originY + boundingRectangle.height );
}
+void WorldToLocalCoordinatesBoundingBox( const Dali::Vector4& boundingBox, Dali::Rect<int>& boundingRectangle )
+{
+ // Convert to local coordinates and store as a Dali::Rect.
+ Dali::Vector2 stageSize = Dali::Stage::GetCurrent().GetSize();
+
+ boundingRectangle.x = boundingBox.x + 0.5f * stageSize.width;
+ boundingRectangle.y = boundingBox.y + 0.5f * stageSize.height;
+ boundingRectangle.width = boundingBox.z - boundingBox.x;
+ boundingRectangle.height = boundingBox.w - boundingBox.y;
+}
} // end of namespace
{
HandleImpl()
: position(),
+ size(),
lineHeight( 0.0f ),
grabDisplacementX( 0.f ),
grabDisplacementY( 0.f ),
active( false ),
visible( false ),
pressed( false ),
- flipped( false )
+ horizontallyFlipped( false ),
+ verticallyFlipped( false )
{
}
ImageActor markerActor;
Vector2 position;
- float lineHeight; ///< Not the handle height
- float grabDisplacementX;
- float grabDisplacementY;
- bool active : 1;
- bool visible : 1;
- bool pressed : 1;
- bool flipped : 1;
+ Size size;
+ float lineHeight; ///< Not the handle height
+ float grabDisplacementX;
+ float grabDisplacementY;
+ bool active : 1;
+ bool visible : 1;
+ bool pressed : 1;
+ bool horizontallyFlipped : 1; ///< Whether the handle has been horizontally flipped.
+ bool verticallyFlipped : 1; ///< Whether the handle has been vertically flipped.
};
struct PopupImpl
mEnabledPopupButtons( TextSelectionPopup::NONE ),
mTextSelectionPopupCallbackInterface( callbackInterface ),
mHandleColor( HANDLE_COLOR ),
- mBoundingBox( Rect<int>() ),
+ mBoundingBox(),
mHighlightColor( LIGHT_BLUE ),
mHighlightPosition( Vector2::ZERO ),
mActiveCursor( ACTIVE_CURSOR_NONE ),
mDelayCursorBlink( false ),
mPrimaryCursorVisible( false ),
mSecondaryCursorVisible( false ),
- mSwapSelectionHandles( false ),
+ mFlipSelectionHandlesOnCross( false ),
+ mFlipLeftSelectionHandleDirection( false ),
+ mFlipRightSelectionHandleDirection( false ),
+ mHandlePanning( false ),
+ mHandleCurrentCrossed( false ),
+ mHandlePreviousCrossed( false ),
mNotifyEndOfScroll( false )
{
mQuadVertexFormat[ "aPosition" ] = Property::VECTOR2;
mQuadIndexFormat[ "indices" ] = Property::INTEGER;
mHighlightMaterial = Material::New( Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ) );
+
+ SetupTouchEvents();
}
/**
mPrimaryCursorVisible = ( cursor.position.x <= size.width ) && ( cursor.position.x >= 0.f );
if( mPrimaryCursorVisible )
{
- Vector2 position = cursor.position;
+ const Vector2& position = cursor.position;
mPrimaryCursor.SetPosition( position.x,
position.y );
HandleImpl& grabHandle = mHandle[GRAB_HANDLE];
if( grabHandle.active )
{
- Vector2 position = grabHandle.position;
+ const Vector2& position = grabHandle.position;
const bool isVisible = ( position.x <= size.width ) && ( position.x >= 0.f );
if( isVisible )
{
- SetupTouchEvents();
-
CreateGrabHandle();
- grabHandle.actor.SetPosition( position.x - floor( 0.5f * mCursorWidth ),
- position.y + grabHandle.lineHeight ); // TODO : Fix for multiline.
+ // Sets the grab handle position and calculate if it needs to be vertically flipped if it exceeds the boundary box.
+ SetGrabHandlePosition();
+
+ // Sets the grab handle image according if it's pressed, flipped, etc.
