235 lines
8.4 KiB
C++
235 lines
8.4 KiB
C++
/*
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* Copyright (C) 1999 Lars Knoll (knoll@kde.org)
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* (C) 1999 Antti Koivisto (koivisto@kde.org)
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* (C) 2001 Dirk Mueller (mueller@kde.org)
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* Copyright (C) 2004-2017 Apple Inc. All rights reserved.
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* Copyright (C) 2008 Nokia Corporation and/or its subsidiary(-ies)
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* Copyright (C) 2009 Torch Mobile Inc. All rights reserved. (http://www.torchmobile.com/)
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* Copyright (C) 2010, 2011, 2012, 2013 Google Inc. All rights reserved.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public License
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* along with this library; see the file COPYING.LIB. If not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*/
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#include "config.h"
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#include "EventDispatcher.h"
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#include "CompositionEvent.h"
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#include "EventContext.h"
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#include "EventNames.h"
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#include "EventPath.h"
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#include "Frame.h"
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#include "FrameLoader.h"
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#include "FrameView.h"
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#include "HTMLInputElement.h"
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#include "InputEvent.h"
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#include "KeyboardEvent.h"
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#include "Logging.h"
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#include "MouseEvent.h"
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#include "ScopedEventQueue.h"
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#include "ScriptDisallowedScope.h"
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#include "ShadowRoot.h"
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#include "TextEvent.h"
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#include "TouchEvent.h"
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#include <wtf/text/TextStream.h>
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namespace WebCore {
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void EventDispatcher::dispatchScopedEvent(Node& node, Event& event)
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{
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// Need to set the target here so the scoped event queue knows which node to dispatch to.
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event.setTarget(EventPath::eventTargetRespectingTargetRules(node));
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ScopedEventQueue::singleton().enqueueEvent(event);
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}
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static void callDefaultEventHandlersInBubblingOrder(Event& event, const EventPath& path)
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{
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if (path.isEmpty())
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return;
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// Non-bubbling events call only one default event handler, the one for the target.
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path.contextAt(0).node()->defaultEventHandler(event);
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ASSERT(!event.defaultPrevented());
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if (event.defaultHandled() || !event.bubbles())
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return;
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size_t size = path.size();
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for (size_t i = 1; i < size; ++i) {
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path.contextAt(i).node()->defaultEventHandler(event);
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ASSERT(!event.defaultPrevented());
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if (event.defaultHandled())
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return;
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}
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}
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static bool isInShadowTree(EventTarget* target)
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{
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return is<Node>(target) && downcast<Node>(*target).isInShadowTree();
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}
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static void dispatchEventInDOM(Event& event, const EventPath& path)
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{
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// Invoke capturing event listeners in the reverse order.
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for (size_t i = path.size(); i > 0; --i) {
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const EventContext& eventContext = path.contextAt(i - 1);
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if (eventContext.currentTarget() == eventContext.target())
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event.setEventPhase(Event::AT_TARGET);
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else
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event.setEventPhase(Event::CAPTURING_PHASE);
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eventContext.handleLocalEvents(event, EventTarget::EventInvokePhase::Capturing);
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if (event.propagationStopped())
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return;
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}
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// Invoke bubbling event listeners.
