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📄 mouserelatedevent.cpp

📁 linux下开源浏览器WebKit的源码,市面上的很多商用浏览器都是移植自WebKit
💻 CPP
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/* * Copyright (C) 2001 Peter Kelly (pmk@post.com) * Copyright (C) 2001 Tobias Anton (anton@stud.fbi.fh-darmstadt.de) * Copyright (C) 2006 Samuel Weinig (sam.weinig@gmail.com) * Copyright (C) 2003, 2005, 2006, 2008 Apple 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 "MouseRelatedEvent.h"#include "DOMWindow.h"#include "Document.h"#include "Frame.h"#include "FrameView.h"#include "RenderLayer.h"#include "RenderObject.h"namespace WebCore {MouseRelatedEvent::MouseRelatedEvent()    : m_screenX(0)    , m_screenY(0)    , m_clientX(0)    , m_clientY(0)    , m_pageX(0)    , m_pageY(0)    , m_layerX(0)    , m_layerY(0)    , m_offsetX(0)    , m_offsetY(0)    , m_isSimulated(false){}static int contentsX(AbstractView* abstractView){    if (!abstractView)        return 0;    Frame* frame = abstractView->frame();    if (!frame)        return 0;    FrameView* frameView = frame->view();    if (!frameView)        return 0;    return frameView->scrollX();}static int contentsY(AbstractView* abstractView){    if (!abstractView)        return 0;    Frame* frame = abstractView->frame();    if (!frame)        return 0;    FrameView* frameView = frame->view();    if (!frameView)        return 0;    return frameView->scrollY();}MouseRelatedEvent::MouseRelatedEvent(const AtomicString& eventType, bool canBubble, bool cancelable, PassRefPtr<AbstractView> viewArg,                                     int detail, int screenX, int screenY, int pageX, int pageY,                                     bool ctrlKey, bool altKey, bool shiftKey, bool metaKey, bool isSimulated)    : UIEventWithKeyState(eventType, canBubble, cancelable, viewArg, detail, ctrlKey, altKey, shiftKey, metaKey)    , m_screenX(screenX)    , m_screenY(screenY)    , m_clientX(pageX - contentsX(view()))    , m_clientY(pageY - contentsY(view()))    , m_pageX(pageX)    , m_pageY(pageY)    , m_isSimulated(isSimulated){    initCoordinates();}void MouseRelatedEvent::initCoordinates(){    // Set up initial values for coordinates.    // Correct values can't be computed until we have at target, so receivedTarget    // does the "real" computation.    m_layerX = m_pageX;    m_layerY = m_pageY;    m_offsetX = m_pageX;    m_offsetY = m_pageY;}void MouseRelatedEvent::initCoordinates(int clientX, int clientY){    // Set up initial values for coordinates.    // Correct values can't be computed until we have at target, so receivedTarget    // does the "real" computation.    m_clientX = clientX;    m_clientY = clientY;    m_pageX = clientX + contentsX(view());    m_pageY = clientY + contentsY(view());    m_layerX = m_pageX;    m_layerY = m_pageY;    m_offsetX = m_pageX;    m_offsetY = m_pageY;}void MouseRelatedEvent::receivedTarget(){    ASSERT(target());    Node* targ = target()->toNode();    if (!targ)        return;    // Compute coordinates that are based on the target.    m_layerX = m_pageX;    m_layerY = m_pageY;    m_offsetX = m_pageX;    m_offsetY = m_pageY;    // Must have an updated render tree for this math to work correctly.    targ->document()->updateRendering();    // Adjust offsetX/Y to be relative to the target's position.    if (!isSimulated()) {        if (RenderObject* r = targ->renderer()) {            IntPoint localPos = roundedIntPoint(r->absoluteToLocal(FloatPoint(m_pageX, m_pageY), false, true));            m_offsetX = localPos.x();            m_offsetY = localPos.y();        }    }    // Adjust layerX/Y to be relative to the layer.    // FIXME: We're pretty sure this is the wrong defintion of "layer."    // Our RenderLayer is a more modern concept, and layerX/Y is some    // other notion about groups of elements (left over from the Netscape 4 days?);    // we should test and fix this.    Node* n = targ;    while (n && !n->renderer())        n = n->parent();    if (n) {        RenderLayer* layer = n->renderer()->enclosingLayer();        layer->updateLayerPosition();        for (; layer; layer = layer->parent()) {            m_layerX -= layer->x();            m_layerY -= layer->y();        }    }}int MouseRelatedEvent::pageX() const{    return m_pageX;}int MouseRelatedEvent::pageY() const{    return m_pageY;}int MouseRelatedEvent::x() const{    // FIXME: This is not correct.    // See Microsoft documentation and <http://www.quirksmode.org/dom/w3c_events.html>.    return m_clientX;}int MouseRelatedEvent::y() const{    // FIXME: This is not correct.    // See Microsoft documentation and <http://www.quirksmode.org/dom/w3c_events.html>.    return m_clientY;}} // namespace WebCore

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