void AccessibilityTableCell::rowIndexRange(pair<int, int>& rowRange) { if (!m_renderer || !m_renderer->isTableCell()) return; RenderTableCell* renderCell = toRenderTableCell(m_renderer); rowRange.first = renderCell->rowIndex(); rowRange.second = renderCell->rowSpan(); // since our table might have multiple sections, we have to offset our row appropriately RenderTableSection* section = renderCell->section(); RenderTable* table = renderCell->table(); if (!table || !section) return; // 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(); unsigned rowOffset = 0; while (tableSection) { if (tableSection == section) break; rowOffset += tableSection->numRows(); tableSection = table->sectionBelow(tableSection, SkipEmptySections); } rowRange.first += rowOffset; }
void AccessibilityTableCell::rowIndexRange(pair<int, int>& rowRange) { if (!m_renderer) return; RenderTableCell* renderCell = static_cast<RenderTableCell*>(m_renderer); rowRange.first = renderCell->row(); rowRange.second = renderCell->rowSpan(); // since our table might have multiple sections, we have to offset our row appropriately RenderTableSection* section = renderCell->section(); RenderTable* table = renderCell->table(); if (!table || !section) return; RenderTableSection* tableSection = table->header(); if (!tableSection) tableSection = table->firstBody(); unsigned rowOffset = 0; while (tableSection) { if (tableSection == section) break; rowOffset += tableSection->numRows(); tableSection = table->sectionBelow(tableSection, true); } rowRange.first += rowOffset; }
AccessibilityObject* AccessibilityTableColumn::headerObject() { if (!m_parent) return 0; RenderObject* renderer = m_parent->renderer(); if (!renderer) return 0; if (!m_parent->isAccessibilityTable()) return 0; AccessibilityTable* parentTable = toAccessibilityTable(m_parent); if (parentTable->isAriaTable()) { AccessibilityChildrenVector rowChildren = children(); unsigned childrenCount = rowChildren.size(); for (unsigned i = 0; i < childrenCount; ++i) { AccessibilityObject* cell = rowChildren[i].get(); if (cell->ariaRoleAttribute() == ColumnHeaderRole) return cell; } return 0; } if (!renderer->isTable()) return 0; RenderTable* table = toRenderTable(renderer); AccessibilityObject* headerObject = 0; // try the <thead> section first. this doesn't require th tags headerObject = headerObjectForSection(table->header(), false); if (headerObject) return headerObject; // now try for <th> tags in the first body headerObject = headerObjectForSection(table->firstBody(), true); return headerObject; }
HTMLTableElement* AccessibilityTable::tableElement() const { if (!m_renderer->isTable()) return nullptr; RenderTable* table = toRenderTable(m_renderer); if (table->element() && isHTMLTableElement(table->element())) return toHTMLTableElement(table->element()); // If the table has a display:table-row-group, then the RenderTable does not have a pointer to it's HTMLTableElement. // We can instead find it by asking the firstSection for its parent. RenderTableSection* firstBody = table->firstBody(); if (!firstBody || !firstBody->element()) return nullptr; Element* actualTable = firstBody->element()->parentElement(); if (!actualTable || !isHTMLTableElement(actualTable)) return nullptr; return toHTMLTableElement(actualTable); }
bool AccessibilityTable::isDataTable() const { if (!m_renderer) return false; // Do not consider it a data table is it has an ARIA role. if (hasARIARole()) return false; // When a section of the document is contentEditable, all tables should be // treated as data tables, otherwise users may not be able to work with rich // text editors that allow creating and editing tables. if (node() && node()->hasEditableStyle()) return true; // This employs a heuristic to determine if this table should appear. // Only "data" tables should be exposed as tables. // Unfortunately, there is no good way to determine the difference // between a "layout" table and a "data" table. RenderTable* table = toRenderTable(m_renderer); if (!table->element() || !isHTMLTableElement(table->element())) return false; // if there is a caption element, summary, THEAD, or TFOOT section, it's most certainly a data table HTMLTableElement* tableElement = toHTMLTableElement(table->element()); if (!tableElement->summary().isEmpty() || tableElement->tHead() || tableElement->tFoot() || tableElement->caption()) return true; // if someone used "rules" attribute than the table should appear if (!tableElement->rules().isEmpty()) return true; // if there's a colgroup or col element, it's probably a data table. for (const auto& child : childrenOfType<Element>(*tableElement)) { if (child.hasTagName(colTag) || child.hasTagName(colgroupTag)) return true; } // go through the cell's and check for tell-tale signs of "data" table status // cells have borders, or use attributes like headers, abbr, scope or axis table->recalcSectionsIfNeeded(); RenderTableSection* firstBody = table->firstBody(); if (!firstBody) return false; int numCols = firstBody->numColumns(); int numRows = firstBody->numRows(); // If there's only one cell, it's not a good AXTable candidate. if (numRows == 1 && numCols == 1) return false; // If there are at least 20 rows, we'll call it a data table. if (numRows >= 20) return true; // Store the background color of the table to check against cell's background colors. const RenderStyle& tableStyle = table->style(); Color tableBGColor = tableStyle.visitedDependentColor(CSSPropertyBackgroundColor); // check enough of the cells to find if the table matches our criteria // Criteria: // 1) must have at least one valid cell (and) // 2) at least half of cells have borders (or) // 3) at least half of cells have different bg colors than the table, and there is cell spacing unsigned validCellCount = 0; unsigned borderedCellCount = 0; unsigned backgroundDifferenceCellCount = 0; unsigned cellsWithTopBorder = 0; unsigned cellsWithBottomBorder = 0; unsigned cellsWithLeftBorder = 0; unsigned cellsWithRightBorder = 0; Color alternatingRowColors[5]; int alternatingRowColorCount = 0; int headersInFirstColumnCount = 0; for (int row = 0; row < numRows; ++row) { int headersInFirstRowCount = 0; for (int col = 0; col < numCols; ++col) { RenderTableCell* cell = firstBody->primaryCellAt(row, col); if (!cell) continue; Element* cellElement = cell->element(); if (!cellElement) continue; if (cell->width() < 1 || cell->height() < 1) continue; validCellCount++; bool isTHCell = cellElement->hasTagName(thTag); // If the first row is comprised of all <th> tags, assume it is a data table. if (!row && isTHCell) headersInFirstRowCount++; // If the first column is comprised of all <th> tags, assume it is a data table. if (!col && isTHCell) headersInFirstColumnCount++; // In this case, the developer explicitly assigned a "data" table attribute. if (cellElement->hasTagName(tdTag) || cellElement->hasTagName(thTag)) { HTMLTableCellElement* tableCellElement = toHTMLTableCellElement(cellElement); if (!tableCellElement->headers().isEmpty() || !tableCellElement->abbr().isEmpty() || !tableCellElement->axis().isEmpty() || !tableCellElement->scope().isEmpty()) return true; } const RenderStyle& renderStyle = cell->style(); // If the empty-cells style is set, we'll call it a data table. if (renderStyle.emptyCells() == HIDE) return true; // If a cell has matching bordered sides, call it a (fully) bordered cell. if ((cell->borderTop() > 0 && cell->borderBottom() > 0) || (cell->borderLeft() > 0 && cell->borderRight() > 0)) borderedCellCount++; // Also keep track of each individual border, so we can catch tables where most // cells have a bottom border, for example. if (cell->borderTop() > 0) cellsWithTopBorder++; if (cell->borderBottom() > 0) cellsWithBottomBorder++; if (cell->borderLeft() > 0) cellsWithLeftBorder++; if (cell->borderRight() > 0) cellsWithRightBorder++; // If the cell has a different color from the table and there is cell spacing, // then it is