+ SetHandleImage( GRAB_HANDLE );
}
grabHandle.actor.SetVisible( isVisible );
}
HandleImpl& secondary = mHandle[ RIGHT_SELECTION_HANDLE ];
if( primary.active || secondary.active )
{
- Vector2 primaryPosition = primary.position;
- Vector2 secondaryPosition = secondary.position;
+ const Vector2& primaryPosition = primary.position;
+ const Vector2& secondaryPosition = secondary.position;
const bool isPrimaryVisible = ( primaryPosition.x <= size.width ) && ( primaryPosition.x >= 0.f );
const bool isSecondaryVisible = ( secondaryPosition.x <= size.width ) && ( secondaryPosition.x >= 0.f );
if( isPrimaryVisible || isSecondaryVisible )
{
- SetupTouchEvents();
-
CreateSelectionHandles();
if( isPrimaryVisible )
{
- primary.actor.SetPosition( primaryPosition.x,
- primaryPosition.y + primary.lineHeight ); // TODO : Fix for multiline.
+ SetSelectionHandlePosition( LEFT_SELECTION_HANDLE );
+
+ // Sets the primary handle image according if it's pressed, flipped, etc.
+ SetHandleImage( LEFT_SELECTION_HANDLE );
SetSelectionHandleMarkerSize( primary );
}
if( isSecondaryVisible )
{
- secondary.actor.SetPosition( secondaryPosition.x,
- secondaryPosition.y + secondary.lineHeight ); // TODO : Fix for multiline.
+ SetSelectionHandlePosition( RIGHT_SELECTION_HANDLE );
+
+ // Sets the secondary handle image according if it's pressed, flipped, etc.
+ SetHandleImage( RIGHT_SELECTION_HANDLE );
SetSelectionHandleMarkerSize( secondary );
}
void SetupTouchEvents()
{
- if ( !mTapDetector )
- {
- mTapDetector = TapGestureDetector::New();
- mTapDetector.DetectedSignal().Connect( this, &Decorator::Impl::OnTap );
- }
+ mTapDetector = TapGestureDetector::New();
+ mTapDetector.DetectedSignal().Connect( this, &Decorator::Impl::OnTap );
- if ( !mPanGestureDetector )
- {
- mPanGestureDetector = PanGestureDetector::New();
- mPanGestureDetector.DetectedSignal().Connect( this, &Decorator::Impl::OnPan );
- }
+ mPanGestureDetector = PanGestureDetector::New();
+ mPanGestureDetector.DetectedSignal().Connect( this, &Decorator::Impl::OnPan );
}
void CreateActiveLayer()
{
if ( handle.markerActor )
{
- handle.markerActor.SetResizePolicy ( ResizePolicy::FIXED, Dimension::HEIGHT );
handle.markerActor.SetSize( 0, handle.lineHeight );
}
}
{
if( !mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_RELEASED] )
{
- mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_RELEASED] = ResourceImage::New( DEFAULT_GRAB_HANDLE_IMAGE_RELEASED );
+ SetHandleImage( GRAB_HANDLE, HANDLE_IMAGE_RELEASED, ResourceImage::New( DEFAULT_GRAB_HANDLE_IMAGE_RELEASED ) );
}
grabHandle.actor = ImageActor::New( mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_RELEASED] );
void CreateHandleMarker( HandleImpl& handle, Image& image, HandleType handleType )
{
- if ( image)
+ if ( image )
{
handle.markerActor = ImageActor::New( image );
handle.markerActor.SetColor( mHandleColor );
handle.actor.Add( handle.markerActor );
+ handle.markerActor.SetResizePolicy ( ResizePolicy::FIXED, Dimension::HEIGHT );
+
if ( LEFT_SELECTION_HANDLE == handleType )
{
handle.markerActor.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
#endif
primary.actor.SetAnchorPoint( AnchorPoint::TOP_RIGHT ); // Change to BOTTOM_RIGHT if Look'n'Feel requires handle above text.
primary.actor.SetSortModifier( DECORATION_DEPTH_INDEX );
- primary.flipped = false;
primary.actor.SetColor( mHandleColor );
primary.grabArea = Actor::New(); // Area that Grab handle responds to, larger than actual handle so easier to move
#endif
secondary.actor.SetAnchorPoint( AnchorPoint::TOP_LEFT ); // Change to BOTTOM_LEFT if Look'n'Feel requires handle above text.
secondary.actor.SetSortModifier( DECORATION_DEPTH_INDEX );
- secondary.flipped = false;
secondary.actor.SetColor( mHandleColor );
secondary.grabArea = Actor::New(); // Area that Grab handle responds to, larger than actual handle so easier to move
}
}
+ void CalculateHandleWorldCoordinates( HandleImpl& handle, Vector2& position )
+ {
+ // Get the world position of the active layer
+ const Vector3 parentWorldPosition = mActiveLayer.GetCurrentWorldPosition();
+
+ // Get the size of the UI control.
