blob: 11f712f0071ab5596f117a0dd2ffd43f9e017c2d [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, 2005, 2006, 2007, 2008, 2009, 2010, 2011, 2013 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 "ContainerNode.h"
#include "EventContext.h"
#include "FocusEvent.h"
#include "FrameView.h"
#include "HTMLInputElement.h"
#include "HTMLMediaElement.h"
#include "InsertionPoint.h"
#include "InspectorInstrumentation.h"
#include "MouseEvent.h"
#include "PseudoElement.h"
#include "ScopedEventQueue.h"
#include "ShadowRoot.h"
#include "TouchEvent.h"
#include <wtf/RefPtr.h>
#if ENABLE(SVG)
#include "SVGElementInstance.h"
#include "SVGNames.h"
#include "SVGUseElement.h"
#endif
namespace WebCore {
class WindowEventContext {
public:
WindowEventContext(PassRefPtr<Node>, const EventContext*);
DOMWindow* window() const { return m_window.get(); }
EventTarget* target() const { return m_target.get(); }
bool handleLocalEvents(Event&);
private:
RefPtr<DOMWindow> m_window;
RefPtr<EventTarget> m_target;
};
WindowEventContext::WindowEventContext(PassRefPtr<Node> node, const EventContext* topEventContext)
{
Node* topLevelContainer = topEventContext ? topEventContext->node() : node.get();
if (!topLevelContainer->isDocumentNode())
return;
m_window = toDocument(topLevelContainer)->domWindow();
m_target = topEventContext ? topEventContext->target() : node.get();
}
bool WindowEventContext::handleLocalEvents(Event& event)
{
if (!m_window)
return false;
event.setTarget(m_target.get());
event.setCurrentTarget(m_window.get());
m_window->fireEventListeners(&event);
return true;
}
class EventPath {
public:
EventPath(Node& origin, Event&);
bool isEmpty() const { return m_path.isEmpty(); }
size_t size() const { return m_path.size(); }
const EventContext& contextAt(size_t i) const { return *m_path[i]; }
EventContext& contextAt(size_t i) { return *m_path[i]; }
#if ENABLE(TOUCH_EVENTS)
void updateTouchLists(const TouchEvent&);
#endif
void setRelatedTarget(EventTarget&);
bool hasEventListeners(const AtomicString& eventType) const;
EventContext* lastContextIfExists() { return m_path.isEmpty() ? 0 : m_path.last().get(); }
private:
#if ENABLE(TOUCH_EVENTS)
void updateTouchListsInEventPath(const TouchList*, TouchEventContext::TouchListType);
#endif
Vector<std::unique_ptr<EventContext>, 32> m_path;
};
class EventRelatedNodeResolver {
public:
EventRelatedNodeResolver(Node& relatedNode)
: m_relatedNode(relatedNode)
, m_relatedNodeTreeScope(relatedNode.treeScope())
, m_relatedNodeInCurrentTreeScope(nullptr)
, m_currentTreeScope(nullptr)
#if ENABLE(TOUCH_EVENTS)
, m_touch(0)
, m_touchListType(TouchEventContext::NotTouchList)
#endif
{
}
#if ENABLE(TOUCH_EVENTS)
EventRelatedNodeResolver(Touch& touch, TouchEventContext::TouchListType touchListType)
: m_relatedNode(*touch.target()->toNode())
, m_relatedNodeTreeScope(m_relatedNode.treeScope())
, m_relatedNodeInCurrentTreeScope(nullptr)
, m_currentTreeScope(nullptr)
, m_touch(&touch)
, m_touchListType(touchListType)
{
ASSERT(touch.target()->toNode());
}
#endif
#if ENABLE(TOUCH_EVENTS)
Touch* touch() const { return m_touch; }
TouchEventContext::TouchListType touchListType() const { return m_touchListType; }
#endif
Node* moveToParentOrShadowHost(Node& newTarget)
{
TreeScope& newTreeScope = newTarget.treeScope();
if (&newTreeScope == m_currentTreeScope)
return m_relatedNodeInCurrentTreeScope;
if (m_currentTreeScope) {
ASSERT(m_currentTreeScope->rootNode()->isShadowRoot());
ASSERT(&newTarget == toShadowRoot(m_currentTreeScope->rootNode())->hostElement());
ASSERT(m_currentTreeScope->parentTreeScope() == &newTreeScope);
}
if (m_relatedNodeInCurrentTreeScope) { // relatedNode is under the current tree scope
ASSERT(m_currentTreeScope);
m_relatedNodeInCurrentTreeScope = &newTarget;
} else if (&newTreeScope == &m_relatedNodeTreeScope) // relatedNode is in the current tree scope;
m_relatedNodeInCurrentTreeScope = &m_relatedNode;
// Otherwise, we haven't reached the tree scope that contains relatedNode yet.
