Files
mutter/clutter/clutter/clutter-actor-accessible.c
Bilal Elmoussaoui 9d72f658af clutter: Add accessible state tracking
Currently, this has been living in StWidget, moving that to Clutter
allows us to properly track the accessibility state changes in the
actors provided inside Clutter as well as simplifying things for a
future move from Atk.

Part-of: <https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/4089>
2025-01-20 14:23:44 +00:00

550 lines
17 KiB
C

/* Clutter.
*
* Copyright (C) 2008 Igalia, S.L.
*
* Author: Alejandro Piñeiro Iglesias <apinheiro@igalia.com>
*
* Some parts are based on GailWidget from GAIL
* GAIL - The GNOME Accessibility Implementation Library
* Copyright 2001, 2002, 2003 Sun Microsystems Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
*/
/**
* ClutterActorAccessible:
*
* Implementation of the ATK interfaces for [class@Clutter.Actor]
*
* #ClutterActorAccessible implements the required ATK interfaces of [class@Clutter.Actor]
* exposing the common elements on each actor (position, extents, etc).
*/
/*
*
* IMPLEMENTATION NOTES:
*
* ####
*
* Focus: clutter hasn't got the focus concept in the same way that GTK, but it
* has a key focus managed by the stage. Basically any actor can be focused using
* clutter_stage_set_key_focus. So, we will use this approach: all actors are
* focusable, and we get the currently focused using clutter_stage_get_key_focus
* This affects focus related stateset and some atk_component focus methods (like
* grab focus).
*
* In the same way, we will manage the focus state change management
* on the cally-stage object. The reason is avoid missing a focus
* state change event if the object is focused just before the
* accessibility object being created.
*
* #AtkAction implementation: on previous releases ClutterActor added
* the actions "press", "release" and "click", as at that time some
* general-purpose actors like textures were directly used as buttons.
*
* But now, new toolkits appeared, providing high-level widgets, like
* buttons. So in this environment, it doesn't make sense to keep
* adding them as default.
*
* Anyway, current implementation of AtkAction is done at ClutterActorAccessible
* providing methods to add and remove actions. This is based on the
* one used at gailcell, and proposed as a change on #AtkAction
* interface:
*
* https://bugzilla.gnome.org/show_bug.cgi?id=649804
*
*/
#include "config.h"
#include <math.h>
#include <atk/atk.h>
#include <glib.h>
#include "clutter/clutter-actor-private.h"
#include "clutter/clutter-actor-accessible.h"
#include "clutter/clutter-stage.h"
/* AtkComponent.h */
static void clutter_actor_accessible_component_interface_init (AtkComponentIface *iface);
struct _ClutterActorAccessiblePrivate
{
GList *children;
};
G_DEFINE_TYPE_WITH_CODE (ClutterActorAccessible,
clutter_actor_accessible,
ATK_TYPE_GOBJECT_ACCESSIBLE,
G_ADD_PRIVATE (ClutterActorAccessible)
G_IMPLEMENT_INTERFACE (ATK_TYPE_COMPONENT,
clutter_actor_accessible_component_interface_init));
/* ClutterContainer */
static gint
clutter_actor_accessible_add_actor (ClutterActor *container,
ClutterActor *actor,
gpointer data)
{
AtkObject *atk_parent = clutter_actor_get_accessible (container);
AtkObject *atk_child = clutter_actor_get_accessible (actor);
ClutterActorAccessiblePrivate *priv = clutter_actor_accessible_get_instance_private (CLUTTER_ACTOR_ACCESSIBLE (atk_parent));
gint index;
g_return_val_if_fail (CLUTTER_IS_ACTOR (container), 0);
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), 0);
g_object_notify (G_OBJECT (atk_child), "accessible_parent");
g_list_free (priv->children);
priv->children = clutter_actor_get_children (CLUTTER_ACTOR (container));
