|
//------------------------------------------------------------------------------
// <copyright file="AccessibleStates.cs" company="Microsoft">
// Copyright (c) Microsoft Corporation. All rights reserved.
// </copyright>
//------------------------------------------------------------------------------
/*
*/
namespace System.Windows.Forms {
using System.Diagnostics;
using System;
using System.Drawing;
using Microsoft.Win32;
/// <include file='doc\AccessibleStates.uex' path='docs/doc[@for="AccessibleStates"]/*' />
/// <devdoc>
/// <para>
/// Specifies values representing possible states for an accessible object
/// </para>
/// </devdoc>
[Flags]
public enum AccessibleStates {
/// <include file='doc\AccessibleStates.uex' path='docs/doc[@for="AccessibleStates.None"]/*' />
/// <devdoc>
/// <para>
/// No state.
/// </para>
/// </devdoc>
None = 0,
/// <include file='doc\AccessibleStates.uex' path='docs/doc[@for="AccessibleStates.Unavailable"]/*' />
/// <devdoc>
/// <para>
/// An unavailable object.
/// </para>
/// </devdoc>
Unavailable = ( 0x1 ),
/// <include file='doc\AccessibleStates.uex' path='docs/doc[@for="AccessibleStates.Selected"]/*' />
/// <devdoc>
/// <para>
/// A selected object.
/// </para>
/// </devdoc>
Selected = ( 0x2 ),
/// <include file='doc\AccessibleStates.uex' path='docs/doc[@for="AccessibleStates.Focused"]/*' />
/// <devdoc>
/// <para>
/// An object with the keyboard focus.
/// </para>
/// </devdoc>
Focused = ( 0x4 ),
/// <include file='doc\AccessibleStates.uex' path='docs/doc[@for="AccessibleStates.Pressed"]/*' />
/// <devdoc>
/// <para>
/// A pressed object.
/// </para>
/// </devdoc>
Pressed = ( 0x8 ),
/// <include file='doc\AccessibleStates.uex' path='docs/doc[@for="AccessibleStates.Checked"]/*' />
/// <devdoc>
/// <para>
/// An object with a
/// selected check box.
/// </para>
/// </devdoc>
Checked = ( 0x10 ),
/// <include file='doc\AccessibleStates.uex' path='docs/doc[@for="AccessibleStates.Mixed"]/*' />
/// <devdoc>
/// <para>
/// A three-state check box or toolbar button
/// whose state is indeterminate. The check box is neither checked nor unchecked and
/// it is in the
/// third or mixed state.
/// </para>
/// </devdoc>
Mixed = ( 0x20 ),
/// <include file='doc\AccessibleStates.uex' path='docs/doc[@for="AccessibleStates.Indeterminate"]/*' />
/// <devdoc>
/// <para>
/// A three-state check box or toolbar button
/// whose state is indeterminate. The check box is neither checked nor unchecked and it
/// is in the third
/// or mixed state.
/// </para>
/// </devdoc>
Indeterminate = ( Mixed ),
/// <include file='doc\AccessibleStates.uex' path='docs/doc[@for="AccessibleStates.ReadOnly"]/*' />
/// <devdoc>
/// <para>
/// A read-only object.
/// </para>
/// </devdoc>
ReadOnly = ( 0x40 ),
/// <include file='doc\AccessibleStates.uex' path='docs/doc[@for="AccessibleStates.HotTracked"]/*' />
/// <devdoc>
/// <para>
/// The object is hot-tracked by
/// the mouse, meaning its appearance is highlighted to indicate the mouse
/// pointer is located over it.
/// </para>
/// </devdoc>
HotTracked = ( 0x80 ),
/// <include file='doc\AccessibleStates.uex' path='docs/doc[@for="AccessibleStates.Default"]/*' />
/// <devdoc>
/// <para>
/// The
/// default button or menu item.
/// </para>
/// </devdoc>
Default = ( 0x100 ),
/// <include file='doc\AccessibleStates.uex' path='docs/doc[@for="AccessibleStates.Expanded"]/*' />
/// <devdoc>
/// <para>
/// Children of the object that are items in an outline or tree
/// structure are displayed.
