#ifndef UI_EVENTS_EVENT_DISPATCHER_H_
#define UI_EVENTS_EVENT_DISPATCHER_H_
#include "base/memory/raw_ptr.h"
#include "ui/events/event.h"
#include "ui/events/event_constants.h"
#include "ui/events/event_handler.h"
#include "ui/events/events_export.h"
namespace ui {
class EventDispatcher;
class EventTarget;
struct EventDispatchDetails {
bool dispatcher_destroyed = false;
bool target_destroyed = false;
bool event_discarded = false;
};
class EVENTS_EXPORT EventDispatcherDelegate {
public:
EventDispatcherDelegate();
EventDispatcherDelegate(const EventDispatcherDelegate&) = delete;
EventDispatcherDelegate& operator=(const EventDispatcherDelegate&) = delete;
virtual ~EventDispatcherDelegate();
virtual bool CanDispatchToTarget(EventTarget* target) = 0;
Event* current_event();
[[nodiscard]] EventDispatchDetails DispatchEvent(EventTarget* target,
Event* event);
protected:
[[nodiscard]] virtual EventDispatchDetails PreDispatchEvent(
EventTarget* target,
Event* event);
[[nodiscard]] virtual EventDispatchDetails PostDispatchEvent(
EventTarget* target,
const Event& event);
private:
[[nodiscard]] EventDispatchDetails DispatchEventToTarget(EventTarget* target,
Event* event);
raw_ptr<EventDispatcher> dispatcher_;
};
class EVENTS_EXPORT EventDispatcher {
public:
explicit EventDispatcher(EventDispatcherDelegate* delegate);
EventDispatcher(const EventDispatcher&) = delete;
EventDispatcher& operator=(const EventDispatcher&) = delete;
virtual ~EventDispatcher();
void ProcessEvent(EventTarget* target, Event* event);
const Event* current_event() const { return current_event_; }
Event* current_event() { return current_event_; }
bool delegate_destroyed() const { return !delegate_; }
void OnHandlerDestroyed(EventHandler* handler);
void OnDispatcherDelegateDestroyed();
private:
void DispatchEventToEventHandlers(EventHandlerList* list, Event* event);
void DispatchEvent(EventHandler* handler, Event* event);
raw_ptr<EventDispatcherDelegate> delegate_;
raw_ptr<Event> current_event_ = nullptr;
EventHandlerList handler_list_;
};
}
#endif