#include <dali-toolkit/internal/text/character-set-conversion.h>
#include <dali-toolkit/internal/text/layouts/layout-engine.h>
#include <dali-toolkit/internal/text/layouts/layout-parameters.h>
-#include <dali-toolkit/internal/text/logical-model.h>
+#include <dali-toolkit/internal/text/logical-model-impl.h>
#include <dali-toolkit/internal/text/multi-language-support.h>
#include <dali-toolkit/internal/text/script-run.h>
#include <dali-toolkit/internal/text/segmentation.h>
#include <dali-toolkit/internal/text/shaper.h>
+#include <dali-toolkit/internal/text/text-io.h>
#include <dali-toolkit/internal/text/text-view.h>
-#include <dali-toolkit/internal/text/visual-model.h>
+#include <dali-toolkit/internal/text/visual-model-impl.h>
using std::vector;
namespace
{
+
const float MAX_FLOAT = std::numeric_limits<float>::max();
const std::string EMPTY_STRING;
+
+enum ModifyType
+{
+ REPLACE_TEXT, ///< Replace the entire text
+ INSERT_TEXT, ///< Insert characters at the current cursor position
+ DELETE_TEXT ///< Delete a character at the current cursor position
+};
+
+struct ModifyEvent
+{
+ ModifyType type;
+ std::string text;
+};
+
} // namespace
namespace Dali
namespace Text
{
+struct Controller::FontDefaults
+{
+ FontDefaults()
+ : mDefaultPointSize(0.0f),
+ mFontId(0u)
+ {
+ }
+
+ FontId GetFontId( TextAbstraction::FontClient& fontClient )
+ {
+ if( !mFontId )
+ {
+ Dali::TextAbstraction::PointSize26Dot6 pointSize = mDefaultPointSize*64;
+ mFontId = fontClient.GetFontId( mDefaultFontFamily, mDefaultFontStyle, pointSize );
+ }
+
+ return mFontId;
+ }
+
+ std::string mDefaultFontFamily;
+ std::string mDefaultFontStyle;
+ float mDefaultPointSize;
+ FontId mFontId;
+};
+
struct Controller::TextInput
{
// Used to queue input events until DoRelayout()
{
KEYBOARD_FOCUS_GAIN_EVENT,
KEYBOARD_FOCUS_LOST_EVENT,
- KEY_EVENT,
+ CURSOR_KEY_EVENT,
TAP_EVENT,
+ PAN_EVENT,
GRAB_HANDLE_EVENT
};
int mInt;
unsigned int mUint;
float mFloat;
- char* mString;
};
struct Event
{
INACTIVE,
SELECTING,
- EDITING
+ EDITING,
+ EDITING_WITH_POPUP
};
TextInput( LogicalModelPtr logicalModel,
mVisualModel( visualModel ),
mDecorator( decorator ),
mState( INACTIVE ),
+ mPrimaryCursorPosition( 0u ),
+ mSecondaryCursorPosition( 0u ),
mDecoratorUpdated( false ),
- mCursorBlinkEnabled( true )
+ mCursorBlinkEnabled( true ),
+ mGrabHandleEnabled( true ),
+ mGrabHandlePopupEnabled( true ),
+ mSelectionEnabled( true ),
+ mHorizontalScrollingEnabled( true ),
+ mVerticalScrollingEnabled( false ),
+ mUpdateCursorPosition( false )
{
}
/**
* @brief Helper to move the cursor, grab handle etc.