probably a data table cell (spacing and colors take the place of borders). Color cellColor = renderStyle.visitedDependentColor(CSSPropertyBackgroundColor); if (table->hBorderSpacing() > 0 && table->vBorderSpacing() > 0 && tableBGColor != cellColor && cellColor.alpha() != 1) backgroundDifferenceCellCount++; // If we've found 10 "good" cells, we don't need to keep searching. if (borderedCellCount >= 10 || backgroundDifferenceCellCount >= 10) return true; // For the first 5 rows, cache the background color so we can check if this table has zebra-striped rows. if (row < 5 && row == alternatingRowColorCount) { RenderObject* renderRow = cell->parent(); if (!renderRow || !renderRow->isBoxModelObject() || !toRenderBoxModelObject(renderRow)->isTableRow()) continue; const RenderStyle& rowRenderStyle = renderRow->style(); Color rowColor = rowRenderStyle.visitedDependentColor(CSSPropertyBackgroundColor); alternatingRowColors[alternatingRowColorCount] = rowColor; alternatingRowColorCount++; } } if (!row && headersInFirstRowCount == numCols && numCols > 1) return true; } if (headersInFirstColumnCount == numRows && numRows > 1) return true; // if there is less than two valid cells, it's not a data table if (validCellCount <= 1) return false; // half of the cells had borders, it's a data table unsigned neededCellCount = validCellCount / 2; if (borderedCellCount >= neededCellCount || cellsWithTopBorder >= neededCellCount || cellsWithBottomBorder >= neededCellCount || cellsWithLeftBorder >= neededCellCount || cellsWithRightBorder >= neededCellCount) return true; // half had different background colors, it's a data table if (backgroundDifferenceCellCount >= neededCellCount) return true; // Check if there is an alternating row background color indicating a zebra striped style pattern. if (alternatingRowColorCount > 2) { Color firstColor = alternatingRowColors[0]; for (int k = 1; k < alternatingRowColorCount; k++) { // If an odd row was the same color as the first row, its not alternating. if (k % 2 == 1 && alternatingRowColors[k] == firstColor) return false; // If an even row is not the same as the first row, its not alternating. if (!(k % 2) && alternatingRowColors[k] != firstColor) return false; } return true; } return false; }
bool AccessibilityTable::isTableExposableThroughAccessibility() { // the following is a heuristic used to determine if a // <table> should be exposed as an AXTable. The goal // is to only show "data" tables if (!m_renderer || !m_renderer->isTable()) return false; // if the developer assigned an aria role to this, then we shouldn't // expose it as a table, unless, of course, the aria role is a table AccessibilityRole ariaRole = ariaRoleAttribute(); if (ariaRole == TableRole) return true; if (ariaRole != UnknownRole) return false; RenderTable* table = static_cast<RenderTable*>(m_renderer); // this employs a heuristic to determine if this table should appear. // Only "data" tables should be exposed as tables. // Unfortunately, there is no good way to determine the difference // between a "layout" table and a "data" table Node* tableNode = table->element(); if (!tableNode || !tableNode->hasTagName(tableTag)) return false; // if there is a caption element, summary, THEAD, or TFOOT section, it's most certainly a data table HTMLTableElement* tableElement = static_cast<HTMLTableElement*>(tableNode); if (!tableElement->summary().isEmpty() || tableElement->tHead() || tableElement->tFoot() || tableElement->caption()) return true; // if someone used "rules" attribute than the table should appear if (!tableElement->rules().isEmpty()) return true; // go through the cell's and check for tell-tale signs of "data" table status // cells have borders, or use attributes like headers, abbr, scope or axis RenderTableSection* firstBody = table->firstBody(); if (!firstBody) return false; int numCols = firstBody->numColumns(); int numRows = firstBody->numRows(); // if there's only one cell, it's not a good AXTable