Beispiel #1
0
bool PageWidgetDelegate::handleInputEvent(Page* page, PageWidgetEventHandler& handler, const WebInputEvent& event)
{
    Frame* frame = page ? page->mainFrame() : 0;
    switch (event.type) {

    // FIXME: WebKit seems to always return false on mouse events processing
    // methods. For now we'll assume it has processed them (as we are only
    // interested in whether keyboard events are processed).
    case WebInputEvent::MouseMove:
        if (!frame || !frame->view())
            return true;
        handler.handleMouseMove(*frame, *static_cast<const WebMouseEvent*>(&event));
        return true;
    case WebInputEvent::MouseLeave:
        if (!frame || !frame->view())
            return true;
        handler.handleMouseLeave(*frame, *static_cast<const WebMouseEvent*>(&event));
        return true;
    case WebInputEvent::MouseDown:
        if (!frame || !frame->view())
            return true;
        handler.handleMouseDown(*frame, *static_cast<const WebMouseEvent*>(&event));
        return true;
    case WebInputEvent::MouseUp:
        if (!frame || !frame->view())
            return true;
        handler.handleMouseUp(*frame, *static_cast<const WebMouseEvent*>(&event));
        return true;

    case WebInputEvent::MouseWheel:
        if (!frame || !frame->view())
            return false;
        return handler.handleMouseWheel(*frame, *static_cast<const WebMouseWheelEvent*>(&event));

    case WebInputEvent::RawKeyDown:
    case WebInputEvent::KeyDown:
    case WebInputEvent::KeyUp:
        return handler.handleKeyEvent(*static_cast<const WebKeyboardEvent*>(&event));

    case WebInputEvent::Char:
        return handler.handleCharEvent(*static_cast<const WebKeyboardEvent*>(&event));

#if ENABLE(GESTURE_EVENTS)
    case WebInputEvent::GestureScrollBegin:
    case WebInputEvent::GestureScrollEnd:
    case WebInputEvent::GestureScrollUpdate:
    case WebInputEvent::GestureScrollUpdateWithoutPropagation:
    case WebInputEvent::GestureFlingStart:
    case WebInputEvent::GestureFlingCancel:
    case WebInputEvent::GestureTap:
    case WebInputEvent::GestureTapDown:
    case WebInputEvent::GestureTapCancel:
    case WebInputEvent::GestureDoubleTap:
    case WebInputEvent::GestureTwoFingerTap:
    case WebInputEvent::GestureLongPress:
    case WebInputEvent::GestureLongTap:
        return handler.handleGestureEvent(*static_cast<const WebGestureEvent*>(&event));
#endif

#if ENABLE(TOUCH_EVENTS)
    case WebInputEvent::TouchStart:
    case WebInputEvent::TouchMove:
    case WebInputEvent::TouchEnd:
    case WebInputEvent::TouchCancel:
        if (!frame || !frame->view())
            return false;
        return handler.handleTouchEvent(*frame, *static_cast<const WebTouchEvent*>(&event));
#endif

#if ENABLE(GESTURE_EVENTS)
    case WebInputEvent::GesturePinchBegin:
    case WebInputEvent::GesturePinchEnd:
    case WebInputEvent::GesturePinchUpdate:
        // FIXME: Once PlatformGestureEvent is updated to support pinch, this
        // should call handleGestureEvent, just like it currently does for
        // gesture scroll.
        return false;
#endif

    default:
        return false;
    }
}
Beispiel #2
0
bool PageWidgetDelegate::handleInputEvent(PageWidgetEventHandler& handler, const WebInputEvent& event, LocalFrame* root)
{
    switch (event.type) {

    // FIXME: WebKit seems to always return false on mouse events processing
    // methods. For now we'll assume it has processed them (as we are only
    // interested in whether keyboard events are processed).
    // FIXME: Why do we return true when there is no root or the root is
    // detached?
    case WebInputEvent::MouseMove:
        if (!root || !root->view())
            return true;
        handler.handleMouseMove(*root, static_cast<const WebMouseEvent&>(event));
        return true;
    case WebInputEvent::MouseLeave:
        if (!root || !root->view())
            return true;
        handler.handleMouseLeave(*root, static_cast<const WebMouseEvent&>(event));
        return true;
    case WebInputEvent::MouseDown:
        if (!root || !root->view())
            return true;
        handler.handleMouseDown(*root, static_cast<const WebMouseEvent&>(event));
        return true;
    case WebInputEvent::MouseUp:
        if (!root || !root->view())
            return true;
        handler.handleMouseUp(*root, static_cast<const WebMouseEvent&>(event));
        return true;

    case WebInputEvent::MouseWheel:
        if (!root || !root->view())
            return false;
        return handler.handleMouseWheel(*root, static_cast<const WebMouseWheelEvent&>(event));

    case WebInputEvent::RawKeyDown:
    case WebInputEvent::KeyDown:
    case WebInputEvent::KeyUp:
        return handler.handleKeyEvent(static_cast<const WebKeyboardEvent&>(event));

    case WebInputEvent::Char:
        return handler.handleCharEvent(static_cast<const WebKeyboardEvent&>(event));
    case WebInputEvent::GestureScrollBegin:
    case WebInputEvent::GestureScrollEnd:
    case WebInputEvent::GestureScrollUpdate:
    case WebInputEvent::GestureFlingStart:
    case WebInputEvent::GestureFlingCancel:
    case WebInputEvent::GestureTap:
    case WebInputEvent::GestureTapUnconfirmed:
    case WebInputEvent::GestureTapDown:
    case WebInputEvent::GestureShowPress:
    case WebInputEvent::GestureTapCancel:
    case WebInputEvent::GestureDoubleTap:
    case WebInputEvent::GestureTwoFingerTap:
    case WebInputEvent::GestureLongPress:
    case WebInputEvent::GestureLongTap:
        return handler.handleGestureEvent(static_cast<const WebGestureEvent&>(event));

    case WebInputEvent::TouchStart:
    case WebInputEvent::TouchMove:
    case WebInputEvent::TouchEnd:
    case WebInputEvent::TouchCancel:
        if (!root || !root->view())
            return false;
        return handler.handleTouchEvent(*root, static_cast<const WebTouchEvent&>(event));

    case WebInputEvent::GesturePinchBegin:
    case WebInputEvent::GesturePinchEnd:
    case WebInputEvent::GesturePinchUpdate:
        // FIXME: Once PlatformGestureEvent is updated to support pinch, this
        // should call handleGestureEvent, just like it currently does for
        // gesture scroll.
        return false;

    default:
        return false;
    }
}