blob: dbdb9e619f98cc644a00377c5c9f81962673647d [file] [log] [blame]
// Copyright 2014 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include <memory>
#include "ui/events/events_export.h"
namespace ui {
class Event;
// Return status of EventRewriter operations; see that class below.
enum EventRewriteStatus {
// Nothing was done; no rewritten event returned. Pass the original
// event to later rewriters, or send it to the EventSink if this
// was the final rewriter.
// The event has been rewritten. Send the rewritten event to the
// EventSink instead of the original event (without sending
// either to any later rewriters).
// The event should be discarded, neither passing it to any later
// rewriters nor sending it to the EventSink.
// The event has been rewritten. As for EVENT_REWRITE_REWRITTEN,
// send the rewritten event to the EventSink instead of the original
// event (without sending either to any later rewriters).
// In addition the rewriter has one or more additional new events
// to be retrieved using |NextDispatchEvent()| and sent to the
// EventSink.
// EventRewriter provides a mechanism for Events to be rewritten
// before being dispatched from EventSource to EventSink.
class EVENTS_EXPORT EventRewriter {
virtual ~EventRewriter() {}
// Potentially rewrites (replaces) an event, or requests it be discarded.
// or discards an event. If the rewriter wants to rewrite an event, and
// dispatch another event once the rewritten event is dispatched, it should
// return EVENT_REWRITE_DISPATCH_ANOTHER, and return the next event to
// dispatch from |NextDispatchEvent()|.
virtual EventRewriteStatus RewriteEvent(
const Event& event,
std::unique_ptr<Event>* rewritten_event) = 0;
// Supplies an additional event to be dispatched. It is only valid to
// call this after the immediately previous call to |RewriteEvent()|
// or |NextDispatchEvent()| has returned EVENT_REWRITE_DISPATCH_ANOTHER.
// Should only return either EVENT_REWRITE_REWRITTEN or
// EVENT_REWRITE_DISPATCH_ANOTHER; otherwise the previous call should not
virtual EventRewriteStatus NextDispatchEvent(
const Event& last_event,
std::unique_ptr<Event>* new_event) = 0;
} // namespace ui