*/
- bool ProcessInputEvents()
+ bool ProcessInputEvents( const Vector2& controlSize,
+ const Vector2& alignmentOffset )
{
mDecoratorUpdated = false;
OnKeyboardFocus( false );
break;
}
- case KEY_EVENT:
+ case CURSOR_KEY_EVENT:
{
- OnKeyEvent( *iter );
+ OnCursorKeyEvent( *iter );
break;
}
case TAP_EVENT:
{
- OnTapEvent( *iter );
+ OnTapEvent( *iter, alignmentOffset );
+ break;
+ }
+ case PAN_EVENT:
+ {
+ OnPanEvent( *iter, controlSize, alignmentOffset );
break;
}
case GRAB_HANDLE_EVENT:
}
}
+ // The cursor must also be repositioned after inserts into the model
+ if( mUpdateCursorPosition )
+ {
+ UpdateCursorPosition();
+ mUpdateCursorPosition = false;
+ }
+
mEventQueue.clear();
return mDecoratorUpdated;
}
}
- void OnKeyEvent( const Event& event )
+ void OnCursorKeyEvent( const Event& event )
{
int keyCode = event.p1.mInt;
- // Handle state changes
- if( Dali::DALI_KEY_ESCAPE == keyCode )
+ if( Dali::DALI_KEY_CURSOR_LEFT == keyCode )
{
- ChangeState( INACTIVE ); // Escape key ends edit mode
+ // TODO
}
- else if ( event.p2.mString )
+ else if( Dali::DALI_KEY_CURSOR_RIGHT == keyCode )
{
- // Some text may be selected, hiding keyboard causes an empty keystring to be sent, we don't want to delete highlight in this case
- ChangeState( EDITING );
- }
-
- // Handle the actual key event
- if( Dali::DALI_KEY_BACKSPACE == keyCode )
- {
- HandleBackspaceKey();
+ // TODO
}
- else if( Dali::DALI_KEY_CURSOR_LEFT == keyCode ||
- Dali::DALI_KEY_CURSOR_RIGHT == keyCode ||
- Dali::DALI_KEY_CURSOR_UP == keyCode ||
- Dali::DALI_KEY_CURSOR_DOWN == keyCode )
+ else if( Dali::DALI_KEY_CURSOR_UP == keyCode )
{
- HandleCursorKey( keyCode );
+ // TODO
}
- else if ( event.p2.mString )
+ else if( Dali::DALI_KEY_CURSOR_DOWN == keyCode )
{
- HandleKeyString( event.p2.mString );
-
- delete [] event.p2.mString;
+ // TODO
}
}
- void HandleBackspaceKey()
- {
- // TODO
- }
-
void HandleCursorKey( int keyCode )
{
// TODO
}
- void HandleKeyString( const char* keyString )
- {
- // TODO
- }
-
- void OnTapEvent( const Event& event )
+ void OnTapEvent( const Event& event,
+ const Vector2& alignmentOffset )
{
unsigned int tapCount = event.p1.mUint;
{
ChangeState( EDITING );
- float xPosition = event.p2.mFloat;
- float yPosition = event.p3.mFloat;
+ float xPosition = event.p2.mFloat - alignmentOffset.x;
+ float yPosition = event.p3.mFloat - alignmentOffset.y;
float height(0.0f);
- GetClosestCursorPosition( xPosition, yPosition, height );
- mDecorator->SetPosition( PRIMARY_CURSOR, xPosition, yPosition, height );
+ GetClosestCursorPosition( mPrimaryCursorPosition, xPosition, yPosition, height );
+ mDecorator->SetPosition( PRIMARY_CURSOR, xPosition, yPosition, height, height ); // TODO: To be fixed in the next patch.
+ mUpdateCursorPosition = false;
mDecoratorUpdated = true;
}
- else if( 2u == tapCount )
+ else if( mSelectionEnabled &&
+ 2u == tapCount )
{
ChangeState( SELECTING );
+
+ RepositionSelectionHandles( event.p2.mFloat, event.p3.mFloat );
+ }
+ }
+
+ void OnPanEvent( const Event& event,
+ const Vector2& controlSize,
+ const Vector2& alignmentOffset )
+ {
+ int state = event.p1.mInt;
+
+ if( Gesture::Started == state ||
+ Gesture::Continuing == state )
+ {
+ const Vector2& actualSize = mVisualModel->GetActualSize();
+
+ if( mHorizontalScrollingEnabled )
+ {
+ const float displacementX = event.p2.mFloat;
+ mScrollPosition.x += displacementX;
+
+ // Clamp between -space & 0 (and the text alignment).