+ Vector2 targetSize;
+ mController.GetTargetSize( targetSize );
+
+ // The grab handle position in world coords.
+ position.x = parentWorldPosition.x - 0.5f * targetSize.width + handle.position.x;
+ position.y = parentWorldPosition.y - 0.5f * targetSize.height + handle.position.y + handle.lineHeight;
+ }
+
+ void SetGrabHandlePosition()
+ {
+ // Reference to the grab handle.
+ HandleImpl& grabHandle = mHandle[GRAB_HANDLE];
+
+ // The grab handle position in world coords.
+ Vector2 grabHandleWorldPosition;
+ CalculateHandleWorldCoordinates( grabHandle, grabHandleWorldPosition );
+
+ // Check if the grab handle exceeds the boundaries of the decoration box.
+ // At the moment only the height is checked for the grab handle.
+ grabHandle.verticallyFlipped = ( grabHandleWorldPosition.y + grabHandle.size.height > mBoundingBox.w );
+
+ // The grab handle 'y' position in local coords.
+ // If the grab handle exceeds the bottom of the decoration box,
+ // set the 'y' position to the top of the line.
+ // The SetGrabHandleImage() method will change the orientation.
+ const float yLocalPosition = grabHandle.verticallyFlipped ? grabHandle.position.y : grabHandle.position.y + grabHandle.lineHeight;
+
+ grabHandle.actor.SetPosition( grabHandle.position.x - floor( 0.5f * mCursorWidth ),
+ yLocalPosition ); // TODO : Fix for multiline.
+ }
+
+ void SetSelectionHandlePosition( HandleType type )
+ {
+ const bool isPrimaryHandle = LEFT_SELECTION_HANDLE == type;
+
+ // Reference to the selection handle.
+ HandleImpl& handle = mHandle[type];
+
+ // Get the world coordinates of the handle position.
+ Vector2 handleWorldPosition;
+ CalculateHandleWorldCoordinates( handle, handleWorldPosition );
+
+ // Whether to flip the handle.
+ bool flipHandle = isPrimaryHandle ? mFlipLeftSelectionHandleDirection : mFlipRightSelectionHandleDirection;
+
+ // Whether to flip the handles if they are crossed.
+ bool crossFlip = false;
+ if( mFlipSelectionHandlesOnCross || !mHandlePanning )
+ {
+ crossFlip = mHandleCurrentCrossed;
+ }
+
+ // Does not flip if both conditions are true (double flip)
+ flipHandle = flipHandle != ( crossFlip || mHandlePreviousCrossed );
+
+ // Check if the selection handle exceeds the boundaries of the decoration box.
+ const bool exceedsLeftEdge = ( isPrimaryHandle ? !flipHandle : flipHandle ) && ( handleWorldPosition.x - handle.size.width < mBoundingBox.x );
+
+ const bool exceedsRightEdge = ( isPrimaryHandle ? flipHandle : !flipHandle ) && ( handleWorldPosition.x + handle.size.width > mBoundingBox.z );
+
+ // Does not flip if both conditions are true (double flip)
+ flipHandle = flipHandle != ( exceedsLeftEdge || exceedsRightEdge );
+
+ if( flipHandle )
+ {
+ if( !handle.horizontallyFlipped )
+ {
+ // Change the anchor point to flip the image.
+ handle.actor.SetAnchorPoint( isPrimaryHandle ? AnchorPoint::TOP_LEFT : AnchorPoint::TOP_RIGHT );
+
+ handle.horizontallyFlipped = true;
+ }
+ }
+ else
+ {
+ if( handle.horizontallyFlipped )
+ {
+ // Reset the anchor point.
+ handle.actor.SetAnchorPoint( isPrimaryHandle ? AnchorPoint::TOP_RIGHT : AnchorPoint::TOP_LEFT );
+
+ handle.horizontallyFlipped = false;
+ }
+ }
+
+ // Whether to flip the handle vertically.
