// 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 #include #include #include #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.h" 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 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& GetIntListAttribute( AXIntListAttribute attribute) const; bool GetIntListAttribute(AXIntListAttribute attribute, std::vector* 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& value); // Convenience functions, mainly for writing unit tests. // Equivalent to AddStringAttribute(ATTR_NAME, name). void SetName(const std::string& name); // Equivalent to AddStringAttribute(ATTR_VALUE, value). void SetValue(const std::string& value); // Return a string representation of this data, for debugging. virtual std::string ToString() const; bool IsRoot() const; void SetRoot(); // As much as possible this should behave as a simple, serializable, // copyable struct. int32_t id; AXRole role; uint32_t state; gfx::Rect location; std::vector > string_attributes; std::vector> int_attributes; std::vector > float_attributes; std::vector > bool_attributes; std::vector>> intlist_attributes; base::StringPairs html_attributes; std::vector child_ids; }; } // namespace ui #endif // UI_ACCESSIBILITY_AX_NODE_DATA_H_