m_currentTreeScope = &newTreeScope;
return m_relatedNodeInCurrentTreeScope;
}
private:
Node& m_relatedNode;
const TreeScope& m_relatedNodeTreeScope;
Node* m_relatedNodeInCurrentTreeScope;
TreeScope* m_currentTreeScope;
#if ENABLE(TOUCH_EVENTS)
Touch* m_touch;
TouchEventContext::TouchListType m_touchListType;
#endif
};
inline EventTarget& eventTargetRespectingTargetRules(Node& referenceNode)
{
if (referenceNode.isPseudoElement()) {
EventTarget* hostElement = toPseudoElement(referenceNode).hostElement();
ASSERT(hostElement);
return *hostElement;
}
#if ENABLE(SVG)
if (!referenceNode.isSVGElement() || !referenceNode.isInShadowTree())
return referenceNode;
// Spec: The event handling for the non-exposed tree works as if the referenced element had been textually included
// as a deeply cloned child of the 'use' element, except that events are dispatched to the SVGElementInstance objects
Node* rootNode = referenceNode.treeScope().rootNode();
Element* shadowHostElement = rootNode->isShadowRoot() ? toShadowRoot(rootNode)->hostElement() : 0;
// At this time, SVG nodes are not supported in non-<use> shadow trees.
if (!shadowHostElement || !shadowHostElement->hasTagName(SVGNames::useTag))
return referenceNode;
SVGUseElement* useElement = toSVGUseElement(shadowHostElement);
if (SVGElementInstance* instance = useElement->instanceForShadowTreeElement(&referenceNode))
return *instance;
#endif
return referenceNode;
}
void EventDispatcher::dispatchScopedEvent(Node& node, PassRefPtr<Event> event)
{
// We need to set the target here because it can go away by the time we actually fire the event.
event->setTarget(&eventTargetRespectingTargetRules(node));
ScopedEventQueue::instance().enqueueEvent(event);
}
void EventDispatcher::dispatchSimulatedClick(Element* element, Event* underlyingEvent, SimulatedClickMouseEventOptions mouseEventOptions, SimulatedClickVisualOptions visualOptions)
{
if (element->isDisabledFormControl())
return;
DEFINE_STATIC_LOCAL(HashSet<Element*>, elementsDispatchingSimulatedClicks, ());
if (!elementsDispatchingSimulatedClicks.add(element).isNewEntry)
return;
if (mouseEventOptions == SendMouseOverUpDownEvents)
dispatchEvent(element, SimulatedMouseEvent::create(eventNames().mouseoverEvent, element->document().defaultView(), underlyingEvent));
if (mouseEventOptions != SendNoEvents)
dispatchEvent(element, SimulatedMouseEvent::create(eventNames().mousedownEvent, element->document().defaultView(), underlyingEvent));
element->setActive(true, visualOptions == ShowPressedLook);
if (mouseEventOptions != SendNoEvents)
dispatchEvent(element, SimulatedMouseEvent::create(eventNames().mouseupEvent, element->document().defaultView(), underlyingEvent));
element->setActive(false);
// always send click
dispatchEvent(element, SimulatedMouseEvent::create(eventNames().clickEvent, element->document().defaultView(), underlyingEvent));
elementsDispatchingSimulatedClicks.remove(element);
}
static void callDefaultEventHandlersInTheBubblingOrder(Event& event, const EventPath& path)
{
// 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 void dispatchEventInDOM(Event& event, const EventPath& path, WindowEventContext& windowEventContext)
{
// Trigger capturing event handlers, starting at the top and working our way down.
event.setEventPhase(Event::CAPTURING_PHASE);
// We don't dispatch load events to the window. This quirk was originally
// added because Mozilla doesn't propagate load events to the window object.
