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; }
CollapsedBorderValue RenderTableCell::collapsedAfterBorder() const { RenderTable* table = this->table(); // For after border, we need to check, in order of precedence: // (1) Our after border. int before = CSSProperty::resolveDirectionAwareProperty(CSSPropertyWebkitBorderBeforeColor, table->style()->direction(), table->style()->writingMode()); int after = CSSProperty::resolveDirectionAwareProperty(CSSPropertyWebkitBorderAfterColor, table->style()->direction(), table->style()->writingMode()); CollapsedBorderValue result = CollapsedBorderValue(&style()->borderAfter(), style()->visitedDependentColor(after), BCELL); RenderTableCell* nextCell = table->cellBelow(this); if (nextCell) { // (2) An after cell's before border. result = chooseBorder(result, CollapsedBorderValue(&nextCell->style()->borderBefore(), nextCell->style()->visitedDependentColor(before), BCELL)); if (!result.exists()) return result; } // (3) Our row's after border. (FIXME: Deal with rowspan!) result = chooseBorder(result, CollapsedBorderValue(&parent()->style()->borderAfter(), parent()->style()->visitedDependentColor(after), BROW)); if (!result.exists()) return result; // (4) The next row's before border. if (nextCell) { result = chooseBorder(result, CollapsedBorderValue(&nextCell->parent()->style()->borderBefore(), nextCell->parent()->style()->visitedDependentColor(before), BROW)); if (!result.exists()) return result; } // Now check row groups. RenderTableSection* currSection = section(); if (row() + rowSpan() >= currSection->numRows()) { // (5) Our row group's after border. result = chooseBorder(result, CollapsedBorderValue(&currSection->style()->borderAfter(), currSection->style()->visitedDependentColor(after), BROWGROUP)); if (!result.exists()) return result; // (6) Following row group's before border. currSection = table->sectionBelow(currSection); if (currSection) { result = chooseBorder(result, CollapsedBorderValue(&currSection->style()->borderBefore(), currSection->style()->visitedDependentColor(before), BROWGROUP)); if (!result.exists()) return result; } } if (!currSection) { // (8) Our column and column group's after borders. RenderTableCol* colElt = table->colElement(col()); if (colElt) { result = chooseBorder(result, CollapsedBorderValue(&colElt->style()->borderAfter(), colElt->style()->visitedDependentColor(after), BCOL)); if (!result.exists()) return result; if (colElt->parent()->isTableCol()) { result = chooseBorder(result, CollapsedBorderValue(&colElt->parent()->style()->borderAfter(), colElt->parent()->style()->visitedDependentColor(after), BCOLGROUP)); if (!result.exists()) return result; } } // (9) The table's after border. result = chooseBorder(result, CollapsedBorderValue(&table->style()->borderAfter(), table->style()->visitedDependentColor(after), BTABLE)); if (!result.exists()) return result; } return result; }
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; }
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); }
CollapsedBorderValue RenderTableCell::collapsedBottomBorder() const { // For border top, we need to check, in order of precedence: // (1) Our bottom border. CollapsedBorderValue result = CollapsedBorderValue(&style()->borderBottom(), BCELL); RenderTableCell* nextCell = table()->cellBelow(this); if (nextCell) { // (2) A following cell's top border. result = compareBorders(result, CollapsedBorderValue(&nextCell->style()->borderTop(), BCELL)); if (!result.exists()) return result; } // (3) Our row's bottom border. (FIXME: Deal with rowspan!) result = compareBorders(result, CollapsedBorderValue(&parent()->style()->borderBottom(), BROW)); if (!result.exists()) return result; // (4) The next row's top border. if (nextCell) { result = compareBorders(result, CollapsedBorderValue(&nextCell->parent()->style()->borderTop(), BROW)); if (!result.exists()) return result; } // Now check row groups. RenderTableSection* currSection = section(); if (row() + rowSpan() >= currSection->numRows()) { // (5) Our row group's bottom border. result = compareBorders(result, CollapsedBorderValue(&currSection->style()->borderBottom(), BROWGROUP)); if (!result.exists()) return result; // (6) Following row group's top border. currSection = table()->sectionBelow(currSection); if (currSection) { result = compareBorders(result, CollapsedBorderValue(&currSection->style()->borderTop(), BROWGROUP)); if (!result.exists()) return result; } } if (!currSection) { // (8) Our column and column group's bottom borders. RenderTableCol* colElt = table()->colElement(col()); if (colElt) { result = compareBorders(result, CollapsedBorderValue(&colElt->style()->borderBottom(), BCOL)); if (!result.exists()) return result; if (colElt->parent()->isTableCol()) { result = compareBorders(result, CollapsedBorderValue(&colElt->parent()->style()->borderBottom(), BCOLGROUP)); if (!result.exists()) return result; } } // (9) The table's bottom border. result = compareBorders(result, CollapsedBorderValue(&table()->style()->borderBottom(), BTABLE)); if (!result.exists()) return result; } return result; }