ladybird/Libraries/LibWeb/Internals/Internals.idl
Jelle Raaijmakers f55fe69d4d LibWeb: Rework Internals' mouse control
Instead of defining somewhat high level mouse actions, allow granular
control of mouse clicks and mouse down/up/move events. We will want to
simulate things like holding down a mouse button after double clicking
and then dragging the mouse to another position in the future, and this
enables that.
2026-02-06 14:18:10 +00:00

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#import <DOM/EventTarget.idl>
#import <HTML/HTMLElement.idl>
#import <Internals/InternalAnimationTimeline.idl>
#import <Internals/InternalGamepad.idl>
[Exposed=Nobody]
interface Internals {
undefined signalTestIsDone(DOMString text);
undefined setTestTimeout(double milliseconds);
undefined loadReferenceTestMetadata();
undefined loadTestVariants();
DOMString setTimeZone(DOMString timeZone);
undefined gc();
object hitTest(double x, double y);
const unsigned short MOD_NONE = 0;
const unsigned short MOD_ALT = 1;
const unsigned short MOD_CTRL = 2;
const unsigned short MOD_SHIFT = 4;
const unsigned short MOD_SUPER = 8;
const unsigned short MOD_KEYPAD = 16;
const unsigned short BUTTON_LEFT = 0;
const unsigned short BUTTON_MIDDLE = 1;
const unsigned short BUTTON_RIGHT = 2;
undefined sendText(HTMLElement target, DOMString text, optional unsigned short modifiers = 0);
undefined sendKey(HTMLElement target, DOMString keyName, optional unsigned short modifiers = 0);
undefined paste(HTMLElement target, Utf16DOMString text);
undefined commitText();
// Low-level mouse primitives
undefined mouseDown(double x, double y, optional unsigned short button = 0, optional unsigned short modifiers = 0);
undefined mouseUp(double x, double y, optional unsigned short button = 0, optional unsigned short modifiers = 0);
undefined mouseMove(double x, double y, optional unsigned short modifiers = 0);
// High-level mouse conveniences
undefined click(double x, double y, optional unsigned short clickCount = 1, optional unsigned short button = 0, optional unsigned short modifiers = 0);
undefined clickAndHold(double x, double y, optional unsigned short clickCount = 1, optional unsigned short button = 0, optional unsigned short modifiers = 0);
undefined wheel(double x, double y, double deltaX, double deltaY);
undefined pinch(double x, double y, double scaleDelta);
DOMString currentCursor();
boolean dispatchUserActivatedEvent(EventTarget target, Event event);
undefined spoofCurrentURL(USVString url);
InternalAnimationTimeline createInternalAnimationTimeline();
undefined simulateDragStart(double x, double y, DOMString mimeType, DOMString contents);
undefined simulateDragMove(double x, double y);
undefined simulateDrop(double x, double y);
undefined enableCookiesOnFileDomains();
undefined expireCookiesWithTimeOffset(long long seconds);
boolean setHttpMemoryCacheEnabled(boolean enabled);
DOMString getComputedRole(Element element);
DOMString getComputedLabel(Element element);
DOMString getComputedAriaLevel(Element element);
unsigned short getEchoServerPort();
undefined setBrowserZoom(double factor);
undefined setDevicePixelRatio(double ratio);
readonly attribute boolean headless;
DOMString dumpDisplayList();
DOMString dumpStackingContextTree();
DOMString dumpGCGraph();
// Returns the shadow root of the element, if it has one, even if it's not normally accessible to JS.
ShadowRoot? getShadowRoot(Element element);
undefined handleSDLInputEvents();
InternalGamepad connectVirtualGamepad();
undefined setHighlightedNode(Node? node);
};