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Текущая директория: /usr/lib/node_modules/bitgo/node_modules/react-native/ReactCommon/react/renderer/uimanager
Просмотр файла: PointerEventsProcessor.h
/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
*/
#pragma once
#include <functional>
#include <jsi/jsi.h>
#include <react/renderer/uimanager/PointerHoverTracker.h>
#include <react/renderer/uimanager/UIManager.h>
namespace facebook::react {
// Helper struct to package a PointerEvent and SharedEventTarget together
struct PointerEventTarget {
PointerEvent event;
std::shared_ptr<const ShadowNode> target;
};
// Helper struct to contain an active pointer's event data along with additional
// metadata
struct ActivePointer {
PointerEvent event;
/*
* Informs the event system that when the touch is released it should be
* treated as the pointer leaving the screen entirely.
*/
bool shouldLeaveWhenReleased{};
};
using DispatchEvent = std::function<void(
const ShadowNode& targetNode,
const std::string& type,
ReactEventPriority priority,
const EventPayload& payload)>;
using PointerIdentifier = int32_t;
using CaptureTargetOverrideRegistry =
std::unordered_map<PointerIdentifier, std::weak_ptr<const ShadowNode>>;
using ActivePointerRegistry =
std::unordered_map<PointerIdentifier, ActivePointer>;
using PointerHoverTrackerRegistry =
std::unordered_map<PointerIdentifier, PointerHoverTracker::Unique>;
class PointerEventsProcessor final {
public:
static std::shared_ptr<const ShadowNode> getShadowNodeFromEventTarget(
jsi::Runtime& runtime,
const EventTarget* target);
void interceptPointerEvent(
const std::shared_ptr<const ShadowNode>& target,
const std::string& type,
ReactEventPriority priority,
const PointerEvent& event,
const DispatchEvent& eventDispatcher,
const UIManager& uiManager);
void setPointerCapture(
PointerIdentifier pointerId,
const std::shared_ptr<const ShadowNode>& shadowNode);
void releasePointerCapture(
PointerIdentifier pointerId,
const ShadowNode* shadowNode);
bool hasPointerCapture(
PointerIdentifier pointerId,
const ShadowNode* shadowNode);
private:
ActivePointer* getActivePointer(PointerIdentifier pointerId);
void registerActivePointer(const PointerEvent& event);
void updateActivePointer(const PointerEvent& event);
void unregisterActivePointer(const PointerEvent& event);
void processPendingPointerCapture(
const PointerEvent& event,
const DispatchEvent& eventDispatcher,
const UIManager& uiManager);
ActivePointerRegistry activePointers_;
CaptureTargetOverrideRegistry pendingPointerCaptureTargetOverrides_;
CaptureTargetOverrideRegistry activePointerCaptureTargetOverrides_;
/*
* Private method which is used for tracking the location of pointer events to
* manage the entering/leaving events. The primary idea is that a pointer's
* presence & movement is dicated by a variety of underlying events such as
* down, move, and up — and they should all be treated the same when it comes
* to tracking the entering & leaving of pointers to views. This method
* accomplishes that by receiving the pointer event, and the target view (can
* be null in cases when the event indicates that the pointer has left the
* screen entirely)
*/
void handleIncomingPointerEventOnNode(
const PointerEvent& event,
const std::shared_ptr<const ShadowNode>& targetNode,
const DispatchEvent& eventDispatcher,
const UIManager& uiManager);
PointerHoverTrackerRegistry previousHoverTrackersPerPointer_;
};
} // namespace facebook::react
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