Class Access
The singleton for managing accessibility features
public static class Access
- Inheritance
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Access
- Inherited Members
Fields
FILE_PATH
private const string FILE_PATH = "access.json"
Field Value
FONT_GOTHIC
enum proxy constant for the "DelaGoticOne" font
public const int FONT_GOTHIC = 0
Field Value
FONT_NOTO_SANS
enum proxy constant for the "NotoSans-Regular" font
public const int FONT_NOTO_SANS = 1
Field Value
FONT_OPEN_DYSLEXIE
enum proxy constant for the "OpenDyslexic-Regular" font
public const int FONT_OPEN_DYSLEXIE = 2
Field Value
FONT_PATH_GOTHIC
private const string FONT_PATH_GOTHIC = "res://Core/Assets/Fonts/DelaGothicOne-Regular.ttf"
Field Value
FONT_PATH_NOTO_SANS
private const string FONT_PATH_NOTO_SANS = "res://Core/Assets/Fonts/NotoSans-Regular.ttf"
Field Value
FONT_PATH_OPEN_DYSLEXIE
private const string FONT_PATH_OPEN_DYSLEXIE = "res://Core/Assets/Fonts/OpenDyslexic-Regular.otf"
Field Value
RETICLE_HIDE_INVISIBLE
The scale at which to show the reticle when "hidden" and AlwaysShowReticle is false. Used for dynamic tweening but should stick to 0.0
public const float RETICLE_HIDE_INVISIBLE = 0
Field Value
RETICLE_HIDE_VISIBLE
The scale at which to show the reticle when "hidden" but AlwaysShowReticle is true.
public const float RETICLE_HIDE_VISIBLE = 0.1
Field Value
RETICLE_SHOW
The scale at which to show the reticle when "shown"
public const float RETICLE_SHOW = 0.4
Field Value
Properties
AlwaysShowReticle
An option to always show the reticle or not. This could potentially help with motion sickness in some individuals for playing first person games/
public static bool AlwaysShowReticle { get; set; }
Property Value
AudioDecibelLimit
An audio decibel limit which is applied dynamically to the Audio Bus to prevent sounds exceeding a particular volume. Useful for those with auditory sensitivities.
public static float AudioDecibelLimit { get; set; }
Property Value
EngineTimeScale
A time scale to change how fast the engine processes. This can be helpful for those with slower reaction times, but is a rather naive solution.
public static float EngineTimeScale { get; set; }
Property Value
FontOption
The preferred font of the user. Defaults to Gothic for style, but can be changed for clarity. Provided no overriding theme resource is applied, this will affect all GUI elements (even custom ones) thank's to Godot's custom theme project setting.
public static int FontOption { get; set; }
Property Value
GUI_Scale
An in-dev attempt at scaling the GUI. Doesn't seem to work too well. Waiting on further development insight.
public static float GUI_Scale { get; set; }
Property Value
PreventFlashingLights
Whether or not to prevent flashing lights (relies on developer implementation)
public static bool PreventFlashingLights { get; set; }
Property Value
ReadVisibleTextAloud
An in-dev approach to enabling TTS for GUI elements. It's currently not super good and mainly awaiting further development.
public static bool ReadVisibleTextAloud { get; set; }
Property Value
ReticleHiddenScale
The current scale at which the reticle is shown when considered "hidden"
public static float ReticleHiddenScale { get; set; }
Property Value
ReticleShownScale
The current scale at which the reticle is shown when considered "visible"
public static float ReticleShownScale { get; set; }
Property Value
UseSubtitles
Whether or not to show subtitles
public static bool UseSubtitles { get; set; }
Property Value
Methods
ApplyChanges()
Causes changes to various systems within Godot to properly respect the settings assigned (declarative approach)
private static void ApplyChanges()
Load()
public static void Load()
SaveSettings()
Saves the current settings out to disk (global scope)
public static void SaveSettings()