+ handle.verticallyFlipped = ( handleWorldPosition.y + handle.size.height > mBoundingBox.w );
+
+ // The primary selection handle 'y' position in local coords.
+ // If the handle exceeds the bottom of the decoration box,
+ // set the 'y' position to the top of the line.
+ // The SetHandleImage() method will change the orientation.
+ const float yLocalPosition = handle.verticallyFlipped ? handle.position.y : handle.position.y + handle.lineHeight;
+
+ handle.actor.SetPosition( handle.position.x,
+ yLocalPosition ); // TODO : Fix for multiline.
+ }
+
+ void SetHandleImage( HandleType type )
+ {
+ HandleImpl& handle = mHandle[type];
+
+ HandleType markerType = HANDLE_TYPE_COUNT;
+ // If the selection handle is flipped it chooses the image of the other selection handle. Does nothing for the grab handle.
+ if( LEFT_SELECTION_HANDLE == type )
+ {
+ type = handle.horizontallyFlipped ? RIGHT_SELECTION_HANDLE : LEFT_SELECTION_HANDLE;
+ markerType = handle.horizontallyFlipped ? RIGHT_SELECTION_HANDLE_MARKER : LEFT_SELECTION_HANDLE_MARKER;
+ }
+ else if( RIGHT_SELECTION_HANDLE == type )
+ {
+ type = handle.horizontallyFlipped ? LEFT_SELECTION_HANDLE : RIGHT_SELECTION_HANDLE;
+ markerType = handle.horizontallyFlipped ? LEFT_SELECTION_HANDLE_MARKER : RIGHT_SELECTION_HANDLE_MARKER;
+ }
+
+ // Chooses between the released or pressed image. It checks whether the pressed image exists.
+ const HandleImageType imageType = ( handle.pressed ? ( mHandleImages[type][HANDLE_IMAGE_PRESSED] ? HANDLE_IMAGE_PRESSED : HANDLE_IMAGE_RELEASED ) : HANDLE_IMAGE_RELEASED );
+
+ handle.actor.SetImage( mHandleImages[type][imageType] );
+
+ if( HANDLE_TYPE_COUNT != markerType )
+ {
+ const HandleImageType markerImageType = ( handle.pressed ? ( mHandleImages[markerType][HANDLE_IMAGE_PRESSED] ? HANDLE_IMAGE_PRESSED : HANDLE_IMAGE_RELEASED ) : HANDLE_IMAGE_RELEASED );
+ handle.markerActor.SetImage( mHandleImages[markerType][markerImageType] );
+ }
+
+ // Whether to flip the handle vertically.
+ handle.actor.SetOrientation( handle.verticallyFlipped ? ANGLE_180 : ANGLE_0, Vector3::XAXIS );
+ }
+
void CreateHighlight()
{
if( !mHighlightActor )
StopScrollTimer();
mController.DecorationEvent( type, HANDLE_PRESSED, x, y );
}
+
+ mHandlePanning = true;
}
else if( Gesture::Finished == gesture.state ||
Gesture::Cancelled == gesture.state )
mController.DecorationEvent( type, HANDLE_RELEASED, x, y );
}
- if( GRAB_HANDLE == type )
- {
- handle.actor.SetImage( mHandleImages[type][HANDLE_IMAGE_RELEASED] );
- }
- else
- {
- HandleType selectionHandleType = type;
-
- if( mSwapSelectionHandles != handle.flipped )
- {
- selectionHandleType = ( LEFT_SELECTION_HANDLE == type ) ? RIGHT_SELECTION_HANDLE : LEFT_SELECTION_HANDLE;
- }
-
- handle.actor.SetImage( mHandleImages[selectionHandleType][HANDLE_IMAGE_RELEASED] );
- }
+ handle.actor.SetImage( mHandleImages[type][HANDLE_IMAGE_RELEASED] );
handle.pressed = false;
+
+ mHandlePanning = false;
}
}
if( TouchPoint::Down == point.state )
{
mHandle[GRAB_HANDLE].pressed = true;
- Image imagePressed = mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_PRESSED];
- if( imagePressed )
- {
- mHandle[GRAB_HANDLE].actor.SetImage( imagePressed );
- }
}
else if( ( TouchPoint::Up == point.state ) ||
( TouchPoint::Interrupted == point.state ) )
{
mHandle[GRAB_HANDLE].pressed = false;
- Image imageReleased = mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_RELEASED];
- if( imageReleased )
- {
- mHandle[GRAB_HANDLE].actor.SetImage( imageReleased );
- }
}
+
+ SetHandleImage( GRAB_HANDLE );
