Boolean&gt;)">
<summary>
<para>
Called when the node gains or loses screen reader focus.
</para>
</summary>
<param name="value"></param>
</member>
<member name="P:UnityEngine.Accessibility.AccessibilityNode.frame">
<summary>
<para>
The Rect represents the position in screen coordinates of the node in the UI. This can be set
directly but it is recommended that frameGetter is set instead, so that the value can be
recalculated when necessary.
</para>
</summary>
</member>
<member name="P:UnityEngine.Accessibility.AccessibilityNode.frameGetter">
<summary>
<para>
Optional delegate that can be set to calculate the frame for the node instead of setting a flat value.
If the frame of the node may change over time, this delegate should be set instead of giving a one time value for
the frame.
</para>
</summary>
</member>
<member name="P:UnityEngine.Accessibility.AccessibilityNode.hint">
<summary>
<para>
Provides additional information about the accessibility node.
For example, the result of performing an action on the node.
</para>
</summary>
</member>
<member name="P:UnityEngine.Accessibility.AccessibilityNode.id">
<summary>
<para>
The ID of this node.
</para>
</summary>
</member>
<member name="?:UnityEngine.Accessibility.AccessibilityNode.incremented(System.Action)">
<summary>
<para>
Called when the user of the screen reader increments the content of the node.
</para>
</summary>
<param name="value"></param>
</member>
<member name="P:UnityEngine.Accessibility.AccessibilityNode.isActive">
<summary>
<para>
Whether this node is active in the hierarchy. The default value is true.
</para>
</summary>
</member>
<member name="P:UnityEngine.Accessibility.AccessibilityNode.isFocused">
<summary>
<para>
Whether the node is focused by the screen reader.
</para>
</summary>
</member>
<member name="P:UnityEngine.Accessibility.AccessibilityNode.label">
<summary>
<para>
A string value that succinctly describes this node.
The label is the first thing read by the screen reader when a node is focused.
</para>
</summary>
</member>
<member name="P:UnityEngine.Accessibility.AccessibilityNode.parent">
<summary>
<para>
The parent of the node. If the node is at the root level, the parent value is null.
</para>
</summary>
</member>
<member name="P:UnityEngine.Accessibility.AccessibilityNode.role">
<summary>
<para>
The role for the node.
</para>
</summary>
</member>
<member name="?:UnityEngine.Accessibility.AccessibilityNode.selected(System.Func`1&lt;System.Boolean&gt;)">
<summary>
<para>
Called when the user of the screen reader selects this node.
</para>
</summary>
<param name="value"></param>
</member>
<member name="P:UnityEngine.Accessibility.AccessibilityNode.state">
<summary>
<para>
The state for the node.
</para>
</summary>
</member>
<member name="P:UnityEngine.Accessibility.AccessibilityNode.value">
<summary>
<para>
The value of this node.
</para>
</summary>
</member>
<member name="M:UnityEngine.Accessibility.AccessibilityNode.GetHashCode">
<summary>
<para>
A hash used for comparisons.
</para>
</summary>
<returns>
<para>A unique hash code.</para>
</returns>
</member>
<member name="M:UnityEngine.Accessibility.AccessibilityNode.ToString">
<summary>
<para>
Provides a debugging string.
