flutter_flutter/engine/core/events/EventDispatcher.cpp
Adam Barth fc451b47eb Unfork Sky's trace events
This CL remove the body of Sky's TraceEvent.h in favor of the version in base.
There's still some more of the system to unwind before we can remove all the
other boilerplate.

R=eseidel@chromium.org

Review URL: https://codereview.chromium.org/691663002
2014-10-30 09:39:46 -07:00

235 lines
9.9 KiB
C++

/*
* 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 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.
*/
#include "config.h"
#include "core/events/EventDispatcher.h"
#include "core/dom/ContainerNode.h"
#include "core/dom/Document.h"
#include "core/dom/Element.h"
#include "core/events/EventDispatchMediator.h"
#include "core/events/MouseEvent.h"
#include "core/events/ScopedEventQueue.h"
#include "core/events/WindowEventContext.h"
#include "core/frame/FrameView.h"
#include "core/inspector/InspectorTraceEvents.h"
#include "platform/EventDispatchForbiddenScope.h"
#include "platform/TraceEvent.h"
#include "wtf/RefPtr.h"
namespace blink {
bool EventDispatcher::dispatchEvent(Node* node, PassRefPtr<EventDispatchMediator> mediator)
{
TRACE_EVENT0("blink", "EventDispatcher::dispatchEvent");
ASSERT(!EventDispatchForbiddenScope::isEventDispatchForbidden());
if (!mediator->event())
return true;
EventDispatcher dispatcher(node, mediator->event());
return mediator->dispatchEvent(&dispatcher);
}
EventDispatcher::EventDispatcher(Node* node, PassRefPtr<Event> event)
: m_node(node)
, m_event(event)
#if ENABLE(ASSERT)
, m_eventDispatched(false)
#endif
{
ASSERT(node);
ASSERT(m_event.get());
ASSERT(!m_event->type().isNull()); // JavaScript code can create an event with an empty name, but not null.
m_view = node->document().view();
m_event->ensureEventPath().resetWith(m_node.get());
}
void EventDispatcher::dispatchScopedEvent(Node* node, PassRefPtr<EventDispatchMediator> mediator)
{
// We need to set the target here because it can go away by the time we actually fire the event.
mediator->event()->setTarget(EventPath::eventTargetRespectingTargetRules(node));
ScopedEventQueue::instance()->enqueueEventDispatchMediator(mediator);
}
void EventDispatcher::dispatchSimulatedClick(Node* node, Event* underlyingEvent, SimulatedClickMouseEventOptions mouseEventOptions)
{
// This persistent vector doesn't cause leaks, because added Nodes are removed
// before dispatchSimulatedClick() returns. This vector is here just to prevent
// the code from running into an infinite recursion of dispatchSimulatedClick().
DEFINE_STATIC_LOCAL(OwnPtr<HashSet<RawPtr<Node> > >, nodesDispatchingSimulatedClicks, (adoptPtr(new HashSet<RawPtr<Node> >())));
if (isDisabledFormControl(node))
return;
if (nodesDispatchingSimulatedClicks->contains(node))
return;
nodesDispatchingSimulatedClicks->add(node);
if (mouseEventOptions == SendMouseOverUpDownEvents)
EventDispatcher(node, SimulatedMouseEvent::create(EventTypeNames::mouseover, node->document().domWindow(), underlyingEvent)).dispatch();
if (mouseEventOptions != SendNoEvents) {
EventDispatcher(node, SimulatedMouseEvent::create(EventTypeNames::mousedown, node->document().domWindow(), underlyingEvent)).dispatch();
node->setActive(true);
EventDispatcher(node, SimulatedMouseEvent::create(EventTypeNames::mouseup, node->document().domWindow(), underlyingEvent)).dispatch();
}
// Some elements (e.g. the color picker) may set active state to true before
// calling this method and expect the state to be reset during the call.
node->setActive(false);
// always send click
EventDispatcher(node, SimulatedMouseEvent::create(EventTypeNames::click, node->document().domWindow(), underlyingEvent)).dispatch();
nodesDispatchingSimulatedClicks->remove(node);
}
bool EventDispatcher::dispatch()
{
TRACE_EVENT0("blink", "EventDispatcher::dispatch");
#if ENABLE(ASSERT)
ASSERT(!m_eventDispatched);
m_eventDispatched = true;
#endif
m_event->setTarget(EventPath::eventTargetRespectingTargetRules(m_node.get()));
ASSERT(!EventDispatchForbiddenScope::isEventDispatchForbidden());
ASSERT(m_event->target());
WindowEventContext windowEventContext(m_event.get(), m_node.get(), topNodeEventContext());
TRACE_EVENT1(TRACE_DISABLED_BY_DEFAULT("devtools.timeline"), "EventDispatch", "data", InspectorEventDispatchEvent::data(*m_event));