}
// Consume to avoid pop-ups accidentally closing, when handle is outside of pop-up area
{
const TouchPoint& point = event.GetPoint(0);
- const bool flip = mSwapSelectionHandles != mHandle[LEFT_SELECTION_HANDLE].flipped;
if( TouchPoint::Down == point.state )
{
mHandle[LEFT_SELECTION_HANDLE].pressed = true;
- Image imagePressed = mHandleImages[flip ? RIGHT_SELECTION_HANDLE : LEFT_SELECTION_HANDLE][HANDLE_IMAGE_PRESSED];
- if( imagePressed )
- {
- mHandle[LEFT_SELECTION_HANDLE].actor.SetImage( imagePressed );
- }
}
else if( ( TouchPoint::Up == point.state ) ||
( TouchPoint::Interrupted == point.state ) )
{
mHandle[LEFT_SELECTION_HANDLE].pressed = false;
- Image imageReleased = mHandleImages[flip ? RIGHT_SELECTION_HANDLE : LEFT_SELECTION_HANDLE][HANDLE_IMAGE_RELEASED];
- if( imageReleased )
- {
- mHandle[LEFT_SELECTION_HANDLE].actor.SetImage( imageReleased );
- }
+ mHandlePreviousCrossed = mHandleCurrentCrossed;
+ mHandlePanning = false;
}
+
+ SetHandleImage( LEFT_SELECTION_HANDLE );
}
// Consume to avoid pop-ups accidentally closing, when handle is outside of pop-up area
{
const TouchPoint& point = event.GetPoint(0);
- const bool flip = mSwapSelectionHandles != mHandle[RIGHT_SELECTION_HANDLE].flipped;
if( TouchPoint::Down == point.state )
{
- Image imagePressed = mHandleImages[flip ? LEFT_SELECTION_HANDLE : RIGHT_SELECTION_HANDLE][HANDLE_IMAGE_PRESSED];
mHandle[RIGHT_SELECTION_HANDLE].pressed = true;
- if( imagePressed )
- {
- mHandle[RIGHT_SELECTION_HANDLE].actor.SetImage( imagePressed );
- }
}
else if( ( TouchPoint::Up == point.state ) ||
( TouchPoint::Interrupted == point.state ) )
{
- Image imageReleased = mHandleImages[flip ? LEFT_SELECTION_HANDLE : RIGHT_SELECTION_HANDLE][HANDLE_IMAGE_RELEASED];
mHandle[RIGHT_SELECTION_HANDLE].pressed = false;
- if( imageReleased )
- {
- mHandle[RIGHT_SELECTION_HANDLE].actor.SetImage( imageReleased );
- }
+ mHandlePreviousCrossed = mHandleCurrentCrossed;
+ mHandlePanning = false;
}
+
+ SetHandleImage( RIGHT_SELECTION_HANDLE );
}
// Consume to avoid pop-ups accidentally closing, when handle is outside of pop-up area
// Exceeding vertical boundary
- Vector4 worldCoordinatesBoundingBox;
- LocalToWorldCoordinatesBoundingBox( mBoundingBox, worldCoordinatesBoundingBox );
-
float popupHeight = mCopyPastePopup.actor.GetRelayoutSize( Dimension::HEIGHT);
PropertyNotification verticalExceedNotification = mCopyPastePopup.actor.AddPropertyNotification( Actor::Property::WORLD_POSITION_Y,
- OutsideCondition( worldCoordinatesBoundingBox.y + popupHeight * 0.5f,
- worldCoordinatesBoundingBox.w - popupHeight * 0.5f ) );
+ OutsideCondition( mBoundingBox.y + popupHeight * 0.5f,
+ mBoundingBox.w - popupHeight * 0.5f ) );
verticalExceedNotification.NotifySignal().Connect( this, &Decorator::Impl::PopUpLeavesVerticalBoundary );
}
- void GetConstrainedPopupPosition( Vector3& requiredPopupPosition, Vector3& popupSize, Vector3 anchorPoint, Actor& parent, Rect<int>& boundingBox )
+ void GetConstrainedPopupPosition( Vector3& requiredPopupPosition, Vector3& popupSize, Vector3 anchorPoint, Actor& parent, const Vector4& boundingRectangleWorld )
{
DALI_ASSERT_DEBUG ( "Popup parent not on stage" && parent.OnStage() )
Vector3 popupWorldPosition = parentWorldPositionLeftAnchor + requiredPopupPosition; // Parent World position plus popup local position gives World Position
Vector3 popupDistanceFromAnchorPoint = popupSize*anchorPoint;
- // Bounding rectangle is supplied as screen coordinates, bounding will be done in world coordinates.