</para>
</summary>
<returns>
<para>A string containing the accessibility node ID and generational version.</para>
</returns>
</member>
<member name="T:UnityEngine.Accessibility.AccessibilityRole">
<summary>
<para>Describes the role of an accessibility node.</para>
</summary>
</member>
<member name="F:UnityEngine.Accessibility.AccessibilityRole.Button">
<summary>
<para>The accessibility node behaves like a button.</para>
</summary>
</member>
<member name="F:UnityEngine.Accessibility.AccessibilityRole.Header">
<summary>
<para>The accessibility node behaves like a header that divides content into sections (for example, the title of a navigation bar).</para>
</summary>
</member>
<member name="F:UnityEngine.Accessibility.AccessibilityRole.Image">
<summary>
<para>The accessibility node behaves like an image.</para>
</summary>
</member>
<member name="F:UnityEngine.Accessibility.AccessibilityRole.KeyboardKey">
<summary>
<para>The accessibility node behaves like a keyboard key.</para>
</summary>
</member>
<member name="F:UnityEngine.Accessibility.AccessibilityRole.None">
<summary>
<para>The accessibility node has no roles.</para>
</summary>
</member>
<member name="F:UnityEngine.Accessibility.AccessibilityRole.SearchField">
<summary>
<para>The accessibility node behaves like a search field.</para>
</summary>
</member>
<member name="F:UnityEngine.Accessibility.AccessibilityRole.Slider">
<summary>
<para>The accessibility node behaves like a slider. The value of this node can be continuously adjusted through a range.</para>
</summary>
</member>
<member name="F:UnityEngine.Accessibility.AccessibilityRole.StaticText">
<summary>
<para>The accessibility node behaves like static text that can't change.</para>
</summary>
</member>
<member name="F:UnityEngine.Accessibility.AccessibilityRole.TabBar">
<summary>
<para>The accessibility node behaves like an ordered list of tabs.</para>
</summary>
</member>
<member name="F:UnityEngine.Accessibility.AccessibilityRole.Toggle">
<summary>
<para>The accessibility node behaves like a toggle.</para>
</summary>
</member>
<member name="T:UnityEngine.Accessibility.AccessibilitySettings">
<summary>
<para>
Provides access to the accessibility settings for the current platform.
</para>
</summary>
</member>
<member name="?:UnityEngine.Accessibility.AccessibilitySettings.boldTextStatusChanged(System.Action`1&lt;System.Boolean&gt;)">
<summary>
<para>
Event that is invoked on the main thread when the user changes the
bold text setting in the system settings.
</para>
</summary>
<param name="value"></param>
</member>
<member name="?:UnityEngine.Accessibility.AccessibilitySettings.closedCaptioningStatusChanged(System.Action`1&lt;System.Boolean&gt;)">
<summary>
<para>
Event that is invoked on the main thread when the user changes the
closed captioning setting in the system settings.
</para>
</summary>
<param name="value"></param>
</member>
<member name="P:UnityEngine.Accessibility.AccessibilitySettings.fontScale">
<summary>
<para>
Gets the font scale set by the user in the system settings.
</para>
</summary>
</member>
<member name="?:UnityEngine.Accessibility.AccessibilitySettings.fontScaleChanged(System.Action`1&lt;System.Single&gt;)">
<summary>
<para>
Event that is invoked on the main thread when the user changes the
font scale in the system settings.
</para>
</summary>
<param name="value"></param>
</member>
<member name="P:UnityEngine.Accessibility.AccessibilitySettings.isBoldTextEnabled">
<summary>
<para>
Checks whether or not bold text is enabled in the system settings.
</para>
</summary>
</member>
<member name="P:UnityEngine.Accessibility.AccessibilitySettings.isClosedCaptioningEnabled">
<summary>
<para>
Checks whether or not closed captioning is enabled in the system
settings.
</para>
</summary>
</member>
<member name="T:UnityEngine.Accessibility.AccessibilityState">
<summary>
<para>Describes the state of an accessibility node.</para>
</summary>
</member>
<member name="F:UnityEngine.Accessibility.AccessibilityState.Disabled">
<summary>
<para>The accessibility node is currently in a disabled state and does not respond to user interaction.</para>
</summary>
</member>
<member name="F:UnityEngine.Accessibility.AccessibilityState.None">
<summary>
<para>The accessibility node is in none of the other states.</para>
</summary>
</member>
<member name="F:UnityEngine.Accessibility.AccessibilityState.Selected">
<summary>
<para>The accessibility node is currently in a selected state (for example, a selected row in a table or a selected button within a segmented control).</para>
</summary>
</member>
<member name="T:UnityEngine.Accessibility.AssistiveSupport">
<summary>
<para>
Access point to assistive technology support APIs.
</para>
</summary>
</member>
<member name="P:UnityEngine.Accessibility.AssistiveSupport.activeHierarchy">
<summary>
<para>
The active AccessibilityHierarchy for the screen reader. May be null if no hierarchy is active.
You need an active accessibility hierarchy to present any content to the user through the screen reader.
