/* * 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*); 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