bool EventDispatcher::DispatchEvent(Element* target_element, const String& name, const Dictionary& parameters, bool interruptible)
{
	//Event event(target_element, name, parameters, interruptible);
	Event* event = Factory::InstanceEvent(target_element, name, parameters, interruptible);
	if (event == NULL)
		return false;

	// Build the element traversal from the tree
	typedef std::vector<Element*> Elements;
	Elements elements;

	Element* walk_element = target_element->GetParentNode();
	while (walk_element) 
	{
		elements.push_back(walk_element);
		walk_element = walk_element->GetParentNode();
	}

	event->SetPhase(Event::PHASE_CAPTURE);
	// Capture phase - root, to target (only events that have registered as capture events)
	// Note: We walk elements in REVERSE as they're placed in the list from the elements parent to the root
	for (int i = elements.size() - 1; i >= 0 && event->IsPropagating(); i--) 
	{
		EventDispatcher* dispatcher = elements[i]->GetEventDispatcher();
		event->SetCurrentElement(elements[i]);
		dispatcher->TriggerEvents(event);
	}

	// Target phase - direct at the target
	if (event->IsPropagating()) 
	{
		event->SetPhase(Event::PHASE_TARGET);
		event->SetCurrentElement(target_element);
		TriggerEvents(event);
	}

	if (event->IsPropagating()) 
	{
		event->SetPhase(Event::PHASE_BUBBLE);
		// Bubble phase - target to root (normal event bindings)
		for (size_t i = 0; i < elements.size() && event->IsPropagating(); i++) 
		{
			EventDispatcher* dispatcher = elements[i]->GetEventDispatcher();
			event->SetCurrentElement(elements[i]);
			dispatcher->TriggerEvents(event);
		}
	}

	bool propagating = event->IsPropagating();
	event->RemoveReference();
	return propagating;
}