Table of Contents

Class Access

Namespace
Squiggles.Core.Data
Assembly
SquigglesCommon4X.dll

The singleton for managing accessibility features

public static class Access
Inheritance
Access
Inherited Members

Fields

FILE_PATH

private const string FILE_PATH = "access.json"

Field Value

string

FONT_GOTHIC

enum proxy constant for the "DelaGoticOne" font

public const int FONT_GOTHIC = 0

Field Value

int

FONT_NOTO_SANS

enum proxy constant for the "NotoSans-Regular" font

public const int FONT_NOTO_SANS = 1

Field Value

int

FONT_OPEN_DYSLEXIE

enum proxy constant for the "OpenDyslexic-Regular" font

public const int FONT_OPEN_DYSLEXIE = 2

Field Value

int

FONT_PATH_GOTHIC

private const string FONT_PATH_GOTHIC = "res://Core/Assets/Fonts/DelaGothicOne-Regular.ttf"

Field Value

string

FONT_PATH_NOTO_SANS

private const string FONT_PATH_NOTO_SANS = "res://Core/Assets/Fonts/NotoSans-Regular.ttf"

Field Value

string

FONT_PATH_OPEN_DYSLEXIE

private const string FONT_PATH_OPEN_DYSLEXIE = "res://Core/Assets/Fonts/OpenDyslexic-Regular.otf"

Field Value

string

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

float

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

float

RETICLE_SHOW

The scale at which to show the reticle when "shown"

public const float RETICLE_SHOW = 0.4

Field Value

float

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

bool

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

float

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

float

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

int

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

float

PreventFlashingLights

Whether or not to prevent flashing lights (relies on developer implementation)

public static bool PreventFlashingLights { get; set; }

Property Value

bool

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

bool

ReticleHiddenScale

The current scale at which the reticle is shown when considered "hidden"

public static float ReticleHiddenScale { get; set; }

Property Value

float

ReticleShownScale

The current scale at which the reticle is shown when considered "visible"

public static float ReticleShownScale { get; set; }

Property Value

float

UseSubtitles

Whether or not to show subtitles

public static bool UseSubtitles { get; set; }

Property Value

bool

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()