- Vector4 boundingRectangleWorld;
- LocalToWorldCoordinatesBoundingBox( boundingBox, boundingRectangleWorld );
-
// Calculate distance to move popup (in local space) so fits within the boundary
float xOffSetToKeepWithinBounds = 0.0f;
if( popupWorldPosition.x - popupDistanceFromAnchorPoint.x < boundingRectangleWorld.x )
// Prevent pixel mis-alignment by rounding down.
requiredPopupPosition.x = static_cast<int>( requiredPopupPosition.x );
requiredPopupPosition.y = static_cast<int>( requiredPopupPosition.y );
-
}
- void FlipSelectionHandleImages()
+ void SetHandleImage( HandleType handleType, HandleImageType handleImageType, Dali::Image image )
{
- SetupTouchEvents();
-
- CreateSelectionHandles();
-
- HandleImpl& leftHandle = mHandle[LEFT_SELECTION_HANDLE];
- HandleImpl& rightHandle = mHandle[RIGHT_SELECTION_HANDLE];
-
- // If handle pressed and pressed image exists then use pressed image else stick with released image
- const HandleImageType leftImageType = ( leftHandle.pressed && mHandleImages[LEFT_SELECTION_HANDLE][HANDLE_IMAGE_PRESSED] ) ? HANDLE_IMAGE_PRESSED : HANDLE_IMAGE_RELEASED;
- const HandleImageType rightImageType = ( rightHandle.pressed && mHandleImages[RIGHT_SELECTION_HANDLE][HANDLE_IMAGE_PRESSED] ) ? HANDLE_IMAGE_PRESSED : HANDLE_IMAGE_RELEASED;
+ HandleImpl& handle = mHandle[handleType];
+ handle.size = Size( image.GetWidth(), image.GetHeight() );
- const bool leftFlipped = mSwapSelectionHandles != leftHandle.flipped;
- const bool rightFlipped = mSwapSelectionHandles != rightHandle.flipped;
-
- leftHandle.actor.SetImage( leftFlipped ? mHandleImages[RIGHT_SELECTION_HANDLE][leftImageType] : mHandleImages[LEFT_SELECTION_HANDLE][leftImageType] );
-
- leftHandle.actor.SetAnchorPoint( leftFlipped ? AnchorPoint::TOP_LEFT : AnchorPoint::TOP_RIGHT );
-
- rightHandle.actor.SetImage( rightFlipped ? mHandleImages[LEFT_SELECTION_HANDLE][rightImageType] : mHandleImages[RIGHT_SELECTION_HANDLE][rightImageType] );
-
- rightHandle.actor.SetAnchorPoint( rightFlipped ? AnchorPoint::TOP_RIGHT : AnchorPoint::TOP_LEFT );
-
- if ( leftHandle.markerActor )
- {
- leftHandle.markerActor.SetImage( leftFlipped ? mHandleImages[RIGHT_SELECTION_HANDLE_MARKER][leftImageType] : mHandleImages[LEFT_SELECTION_HANDLE_MARKER][leftImageType] );
- }
- if ( rightHandle.markerActor )
- {
- rightHandle.markerActor.SetImage( rightFlipped ? mHandleImages[LEFT_SELECTION_HANDLE_MARKER][rightImageType] : mHandleImages[RIGHT_SELECTION_HANDLE_MARKER][rightImageType] );
- }
+ mHandleImages[handleType][handleImageType] = image;
}
void SetScrollThreshold( float threshold )
Geometry mQuadGeometry;
QuadContainer mHighlightQuadList; ///< Sub-selections that combine to create the complete selection highlight
- Rect<int> mBoundingBox;
+ Vector4 mBoundingBox; ///< The bounding box in world coords.
