EventDispatcher.h   [plain text]


/*
 * Copyright (C) 1999 Lars Knoll (knoll@kde.org)
 *           (C) 1999 Antti Koivisto (koivisto@kde.org)
 *           (C) 2001 Dirk Mueller (mueller@kde.org)
 * Copyright (C) 2004, 2005, 2006, 2007, 2008, 2009, 2010 Apple Inc. All rights reserved.
 * Copyright (C) 2008 Nokia Corporation and/or its subsidiary(-ies)
 * Copyright (C) 2009 Torch Mobile Inc. All rights reserved. (http://www.torchmobile.com/)
 * Copyright (C) 2011 Google Inc. All rights reserved.
 *
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Library 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
 * Library General Public License for more details.
 *
 * You should have received a copy of the GNU Library General Public License
 * along with this library; see the file COPYING.LIB.  If not, write to
 * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
 * Boston, MA 02110-1301, USA.
 */

#ifndef EventDispatcher_h
#define EventDispatcher_h

#include <wtf/Forward.h>
#include <wtf/Vector.h>

namespace WebCore {

class Event;
class EventContext;
class EventDispatchMediator;
class EventTarget;
class FrameView;
class Node;
class PlatformKeyboardEvent;
class PlatformMouseEvent;
class PlatformWheelEvent;

enum EventDispatchBehavior {
    RetargetEvent,
    StayInsideShadowDOM
};

class EventDispatcher {
public:
    static bool dispatchEvent(Node*, const EventDispatchMediator&);
    static void dispatchScopedEvent(Node*, PassRefPtr<Event>);

    static void dispatchSimulatedClick(Node*, PassRefPtr<Event> underlyingEvent, bool sendMouseEvents, bool showPressedLook);

    bool dispatchEvent(PassRefPtr<Event>);
    PassRefPtr<EventTarget> adjustRelatedTarget(Event*, PassRefPtr<EventTarget>);
    Node* node() const;

private:
    EventDispatcher(Node*);

    PassRefPtr<EventTarget> adjustToShadowBoundaries(PassRefPtr<Node> relatedTarget, const Vector<Node*> relatedTargetAncestors);
    EventDispatchBehavior determineDispatchBehavior(Event*, Node* shadowRoot);
    void ensureEventAncestors(Event*);
    const EventContext* topEventContext();

    Vector<EventContext> m_ancestors;
    RefPtr<Node> m_node;
    RefPtr<EventTarget> m_originalTarget;
    RefPtr<FrameView> m_view;
    bool m_ancestorsInitialized;
};

inline Node* EventDispatcher::node() const
{
    return m_node.get();
}

}

#endif