index = g_list_index (priv->children, actor);
g_signal_emit_by_name (atk_parent, "children_changed::add",
index, atk_child, NULL);
return 1;
}
static gint
clutter_actor_accessible_remove_actor (ClutterActor *container,
ClutterActor *actor,
gpointer data)
{
g_autoptr (AtkObject) atk_child = NULL;
AtkPropertyValues values = { NULL };
AtkObject *atk_parent = NULL;
ClutterActorAccessiblePrivate *priv = NULL;
gint index;
g_return_val_if_fail (CLUTTER_IS_ACTOR (container), 0);
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), 0);
atk_parent = clutter_actor_get_accessible (container);
atk_child = clutter_actor_get_accessible (actor);
if (atk_child)
{
g_assert (ATK_IS_OBJECT (atk_child));
g_object_ref (atk_child);
g_value_init (&values.old_value, G_TYPE_POINTER);
g_value_set_pointer (&values.old_value, atk_parent);
values.property_name = "accessible-parent";
g_signal_emit_by_name (atk_child,
"property_change::accessible-parent", &values, NULL);
}
priv = clutter_actor_accessible_get_instance_private (CLUTTER_ACTOR_ACCESSIBLE (atk_parent));
index = g_list_index (priv->children, actor);
g_list_free (priv->children);
priv->children = clutter_actor_get_children (CLUTTER_ACTOR (container));
if (index >= 0 && index <= g_list_length (priv->children))
g_signal_emit_by_name (atk_parent, "children_changed::remove",
index, atk_child, NULL);
return 1;
}
static void
clutter_actor_accessible_initialize (AtkObject *obj,
gpointer data)
{
ClutterActorAccessible *self = NULL;
ClutterActorAccessiblePrivate *priv = NULL;
ClutterActor *actor = NULL;
guint handler_id;
ATK_OBJECT_CLASS (clutter_actor_accessible_parent_class)->initialize (obj, data);
self = CLUTTER_ACTOR_ACCESSIBLE (obj);
priv = clutter_actor_accessible_get_instance_private (self);
actor = CLUTTER_ACTOR (data);
g_object_set_data (G_OBJECT (obj), "atk-component-layer",
GINT_TO_POINTER (ATK_LAYER_MDI));
priv->children = clutter_actor_get_children (actor);
/*
* We store the handler ids for these signals in case some objects
* need to remove these handlers.
*/
handler_id = g_signal_connect (actor,
"child-added",
G_CALLBACK (clutter_actor_accessible_add_actor),
obj);
g_object_set_data (G_OBJECT (obj), "cally-add-handler-id",
GUINT_TO_POINTER (handler_id));
handler_id = g_signal_connect (actor,
"child-removed",
G_CALLBACK (clutter_actor_accessible_remove_actor),
obj);
g_object_set_data (G_OBJECT (obj), "cally-remove-handler-id",
GUINT_TO_POINTER (handler_id));
obj->role = ATK_ROLE_PANEL; /* typically objects implementing ClutterContainer
interface would be a panel */
}
/* AtkObject */
static const gchar *
clutter_actor_accessible_get_name (AtkObject *obj)
{
const gchar* name = NULL;
ClutterActor *actor;
g_return_val_if_fail (CLUTTER_IS_ACTOR_ACCESSIBLE (obj), NULL);
actor = CLUTTER_ACTOR_FROM_ACCESSIBLE (obj);
if (actor)
name = clutter_actor_get_accessible_name (actor);
if (!name)
name = ATK_OBJECT_CLASS (clutter_actor_accessible_parent_class)->get_name (obj);
return name;
}
static AtkRole
clutter_actor_accessible_get_role (AtkObject *obj)
{
ClutterActor *actor = NULL;
AtkRole role = ATK_ROLE_INVALID;
g_return_val_if_fail (CLUTTER_IS_ACTOR_ACCESSIBLE (obj), role);
actor = CLUTTER_ACTOR_FROM_ACCESSIBLE (obj);
if (actor == NULL)
return role;
role = actor->accessible_role;
if (role == ATK_ROLE_INVALID)
role = ATK_OBJECT_CLASS (clutter_actor_accessible_parent_class)->get_role (obj);
return role;
}
static void
clutter_actor_accessible_init (ClutterActorAccessible *actor_accessible)
{
ClutterActorAccessiblePrivate *priv = clutter_actor_accessible_get_instance_private (actor_accessible);
priv->children = NULL;
}
static void
clutter_actor_accessible_finalize (GObject *obj)
{
ClutterActorAccessible *actor_accessible =