candidate if (numRows == 1 && numCols == 1) return false; // store the background color of the table to check against cell's background colors RenderStyle* tableStyle = table->style(); if (!tableStyle) return false; Color tableBGColor = tableStyle->backgroundColor(); // check enough of the cells to find if the table matches our criteria // Criteria: // 1) must have at least one valid cell (and) // 2) at least half of cells have borders (or) // 3) at least half of cells have different bg colors than the table, and there is cell spacing unsigned validCellCount = 0; unsigned borderedCellCount = 0; unsigned backgroundDifferenceCellCount = 0; for (int row = 0; row < numRows; ++row) { for (int col = 0; col < numCols; ++col) { RenderTableCell* cell = firstBody->cellAt(row, col).cell; if (!cell) continue; Node* cellNode = cell->element(); if (!cellNode) continue; if (cell->width() < 1 || cell->height() < 1) continue; validCellCount++; HTMLTableCellElement* cellElement = static_cast<HTMLTableCellElement*>(cellNode); // in this case, the developer explicitly assigned a "data" table attribute if (!cellElement->headers().isEmpty() || !cellElement->abbr().isEmpty() || !cellElement->axis().isEmpty() || !cellElement->scope().isEmpty()) return true; RenderStyle* renderStyle = cell->style(); if (!renderStyle) continue; // a cell needs to have matching bordered sides, before it can be considered a bordered cell. if ((cell->borderTop() > 0 && cell->borderBottom() > 0) || (cell->borderLeft() > 0 && cell->borderRight() > 0)) borderedCellCount++; // if the cell has a different color from the table and there is cell spacing, // then it is probably a data table cell (spacing and colors take the place of borders) Color cellColor = renderStyle->backgroundColor(); if (table->hBorderSpacing() > 0 && table->vBorderSpacing() > 0 && tableBGColor != cellColor && cellColor.alpha() != 1) backgroundDifferenceCellCount++; // if we've found 10 "good" cells, we don't need to keep searching if (borderedCellCount >= 10 || backgroundDifferenceCellCount >= 10) return true; } } // if there is less than two valid cells, it's not a data table if (validCellCount <= 1) return false; // half of the cells had borders, it's a data table unsigned neededCellCount = validCellCount / 2; if (borderedCellCount >= neededCellCount) return true; // half had different background colors, it's a data table if (backgroundDifferenceCellCount >= neededCellCount) return true; return false; }
AccessibilityTableCell* AccessibilityTable::cellForColumnAndRow(unsigned column, unsigned row) { if (!m_renderer) return 0; if (!hasChildren()) addChildren(); RenderTable* table = static_cast<RenderTable*>(m_renderer); RenderTableSection* tableSection = table->header(); if (!tableSection) tableSection = table->firstBody(); RenderTableCell* cell = 0; unsigned rowCount = 0; unsigned rowOffset = 0; while (tableSection) { rowCount += tableSection->numRows(); unsigned numCols = tableSection->numColumns(); if (row < rowCount && column < numCols) { int sectionSpecificRow = row - rowOffset; cell = tableSection->cellAt(sectionSpecificRow, column).cell; // we didn't find the cell, which means there's spanning happening // search backwards to find the spanning cell if (!cell) { // first try rows for (int testRow = sectionSpecificRow-1; testRow >= 0; --testRow) { cell = tableSection->cellAt(testRow, column).cell; // cell overlapped. use this one if (cell && ((cell->row() + (cell->rowSpan()-1)) >= (int)sectionSpecificRow)) break; cell = 0; } if (!cell) { // try cols for (int testCol = column-1; testCol >= 0; --testCol) { cell = tableSection->cellAt(sectionSpecificRow, testCol).cell; // cell overlapped. use this one if (cell && ((cell->col() + (cell->colSpan()-1)) >= (int)column)) break; cell = 0; } } } } if (cell) break; rowOffset += rowCount; // we didn't find anything between the rows we should have if (row < rowOffset) break; tableSection = table->sectionBelow(tableSection, true); } if (!cell) return 0; AccessibilityObject* cellObject = axObjectCache()->get(cell); ASSERT(cellObject->isTableCell()); return static_cast<AccessibilityTableCell*>(cellObject); }