If the screen reader is off, there is no active hierarchy. If the screen reader is turned off on the device
while an active hierarchy is set, the active hierarchy is automatically set to null.
For all the supported platforms, refer to AssistiveSupport.
</para>
</summary>
</member>
<member name="P:UnityEngine.Accessibility.AssistiveSupport.isScreenReaderEnabled">
<summary>
<para>
Whether the screen reader is enabled on the operating system.
For all the supported platforms, refer to AssistiveSupport.
</para>
</summary>
</member>
<member name="?:UnityEngine.Accessibility.AssistiveSupport.nodeFocusChanged(System.Action`1&lt;UnityEngine.Accessibility.AccessibilityNode&gt;)">
<summary>
<para>
Event that is invoked on the main thread when the screen reader focus changes.
For all the supported platforms, refer to AssistiveSupport.
</para>
</summary>
<param name="value"></param>
</member>
<member name="P:UnityEngine.Accessibility.AssistiveSupport.notificationDispatcher">
<summary>
<para>
Service used to send accessibility notifications to the screen reader.
For all the supported platforms, refer to AssistiveSupport.
</para>
</summary>
</member>
<member name="?:UnityEngine.Accessibility.AssistiveSupport.screenReaderStatusChanged(System.Action`1&lt;System.Boolean&gt;)">
<summary>
<para>
Event that is invoked on the main thread when the screen reader is enabled or disabled.
For all the supported platforms, refer to AssistiveSupport.
</para>
</summary>
<param name="value"></param>
</member>
<member name="?:UnityEngine.Accessibility.IAccessibilityNotificationDispatcher">
<summary>
<para>
Sends accessibility notifications to the screen reader.
</para>
</summary>
</member>
<member name="M:UnityEngine.Accessibility.IAccessibilityNotificationDispatcher.SendAnnouncement(System.String)">
<summary>
<para>
Sends a notification to the screen reader conveying an announcement. Use this notification to provide
accessibility information about events that don't update the app's UI, or that update the UI only briefly.
</para>
</summary>
<param name="announcement">The string representing the announcement.</param>
</member>
<member name="M:UnityEngine.Accessibility.IAccessibilityNotificationDispatcher.SendLayoutChanged(UnityEngine.Accessibility.AccessibilityNode)">
<summary>
<para>
Sends a notification to the screen reader when the layout of a screen changes (for example, when an
individual element appears or disappears). An optional parameter can be used to request the screen reader
focus on a specific node after processing the notification.
</para>
</summary>
<param name="nodeToFocus">Optional node to be focused by the screen reader.</param>
</member>
<member name="M:UnityEngine.Accessibility.IAccessibilityNotificationDispatcher.SendScreenChanged(UnityEngine.Accessibility.AccessibilityNode)">
<summary>
<para>
Sends a notification to the screen reader when the screen has changed considerably. An optional parameter
can be used to request the screen reader focus on a specific node after processing the notification.
</para>
</summary>
<param name="nodeToFocus">Optional node to be focused by the screen reader.</param>
</member>
<member name="T:UnityEngine.Accessibility.VisionUtility">
<summary>
<para>A class containing methods to assist with accessibility for users with different vision capabilities.</para>
</summary>
</member>
<member name="M:UnityEngine.Accessibility.VisionUtility.GetColorBlindSafePalette(UnityEngine.Color[],System.Single,System.Single)">
<summary>
<para>Gets a palette of colors that should be distinguishable for normal vision, deuteranopia, protanopia, and tritanopia.</para>
</summary>
<param name="palette">An array of colors to populate with a palette.</param>
<param name="minimumLuminance">Minimum allowable perceived luminance from 0 to 1. A value of 0.2 or greater is recommended for dark backgrounds.</param>
<param name="maximumLuminance">Maximum allowable perceived luminance from 0 to 1. A value of 0.8 or less is recommended for light backgrounds.</param>
<returns>
<para>The number of unambiguous colors in the palette.</para>
</returns>
</member>
<member name="A:UnityEngine.AccessibilityModule">
<summary>
<para>The Accessibility module includes utilities to facilitate the development of accessible user experiences in Unity.</para>
</summary>
</member>
</members>
</doc>