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LibWeb: Refactor all LabelableNode subclasses + input event handling :^)
This commit is messy due to the Paintable and Layout classes being tangled together. The RadioButton, CheckBox and ButtonBox classes are now subclasses of FormAssociatedLabelableNode. This subclass separates these layout nodes from LabelableNode, which is also the superclass of non-form associated labelable nodes (Progress). ButtonPaintable, CheckBoxPaintable and RadioButtonPaintable no longer call events on DOM nodes directly from their mouse event handlers; instead, all the functionality is now directly in EventHandler, which dispatches the related events. handle_mousedown and related methods return a bool indicating whether the event handling should proceed. Paintable classes can now return an alternative DOM::Node which should be the target of the mouse event. Labels use this to indicate that the labeled control should be the target of the mouse events. HTMLInputElement put its activation behavior on run_activation_behavior, which wasn't actually called anywhere and had to be manually called by other places. We now use activation_behavior which is used by EventDispatcher. This commit also brings HTMLInputElement closer to spec by removing the did_foo functions that did ad-hoc event dispatching and unifies the behavior under run_input_activation_behavior.
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commit
29583104d2
26 changed files with 409 additions and 466 deletions
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@ -53,9 +53,19 @@ public:
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virtual HitTestResult hit_test(Gfx::IntPoint const&, HitTestType) const;
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virtual bool wants_mouse_events() const { return false; }
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virtual void handle_mousedown(Badge<EventHandler>, const Gfx::IntPoint&, unsigned button, unsigned modifiers);
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virtual void handle_mouseup(Badge<EventHandler>, const Gfx::IntPoint&, unsigned button, unsigned modifiers);
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virtual void handle_mousemove(Badge<EventHandler>, const Gfx::IntPoint&, unsigned buttons, unsigned modifiers);
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enum class DispatchEventOfSameName {
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Yes,
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No,
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};
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// When these methods return true, the DOM event with the same name will be
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// dispatch at the mouse_event_target if it returns a valid DOM::Node, or
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// the layout node's associated DOM node if it doesn't.
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virtual DispatchEventOfSameName handle_mousedown(Badge<EventHandler>, const Gfx::IntPoint&, unsigned button, unsigned modifiers);
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virtual DispatchEventOfSameName handle_mouseup(Badge<EventHandler>, const Gfx::IntPoint&, unsigned button, unsigned modifiers);
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virtual DispatchEventOfSameName handle_mousemove(Badge<EventHandler>, const Gfx::IntPoint&, unsigned buttons, unsigned modifiers);
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virtual DOM::Node* mouse_event_target() const { return nullptr; }
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virtual bool handle_mousewheel(Badge<EventHandler>, const Gfx::IntPoint&, unsigned buttons, unsigned modifiers, int wheel_delta_x, int wheel_delta_y);
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Layout::Node const& layout_node() const { return m_layout_node; }
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