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); }
bool AccessibilityTable::isDataTable() const { if (!m_renderer) return false; // Do not consider it a data table is it has an ARIA role. if (hasARIARole()) return false; // This employs a heuristic to determine if this table should appear. // Only "data" tables should be exposed as tables. // Unfortunately, there is no good way to determine the difference // between a "layout" table and a "data" table. RenderTable* table = toRenderTable(m_renderer); Node* tableNode = table->node(); if (!tableNode || !tableNode->hasTagName(tableTag)) return false; // if there is a caption element, summary, THEAD, or TFOOT section, it's most certainly a data table HTMLTableElement* tableElement = static_cast<HTMLTableElement*>(tableNode); if (!tableElement->summary().isEmpty() || tableElement->tHead() || tableElement->tFoot() || tableElement->caption()) return true; // if someone used "rules" attribute than the table should appear if (!tableElement->rules().isEmpty()) return true; // go through the cell's and check for tell-tale signs of "data" table status // cells have borders, or use attributes like headers, abbr, scope or axis RenderTableSection* firstBody = table->firstBody(); if (!firstBody) return false; int numCols = firstBody->numColumns(); int numRows = firstBody->numRows(); // if there's only one cell, it's not a good AXTable candidate if (numRows == 1 && numCols == 1) return false; // store the background color of the table to check against cell's background colors RenderStyle* tableStyle = table->style(); if (!tableStyle) return false; Color tableBGColor = tableStyle->visitedDependentColor(CSSPropertyBackgroundColor); // check enough of the cells to find if the table matches our criteria // Criteria: // 1) must have at least one valid cell (and) // 2) at least half of cells have borders (or) // 3) at least half of cells have different bg colors than the table, and there is cell spacing unsigned validCellCount = 0; unsigned borderedCellCount = 0; unsigned backgroundDifferenceCellCount = 0; Color alternatingRowColors[5]; int alternatingRowColorCount = 0; int headersInFirstColumnCount = 0; for (int row = 0; row < numRows; ++row) { int headersInFirstRowCount = 0; for (int col = 0; col < numCols; ++col) { RenderTableCell* cell = firstBody->primaryCellAt(row, col); if (!cell) continue; Node* cellNode = cell->node(); if (!cellNode) continue; if (cell->width() < 1 || cell->height() < 1) continue; validCellCount++; HTMLTableCellElement* cellElement = static_cast<HTMLTableCellElement*>(cellNode); bool isTHCell = cellElement->hasTagName(thTag); // If the first row is comprised of all <th> tags, assume it is a data table. if (!row && isTHCell) headersInFirstRowCount++; // If the first column is comprised of all <th> tags, assume it is a data table. if (!col && isTHCell) headersInFirstColumnCount++; // in this case, the developer explicitly assigned a "data" table attribute if (!cellElement->headers().isEmpty() || !cellElement->abbr().isEmpty() || !cellElement->axis().isEmpty() || !cellElement->scope().isEmpty()) return true; RenderStyle* renderStyle = cell->style(); if (!renderStyle) continue; // a cell needs to have matching bordered sides, before it can be considered a bordered cell. if ((cell->borderTop() > 0 && cell->borderBottom() > 0) || (cell->borderLeft() > 0 && cell->borderRight() > 0)) borderedCellCount++; // if the cell has a different color from the table and there is cell spacing, // then it is probably a data table cell (spacing and colors take the place of borders) Color cellColor = renderStyle->visitedDependentColor(CSSPropertyBackgroundColor); if (table->hBorderSpacing() > 0 && table->vBorderSpacing() > 0 && tableBGColor != cellColor && cellColor.alpha() != 