Vector4 mHighlightColor; ///< Color of the highlight
Vector2 mHighlightPosition; ///< The position of the highlight actor.
float mScrollDistance; ///< Distance the text scrolls during a scroll interval.
int mTextDepth; ///< The depth used to render the text.
- bool mActiveCopyPastePopup : 1;
- bool mCursorBlinkStatus : 1; ///< Flag to switch between blink on and blink off.
- bool mDelayCursorBlink : 1; ///< Used to avoid cursor blinking when entering text.
- bool mPrimaryCursorVisible : 1; ///< Whether the primary cursor is visible.
- bool mSecondaryCursorVisible : 1; ///< Whether the secondary cursor is visible.
- bool mSwapSelectionHandles : 1; ///< Whether to swap the selection handle images.
- bool mNotifyEndOfScroll : 1; ///< Whether to notify the end of the scroll.
+ bool mActiveCopyPastePopup : 1;
+ bool mCursorBlinkStatus : 1; ///< Flag to switch between blink on and blink off.
+ bool mDelayCursorBlink : 1; ///< Used to avoid cursor blinking when entering text.
+ bool mPrimaryCursorVisible : 1; ///< Whether the primary cursor is visible.
+ bool mSecondaryCursorVisible : 1; ///< Whether the secondary cursor is visible.
+ bool mFlipSelectionHandlesOnCross : 1; ///< Whether to flip the selection handles as soon as they cross.
+ bool mFlipLeftSelectionHandleDirection : 1; ///< Whether to flip the left selection handle image because of the character's direction.
+ bool mFlipRightSelectionHandleDirection : 1; ///< Whether to flip the right selection handle image because of the character's direction.
+ bool mHandlePanning : 1; ///< Whether any of the handles is moving.
+ bool mHandleCurrentCrossed : 1; ///< Whether the handles are crossed.
+ bool mHandlePreviousCrossed : 1; ///< Whether the handles where crossed at the last handle touch up.
+ bool mNotifyEndOfScroll : 1; ///< Whether to notify the end of the scroll.
};
DecoratorPtr Decorator::New( ControllerInterface& controller,
void Decorator::SetBoundingBox( const Rect<int>& boundingBox )
{
- mImpl->mBoundingBox = boundingBox;
+ LocalToWorldCoordinatesBoundingBox( boundingBox, mImpl->mBoundingBox );
}
-const Rect<int>& Decorator::GetBoundingBox() const
+void Decorator::GetBoundingBox( Rect<int>& boundingBox ) const
{
- return mImpl->mBoundingBox;
+ WorldToLocalCoordinatesBoundingBox( mImpl->mBoundingBox, boundingBox );
}
void Decorator::Relayout( const Vector2& size )
if( !active )
{
+ if( ( LEFT_SELECTION_HANDLE == handleType ) || ( RIGHT_SELECTION_HANDLE == handleType ) )
+ {
+ mImpl->mHandlePreviousCrossed = false;
+ }
+
// TODO: this is a work-around.
// The problem is the handle actor does not receive the touch event with the Interrupt
// state when the power button is pressed and the application goes to background.
imageActor.SetImage( imageReleased );
}
}
+
}
bool Decorator::IsHandleActive( HandleType handleType ) const
void Decorator::SetHandleImage( HandleType handleType, HandleImageType handleImageType, Dali::Image image )
{
- mImpl->mHandleImages[handleType][handleImageType] = image;
+ mImpl->SetHandleImage( handleType, handleImageType, image );
}
Dali::Image Decorator::GetHandleImage( HandleType handleType, HandleImageType handleImageType ) const
return mImpl->mHandle[handleType].position;
}
-void Decorator::SwapSelectionHandlesEnabled( bool enable )
+void Decorator::FlipSelectionHandlesOnCrossEnabled( bool enable )
{
- mImpl->mSwapSelectionHandles = enable;
+ mImpl->mFlipSelectionHandlesOnCross = enable;
+}
- mImpl->FlipSelectionHandleImages();
+void Decorator::SetSelectionHandleFlipState( bool indicesSwapped, bool left, bool right )
+{
+ mImpl->mHandleCurrentCrossed = indicesSwapped;
+ mImpl->mFlipLeftSelectionHandleDirection = left;
+ mImpl->mFlipRightSelectionHandleDirection = right;
}
void Decorator::AddHighlight( float x1, float y1, float x2, float y2 )