/// </para>
/// </devdoc>
Expanded = ( 0x200 ),
/// <include file='doc\AccessibleStates.uex' path='docs/doc[@for="AccessibleStates.Collapsed"]/*' />
/// <devdoc>
/// <para>
/// Children of the object that are items in an outline or tree structure are
/// hidden.
/// </para>
/// </devdoc>
Collapsed = ( 0x400 ),
/// <include file='doc\AccessibleStates.uex' path='docs/doc[@for="AccessibleStates.Busy"]/*' />
/// <devdoc>
/// <para>
/// A
/// control
/// that cannot accept input in its current condition.
/// </para>
/// </devdoc>
Busy = ( 0x800 ),
/// <include file='doc\AccessibleStates.uex' path='docs/doc[@for="AccessibleStates.Floating"]/*' />
/// <devdoc>
/// <para>
/// The object is not fixed to the boundary of its parent object, and
/// does not move automatically along with the parent.
/// </para>
/// </devdoc>
Floating = ( 0x1000 ),
/// <include file='doc\AccessibleStates.uex' path='docs/doc[@for="AccessibleStates.Marqueed"]/*' />
/// <devdoc>
/// <para>
/// An object with scrolling
/// or moving text or graphics.
/// </para>
/// </devdoc>
Marqueed = ( 0x2000 ),
/// <include file='doc\AccessibleStates.uex' path='docs/doc[@for="AccessibleStates.Animated"]/*' />
/// <devdoc>
/// <para>
/// The object has a rapidly or constantly changing
/// appearance. Graphics that are occasionally animated, but not always, should be
/// defined as <see langword='AccessibleRole.Graphic '/>|
/// <see langword='AccessibleStates.Animated '/>. This state should
/// not be used to indicate that
/// the object's location is changing.
/// </para>
/// </devdoc>
Animated = ( 0x4000 ),
/// <include file='doc\AccessibleStates.uex' path='docs/doc[@for="AccessibleStates.Invisible"]/*' />
/// <devdoc>
/// <para>
/// An object that is currently invisible.
/// </para>
/// </devdoc>
Invisible = ( 0x8000 ),
/// <include file='doc\AccessibleStates.uex' path='docs/doc[@for="AccessibleStates.Offscreen"]/*' />
/// <devdoc>
/// <para>
/// No on-screen representation. A
/// sound or alert object would have this state, or a
/// hidden window that is never made visible.
/// </para>
/// </devdoc>
Offscreen = ( 0x10000 ),
/// <include file='doc\AccessibleStates.uex' path='docs/doc[@for="AccessibleStates.Sizeable"]/*' />
/// <devdoc>
/// <para>
/// A sizable object.
/// </para>
/// </devdoc>
Sizeable = ( 0x20000 ),
/// <include file='doc\AccessibleStates.uex' path='docs/doc[@for="AccessibleStates.Moveable"]/*' />
/// <devdoc>
/// <para>
/// A movable object.
/// </para>
/// </devdoc>
Moveable = ( 0x40000 ),
/// <include file='doc\AccessibleStates.uex' path='docs/doc[@for="AccessibleStates.SelfVoicing"]/*' />
/// <devdoc>
/// <para>
/// The object or child can use text-to-speech (TTS) to describe itself. A
/// speech-based accessibility aid should not announce information when an object
/// with this state has the focus because the object will automatically announce
/// information about itself.
/// </para>
/// </devdoc>
SelfVoicing = ( 0x80000 ),
/// <include file='doc\AccessibleStates.uex' path='docs/doc[@for="AccessibleStates.Focusable"]/*' />
/// <devdoc>
/// <para>
/// The object is on the active window
/// and can receive keyboard focus.
/// </para>
/// </devdoc>
Focusable = ( 0x100000 ),
/// <include file='doc\AccessibleStates.uex' path='docs/doc[@for="AccessibleStates.Selectable"]/*' />
/// <devdoc>
/// <para>
/// An object that can accept selection.
/// </para>
/// </devdoc>
Selectable = ( 0x200000 ),
/// <include file='doc\AccessibleStates.uex' path='docs/doc[@for="AccessibleStates.Linked"]/*' />
/// <devdoc>
/// <para>
/// A linked object that has not
/// been previously selected.