void* preDispatchEventHandlerResult;
if (dispatchEventPreProcess(preDispatchEventHandlerResult) == ContinueDispatching)
if (dispatchEventAtCapturing(windowEventContext) == ContinueDispatching)
if (dispatchEventAtTarget() == ContinueDispatching)
dispatchEventAtBubbling(windowEventContext);
dispatchEventPostProcess(preDispatchEventHandlerResult);
// Ensure that after event dispatch, the event's target object is the
// outermost shadow DOM boundary.
m_event->setTarget(windowEventContext.target());
m_event->setCurrentTarget(0);
TRACE_EVENT_INSTANT1(TRACE_DISABLED_BY_DEFAULT("devtools.timeline"), "UpdateCounters", TRACE_EVENT_SCOPE_PROCESS, "data", InspectorUpdateCountersEvent::data());
return !m_event->defaultPrevented();
}
inline EventDispatchContinuation EventDispatcher::dispatchEventPreProcess(void*& preDispatchEventHandlerResult)
{
// Give the target node a chance to do some work before DOM event handlers get a crack.
preDispatchEventHandlerResult = m_node->preDispatchEventHandler(m_event.get());
return (m_event->eventPath().isEmpty() || m_event->propagationStopped()) ? DoneDispatching : ContinueDispatching;
}
inline EventDispatchContinuation EventDispatcher::dispatchEventAtCapturing(WindowEventContext& windowEventContext)
{
// Trigger capturing event handlers, starting at the top and working our way down.
m_event->setEventPhase(Event::CAPTURING_PHASE);
if (windowEventContext.handleLocalEvents(m_event.get()) && m_event->propagationStopped())
return DoneDispatching;
for (size_t i = m_event->eventPath().size() - 1; i > 0; --i) {
const NodeEventContext& eventContext = m_event->eventPath()[i];
if (eventContext.currentTargetSameAsTarget())
continue;
eventContext.handleLocalEvents(m_event.get());
if (m_event->propagationStopped())
return DoneDispatching;
}
return ContinueDispatching;
}
inline EventDispatchContinuation EventDispatcher::dispatchEventAtTarget()
{
m_event->setEventPhase(Event::AT_TARGET);
m_event->eventPath()[0].handleLocalEvents(m_event.get());
return m_event->propagationStopped() ? DoneDispatching : ContinueDispatching;
}
inline void EventDispatcher::dispatchEventAtBubbling(WindowEventContext& windowContext)
{
// Trigger bubbling event handlers, starting at the bottom and working our way up.
size_t size = m_event->eventPath().size();
for (size_t i = 1; i < size; ++i) {
const NodeEventContext& eventContext = m_event->eventPath()[i];
if (eventContext.currentTargetSameAsTarget())
m_event->setEventPhase(Event::AT_TARGET);
else if (m_event->bubbles() && !m_event->cancelBubble())
m_event->setEventPhase(Event::BUBBLING_PHASE);
else
continue;
eventContext.handleLocalEvents(m_event.get());
if (m_event->propagationStopped())
return;
}
if (m_event->bubbles() && !m_event->cancelBubble()) {
m_event->setEventPhase(Event::BUBBLING_PHASE);
windowContext.handleLocalEvents(m_event.get());
}
}
inline void EventDispatcher::dispatchEventPostProcess(void* preDispatchEventHandlerResult)
{
m_event->setTarget(EventPath::eventTargetRespectingTargetRules(m_node.get()));
m_event->setCurrentTarget(0);
m_event->setEventPhase(0);
// Pass the data from the preDispatchEventHandler to the postDispatchEventHandler.
m_node->postDispatchEventHandler(m_event.get(), preDispatchEventHandlerResult);
// 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 (!m_event->defaultPrevented() && !m_event->defaultHandled()) {
// Non-bubbling events call only one default event handler, the one for the target.
m_node->willCallDefaultEventHandler(*m_event);
m_node->defaultEventHandler(m_event.get());
ASSERT(!m_event->defaultPrevented());
if (m_event->defaultHandled())
return;
// For bubbling events, call default event handlers on the same targets in the
// same order as the bubbling phase.
if (m_event->bubbles()) {
size_t size = m_event->eventPath().size();
for (size_t i = 1; i < size; ++i) {
m_event->eventPath()[i].node()->willCallDefaultEventHandler(*m_event);
m_event->eventPath()[i].node()->defaultEventHandler(m_event.get());
ASSERT(!m_event->defaultPrevented());
if (m_event->defaultHandled())
return;
}
}
}
}
const NodeEventContext* EventDispatcher::topNodeEventContext()
{
return m_event->eventPath().isEmpty() ? 0 : &m_event->eventPath().last();
}
}