File: System\Windows\Forms\Accessibility\AccessibleStates.cs
Web Access
Project: src\src\System.Windows.Forms\src\System.Windows.Forms.csproj (System.Windows.Forms)
// Licensed to the .NET Foundation under one or more agreements.
// The .NET Foundation licenses this file to you under the MIT license.
 
namespace System.Windows.Forms;
 
/// <summary>
///  Specifies values representing possible states for an accessible object
/// </summary>
[Flags]
public enum AccessibleStates
{
    /// <summary>
    ///  No state.
    /// </summary>
    None = 0,
 
    /// <summary>
    ///  An unavailable object.
    /// </summary>
    Unavailable = 0x1,
 
    /// <summary>
    ///  A selected object.
    /// </summary>
    Selected = 0x2,
 
    /// <summary>
    ///  An object with the keyboard focus.
    /// </summary>
    Focused = 0x4,
 
    /// <summary>
    ///  A pressed object.
    /// </summary>
    Pressed = 0x8,
 
    /// <summary>
    ///  An object with a selected check box.
    /// </summary>
    Checked = 0x10,
 
    /// <summary>
    ///  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.
    /// </summary>
    Mixed = 0x20,
 
    /// <summary>
    ///  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.
    /// </summary>
    Indeterminate = Mixed,
 
    /// <summary>
    ///  A read-only object.
    /// </summary>
    ReadOnly = 0x40,
 
    /// <summary>
    ///  The object is hot-tracked by the mouse, meaning its appearance is
    ///  highlighted to indicate the mouse pointer is located over it.
    /// </summary>
    HotTracked = 0x80,
 
    /// <summary>
    ///  The default button or menu item.
    /// </summary>
    Default = 0x100,
 
    /// <summary>
    ///  Children of the object that are items in an outline or tree structure
    ///  are displayed.
    /// </summary>
    Expanded = 0x200,
 
    /// <summary>
    ///  Children of the object that are items in an outline or tree structure
    ///  are hidden.
    /// </summary>
    Collapsed = 0x400,
 
    /// <summary>
    ///  A control that cannot accept input in its current condition.
    /// </summary>
    Busy = 0x800,
 
    /// <summary>
    ///  The object is not fixed to the boundary of its parent object, and
    ///  does not move automatically along with the parent.
    /// </summary>
    Floating = 0x1000,
 
    /// <summary>
    ///  An object with scrolling or moving text or graphics.
    /// </summary>
    Marqueed = 0x2000,
 
    /// <summary>
    ///  The object has a rapidly or constantly changing appearance. Graphics
    ///  that are occasionally animated, but not always, should be defined as
    /// <see cref="AccessibleRole.Graphic"/>|<see cref="Animated"/>.
    ///  This state should not be used to indicate that the object's location
    ///  is changing.
    /// </summary>
    Animated = 0x4000,
 
    /// <summary>
    ///  An object that is currently invisible.
    /// </summary>
    Invisible = 0x8000,
 
    /// <summary>
    ///  No on-screen representation. A sound or alert object would have this
    ///  state, or a hidden window that is never made visible.
    /// </summary>
    Offscreen = 0x10000,
 
    /// <summary>
    ///  A sizable object.
    /// </summary>
    Sizeable = 0x20000,
 
    /// <summary>
    ///  A movable object.
    /// </summary>
    Moveable = 0x40000,
 
    /// <summary>
    ///  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.
    /// </summary>
    SelfVoicing = 0x80000,
 
    /// <summary>
    ///  The object is on the active window and can receive keyboard focus.
    /// </summary>
    Focusable = 0x100000,
 
    /// <summary>
    ///  An object that can accept selection.
    /// </summary>
    Selectable = 0x200000,
 
    /// <summary>
    ///  A linked object that has not been previously selected.
    /// </summary>
    Linked = 0x400000,
 
    /// <summary>
    ///  A linked object that has previously been selected.
    /// </summary>
    Traversed = 0x800000,
 
    /// <summary>
    ///  An object that accepts multiple selected items.
    /// </summary>
    MultiSelectable = 0x1000000,
 
    /// <summary>
    ///  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 cref="AccessibleSelection.AddSelection"/>
    ///  or <see cref="AccessibleSelection.RemoveSelection"/>. This flag does
    ///  not change the focus or the selection anchor unless it is combined with
    /// <see cref="AccessibleSelection.TakeFocus"/>. The behavior of
    /// <see cref="ExtSelectable"/>|<see cref="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 cref="AccessibleSelection.TakeSelection"/>.
    /// </summary>
    ExtSelectable = 0x2000000,
 
    /// <summary>
    ///  Low-priority information that may not be important to the user.
    /// </summary>
    AlertLow = 0x4000000,
 
    /// <summary>
    ///  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 their
    ///  leisure.
    /// </summary>
    AlertMedium = 0x8000000,
 
    /// <summary>
    ///  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.
    /// </summary>
    AlertHigh = 0x10000000,
 
    /// <summary>
    ///  A password-protected edit control.
    /// </summary>
    Protected = 0x20000000,
 
    /// <summary>
    ///  Object displays a pop-up menu or window when invoked.
    /// </summary>
    HasPopup = 0x40000000,
 
    [Obsolete("This enumeration value has been deprecated. There is no replacement. https://go.microsoft.com/fwlink/?linkid=14202")]
    Valid = 0x3fffffff,
}