+ const float contentWidth = actualSize.width;
+ if( contentWidth > controlSize.width )
+ {
+ const float space = ( contentWidth - controlSize.width ) + alignmentOffset.x;
+ mScrollPosition.x = ( mScrollPosition.x < -space ) ? -space : mScrollPosition.x;
+ mScrollPosition.x = ( mScrollPosition.x > -alignmentOffset.x ) ? -alignmentOffset.x : mScrollPosition.x;
+
+ mDecoratorUpdated = true;
+ }
+ else
+ {
+ mScrollPosition.x = 0.f;
+ }
+ }
+
+ if( mVerticalScrollingEnabled )
+ {
+ const float displacementY = event.p3.mFloat;
+ mScrollPosition.y += displacementY;
+
+ // Clamp between -space & 0 (and the text alignment).
+ if( actualSize.height > controlSize.height )
+ {
+ const float space = ( actualSize.height - controlSize.height ) + alignmentOffset.y;
+ mScrollPosition.y = ( mScrollPosition.y < -space ) ? -space : mScrollPosition.y;
+ mScrollPosition.y = ( mScrollPosition.y > -alignmentOffset.y ) ? -alignmentOffset.y : mScrollPosition.y;
+
+ mDecoratorUpdated = true;
+ }
+ else
+ {
+ mScrollPosition.y = 0.f;
+ }
+ }
}
}
float yPosition = event.p3.mFloat;
float height(0.0f);
- GetClosestCursorPosition( xPosition, yPosition, height );
+ GetClosestCursorPosition( mPrimaryCursorPosition, xPosition, yPosition, height );
- mDecorator->SetPosition( PRIMARY_CURSOR, xPosition, yPosition, height );
- mDecorator->HidePopup();
+ mDecorator->SetPosition( PRIMARY_CURSOR, xPosition, yPosition, height, height ); // TODO: To be fixed in the next patch.
+
+ //mDecorator->HidePopup();
+ ChangeState ( EDITING );
mDecoratorUpdated = true;
}
- else if ( GRAB_HANDLE_RELEASED == state )
+ else if ( mGrabHandlePopupEnabled &&
+ GRAB_HANDLE_RELEASED == state )
{
- mDecorator->ShowPopup();
+ //mDecorator->ShowPopup();
+ ChangeState ( EDITING_WITH_POPUP );
+ mDecoratorUpdated = true;
}
+ }
+
+ void RepositionSelectionHandles( float visualX, float visualY )
+ {
+ // TODO - Find which word was selected
+
+ const Vector<GlyphInfo>& glyphs = mVisualModel->mGlyphs;
+ const Vector<Vector2>::SizeType glyphCount = glyphs.Count();
+
+ const Vector<Vector2>& positions = mVisualModel->mGlyphPositions;
+ const Vector<Vector2>::SizeType positionCount = positions.Count();
+
+ // Guard against glyphs which did not fit inside the layout
+ const Vector<Vector2>::SizeType count = (positionCount < glyphCount) ? positionCount : glyphCount;
+
+ if( count )
+ {
+ float primaryX = positions[0].x;
+ float secondaryX = positions[count-1].x + glyphs[count-1].width;
+
+ // TODO - multi-line selection
+ const Vector<LineRun>& lines = mVisualModel->mLines;
+ float height = lines.Count() ? lines[0].ascender + -lines[0].descender : 0.0f;
+
+ mDecorator->SetPosition( PRIMARY_SELECTION_HANDLE, primaryX, 0.0f, height );
+ mDecorator->SetPosition( SECONDARY_SELECTION_HANDLE, secondaryX, 0.0f, height );