CLUTTER_ACTOR_ACCESSIBLE (obj);
ClutterActorAccessiblePrivate *priv =
clutter_actor_accessible_get_instance_private (actor_accessible);
if (priv->children)
{
g_list_free (priv->children);
priv->children = NULL;
}
G_OBJECT_CLASS (clutter_actor_accessible_parent_class)->finalize (obj);
}
static AtkObject *
clutter_actor_accessible_get_parent (AtkObject *obj)
{
ClutterActor *parent_actor = NULL;
AtkObject *parent = NULL;
ClutterActor *actor = NULL;
ClutterActorAccessible *actor_accessible = NULL;
g_return_val_if_fail (CLUTTER_IS_ACTOR_ACCESSIBLE (obj), NULL);
/* Check if we have and assigned parent */
if (obj->accessible_parent)
return obj->accessible_parent;
/* Try to get it from the clutter parent */
actor_accessible = CLUTTER_ACTOR_ACCESSIBLE (obj);
actor = CLUTTER_ACTOR_FROM_ACCESSIBLE (actor_accessible);
if (actor == NULL) /* Object is defunct */
return NULL;
parent_actor = clutter_actor_get_parent (actor);
if (parent_actor == NULL)
return NULL;
parent = clutter_actor_get_accessible (parent_actor);
/* FIXME: I need to review the clutter-embed, to check if in this case I
* should get the widget accessible
*/
return parent;
}
static gint
clutter_actor_accessible_get_index_in_parent (AtkObject *obj)
{
ClutterActorAccessible *actor_accessible = NULL;
ClutterActor *actor = NULL;
ClutterActor *parent_actor = NULL;
ClutterActor *iter;
gint index = -1;
g_return_val_if_fail (CLUTTER_IS_ACTOR_ACCESSIBLE (obj), -1);
if (obj->accessible_parent)
{
gint n_children, i;
gboolean found = FALSE;
n_children = atk_object_get_n_accessible_children (obj->accessible_parent);
for (i = 0; i < n_children; i++)
{
AtkObject *child;
child = atk_object_ref_accessible_child (obj->accessible_parent, i);
if (child == obj)
found = TRUE;
g_object_unref (child);
if (found)
return i;
}
return -1;
}
actor_accessible = CLUTTER_ACTOR_ACCESSIBLE (obj);
actor = CLUTTER_ACTOR_FROM_ACCESSIBLE (actor_accessible);
if (actor == NULL) /* Object is defunct */
return -1;
index = 0;
parent_actor = clutter_actor_get_parent (actor);
if (parent_actor == NULL)
return -1;
for (iter = clutter_actor_get_first_child (parent_actor);
iter != NULL && iter != actor;
iter = clutter_actor_get_next_sibling (iter))
{
index += 1;
}
return index;
}
static AtkStateSet*
clutter_actor_accessible_ref_state_set (AtkObject *obj)
{
ClutterActor *actor = NULL;
g_autoptr (AtkStateSet) parent_state = NULL;
AtkStateSet *combined_state, *actor_state = NULL;
ClutterActorAccessible *actor_accessible = NULL;
g_return_val_if_fail (CLUTTER_IS_ACTOR_ACCESSIBLE (obj), NULL);
actor_accessible = CLUTTER_ACTOR_ACCESSIBLE (obj);
parent_state = ATK_OBJECT_CLASS (clutter_actor_accessible_parent_class)->ref_state_set (obj);
actor = CLUTTER_ACTOR_FROM_ACCESSIBLE (actor_accessible);
if (actor == NULL) /* Object is defunct */
{
atk_state_set_add_state (parent_state, ATK_STATE_DEFUNCT);
combined_state = g_steal_pointer (&parent_state);
}
else
{
actor_state = clutter_actor_get_accessible_state (actor);
if (actor_state)
combined_state = atk_state_set_or_sets (parent_state,
actor_state);
else
combined_state = g_steal_pointer (&parent_state);
}
return combined_state;
}
static gint
clutter_actor_accessible_get_n_children (AtkObject *obj)
{
ClutterActor *actor = NULL;
g_return_val_if_fail (CLUTTER_IS_ACTOR_ACCESSIBLE (obj), 0);
actor = CLUTTER_ACTOR_FROM_ACCESSIBLE (obj);
if (actor == NULL) /* State is defunct */
return 0;
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), 0);
return clutter_actor_get_n_children (actor);
}
static AtkObject*
clutter_actor_accessible_ref_child (AtkObject *obj,
gint i)
{
ClutterActor *actor = NULL;
ClutterActor *child = NULL;
g_return_val_if_fail (CLUTTER_IS_ACTOR_ACCESSIBLE (obj), NULL);
