| /* |
| * 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); |
| } |
| |
| } |