bool shouldFireEventAtWindow = event.type() != eventNames().loadEvent;
if (shouldFireEventAtWindow && windowEventContext.handleLocalEvents(event) && event.propagationStopped())
return;
for (size_t i = path.size() - 1; i > 0; --i) {
const EventContext& eventContext = path.contextAt(i);
if (eventContext.currentTargetSameAsTarget())
continue;
eventContext.handleLocalEvents(event);
if (event.propagationStopped())
return;
}
event.setEventPhase(Event::AT_TARGET);
path.contextAt(0).handleLocalEvents(event);
if (event.propagationStopped())
return;
// Trigger bubbling event handlers, starting at the bottom and working our way up.
size_t size = path.size();
for (size_t i = 1; i < size; ++i) {
const EventContext& eventContext = path.contextAt(i);
if (eventContext.currentTargetSameAsTarget())
event.setEventPhase(Event::AT_TARGET);
else if (event.bubbles() && !event.cancelBubble())
event.setEventPhase(Event::BUBBLING_PHASE);
else
continue;
eventContext.handleLocalEvents(event);
if (event.propagationStopped())
return;
}
if (event.bubbles() && !event.cancelBubble()) {
event.setEventPhase(Event::BUBBLING_PHASE);
if (shouldFireEventAtWindow)
windowEventContext.handleLocalEvents(event);
}
}
bool EventDispatcher::dispatchEvent(Node* origin, PassRefPtr<Event> prpEvent)
{
ASSERT(!NoEventDispatchAssertion::isEventDispatchForbidden());
if (!prpEvent)
return true;
ASSERT(origin);
RefPtr<Node> node(origin);
RefPtr<Event> event(prpEvent);
RefPtr<FrameView> view = node->document().view();
EventPath eventPath(*node, *event);
if (EventTarget* relatedTarget = event->relatedTarget())
eventPath.setRelatedTarget(*relatedTarget);
#if ENABLE(TOUCH_EVENTS)
if (event->isTouchEvent())
eventPath.updateTouchLists(*toTouchEvent(event.get()));
#endif
ChildNodesLazySnapshot::takeChildNodesLazySnapshot();
event->setTarget(&eventTargetRespectingTargetRules(*node));
ASSERT(!NoEventDispatchAssertion::isEventDispatchForbidden());
ASSERT(event->target());
WindowEventContext windowEventContext(node.get(), eventPath.lastContextIfExists());
InputElementClickState clickHandlingState;
if (isHTMLInputElement(node.get()))
toHTMLInputElement(*node).willDispatchEvent(*event, clickHandlingState);
if (!event->propagationStopped() && !eventPath.isEmpty())
dispatchEventInDOM(*event, eventPath, windowEventContext);
event->setTarget(&eventTargetRespectingTargetRules(*node));
event->setCurrentTarget(0);
event->setEventPhase(0);
if (clickHandlingState.stateful)
toHTMLInputElement(*node).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())
callDefaultEventHandlersInTheBubblingOrder(*event, eventPath);
// Ensure that after event dispatch, the event's target object is the
// outermost shadow DOM boundary.
event->setTarget(windowEventContext.target());
event->setCurrentTarget(0);
return !event->defaultPrevented();
}
static inline bool shouldEventCrossShadowBoundary(Event& event, ShadowRoot& shadowRoot, EventTarget& target)
{
Node* targetNode = target.toNode();
#if ENABLE(FULLSCREEN_API) && ENABLE(VIDEO)
// Video-only full screen is a mode where we use the shadow DOM as an implementation
// detail that should not be detectable by the web content.
if (targetNode) {
if (Element* element = targetNode->document().webkitCurrentFullScreenElement()) {
// FIXME: We assume that if the full screen element is a media element that it's
// the video-only full screen. Both here and elsewhere. But that is probably wrong.
if (element->isMediaElement() && shadowRoot.hostElement() == element)
return false;
}
}
#endif
// WebKit never allowed selectstart event to cross the the shadow DOM boundary.
// Changing this breaks existing sites.
