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// Copyright 2013 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef UI_ACCESSIBILITY_AX_NODE_DATA_H_
#define UI_ACCESSIBILITY_AX_NODE_DATA_H_
#include <stdint.h>
#include <map>
#include <memory>
#include <string>
#include <vector>
#include "base/strings/string16.h"
#include "base/strings/string_split.h"
#include "ui/accessibility/ax_enums.h"
#include "ui/accessibility/ax_export.h"
#include "ui/gfx/geometry/rect_f.h"
namespace gfx {
class Transform;
};
namespace ui {
// A compact representation of the accessibility information for a
// single accessible object, in a form that can be serialized and sent from
// one process to another.
struct AX_EXPORT AXNodeData {
AXNodeData();
virtual ~AXNodeData();
AXNodeData(const AXNodeData& other);
AXNodeData& operator=(AXNodeData other);
// Accessing accessibility attributes:
//
// There are dozens of possible attributes for an accessibility node,
// but only a few tend to apply to any one object, so we store them
// in sparse arrays of <attribute id, attribute value> pairs, organized
// by type (bool, int, float, string, int list).
//
// There are three accessors for each type of attribute: one that returns
// true if the attribute is present and false if not, one that takes a
// pointer argument and returns true if the attribute is present (if you
// need to distinguish between the default value and a missing attribute),
// and another that returns the default value for that type if the
// attribute is not present. In addition, strings can be returned as
// either std::string or base::string16, for convenience.
bool HasBoolAttribute(AXBoolAttribute attr) const;
bool GetBoolAttribute(AXBoolAttribute attr) const;
bool GetBoolAttribute(AXBoolAttribute attr, bool* value) const;
bool HasFloatAttribute(AXFloatAttribute attr) const;
float GetFloatAttribute(AXFloatAttribute attr) const;
bool GetFloatAttribute(AXFloatAttribute attr, float* value) const;
bool HasIntAttribute(AXIntAttribute attribute) const;
int GetIntAttribute(AXIntAttribute attribute) const;
bool GetIntAttribute(AXIntAttribute attribute, int* value) const;
bool HasStringAttribute(
AXStringAttribute attribute) const;
const std::string& GetStringAttribute(AXStringAttribute attribute) const;
bool GetStringAttribute(AXStringAttribute attribute,
std::string* value) const;
bool GetString16Attribute(AXStringAttribute attribute,
base::string16* value) const;
base::string16 GetString16Attribute(
AXStringAttribute attribute) const;
bool HasIntListAttribute(AXIntListAttribute attribute) const;
const std::vector<int32_t>& GetIntListAttribute(
AXIntListAttribute attribute) const;
bool GetIntListAttribute(AXIntListAttribute attribute,
std::vector<int32_t>* value) const;
bool GetHtmlAttribute(const char* attr, base::string16* value) const;
bool GetHtmlAttribute(const char* attr, std::string* value) const;
// Setting accessibility attributes.
void AddStringAttribute(AXStringAttribute attribute,
const std::string& value);
void AddIntAttribute(AXIntAttribute attribute, int value);
void AddFloatAttribute(AXFloatAttribute attribute, float value);
void AddBoolAttribute(AXBoolAttribute attribute, bool value);
void AddIntListAttribute(AXIntListAttribute attribute,
const std::vector<int32_t>& value);
// Convenience functions, mainly for writing unit tests.
// Equivalent to AddStringAttribute(ATTR_NAME, name).
void SetName(const std::string& name);
void SetName(const base::string16& name);
// Equivalent to AddStringAttribute(ATTR_VALUE, value).
void SetValue(const std::string& value);
void SetValue(const base::string16& value);
// Helper to check whether |state_flag| is set in the given |state|.
static bool IsFlagSet(uint32_t state, ui::AXState state_flag);
// Set or check bits in |state_|.
void AddStateFlag(ui::AXState state_flag);
bool HasStateFlag(ui::AXState state_flag) const;
// Return a string representation of this data, for debugging.
virtual std::string ToString() const;
// As much as possible this should behave as a simple, serializable,
// copyable struct.
int32_t id;
AXRole role;
uint32_t state;
std::vector<std::pair<AXStringAttribute, std::string>> string_attributes;
std::vector<std::pair<AXIntAttribute, int32_t>> int_attributes;
std::vector<std::pair<AXFloatAttribute, float>> float_attributes;
std::vector<std::pair<AXBoolAttribute, bool>> bool_attributes;
std::vector<std::pair<AXIntListAttribute, std::vector<int32_t>>>
intlist_attributes;
base::StringPairs html_attributes;
std::vector<int32_t> child_ids;
// TODO(dmazzoni): replace the following three members with a single
// instance of AXRelativeBounds.
// The id of an ancestor node in the same AXTree that this object's
// bounding box is relative to, or -1 if there's no offset container.
int offset_container_id;
// The relative bounding box of this node.
gfx::RectF location;
// An additional transform to apply to position this object and its subtree.
// NOTE: this member is a std::unique_ptr because it's rare and gfx::Transform
// takes up a fair amount of space. The assignment operator and copy
// constructor both make a duplicate of the owned pointer, so it acts more
// like a member than a pointer.
std::unique_ptr<gfx::Transform> transform;
};
} // namespace ui
#endif // UI_ACCESSIBILITY_AX_NODE_DATA_H_