blob: 0effe06562d2b0e4894f0d7ac2949fae850b0d36 [file] [log] [blame]
/*
* Copyright (C) 1999 Lars Knoll (knoll@kde.org)
* (C) 1999 Antti Koivisto (koivisto@kde.org)
* (C) 2001 Dirk Mueller (mueller@kde.org)
* Copyright (C) 2004-2017 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) 2010, 2011, 2012, 2013 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.
*/
#include "config.h"
#include "EventDispatcher.h"
#include "CompositionEvent.h"
#include "EventContext.h"
#include "EventNames.h"
#include "EventPath.h"
#include "Frame.h"
#include "FrameLoader.h"
#include "FrameView.h"
#include "HTMLInputElement.h"
#include "InputEvent.h"
#include "KeyboardEvent.h"
#include "Logging.h"
#include "MouseEvent.h"
#include "ScopedEventQueue.h"
#include "ScriptDisallowedScope.h"
#include "ShadowRoot.h"
#include "TextEvent.h"
#include "TouchEvent.h"
#include <wtf/text/TextStream.h>
namespace WebCore {
void EventDispatcher::dispatchScopedEvent(Node& node, Event& event)
{
// Need to set the target here so the scoped event queue knows which node to dispatch to.
event.setTarget(EventPath::eventTargetRespectingTargetRules(node));
ScopedEventQueue::singleton().enqueueEvent(event);
}
static void callDefaultEventHandlersInBubblingOrder(Event& event, const EventPath& path)
{
if (path.isEmpty())
return;
// Non-bubbling events call only one default event handler, the one for the target.
path.contextAt(0).node()->defaultEventHandler(event);
ASSERT(!event.defaultPrevented());
if (event.defaultHandled() || !event.bubbles())
return;
size_t size = path.size();
for (size_t i = 1; i < size; ++i) {
path.contextAt(i).node()->defaultEventHandler(event);
ASSERT(!event.defaultPrevented());
if (event.defaultHandled())
return;
}
}
static bool isInShadowTree(EventTarget* target)
{
return is<Node>(target) && downcast<Node>(*target).isInShadowTree();
}
static void dispatchEventInDOM(Event& event, const EventPath& path)
{
// Invoke capturing event listeners in the reverse order.
for (size_t i = path.size(); i > 0; --i) {
const EventContext& eventContext = path.contextAt(i - 1);
if (eventContext.currentTarget() == eventContext.target())
event.setEventPhase(Event::AT_TARGET);
else
event.setEventPhase(Event::CAPTURING_PHASE);
eventContext.handleLocalEvents(event, EventTarget::EventInvokePhase::Capturing);
if (event.propagationStopped())
return;
}
// Invoke bubbling event listeners.
size_t size = path.size();
for (size_t i = 0; i < size; ++i) {
const EventContext& eventContext = path.contextAt(i);
if (eventContext.currentTarget() == eventContext.target())
event.setEventPhase(Event::AT_TARGET);
else if (event.bubbles())
event.setEventPhase(Event::BUBBLING_PHASE);
else
continue;
eventContext.handleLocalEvents(event, EventTarget::EventInvokePhase::Bubbling);
if (event.propagationStopped())
return;
}
}
static bool shouldSuppressEventDispatchInDOM(Node& node, Event& event)
{
if (!event.isTrusted())
return false;
auto frame = node.document().frame();
if (!frame)
return false;
if (!frame->mainFrame().loader().shouldSuppressTextInputFromEditing())
return false;
if (is<TextEvent>(event)) {
auto& textEvent = downcast<TextEvent>(event);
return textEvent.isKeyboard() || textEvent.isComposition();
}
return is<CompositionEvent>(event) || is<InputEvent>(event) || is<KeyboardEvent>(event);
}
static HTMLInputElement* findInputElementInEventPath(const EventPath& path)
{
size_t size = path.size();
for (size_t i = 0; i < size; ++i) {
const EventContext& eventContext = path.contextAt(i);
if (is<HTMLInputElement>(eventContext.currentTarget()))
return downcast<HTMLInputElement>(eventContext.currentTarget());
}
return nullptr;
}
void EventDispatcher::dispatchEvent(Node& node, Event& event)
{
ASSERT_WITH_SECURITY_IMPLICATION(ScriptDisallowedScope::InMainThread::isEventDispatchAllowedInSubtree(node));
LOG_WITH_STREAM(Events, stream << "EventDispatcher::dispatchEvent " << event << " on node " << node);
Ref protectedNode { node };
RefPtr protectedView { node.document().view() };
EventPath eventPath { node, event };
std::optional<bool> shouldClearTargetsAfterDispatch;
for (size_t i = eventPath.size(); i > 0; --i) {
const EventContext& eventContext = eventPath.contextAt(i - 1);
// FIXME: We should also set shouldClearTargetsAfterDispatch to true if an EventTarget object in eventContext's touch target list
// is a node and its root is a shadow root.
if (eventContext.target()) {
shouldClearTargetsAfterDispatch = isInShadowTree(eventContext.target()) || isInShadowTree(eventContext.relatedTarget());
break;
}
}
ChildNodesLazySnapshot::takeChildNodesLazySnapshot();
event.resetBeforeDispatch();
event.setTarget(EventPath::eventTargetRespectingTargetRules(node));
if (!event.target())
return;
InputElementClickState clickHandlingState;
bool isActivationEvent = event.type() == eventNames().clickEvent;
RefPtr inputForLegacyPreActivationBehavior = dynamicDowncast<HTMLInputElement>(node);
if (!inputForLegacyPreActivationBehavior && isActivationEvent && event.bubbles())
inputForLegacyPreActivationBehavior = findInputElementInEventPath(eventPath);
if (inputForLegacyPreActivationBehavior)
inputForLegacyPreActivationBehavior->willDispatchEvent(event, clickHandlingState);
if (shouldSuppressEventDispatchInDOM(node, event))
event.stopPropagation();
if (!event.propagationStopped() && !eventPath.isEmpty()) {
event.setEventPath(eventPath);
dispatchEventInDOM(event, eventPath);
}
event.resetAfterDispatch();
if (clickHandlingState.stateful)
inputForLegacyPreActivationBehavior->didDispatchClickEvent(event, clickHandlingState);
// Call default event handlers. While the DOM does have a concept of preventing
// default handling, the detail of which handlers are called is an internal
// implementation detail and not part of the DOM.
if (!event.defaultPrevented() && !event.defaultHandled() && !event.isDefaultEventHandlerIgnored()) {
// FIXME: Not clear why we need to reset the target for the default event handlers.
// We should research this, and remove this code if possible.
auto* finalTarget = event.target();
event.setTarget(EventPath::eventTargetRespectingTargetRules(node));
callDefaultEventHandlersInBubblingOrder(event, eventPath);
event.setTarget(finalTarget);
}
if (shouldClearTargetsAfterDispatch.value_or(false)) {
event.setTarget(nullptr);
event.setRelatedTarget(nullptr);
// FIXME: We should also clear the event's touch target list.
}
}
template<typename T>
static void dispatchEventWithType(const Vector<T*>& targets, Event& event)
{
ASSERT(targets.size() >= 1);
ASSERT(*targets.begin());
EventPath eventPath { targets };
event.setTarget(*targets.begin());
event.setEventPath(eventPath);
event.resetBeforeDispatch();
dispatchEventInDOM(event, eventPath);
event.resetAfterDispatch();
}
void EventDispatcher::dispatchEvent(const Vector<EventTarget*>& targets, Event& event)
{
dispatchEventWithType<EventTarget>(targets, event);
}
}