本文整理汇总了C++中AccessibilityTableColumn::setParentTable方法的典型用法代码示例。如果您正苦于以下问题:C++ AccessibilityTableColumn::setParentTable方法的具体用法?C++ AccessibilityTableColumn::setParentTable怎么用?C++ AccessibilityTableColumn::setParentTable使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类AccessibilityTableColumn
的用法示例。
在下文中一共展示了AccessibilityTableColumn::setParentTable方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: addChildren
void AccessibilityARIAGrid::addChildren()
{
ASSERT(!m_haveChildren);
if (!isDataTable()) {
AccessibilityRenderObject::addChildren();
return;
}
m_haveChildren = true;
if (!m_renderer)
return;
AXObjectCache* axCache = m_renderer->document()->axObjectCache();
// add only rows that are labeled as aria rows
HashSet<AccessibilityObject*> appendedRows;
unsigned columnCount = 0;
for (RefPtr<AccessibilityObject> child = firstChild(); child; child = child->nextSibling()) {
// in case the render tree doesn't match the expected ARIA hierarchy, look at the children
if (child->accessibilityIsIgnored()) {
if (!child->hasChildren())
child->addChildren();
AccessibilityChildrenVector children = child->children();
unsigned length = children.size();
for (unsigned i = 0; i < length; ++i)
addChild(children[i].get(), appendedRows, columnCount);
} else
addChild(child.get(), appendedRows, columnCount);
}
// make the columns based on the number of columns in the first body
for (unsigned i = 0; i < columnCount; ++i) {
AccessibilityTableColumn* column = static_cast<AccessibilityTableColumn*>(axCache->getOrCreate(ColumnRole));
column->setColumnIndex((int)i);
column->setParentTable(this);
m_columns.append(column);
m_children.append(column);
}
AccessibilityObject* headerContainerObject = headerContainer();
if (headerContainerObject)
m_children.append(headerContainerObject);
}
示例2: addChildren
void AccessibilityTable::addChildren()
{
if (!isDataTable()) {
AccessibilityRenderObject::addChildren();
return;
}
ASSERT(!m_haveChildren);
m_haveChildren = true;
if (!m_renderer)
return;
RenderTable* table = static_cast<RenderTable*>(m_renderer);
AXObjectCache* axCache = m_renderer->document()->axObjectCache();
// go through all the available sections to pull out the rows
// and add them as children
RenderTableSection* tableSection = table->header();
if (!tableSection)
tableSection = table->firstBody();
if (!tableSection)
return;
RenderTableSection* initialTableSection = tableSection;
while (tableSection) {
HashSet<AccessibilityObject*> appendedRows;
unsigned numRows = tableSection->numRows();
unsigned numCols = tableSection->numColumns();
for (unsigned rowIndex = 0; rowIndex < numRows; ++rowIndex) {
for (unsigned colIndex = 0; colIndex < numCols; ++colIndex) {
RenderTableCell* cell = tableSection->cellAt(rowIndex, colIndex).cell;
if (!cell)
continue;
AccessibilityObject* rowObject = axCache->get(cell->parent());
if (!rowObject->isTableRow())
continue;
AccessibilityTableRow* row = static_cast<AccessibilityTableRow*>(rowObject);
// we need to check every cell for a new row, because cell spans
// can cause us to mess rows if we just check the first column
if (appendedRows.contains(row))
continue;
row->setRowIndex((int)m_rows.size());
m_rows.append(row);
m_children.append(row);
appendedRows.add(row);
}
}
tableSection = table->sectionBelow(tableSection, true);
}
// make the columns based on the number of columns in the first body
unsigned length = initialTableSection->numColumns();
for (unsigned i = 0; i < length; ++i) {
AccessibilityTableColumn* column = static_cast<AccessibilityTableColumn*>(axCache->get(ColumnRole));
column->setColumnIndex((int)i);
column->setParentTable(this);
m_columns.append(column);
m_children.append(column);
}
AccessibilityObject* headerContainerObject = headerContainer();
if (headerContainerObject)
m_children.append(headerContainerObject);
}
示例3: addChildren
void AccessibilityTable::addChildren()
{
if (!isAccessibilityTable()) {
AccessibilityRenderObject::addChildren();
return;
}
ASSERT(!m_haveChildren);
m_haveChildren = true;
if (!m_renderer || !m_renderer->isTable())
return;
RenderTable* table = toRenderTable(m_renderer);
AXObjectCache* axCache = m_renderer->document()->axObjectCache();
// go through all the available sections to pull out the rows
// and add them as children
// FIXME: This will skip a table with just a tfoot. Should fix by using RenderTable::topSection.
RenderTableSection* tableSection = table->header();
if (!tableSection)
tableSection = table->firstBody();
if (!tableSection)
return;
RenderTableSection* initialTableSection = tableSection;
while (tableSection) {
HashSet<AccessibilityObject*> appendedRows;
unsigned numRows = tableSection->numRows();
unsigned numCols = tableSection->numColumns();
for (unsigned rowIndex = 0; rowIndex < numRows; ++rowIndex) {
for (unsigned colIndex = 0; colIndex < numCols; ++colIndex) {
RenderTableCell* cell = tableSection->primaryCellAt(rowIndex, colIndex);
if (!cell)
continue;
AccessibilityObject* rowObject = axCache->getOrCreate(cell->parent());
if (!rowObject->isTableRow())
continue;
AccessibilityTableRow* row = static_cast<AccessibilityTableRow*>(rowObject);
// we need to check every cell for a new row, because cell spans
// can cause us to mess rows if we just check the first column
if (appendedRows.contains(row))
continue;
row->setRowIndex((int)m_rows.size());
m_rows.append(row);
if (!row->accessibilityIsIgnored())
m_children.append(row);
#if PLATFORM(GTK)
else
m_children.append(row->children());
#endif
appendedRows.add(row);
}
}
tableSection = table->sectionBelow(tableSection, SkipEmptySections);
}
// make the columns based on the number of columns in the first body
unsigned length = initialTableSection->numColumns();
for (unsigned i = 0; i < length; ++i) {
AccessibilityTableColumn* column = static_cast<AccessibilityTableColumn*>(axCache->getOrCreate(ColumnRole));
column->setColumnIndex((int)i);
column->setParentTable(this);
m_columns.append(column);
if (!column->accessibilityIsIgnored())
m_children.append(column);
}
AccessibilityObject* headerContainerObject = headerContainer();
if (headerContainerObject && !headerContainerObject->accessibilityIsIgnored())
m_children.append(headerContainerObject);
}