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1 // Copyright 2013 The Chromium Authors. All rights reserved. | 1 // Copyright 2013 The Chromium Authors. All rights reserved. |
2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
4 | 4 |
5 #ifndef UI_ACCESSIBILITY_AX_NODE_DATA_H_ | 5 #ifndef UI_ACCESSIBILITY_AX_NODE_DATA_H_ |
6 #define UI_ACCESSIBILITY_AX_NODE_DATA_H_ | 6 #define UI_ACCESSIBILITY_AX_NODE_DATA_H_ |
7 | 7 |
8 #include <map> | 8 #include <map> |
9 #include <string> | 9 #include <string> |
10 #include <vector> | 10 #include <vector> |
11 | 11 |
12 #include "base/strings/string16.h" | 12 #include "base/strings/string16.h" |
13 #include "base/strings/string_split.h" | 13 #include "base/strings/string_split.h" |
14 #include "ui/accessibility/ax_enums.h" | 14 #include "ui/accessibility/ax_enums.h" |
15 #include "ui/accessibility/ax_export.h" | 15 #include "ui/accessibility/ax_export.h" |
16 #include "ui/gfx/geometry/rect.h" | 16 #include "ui/gfx/geometry/rect.h" |
17 | 17 |
18 namespace ui { | 18 namespace ui { |
19 | 19 |
20 // A compact representation of the accessibility information for a | 20 // A compact representation of the accessibility information for a |
21 // single web object, in a form that can be serialized and sent from | 21 // single accessible object, in a form that can be serialized and sent from |
22 // one process to another. | 22 // one process to another. |
23 struct AX_EXPORT AXNodeData { | 23 struct AX_EXPORT AXNodeData { |
24 AXNodeData(); | 24 AXNodeData(); |
25 virtual ~AXNodeData(); | 25 virtual ~AXNodeData(); |
26 | 26 |
27 // Accessing accessibility attributes: | 27 // Accessing accessibility attributes: |
28 // | 28 // |
29 // There are dozens of possible attributes for an accessibility node, | 29 // There are dozens of possible attributes for an accessibility node, |
30 // but only a few tend to apply to any one object, so we store them | 30 // but only a few tend to apply to any one object, so we store them |
31 // in sparse arrays of <attribute id, attribute value> pairs, organized | 31 // in sparse arrays of <attribute id, attribute value> pairs, organized |
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104 std::vector<std::pair<AXBoolAttribute, bool> > bool_attributes; | 104 std::vector<std::pair<AXBoolAttribute, bool> > bool_attributes; |
105 std::vector<std::pair<AXIntListAttribute, std::vector<int32> > > | 105 std::vector<std::pair<AXIntListAttribute, std::vector<int32> > > |
106 intlist_attributes; | 106 intlist_attributes; |
107 base::StringPairs html_attributes; | 107 base::StringPairs html_attributes; |
108 std::vector<int32> child_ids; | 108 std::vector<int32> child_ids; |
109 }; | 109 }; |
110 | 110 |
111 } // namespace ui | 111 } // namespace ui |
112 | 112 |
113 #endif // UI_ACCESSIBILITY_AX_NODE_DATA_H_ | 113 #endif // UI_ACCESSIBILITY_AX_NODE_DATA_H_ |
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