適用於 Adobe® Flash® Platform 的 ActionScript® 3.0 參考
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flash.accessibility 

AccessibilityProperties  - AS3

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語言元素

全域常數
全域函數
運算子
陳述式、關鍵字和指令
特殊類型

附錄

新增內容
編譯器錯誤
編譯器警告
執行階段錯誤
移轉至 ActionScript 3
支援的字元集
僅限 MXML 標籤
移動 XML 元素
Timed Text 標籤
不建議元素清單
AccessibilityImplementation 常數
如何使用 ActionScript 範例
法律聲明
套件flash.accessibility
類別public class AccessibilityProperties
繼承AccessibilityProperties Inheritance Object
子類別 UIComponentAccImpl, UIComponentAccProps

語言版本: ActionScript 3.0
執行階段版本: AIR 1.0, Flash Player 9

AccessibilityProperties 類別可讓您控制 Flash 物件在輔助功能工具 (例如螢幕朗讀程式) 中的呈現方式。

您可以將 AccessibilityProperties 物件附加到任何顯示物件,但是 Flash Player 只會針對特定種類的物件讀取您的 AccessibilityProperties 物件:整個 SWF 檔 (以 DisplayObject.root 來表示)、容器物件 (DisplayObjectContainer 與子類別)、按鈕 (SimpleButton 與子類別),以及文字 (TextField 與子類別)。

這些物件的 name 屬性是必須指定的重要屬性,因為輔助功能工具會提供物件的名稱給使用者,做為基本的瀏覽工具。 請勿將 AccessibilityProperties.nameDisplayObject.name 混淆,它們是個別獨立,沒有任何關聯的。 AccessibilityProperties.name 屬性是可由輔助功能工具大聲朗讀的名稱,而 DisplayObject.name 基本上則是只有 ActionScript 程式碼才看得見的變數名稱。

在 Flash Professional 中,AccessibilityProperties 物件的屬性會在編寫階段覆寫「輔助功能」面板中可用的對應設定。

若要判斷 Flash Player 是否正在支援輔助功能工具的環境中執行,請使用 Capabilities.hasAccessibility 屬性。 如果您修改了 AccessibilityProperties 物件,則必須呼叫 Accessibility.updateProperties() 方法才能使變更生效。

檢視範例

相關 API 元素



公用屬性
 屬性定義自
 Inheritedconstructor : Object
類別物件的參照或是特定物件實體的建構函數。
Object
  description : String
為此顯示物件提供用於輔助功能呈現方式的說明。
AccessibilityProperties
  forceSimple : Boolean
如果為 true,會導致 Flash Player 從輔助功能的呈現方式中排除此顯示物件內的子物件。
AccessibilityProperties
  name : String
為此顯示物件提供一個用於輔助功能呈現方式的名稱。
AccessibilityProperties
  noAutoLabeling : Boolean
如果為 true,會停用 Flash Player 預設的自動標籤系統。
AccessibilityProperties
  shortcut : String
表示與此顯示物件相關聯的鍵盤快速鍵。
AccessibilityProperties
  silent : Boolean
如果為 true,則從輔助功能的呈現方式中排除此顯示物件。
AccessibilityProperties
公用方法
 方法定義自
  
建立新的 AccessibilityProperties 物件。
AccessibilityProperties
 Inherited
指出物件是否有已定義的指定屬性。
Object
 Inherited
指出 Object 類別的實體是否位於指定為參數的物件原型鏈中。
Object
 Inherited
指出指定的屬性是否存在,以及是否可列舉。
Object
 Inherited
為迴圈作業設定動態屬性的可用性。
Object
 Inherited
傳回代表此物件的字串,根據地區特定慣例進行格式化。
Object
 Inherited
會傳回指定之物件的字串形式。
Object
 Inherited
會傳回指定之物件的基本值。
Object
屬性詳細資訊

description

屬性
public var description:String

語言版本: ActionScript 3.0
執行階段版本: AIR 1.0, Flash Player 9

為此顯示物件提供用於輔助功能呈現方式的說明。 如果您有許多關於物件的資訊要呈現,最好選擇簡潔的名稱,然後將大部份的內容放置在 description 屬性中。 這會套用至整個 SWF 檔案、容器、按鈕與文字。 預設值為空字串。

