#include "config.h"
#include "EventContext.h"
#include "Document.h"
#include "FocusEvent.h"
#include "MouseEvent.h"
#include "TouchEvent.h"
namespace WebCore {
EventContext::EventContext(Node* node, EventTarget* currentTarget, EventTarget* target, int closedShadowDepth)
: m_node { node }
, m_currentTarget { currentTarget }
, m_target { target }
, m_closedShadowDepth { closedShadowDepth }
{
ASSERT(!isUnreachableNode(m_target.get()));
}
EventContext::~EventContext() = default;
void EventContext::handleLocalEvents(Event& event, EventInvokePhase phase) const
{
event.setTarget(m_target.get());
event.setCurrentTarget(m_currentTarget.get());
if (m_node)
m_node->handleLocalEvents(event, phase);
else
m_currentTarget->fireEventListeners(event, phase);
}
bool EventContext::isMouseOrFocusEventContext() const
{
return false;
}
bool EventContext::isTouchEventContext() const
{
return false;
}
MouseOrFocusEventContext::MouseOrFocusEventContext(Node& node, EventTarget* currentTarget, EventTarget* target, int closedShadowDepth)
: EventContext(&node, currentTarget, target, closedShadowDepth)
{
}
MouseOrFocusEventContext::~MouseOrFocusEventContext() = default;
void MouseOrFocusEventContext::handleLocalEvents(Event& event, EventInvokePhase phase) const
{
if (m_relatedTarget)
event.setRelatedTarget(*m_relatedTarget);
EventContext::handleLocalEvents(event, phase);
}
bool MouseOrFocusEventContext::isMouseOrFocusEventContext() const
{
return true;
}
#if ENABLE(TOUCH_EVENTS)
TouchEventContext::TouchEventContext(Node& node, EventTarget* currentTarget, EventTarget* target, int closedShadowDepth)
: EventContext(&node, currentTarget, target, closedShadowDepth)
, m_touches(TouchList::create())
, m_targetTouches(TouchList::create())
, m_changedTouches(TouchList::create())
{
}
TouchEventContext::~TouchEventContext() = default;
void TouchEventContext::handleLocalEvents(Event& event, EventInvokePhase phase) const
{
checkReachability(m_touches);
checkReachability(m_targetTouches);
checkReachability(m_changedTouches);
auto& touchEvent = downcast<TouchEvent>(event);
touchEvent.setTouches(m_touches.ptr());
touchEvent.setTargetTouches(m_targetTouches.ptr());
touchEvent.setChangedTouches(m_changedTouches.ptr());
EventContext::handleLocalEvents(event, phase);
}
bool TouchEventContext::isTouchEventContext() const
{
return true;
}
#if ASSERT_ENABLED
void TouchEventContext::checkReachability(const Ref<TouchList>& touchList) const
{
size_t length = touchList->length();
for (size_t i = 0; i < length; ++i)
ASSERT(!isUnreachableNode(downcast<Node>(touchList->item(i)->target())));
}
#endif // ASSERT_ENABLED
#endif // ENABLE(TOUCH_EVENTS)
}