Merge lp://qastaging/~apinheiro/unity/Bug739689 into lp://qastaging/unity
Status: | Merged |
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Merged at revision: | 989 |
Proposed branch: | lp://qastaging/~apinheiro/unity/Bug739689 |
Merge into: | lp://qastaging/unity |
Diff against target: |
66 lines (+49/-0) 1 file modified
src/unity-root-accessible.cpp (+49/-0) |
To merge this branch: | bzr merge lp://qastaging/~apinheiro/unity/Bug739689 |
Related bugs: |
Reviewer | Review Type | Date Requested | Status |
---|---|---|---|
Rodrigo Moya (community) | Approve | ||
Review via email:
|
Description of the change
From the comment I added on the code:
* Normally not all the accessible objects on the hierarchy are
* available from the beginning, and they are being created by demand
* due the request on the AT (ie: orca) side
*
* It usually follows a top-down approach. Top objects emits a signal
* of interest, so AT apps get interest on it, and request their
* children. One example is the signal "window::activate". AT receives
* a signal meaning that a top level object is activated, so request
* their children (and gran-children).
*
* Due technical reasons, right now it is hard to find a suitable way
* to emit the signal "activate" on the BaseWindow. That means that
* objects on the bottom of the hierarchy are not created, so Orca
* doesn't react to changes on sections like the Launcher.
*
* So in order to prevent that, we make a manual exploration of the
* hierarchy in order to ensure that those objects are there.
NOTE: this should be a temporal solution, until we get a proper way to notify that top-level windows are being activated.