/*
* 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