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/*
* Copyright (C) 1999 Lars Knoll ([email protected])
* (C) 1999 Antti Koivisto ([email protected])
* (C) 2001 Dirk Mueller ([email protected])
* Copyright (C) 2004-2025 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 "DocumentInlines.h"
#include "EventContext.h"
#include "EventNames.h"
#include "EventPath.h"
#include "FrameDestructionObserverInlines.h"
#include "FrameLoader.h"
#include "HTMLInputElement.h"
#include "InputEvent.h"
#include "KeyboardEvent.h"
#include "LocalFrame.h"
#include "LocalFrameView.h"
#include "Logging.h"
#include "MouseEvent.h"
#include "ScopedEventQueue.h"
#include "ScriptDisallowedScope.h"
#include "ShadowRoot.h"
#include "TextEvent.h"
#include "TouchEvent.h"
#include "page/LocalDOMWindow.h"
#include <wtf/Scope.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.
RefPtr target = EventPath::eventTargetRespectingTargetRules(node);
ASSERT(target);
event.setTarget(target.copyRef());
ScopedEventQueue::singleton().enqueueEvent({ event, *target });
}
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);
if (event.defaultHandled() || !event.bubbles() || event.defaultPrevented())
return;
size_t size = path.size();
for (size_t i = 1; i < size; ++i) {
Ref currentNode { *path.contextAt(i).node() };
currentNode->defaultEventHandler(event);
if (event.defaultPrevented() || event.defaultHandled())
return;
}
}
static bool isInShadowTree(EventTarget* target)
{
auto* node = dynamicDowncast<Node>(target);
return node && node->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;
RefPtr localMainFrame = node.protectedDocument()->localMainFrame();
if (!localMainFrame)
return false;
if (!localMainFrame->loader().shouldSuppressTextInputFromEditing())
return false;
if (auto* textEvent = dynamicDowncast<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) {
auto& eventContext = path.contextAt(i);
if (auto* inputElement = dynamicDowncast<HTMLInputElement>(eventContext.currentTarget()))
return inputElement;
}
return nullptr;
}
static bool hasRelevantEventListener(Document& document, const Event& event)
{
if (document.hasEventListenersOfType(event.type()))
return true;
auto legacyType = EventTarget::legacyTypeForEvent(event);
if (!legacyType.isNull() && document.hasEventListenersOfType(legacyType))
return true;
return false;
}
static void resetAfterDispatchInShadowTree(Event& event)
{
event.setTarget(nullptr);
event.setRelatedTarget(nullptr);
// FIXME: We should also clear the event's touch target list.
}
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 };
Ref document = node.document();
RefPtr protectedView { document->view() };
auto typeInfo = eventNames().typeInfoForEvent(event.type());
bool shouldDispatchEventToScripts = hasRelevantEventListener(document, event);
RefPtr window = document->window();
std::optional<LocalDOMWindow::PerformanceEventTimingCandidate> pendingEventTiming;
if (typeInfo.isInCategory(EventCategory::EventTimingEligible) && window && document->settings().eventTimingEnabled() && event.isTrusted())
pendingEventTiming = window->initializeEventTimingEntry(event, typeInfo);
auto finalizeEntry(WTF::makeScopeExit([&, event = Ref(event)] {
if (pendingEventTiming)
window->finalizeEventTimingEntry(*pendingEventTiming, event);
}));
bool targetOrRelatedTargetIsInShadowTree = node.isInShadowTree() || isInShadowTree(event.relatedTarget());
// FIXME: We should also check touch target list.
bool hasNoEventListenerOrDefaultEventHandler = !shouldDispatchEventToScripts && !typeInfo.hasDefaultEventHandler() && !node.document().hasConnectedPluginElements();
if (hasNoEventListenerOrDefaultEventHandler && !targetOrRelatedTargetIsInShadowTree) {
event.resetBeforeDispatch();
event.setTarget(RefPtr { EventPath::eventTargetRespectingTargetRules(node) });
return;
}
EventPath eventPath { node, event };
if (event.isTrusted() && is<MouseEvent>(event)
&& (typeInfo.type() == EventType::mousedown || typeInfo.type() == EventType::mouseup || typeInfo.type() == EventType::click || typeInfo.type() == EventType::dblclick)) {
eventPath.adjustForDisabledFormControl();
}
bool shouldClearTargetsAfterDispatch = false;
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.protectedTarget().get()) || isInShadowTree(eventContext.protectedRelatedTarget().get());
break;
}
}
if (hasNoEventListenerOrDefaultEventHandler) {
if (shouldClearTargetsAfterDispatch)
resetAfterDispatchInShadowTree(event);
return;
}
event.resetBeforeDispatch();
event.setTarget(RefPtr { EventPath::eventTargetRespectingTargetRules(node) });
if (!event.target())
return;
InputElementClickState clickHandlingState;
clickHandlingState.trusted = event.isTrusted();
RefPtr inputForLegacyPreActivationBehavior = dynamicDowncast<HTMLInputElement>(node);
if (!inputForLegacyPreActivationBehavior && event.bubbles() && isAnyClick(event))
inputForLegacyPreActivationBehavior = findInputElementInEventPath(eventPath);
if (inputForLegacyPreActivationBehavior
&& (!event.isTrusted() || !inputForLegacyPreActivationBehavior->isDisabledFormControl())) {
inputForLegacyPreActivationBehavior->willDispatchEvent(event, clickHandlingState);
}
if (!event.propagationStopped() && !eventPath.isEmpty() && !shouldSuppressEventDispatchInDOM(node, event) && shouldDispatchEventToScripts) {
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 (typeInfo.hasDefaultEventHandler() && !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.
RefPtr finalTarget = event.target();
event.setTarget(RefPtr { EventPath::eventTargetRespectingTargetRules(node) });
callDefaultEventHandlersInBubblingOrder(event, eventPath);
event.setTarget(WTFMove(finalTarget));
}
if (shouldClearTargetsAfterDispatch)
resetAfterDispatchInShadowTree(event);
}
template<typename T>
static void dispatchEventWithType(std::span<T* const> targets, Event& event)
{
ASSERT(targets.size() >= 1);
ASSERT(targets.front());
EventPath eventPath { targets };
event.setTarget(RefPtr { targets.front() });
event.setEventPath(eventPath);
event.resetBeforeDispatch();
dispatchEventInDOM(event, eventPath);
event.resetAfterDispatch();
}
void EventDispatcher::dispatchEvent(std::span<EventTarget* const> targets, Event& event)
{
dispatchEventWithType<EventTarget>(targets, event);
}
}