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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_H_
#define UI_ACCESSIBILITY_AX_NODE_H_
#include <vector>
#include "ui/accessibility/ax_node_data.h"
namespace gfx {
class Rect;
}
namespace ui {
// One node in an AXTree.
class AX_EXPORT AXNode {
public:
// The constructor requires a parent, id, and index in parent, but
// the data is not required. After initialization, only index_in_parent
// is allowed to change, the others are guaranteed to never change.
AXNode(AXNode* parent, int32 id, int32 index_in_parent);
virtual ~AXNode();
// Accessors.
int32 id() const { return data_.id; }
AXNode* parent() const { return parent_; }
int child_count() const { return static_cast<int>(children_.size()); }
const AXNodeData& data() const { return data_; }
const std::vector<AXNode*>& children() const { return children_; }
int index_in_parent() const { return index_in_parent_; }
// Get the child at the given index.
AXNode* ChildAtIndex(int index) const { return children_[index]; }
// Set the node's accessibility data. This may be done during initial
// initialization or later when the node data changes.
void SetData(const AXNodeData& src);
// Update this node's location. This is separate from SetData just because
// changing only the location is common and should be more efficient than
// re-copying all of the data.
void SetLocation(const gfx::Rect& new_location);
// Set the index in parent, for example if siblings were inserted or deleted.
void SetIndexInParent(int index_in_parent);
// Swap the internal children vector with |children|. This instance
// now owns all of the passed children.
void SwapChildren(std::vector<AXNode*>& children);
// This is called when the AXTree no longer includes this node in the
// tree. Reference counting is used on some platforms because the
// operating system may hold onto a reference to an AXNode
// object even after we're through with it, so this may decrement the
// reference count and clear out the object's data.
void Destroy();
// Return true if this object is equal to or a descendant of |ancestor|.
bool IsDescendantOf(AXNode* ancestor);
private:
int index_in_parent_;
AXNode* parent_;
std::vector<AXNode*> children_;
AXNodeData data_;
};
} // namespace ui
#endif // UI_ACCESSIBILITY_AX_NODE_H_