+ mDecorator->ClearHighlights();
+ mDecorator->AddHighlight( primaryX, 0.0f, secondaryX, height );
+ }
}
void ChangeState( State newState )
mDecorator->StopCursorBlink();
mDecorator->SetGrabHandleActive( false );
mDecorator->SetSelectionActive( false );
- mDecorator->HidePopup();
+ mDecorator->SetPopupActive( false );
mDecoratorUpdated = true;
}
else if ( SELECTING == mState )
{
mDecorator->StartCursorBlink();
}
- mDecorator->SetGrabHandleActive( true );
+ if( mGrabHandleEnabled )
+ {
+ mDecorator->SetGrabHandleActive( true );
+ }
+ if( mGrabHandlePopupEnabled )
+ {
+ mDecorator->SetPopupActive( false );
+ }
+ mDecorator->SetSelectionActive( false );
+ mDecoratorUpdated = true;
+ }
+ else if( EDITING_WITH_POPUP == mState )
+ {
+ mDecorator->SetActiveCursor( ACTIVE_CURSOR_PRIMARY );
+ if( mCursorBlinkEnabled )
+ {
+ mDecorator->StartCursorBlink();
+ }
+ if( mGrabHandleEnabled )
+ {
+ mDecorator->SetGrabHandleActive( true );
+ }
+ if( mGrabHandlePopupEnabled )
+ {
+ mDecorator->SetPopupActive( true );
+ }
mDecorator->SetSelectionActive( false );
mDecoratorUpdated = true;
}
}
}
- void GetClosestCursorPosition( float& x, float& y, float& height )
+ LineIndex GetClosestLine( float y )
{
- // TODO - Look at LineRuns first
+ LineIndex lineIndex( 0u );
+
+ const Vector<LineRun>& lines = mVisualModel->mLines;
+ for( float totalHeight = 0; lineIndex < lines.Count(); ++lineIndex )
+ {
+ const LineRun& lineRun = lines[lineIndex];
+ totalHeight += lineRun.ascender + -lineRun.descender;
+ if( y < totalHeight )
+ {
+ return lineIndex;
+ }
+ }
+
+ return lineIndex-1;
+ }
- Text::Length numberOfGlyphs = mVisualModel->GetNumberOfGlyphs();
- if( 0 == numberOfGlyphs )
+ void GetClosestCursorPosition( CharacterIndex& logical, float& visualX, float& visualY, float& height )
+ {
+ Length numberOfGlyphs = mVisualModel->mGlyphs.Count();
+ Length numberOfLines = mVisualModel->mLines.Count();
+ if( 0 == numberOfGlyphs ||
+ 0 == numberOfLines )
{
return;
}
- Vector<GlyphInfo> glyphs;
- glyphs.Resize( numberOfGlyphs );
- mVisualModel->GetGlyphs( glyphs.Begin(), 0, numberOfGlyphs );
+ // Transform to visual model coords
+ visualX -= mScrollPosition.x;
+ visualY -= mScrollPosition.y;
+
+ // Find which line is closest
+ LineIndex lineIndex( GetClosestLine( visualY ) );
+
+ const Vector<GlyphInfo>& glyphs = mVisualModel->mGlyphs;
const GlyphInfo* const glyphsBuffer = glyphs.Begin();
- Vector<Vector2> positions;
- positions.Resize( numberOfGlyphs );
- mVisualModel->GetGlyphPositions( positions.Begin(), 0, numberOfGlyphs );
+ const Vector<Vector2>& positions = mVisualModel->mGlyphPositions;
const Vector2* const positionsBuffer = positions.Begin();
unsigned int closestGlyph = 0;
+ bool leftOfGlyph( false ); // which side of the glyph?