/// </para>
/// </devdoc>
Linked = ( 0x400000 ),
/// <include file='doc\AccessibleStates.uex' path='docs/doc[@for="AccessibleStates.Traversed"]/*' />
/// <devdoc>
/// <para>
/// A linked object that has previously been selected.
/// </para>
/// </devdoc>
Traversed = ( 0x800000 ),
/// <include file='doc\AccessibleStates.uex' path='docs/doc[@for="AccessibleStates.MultiSelectable"]/*' />
/// <devdoc>
/// <para>
/// An object
/// that accepts multiple selected items.
/// </para>
/// </devdoc>
MultiSelectable = ( 0x1000000 ),
/// <include file='doc\AccessibleStates.uex' path='docs/doc[@for="AccessibleStates.ExtSelectable"]/*' />
/// <devdoc>
/// <para>
/// Alters the selection so that all objects
/// between the selection anchor, which is the object with the
/// keyboard focus, and this object take on the anchor object's selection
/// state. If the anchor object is not selected, the objects are removed from
/// the selection. If the anchor object is selected, the selection is extended to
/// include this object and all the objects in between. You can set the selection
/// state by combining this flag with <see langword='AccessibleSelection.AddSelection '/>or <see langword='AccessibleSelection.RemoveSelection'/>. This flag does
/// not change the focus or the selection anchor unless it is combined with
/// <see langword='AccessibleSelection.TakeFocus'/>. The behavior of
/// <see langword='AccessibleStates.ExtendSelection'/> |
/// <see langword='AccessibleSelection.TakeFocus '/>is equivalent to adding an item
/// to a selection manually by holding down the SHIFT key and clicking an unselected
/// object. This flag may not be combined with
/// <see langword='AccessibleSelection.TakeSelection'/>
/// .
/// </para>
/// </devdoc>
ExtSelectable = ( 0x2000000 ),
/// <include file='doc\AccessibleStates.uex' path='docs/doc[@for="AccessibleStates.AlertLow"]/*' />
/// <devdoc>
/// <para>
/// Low-priority information that may not be important to the user.
/// </para>
/// </devdoc>
AlertLow = ( 0x4000000 ),
/// <include file='doc\AccessibleStates.uex' path='docs/doc[@for="AccessibleStates.AlertMedium"]/*' />
/// <devdoc>
/// <para>
/// Important information that does not need to be conveyed to the user
/// immediately. For example, when a battery level indicator is starting to reach a
/// low level, it could generate a medium-level alert. Blind access utilities could
/// then generate a sound to let the user know that important information is
/// available, without actually interrupting the user's work. The user could then
/// query the alert information at his or her leisure.
/// </para>
/// </devdoc>
AlertMedium = ( 0x8000000 ),
/// <include file='doc\AccessibleStates.uex' path='docs/doc[@for="AccessibleStates.AlertHigh"]/*' />
/// <devdoc>
/// <para>
/// Important information that should be conveyed to the user immediately. For
/// example, a battery level indicator reaching a critical low level would
/// transition to this state, in which case a blind access utility would announce
/// this information immediately to the user, and a screen magnification program
/// would scroll the screen so that the battery indicator is in view. This state is
/// also appropriate for any prompt or operation that must be completed before the
/// user can continue.
/// </para>
/// </devdoc>
AlertHigh = ( 0x10000000 ),
/// <include file='doc\AccessibleStates.uex' path='docs/doc[@for="AccessibleStates.Protected"]/*' />
/// <devdoc>
/// <para>
/// A password-protected edit control.
/// </para>
/// </devdoc>
Protected = ( 0x20000000 ),
/// <include file='doc\AccessibleStates.uex' path='docs/doc[@for="AccessibleStates.HasPopup"]/*' />
/// <devdoc>
/// <para>
/// Object displays a pop-up menu or window when invoked.
/// </para>
/// </devdoc>
HasPopup = ( 0x40000000 ),
/// <include file='doc\AccessibleStates.uex' path='docs/doc[@for="AccessibleStates.Valid"]/*' />
/// <devdoc>
/// </devdoc>
[Obsolete("This enumeration value has been deprecated. There is no replacement. http://go.microsoft.com/fwlink/?linkid=14202")]
Valid = ( 0x3fffffff ),
}
}
|