// Copyright 2014 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. #include "ui/accessibility/tree_generator.h" #include "ui/accessibility/ax_serializable_tree.h" #include "ui/accessibility/ax_tree.h" namespace ui { TreeGenerator::TreeGenerator(int node_count) : node_count_(node_count), unique_tree_count_(1) { // (n-1)! for the possible trees. for (int i = 2; i < node_count_; i++) unique_tree_count_ *= i; // n! for the permutations of ids. for (int i = 2; i <= node_count_; i++) unique_tree_count_ *= i; }; int TreeGenerator::UniqueTreeCount() const { return unique_tree_count_; }; void TreeGenerator::BuildUniqueTree(int tree_index, AXTree* out_tree) const { std::vector indices; std::vector permuted; CHECK(tree_index <= unique_tree_count_); // Use the first few bits of |tree_index| to permute the indices. for (int i = 0; i < node_count_; i++) indices.push_back(i + 1); for (int i = 0; i < node_count_; i++) { int p = (node_count_ - i); int index = tree_index % p; tree_index /= p; permuted.push_back(indices[index]); indices.erase(indices.begin() + index); } // Build an AXTreeUpdate. The first two nodes of the tree always // go in the same place. AXTreeUpdate update; update.nodes.resize(node_count_); update.nodes[0].id = permuted[0]; update.nodes[0].role = AX_ROLE_ROOT_WEB_AREA; update.nodes[0].state = AX_STATE_NONE; update.nodes[0].child_ids.push_back(permuted[1]); update.nodes[1].id = permuted[1]; update.nodes[1].state = AX_STATE_NONE; // The remaining nodes are assigned based on their parent // selected from the next bits from |tree_index|. for (int i = 2; i < node_count_; i++) { update.nodes[i].id = permuted[i]; update.nodes[i].state = AX_STATE_NONE; int parent_index = (tree_index % i); tree_index /= i; update.nodes[parent_index].child_ids.push_back(permuted[i]); } // Unserialize the tree update into the destination tree. CHECK(out_tree->Unserialize(update)) << out_tree->error(); }; } // namespace ui