float closestDistance = MAX_FLOAT;
- for( unsigned int i = 0, numberOfGLyphs = glyphs.Count(); i < numberOfGLyphs; ++i )
+ const LineRun& line = mVisualModel->mLines[lineIndex];
+ GlyphIndex startGlyph = line.glyphIndex;
+ GlyphIndex endGlyph = line.glyphIndex + line.numberOfGlyphs;
+ DALI_ASSERT_DEBUG( endGlyph <= glyphs.Count() && "Invalid line info" );
+
+ for( GlyphIndex i = startGlyph; i < endGlyph; ++i )
{
const GlyphInfo& glyphInfo = *( glyphsBuffer + i );
const Vector2& position = *( positionsBuffer + i );
float glyphX = position.x + glyphInfo.width*0.5f;
float glyphY = position.y + glyphInfo.height*0.5f;
- float distanceToGlyph = fabsf( glyphX - x ) + fabsf( glyphY - y );
+ float distanceToGlyph = fabsf( glyphX - visualX ) + fabsf( glyphY - visualY );
if( distanceToGlyph < closestDistance )
{
closestDistance = distanceToGlyph;
closestGlyph = i;
+ leftOfGlyph = ( visualX < glyphX );
+ }
+ }
+
+ // Calculate the logical position
+ logical = mVisualModel->GetCharacterIndex( closestGlyph );
+
+ // Returns the visual position of the glyph
+ visualX = positions[closestGlyph].x;
+ if( !leftOfGlyph )
+ {
+ visualX += glyphs[closestGlyph].width;
+
+ //if( LTR ) TODO
+ ++logical;
+ }
+ else// if ( RTL ) TODO
+ {
+ //++logical;
+ }
+ visualY = 0.0f;
+
+ height = line.ascender + -line.descender;
+ }
+
+ void UpdateCursorPosition()
+ {
+ if( 0 == mVisualModel->mGlyphs.Count() )
+ {
+ return;
+ }
+
+ // FIXME GetGlyphIndex() is behaving strangely
+#if 0
+ GlyphIndex cursorGlyph = mVisualModel->GetGlyphIndex( mPrimaryCursorPosition );
+#else
+ GlyphIndex cursorGlyph( 0u );
+ for( cursorGlyph = 0; cursorGlyph < mVisualModel->mGlyphs.Count(); ++cursorGlyph )
+ {
+ if( mPrimaryCursorPosition == mVisualModel->GetCharacterIndex( cursorGlyph ) )
+ {
+ break;
}
}
+#endif
- // TODO - Consider RTL languages
- x = positions[closestGlyph].x + glyphs[closestGlyph].width;
- y = 0.0f;
+ float visualX( 0.0f );
+ float visualY( 0.0f );
+ float height( 0.0f );
+ const Vector<LineRun>& lineRuns = mVisualModel->mLines;
- FontMetrics metrics;
- TextAbstraction::FontClient::Get().GetFontMetrics( glyphs[closestGlyph].fontId, metrics );
- height = metrics.height; // TODO - Fix for multi-line
+ if( cursorGlyph > 0 )
+ {
+ --cursorGlyph;
+
+ visualX = mVisualModel->mGlyphPositions[ cursorGlyph ].x;
+ //if( LTR ) TODO
+ visualX += mVisualModel->mGlyphs[ cursorGlyph ].width;
+
+ // Find the line height
+ GlyphIndex lastGlyph( 0 );
+ for( LineIndex lineIndex = 0u; lineIndex < lineRuns.Count(); ++lineIndex )
+ {
+ lastGlyph = (lineRuns[lineIndex].glyphIndex + lineRuns[lineIndex].numberOfGlyphs);
+ if( cursorGlyph < lastGlyph )
+ {
+ const LineRun& lineRun = lineRuns[lineIndex];
+ height = lineRun.ascender + -lineRun.descender;
+ break;
+ }
+ }
+ }
+
+ mDecorator->SetPosition( PRIMARY_CURSOR, visualX, visualY, height, height ); // TODO: To be fixed in the next patch.
+ mDecoratorUpdated = true;
}
LogicalModelPtr mLogicalModel;
*/
vector<Event> mEventQueue; ///< The queue of touch events etc.
- State mState;
-
- bool mDecoratorUpdated : 1;
- bool mCursorBlinkEnabled : 1;
-};
-
-struct Controller::FontDefaults
-{
- FontDefaults()
- : mDefaultPointSize(0.0f),
- mFontId(0u)
- {
- }
-
- FontId GetFontId( TextAbstraction::FontClient& fontClient )
- {
- if( !mFontId )
- {
- Dali::TextAbstraction::PointSize26Dot6 pointSize = mDefaultPointSize*64;
- mFontId = fontClient.GetFontId( mDefaultFontFamily, mDefaultFontStyle, pointSize );
- }
+ State mState; ///< Selection mode, edit mode etc.