在 Flash Professional 中,此屬性會對應至「輔助功能」面板中的「說明」欄位。

forceSimple

屬性 
public var forceSimple:Boolean

執行階段版本: AIR 1.0, Flash Player 9

如果為 true,會導致 Flash Player 從輔助功能的呈現方式中排除此顯示物件內的子物件。 預設值為 false。 這會套用至整個 SWF 檔案與容器。

name

屬性 
public var name:String

語言版本: ActionScript 3.0
執行階段版本: AIR 1.0, Flash Player 9

為此顯示物件提供一個用於輔助功能呈現方式的名稱。 這會套用至整個 SWF 檔案、容器、按鈕與文字。 請勿與 DisplayObject.name 混淆,它們並無關聯。 預設值為空字串。

在 Flash Professional 中,此屬性會對應至「輔助功能」面板中的「名稱」欄位。

noAutoLabeling

屬性 
public var noAutoLabeling:Boolean

執行階段版本: AIR 1.0, Flash Player 9

如果為 true,會停用 Flash Player 預設的自動標籤系統。 自動標籤功能會使按鈕內的文字物件視為按鈕名稱,並讓文字欄位附近的文字物件視為文字欄位名稱。 預設值為 false。 這只會套用至整個 SWF 檔案。

將會忽略 noAutoLabeling 屬性值,除非您在輔助功能工具第一次檢視您的 SWF 檔之前設定這個屬性。 如果您計劃要將 noAutoLabeling 設為 true,您應該在程式碼中盡早設定。

shortcut

屬性 
public var shortcut:String

語言版本: ActionScript 3.0
執行階段版本: AIR 1.0, Flash Player 9

表示與此顯示物件相關聯的鍵盤快速鍵。 僅為已經與快速鍵完成關聯的 UI 控制項提供此字串。 這會套用至容器、按鈕與文字。 預設值為空字串。

注意:指定此屬性並不會自動將指定的按鍵組合指定給此物件,您必須親自完成此指定作業 (例如,藉由偵聽 KeyboardEvent 來完成)。

此字串的語法使用長名稱做為輔助按鍵,並使用加號 (+) 字元來表示按鍵組合。 例如,"Ctrl+F"、"Ctrl+Shift+Z" 等有效字串。

silent

屬性 
public var silent:Boolean

語言版本: ActionScript 3.0
執行階段版本: AIR 1.0, Flash Player 9

如果為 true,則從輔助功能的呈現方式中排除此顯示物件。 預設值為 false。 這會套用至整個 SWF 檔案、容器、按鈕與文字。

建構函式詳細資料

AccessibilityProperties

()建構函式
public function AccessibilityProperties()

語言版本: ActionScript 3.0
執行階段版本: AIR 1.0, Flash Player 9

建立新的 AccessibilityProperties 物件。

AccessibilityPropertiesExample.as

下列範例使用 AccessibilityExampleCustomAccessibleButtonCustomSimpleButtonButtonDisplayState 類別來建立與輔助功能相容的選單,以便與一般螢幕朗讀程式搭配運作。 AccessibilityProperties 類別的主要功能如下所示:
  1. 呼叫 configureAssets,以建立自訂按鈕並設定其標籤與說明。 這些是螢幕朗讀程式要傳達給使用者的數值。
  2. 呼叫 setTimeOut() 以確保在更新這些屬性之前,Flash Player 具有足夠的時間偵測螢幕朗讀程式。

注意: 先呼叫 setTimeout() 再檢查 Accessibility.active, 讓 Flash Player 有兩秒鐘能用來連接至可用的螢幕朗讀程式。 如果您沒有提供足夠的延遲時間,則 setTimeout 呼叫可能會傳回 false,就算有可用的螢幕朗讀程式也是一樣。

下列範例只會在呼叫 Accessibility.active 傳回 true 時處理 Accessibility.updateProperties() 方法,這情形只有在 Flash Player 目前正連接至作用中的螢幕朗讀程式時才會發生。 如果 updateProperties 是在沒有作用中的螢幕朗讀程式的情形下被呼叫,則會擲出 IllegalOperationError 例外。

package {
    import flash.display.Sprite;
    import flash.accessibility.Accessibility;
    import flash.utils.setTimeout;
    
    public class AccessibilityPropertiesExample extends Sprite {
        public static const BUTTON_WIDTH:uint = 90;
        public static const BUTTON_HEIGHT:uint = 20;
        
