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-rw-r--r--src/javascript/jsc/bindings/webcore/EventDispatcher.cpp239
1 files changed, 0 insertions, 239 deletions
diff --git a/src/javascript/jsc/bindings/webcore/EventDispatcher.cpp b/src/javascript/jsc/bindings/webcore/EventDispatcher.cpp
deleted file mode 100644
index 9c83aa0e2..000000000
--- a/src/javascript/jsc/bindings/webcore/EventDispatcher.cpp
+++ /dev/null
@@ -1,239 +0,0 @@
-/*
- * Copyright (C) 1999 Lars Knoll (knoll@kde.org)
- * (C) 1999 Antti Koivisto (koivisto@kde.org)
- * (C) 2001 Dirk Mueller (mueller@kde.org)
- * Copyright (C) 2004-2022 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 "Event.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.
- Ref rootNode { *path.contextAt(0).node() };
- rootNode->defaultEventHandler(event);
- ASSERT(!event.defaultPrevented());
-
- if (event.defaultHandled() || !event.bubbles())
- return;
-
- size_t size = path.size();
- for (size_t i = 1; i < size; ++i) {
- Ref currentNode { *path.contextAt(i).node() };
- currentNode->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)
-{
- return false;
- // 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(node);
- // 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));
- event.setTarget(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);
-}
-
-}