actor = CLUTTER_ACTOR_FROM_ACCESSIBLE (obj);
if (actor == NULL) /* State is defunct */
return NULL;
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
if (i >= clutter_actor_get_n_children (actor))
return NULL;
child = clutter_actor_get_child_at_index (actor, i);
if (child == NULL)
return NULL;
return g_object_ref (clutter_actor_get_accessible (child));
}
static void
clutter_actor_accessible_class_init (ClutterActorAccessibleClass *klass)
{
AtkObjectClass *class = ATK_OBJECT_CLASS (klass);
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
/* GObject */
gobject_class->finalize = clutter_actor_accessible_finalize;
/* AtkObject */
class->get_role = clutter_actor_accessible_get_role;
class->get_name = clutter_actor_accessible_get_name;
class->get_parent = clutter_actor_accessible_get_parent;
class->get_index_in_parent = clutter_actor_accessible_get_index_in_parent;
class->ref_state_set = clutter_actor_accessible_ref_state_set;
class->initialize = clutter_actor_accessible_initialize;
class->get_n_children = clutter_actor_accessible_get_n_children;
class->ref_child = clutter_actor_accessible_ref_child;
}
/* AtkComponent implementation */
static void
clutter_actor_accessible_get_extents (AtkComponent *component,
gint *x,
gint *y,
gint *width,
gint *height,
AtkCoordType coord_type)
{
ClutterActorAccessible *actor_accessible = NULL;
ClutterActor *actor = NULL;
gfloat f_width, f_height;
graphene_point3d_t verts[4];
ClutterActor *stage = NULL;
g_return_if_fail (CLUTTER_IS_ACTOR_ACCESSIBLE (component));
actor_accessible = CLUTTER_ACTOR_ACCESSIBLE (component);
actor = CLUTTER_ACTOR_FROM_ACCESSIBLE (actor_accessible);
if (actor == NULL) /* actor is defunct */
return;
/* If the actor is not placed in any stage, we can't compute the
* extents */
stage = clutter_actor_get_stage (actor);
if (stage == NULL)
return;
clutter_actor_get_abs_allocation_vertices (actor, verts);
clutter_actor_get_transformed_size (actor, &f_width, &f_height);
*x = (int) verts[0].x;
*y = (int) verts[0].y;
*width = (int) ceilf (f_width);
*height = (int) ceilf (f_height);
}
static gint
clutter_actor_accessible_get_mdi_zorder (AtkComponent *component)
{
ClutterActorAccessible *actor_accessible = NULL;
ClutterActor *actor = NULL;
g_return_val_if_fail (CLUTTER_IS_ACTOR_ACCESSIBLE (component), G_MININT);
actor_accessible = CLUTTER_ACTOR_ACCESSIBLE (component);
actor = CLUTTER_ACTOR_FROM_ACCESSIBLE (actor_accessible);
return (int) clutter_actor_get_z_position (actor);
}
static gboolean
clutter_actor_accessible_grab_focus (AtkComponent *component)
{
ClutterActor *actor = NULL;
ClutterActor *stage = NULL;
ClutterActorAccessible *actor_accessible = NULL;
g_return_val_if_fail (CLUTTER_IS_ACTOR_ACCESSIBLE (component), FALSE);
/* See focus section on implementation notes */
actor_accessible = CLUTTER_ACTOR_ACCESSIBLE (component);
actor = CLUTTER_ACTOR_FROM_ACCESSIBLE (actor_accessible);
stage = clutter_actor_get_stage (actor);
clutter_stage_set_key_focus (CLUTTER_STAGE (stage),
actor);
return TRUE;
}
static double
clutter_actor_accessible_get_alpha (AtkComponent *component)
{
ClutterActor *actor;
g_return_val_if_fail (CLUTTER_IS_ACTOR_ACCESSIBLE (component), 1.0);
actor = CLUTTER_ACTOR_FROM_ACCESSIBLE (component);
if (!actor)
return 1.0;
return clutter_actor_get_opacity (actor) / 255.0;
}
static void
clutter_actor_accessible_component_interface_init (AtkComponentIface *iface)
{
g_return_if_fail (iface != NULL);
iface->get_extents = clutter_actor_accessible_get_extents;
iface->get_mdi_zorder = clutter_actor_accessible_get_mdi_zorder;
iface->get_alpha = clutter_actor_accessible_get_alpha;
/* focus management */
iface->grab_focus = clutter_actor_accessible_grab_focus;
}