'toolbar' - Used to represent a tool bar (a container of action buttons or components).'tablist' - Used to represent a list of tabs.'switch' - Used to represent a switch which can be turned on and off.'spinbutton' - Used to represent a button which opens a list of choices.
'scrollbar' - Used to represent a scroll bar.'radiogroup' - Used to represent a group of radio buttons.'radio' - Used to represent a radio button.'progressbar' - Used to represent a component which indicates progress of a task.'menuitem' - Used to represent an item within a menu.'menubar' - Used when a component is a container of multiple menus.'menu' - Used when the component is a menu of choices.'combobox' - Used when an element represents a combo box, which allows the user to select among several choices.'checkbox' - Used when an element represents a checkbox which can be checked, unchecked, or have mixed checked state.
'alert' - Used when an element contains important text to be presented to the user.'summary' - Used when an element can be used to provide a quick summary of current conditions in the app when the app first launches.'header' - Used when an element acts as a header for a content section (e.g.'imagebutton' - Used when the element should be treated as a button and is also an image.'adjustable' - Used when an element can be "adjusted" (e.g.'text' - Used when the element should be treated as static text that cannot change.'keyboardkey' - Used when the element acts as a keyboard key.Can be combined with button or link, for example. 'image' - Used when the element should be treated as an image.'search' - Used when the text field element should also be treated as a search field.'link' - Used when the element should be treated as a link.'button' - Used when the element should be treated as a button.'none' - Used when the element has no role.TypeĪccessibilityRole communicates the purpose of a component to the user of an assistive technology.ĪccessibilityRole can be one of the following: 'assertive' - Accessibility services should interrupt ongoing speech to immediately announce changes to this view.'polite'- Accessibility services should announce changes to this view.'none' - Accessibility services should not announce changes to this view.
Although i agree with some other commenters saying that the glass pane should be removed.Indicates to accessibility services whether the user should be notified when this view changes. Regardless, nice work! I think this is a really neat feature. Optimization is a very hot topic for me and I love discussing it. I'm just curious because I don't know how the commands (and more specifically the selector) work in the background. (To be a little more complex, the time complexity is O(n), meaning the time it takes to execute grows linearly with the more objects present in the scene) That means the overall framerate will be higher, but frame drops will occur more often (which is arguably more annoying than lower framerates).
Therefore, every frame that command is invoked, a spike will occur. For example, in Unity, when I use GameObject.FindObjectOfType(), it will query every single GameObject present in the currently loaded scene(s). That would work, but that likely could cause frame drops on those ticks where the check is done. Something like a "nail" is small enough that you can argue that you can't see it, cuz it's a tiny nail. If anything, they should have just made a separate item that's invisible from the start. An item frame is an inanimate object, and so it can't be turned invisible with potions. It doesn't matter that one is an entity and the other is not, to a casual player the entire concept of an "entity" shouldn't matter. If that would work then you might as well be able to turn blocks invisible with potions. Using invisibility potions is un-intuitive, because item frames are inanimate objects. You can try to come up with reasons using existing mechanics, but it's not great. That requires making an entirely new mechanic based on turning things invisible, and I don't see that happening anytime soon. The only way to make invisible item frames make sense is if you can turn other things invisible too. As a game developer you have to think about these things. If you give your game such a mechanic you have to give it a reason to make sense. Having a single special item that can magically become invisible is just. Because it doesn't make sense to make an item frame invisible in any context other than commands, namely survival.