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size_t size = path.size();
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for (size_t i = 0; i < size; ++i) {
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const EventContext& eventContext = path.contextAt(i);
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if (eventContext.currentTarget() == eventContext.target())
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event.setEventPhase(Event::AT_TARGET);
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else if (event.bubbles())
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event.setEventPhase(Event::BUBBLING_PHASE);
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else
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continue;
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eventContext.handleLocalEvents(event, EventTarget::EventInvokePhase::Bubbling);
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if (event.propagationStopped())
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return;
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}
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}
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static bool shouldSuppressEventDispatchInDOM(Node& node, Event& event)
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{
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if (!event.isTrusted())
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return false;
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auto frame = node.document().frame();
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if (!frame)
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return false;
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if (!frame->mainFrame().loader().shouldSuppressTextInputFromEditing())
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return false;
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if (is<TextEvent>(event)) {
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auto& textEvent = downcast<TextEvent>(event);
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return textEvent.isKeyboard() || textEvent.isComposition();
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}
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return is<CompositionEvent>(event) || is<InputEvent>(event) || is<KeyboardEvent>(event);
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}
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static HTMLInputElement* findInputElementInEventPath(const EventPath& path)
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{
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size_t size = path.size();
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for (size_t i = 0; i < size; ++i) {
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const EventContext& eventContext = path.contextAt(i);
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if (is<HTMLInputElement>(eventContext.currentTarget()))
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return downcast<HTMLInputElement>(eventContext.currentTarget());
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}
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return nullptr;
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}
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void EventDispatcher::dispatchEvent(Node& node, Event& event)
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{
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ASSERT_WITH_SECURITY_IMPLICATION(ScriptDisallowedScope::InMainThread::isEventDispatchAllowedInSubtree(node));
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LOG_WITH_STREAM(Events, stream << "EventDispatcher::dispatchEvent " << event << " on node " << node);
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auto protectedNode = makeRef(node);
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auto protectedView = makeRefPtr(node.document().view());
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EventPath eventPath { node, event };
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std::optional<bool> shouldClearTargetsAfterDispatch;
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for (size_t i = eventPath.size(); i > 0; --i) {
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const EventContext& eventContext = eventPath.contextAt(i - 1);
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// FIXME: We should also set shouldClearTargetsAfterDispatch to true if an EventTarget object in eventContext's touch target list
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// is a node and its root is a shadow root.
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if (eventContext.target()) {
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shouldClearTargetsAfterDispatch = isInShadowTree(eventContext.target()) || isInShadowTree(eventContext.relatedTarget());
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break;
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}
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}
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ChildNodesLazySnapshot::takeChildNodesLazySnapshot();
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event.resetBeforeDispatch();
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event.setTarget(EventPath::eventTargetRespectingTargetRules(node));
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if (!event.target())
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return;
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InputElementClickState clickHandlingState;
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bool isActivationEvent = event.type() == eventNames().clickEvent;
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RefPtr<HTMLInputElement> inputForLegacyPreActivationBehavior = is<HTMLInputElement>(node) ? &downcast<HTMLInputElement>(node) : nullptr;
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if (!inputForLegacyPreActivationBehavior && isActivationEvent && event.bubbles())
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inputForLegacyPreActivationBehavior = findInputElementInEventPath(eventPath);
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if (inputForLegacyPreActivationBehavior)
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inputForLegacyPreActivationBehavior->willDispatchEvent(event, clickHandlingState);
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if (shouldSuppressEventDispatchInDOM(node, event))
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event.stopPropagation();
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if (!event.propagationStopped() && !eventPath.isEmpty()) {
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event.setEventPath(eventPath);
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dispatchEventInDOM(event, eventPath);
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}
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event.resetAfterDispatch();
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if (clickHandlingState.stateful)
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inputForLegacyPreActivationBehavior->didDispatchClickEvent(event, clickHandlingState);
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// Call default event handlers. While the DOM does have a concept of preventing
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// default handling, the detail of which handlers are called is an internal
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// implementation detail and not part of the DOM.
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if (!event.defaultPrevented() && !event.defaultHandled() && !event.isDefaultEventHandlerIgnored()) {
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// FIXME: Not clear why we need to reset the target for the default event handlers.
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// We should research this, and remove this code if possible.
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auto* finalTarget = event.target();
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event.setTarget(EventPath::eventTargetRespectingTargetRules(node));
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callDefaultEventHandlersInBubblingOrder(event, eventPath);
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event.setTarget(finalTarget);
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}
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if (shouldClearTargetsAfterDispatch.value_or(false)) {
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event.setTarget(nullptr);
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event.setRelatedTarget(nullptr);
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// FIXME: We should also clear the event's touch target list.
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}
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}
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template<typename T>
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static void dispatchEventWithType(const Vector<T*>& targets, Event& event)
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{
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ASSERT(targets.size() >= 1);
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ASSERT(*targets.begin());
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EventPath eventPath { targets };
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event.setTarget(*targets.begin());
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event.setEventPath(eventPath);
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event.resetBeforeDispatch();
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dispatchEventInDOM(event, eventPath);
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event.resetAfterDispatch();
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}
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void EventDispatcher::dispatchEvent(const Vector<EventTarget*>& targets, Event& event)
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{
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dispatchEventWithType<EventTarget>(targets, event);
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}
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}
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