        private var gutter:uint = 5;
        private var menuLabels:Array = new Array("PROJECTS", "PORTFOLIO", "CONTACT");
        private var menuDescriptions:Array = new Array("Learn more about our projects"
                                                     , "See our portfolio"
                                                     , "Get in touch with our team");
        
        public function AccessibilityPropertiesExample() {
            configureAssets();
            setTimeout(updateAccessibility, 2000); 
        }
        
        private function updateAccessibility():void {
            trace("Accessibility.active: " + Accessibility.active);
            if(Accessibility.active) {
                Accessibility.updateProperties();
            }
        }
        
        private function configureAssets():void {
            var child:CustomAccessibleButton;
            for(var i:uint; i < menuLabels.length; i++) {
                child = new CustomAccessibleButton();
                child.y = (numChildren * (BUTTON_HEIGHT + gutter));
                child.setLabel(menuLabels[i]);
                child.setDescription(menuDescriptions[i]);
                addChild(child);
            }
        }
    }


import flash.accessibility.AccessibilityProperties;
import flash.display.Shape;
import flash.display.SimpleButton;
import flash.display.Sprite;
import flash.events.Event;
import flash.text.TextFormat;
import flash.text.TextField;
    
class CustomAccessibleButton extends Sprite {
    private var button:SimpleButton;
    private var label1:TextField;
    private var description:String;
    private var _name:String;
        
    public function CustomAccessibleButton(_width:uint = 0, _height:uint = 0) {
        _width = (_width == 0) ? AccessibilityPropertiesExample.BUTTON_WIDTH : _width;
        _height = (_height == 0) ? AccessibilityPropertiesExample.BUTTON_HEIGHT : _height;
            
        button = buildButton(_width, _height);
        label1 = buildLabel(_width, _height);
            
        addEventListener(Event.ADDED, addedHandler);
    }
        
    private function addedHandler(event:Event):void {
        trace("addedHandler: " + name);
        var accessProps:AccessibilityProperties = new AccessibilityProperties();
        accessProps.name = this._name;
        accessProps.description = description;
        accessibilityProperties = accessProps;
        removeEventListener(Event.ADDED, addedHandler);
    }
        
    private function buildButton(_width:uint, _height:uint):SimpleButton {
        var child:SimpleButton = new CustomSimpleButton(_width, _height);
        addChild(child);
        return child;
    }

    private function buildLabel(_width:uint, _height:uint):TextField {
        var format:TextFormat = new TextFormat();
        format.font = "Verdana";
        format.size = 11;
        format.color = 0xFFFFFF;
        format.align = TextFormatAlign.CENTER;
        format.bold = true;
            
        var child:TextField = new TextField();
        child.y = 1;
        child.width = _width;
        child.height = _height;
        child.selectable = false;
        child.defaultTextFormat = format;
        child.mouseEnabled = false;
            
        addChild(child);
        return child;
    }
        
    public function setLabel(text:String):void {
        label1.text = text;
        this._name = text;
    }
        
    public function setDescription(text:String):void {
        description = text;
    }
}
    
class CustomSimpleButton extends SimpleButton {
    private var upColor:uint = 0xFFCC00;
    private var overColor:uint = 0xCCFF00;
    private var downColor:uint = 0x00CCFF;

    public function CustomSimpleButton(_width:uint, _height:uint) {
        downState = new ButtonDisplayState(downColor, _width, _height);
        overState = new ButtonDisplayState(overColor, _width, _height);
        upState = new ButtonDisplayState(upColor, _width, _height);
        hitTestState = new ButtonDisplayState(upColor, _width, _height);
        useHandCursor = true;
    }        
}

class ButtonDisplayState extends Shape {
    private var bgColor:uint;
    private var _width:uint;
    private var _height:uint;

    public function ButtonDisplayState(bgColor:uint, _width:uint, _height:uint) {
        this.bgColor = bgColor;
        this._width = _width;
        this._height = _height;
        draw();
    }

    private function draw():void {
        graphics.beginFill(bgColor);
        graphics.drawRect(0, 0, _width, _height);
        graphics.endFill();
    }
}
}




[ X ]為什麼顯示英文?
「ActionScript 3.0 參考」的內容是以英文顯示

並非所有「ActionScript 3.0 參考」的內容都翻譯為所有語言。當語言元素未翻譯時,就會以英文顯示。例如,ga.controls.HelpBox 類別並沒有翻譯為任何語言。因此在參考的繁體中文版本中,ga.controls.HelpBox 類別就會以英文顯示。