1) backgroundDifferenceCellCount++; // if we've found 10 "good" cells, we don't need to keep searching if (borderedCellCount >= 10 || backgroundDifferenceCellCount >= 10) return true; // For the first 5 rows, cache the background color so we can check if this table has zebra-striped rows. if (row < 5 && row == alternatingRowColorCount) { RenderObject* renderRow = cell->parent(); if (!renderRow || !renderRow->isBoxModelObject() || !toRenderBoxModelObject(renderRow)->isTableRow()) continue; RenderStyle* rowRenderStyle = renderRow->style(); if (!rowRenderStyle) continue; Color rowColor = rowRenderStyle->visitedDependentColor(CSSPropertyBackgroundColor); alternatingRowColors[alternatingRowColorCount] = rowColor; alternatingRowColorCount++; } } if (!row && headersInFirstRowCount == numCols && numCols > 1) return true; } if (headersInFirstColumnCount == numRows && numRows > 1) return true; // if there is less than two valid cells, it's not a data table if (validCellCount <= 1) return false; // half of the cells had borders, it's a data table unsigned neededCellCount = validCellCount / 2; if (borderedCellCount >= neededCellCount) return true; // half had different background colors, it's a data table if (backgroundDifferenceCellCount >= neededCellCount) return true; // Check if there is an alternating row background color indicating a zebra striped style pattern. if (alternatingRowColorCount > 2) { Color firstColor = alternatingRowColors[0]; for (int k = 1; k < alternatingRowColorCount; k++) { // If an odd row was the same color as the first row, its not alternating. if (k % 2 == 1 && alternatingRowColors[k] == firstColor) return false; // If an even row is not the same as the first row, its not alternating. if (!(k % 2) && alternatingRowColors[k] != firstColor) return false; } return true; } return false; }
AccessibilityTableCell* AccessibilityTable::cellForColumnAndRow(unsigned column, unsigned row) { if (!m_renderer || !m_renderer->isTable()) return 0; updateChildrenIfNecessary(); RenderTable* table = toRenderTable(m_renderer); // 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(); RenderTableCell* cell = 0; unsigned rowCount = 0; unsigned rowOffset = 0; while (tableSection) { unsigned numRows = tableSection->numRows(); unsigned numCols = tableSection->numColumns(); rowCount += numRows; unsigned sectionSpecificRow = row - rowOffset; if (row < rowCount && column < numCols && sectionSpecificRow < numRows) { cell = tableSection->primaryCellAt(sectionSpecificRow, column); // we didn't find the cell, which means there's spanning happening // search backwards to find the spanning cell if (!cell) { // first try rows for (int testRow = sectionSpecificRow - 1; testRow >= 0; --testRow) { cell = tableSection->primaryCellAt(testRow, column); // cell overlapped. use this one ASSERT(cell->rowSpan() >= 1); if (cell && ((cell->rowIndex() + (cell->rowSpan() - 1)) >= sectionSpecificRow)) break; cell = 0; } if (!cell) { // try cols for (int testCol = column - 1; testCol >= 0; --testCol) { cell = tableSection->primaryCellAt(sectionSpecificRow, testCol); // cell overlapped. use this one ASSERT(cell->rowSpan() >= 1); if (cell && ((cell->col() + (cell->colSpan() - 1)) >= column)) break; cell = 0; } } } } if (cell) break; rowOffset += numRows; // we didn't find anything between the rows we should have if (row < rowCount) break; tableSection = table->sectionBelow(tableSection, SkipEmptySections); } if (!cell) return 0; AccessibilityObject* cellObject = axObjectCache()->getOrCreate(cell); ASSERT(cellObject->isTableCell()); return static_cast<AccessibilityTableCell*>(cellObject); }
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->setParent(this); m_columns.append(column); if (!column->accessibilityIsIgnored()) m_children.append(column); } AccessibilityObject* headerContainerObject = headerContainer(); if (headerContainerObject && !headerContainerObject->accessibilityIsIgnored()) m_children.append(headerContainerObject); }