// See https://bugs.webkit.org/show_bug.cgi?id=52195 for details.
const AtomicString& eventType = event.type();
bool targetIsInShadowRoot = targetNode && targetNode->treeScope().rootNode() == &shadowRoot;
return !targetIsInShadowRoot
|| !(eventType == eventNames().abortEvent
|| eventType == eventNames().changeEvent
|| eventType == eventNames().errorEvent
|| eventType == eventNames().loadEvent
|| eventType == eventNames().resetEvent
|| eventType == eventNames().resizeEvent
|| eventType == eventNames().scrollEvent
|| eventType == eventNames().selectEvent
|| eventType == eventNames().selectstartEvent);
}
static Node* nodeOrHostIfPseudoElement(Node* node)
{
return node->isPseudoElement() ? toPseudoElement(node)->hostElement() : node;
}
EventPath::EventPath(Node& targetNode, Event& event)
{
bool inDocument = targetNode.inDocument();
bool isSVGElement = targetNode.isSVGElement();
bool isMouseOrFocusEvent = event.isMouseEvent() || event.isFocusEvent();
#if ENABLE(TOUCH_EVENTS)
bool isTouchEvent = event.isTouchEvent();
#endif
EventTarget* target = 0;
Node* node = nodeOrHostIfPseudoElement(&targetNode);
while (node) {
if (!target || !isSVGElement) // FIXME: This code doesn't make sense once we've climbed out of the SVG subtree in a HTML document.
target = &eventTargetRespectingTargetRules(*node);
for (; node; node = node->parentNode()) {
EventTarget& currentTarget = eventTargetRespectingTargetRules(*node);
if (isMouseOrFocusEvent)
m_path.append(std::make_unique<MouseOrFocusEventContext>(node, &currentTarget, target));
#if ENABLE(TOUCH_EVENTS)
else if (isTouchEvent)
m_path.append(std::make_unique<TouchEventContext>(node, &currentTarget, target));
#endif
else
m_path.append(std::make_unique<EventContext>(node, &currentTarget, target));
if (!inDocument)
return;
if (node->isShadowRoot())
break;
}
if (!node || !shouldEventCrossShadowBoundary(event, *toShadowRoot(node), *target))
return;
node = toShadowRoot(node)->hostElement();
}
}
#if ENABLE(TOUCH_EVENTS)
static void addRelatedNodeResolversForTouchList(Vector<EventRelatedNodeResolver, 16>& touchTargetResolvers, TouchList* touchList, TouchEventContext::TouchListType type)
{
const size_t touchListSize = touchList->length();
for (size_t i = 0; i < touchListSize; ++i)
touchTargetResolvers.append(EventRelatedNodeResolver(*touchList->item(i), type));
}
void EventPath::updateTouchLists(const TouchEvent& touchEvent)
{
Vector<EventRelatedNodeResolver, 16> touchTargetResolvers;
const size_t touchNodeCount = touchEvent.touches()->length() + touchEvent.targetTouches()->length() + touchEvent.changedTouches()->length();
touchTargetResolvers.reserveInitialCapacity(touchNodeCount);
addRelatedNodeResolversForTouchList(touchTargetResolvers, touchEvent.touches(), TouchEventContext::Touches);
addRelatedNodeResolversForTouchList(touchTargetResolvers, touchEvent.targetTouches(), TouchEventContext::TargetTouches);
addRelatedNodeResolversForTouchList(touchTargetResolvers, touchEvent.changedTouches(), TouchEventContext::ChangedTouches);
ASSERT(touchTargetResolvers.size() == touchNodeCount);
size_t eventPathSize = m_path.size();
for (size_t i = 0; i < eventPathSize; ++i) {
TouchEventContext& context = toTouchEventContext(*m_path[i]);
Node& nodeToMoveTo = *context.node();
for (size_t resolverIndex = 0; resolverIndex < touchNodeCount; ++resolverIndex) {
EventRelatedNodeResolver& currentResolver = touchTargetResolvers[resolverIndex];
Node* nodeInCurrentTreeScope = currentResolver.moveToParentOrShadowHost(nodeToMoveTo);
ASSERT(currentResolver.touch());
context.touchList(currentResolver.touchListType())->append(currentResolver.touch()->cloneWithNewTarget(nodeInCurrentTreeScope));
}
}
}
#endif
void EventPath::setRelatedTarget(EventTarget& relatedTarget)
{
Node* relatedNode = relatedTarget.toNode();
if (!relatedNode)
return;
EventRelatedNodeResolver resolver(*relatedNode);
size_t eventPathSize = m_path.size();
for (size_t i = 0; i < eventPathSize; i++)
toMouseOrFocusEventContext(*m_path[i]).setRelatedTarget(resolver.moveToParentOrShadowHost(*m_path[i]->node()));
}
bool EventPath::hasEventListeners(const AtomicString& eventType) const
{
for (size_t i = 0; i < m_path.size(); i++) {
if (m_path[i]->node()->hasEventListeners(eventType))
return true;
}
return false;
}
}