- return mFontId;
- }
+ CharacterIndex mPrimaryCursorPosition; ///< Index into logical model for primary cursor
+ CharacterIndex mSecondaryCursorPosition; ///< Index into logical model for secondary cursor
- std::string mDefaultFontFamily;
- std::string mDefaultFontStyle;
- float mDefaultPointSize;
- FontId mFontId;
+ /**
+ * 0,0 means that the top-left corner of the layout matches the top-left corner of the UI control.
+ * Typically this will have a negative value with scrolling occurs.
+ */
+ Vector2 mScrollPosition; ///< The text is offset by this position when scrolling.
+
+ bool mDecoratorUpdated : 1; ///< True if the decorator was updated during event processing
+ bool mCursorBlinkEnabled : 1; ///< True if cursor should blink when active
+ bool mGrabHandleEnabled : 1; ///< True if grab handle is enabled
+ bool mGrabHandlePopupEnabled : 1; ///< True if the grab handle popu-up should be shown
+ bool mSelectionEnabled : 1; ///< True if selection handles, highlight etc. are enabled
+ bool mHorizontalScrollingEnabled : 1; ///< True if horizontal scrolling is enabled
+ bool mVerticalScrollingEnabled : 1; ///< True if vertical scrolling is enabled
+ bool mUpdateCursorPosition : 1; ///< True if the visual position of the cursor must be recalculated
};
struct Controller::Impl
mFontClient(),
mView(),
mLayoutEngine(),
- mNewText(),
+ mModifyEvents(),
mControlSize(),
+ mAlignmentOffset(),
mOperationsPending( NO_OPERATION ),
mRecalculateNaturalSize( true )
{
mFontClient = TextAbstraction::FontClient::Get();
mView.SetVisualModel( mVisualModel );
+
+ // Set the text properties to default
+ mVisualModel->SetTextColor( Color::WHITE );
+ mVisualModel->SetShadowOffset( Vector2::ZERO );
+ mVisualModel->SetShadowColor( Vector4::ZERO );
+ mVisualModel->SetUnderlineEnabled( false );
}
~Impl()
TextAbstraction::FontClient mFontClient; ///< Handle to the font client.
View mView; ///< The view interface to the rendering back-end.
LayoutEngine mLayoutEngine; ///< The layout engine.
- std::string mNewText; ///< Temporary stores the text set until the next relayout.
+ std::vector<ModifyEvent> mModifyEvents; ///< Temporary stores the text set until the next relayout.
Size mControlSize; ///< The size of the control.
+ Vector2 mAlignmentOffset; ///< Vertical and horizontal offset of the whole text inside the control due to alignment.
OperationsMask mOperationsPending; ///< Operations pending to be done to layout the text.
bool mRecalculateNaturalSize:1; ///< Whether the natural size needs to be recalculated.
};
void Controller::SetText( const std::string& text )
{
- // Keep until size negotiation
- mImpl->mNewText = text;
-
- // All operations need to be done. (convert to utf32, get break info, ..., layout, ...)
- mImpl->mOperationsPending = ALL_OPERATIONS;
-
- // The natural size needs to be re-calculated.
- mImpl->mRecalculateNaturalSize = true;
+ // Cancel previously queued inserts etc.
+ mImpl->mModifyEvents.clear();
- // Reset buffers.
- mImpl->mLogicalModel->SetText( NULL, 0u );
- mImpl->mLogicalModel->SetScripts( NULL, 0u );
- mImpl->mLogicalModel->SetFonts( NULL, 0u );
- mImpl->mLogicalModel->SetLineBreakInfo( NULL, 0u );
- mImpl->mLogicalModel->SetWordBreakInfo( NULL, 0u );
- mImpl->mLogicalModel->SetBidirectionalInfo( NULL, 0u );
- mImpl->mLogicalModel->SetVisualToLogicalMap( NULL, 0u );
- mImpl->mVisualModel->SetGlyphs( NULL, NULL, NULL, 0u );
- mImpl->mVisualModel->SetGlyphPositions( NULL, 0u );
- mImpl->mVisualModel->SetLines( NULL, 0u );
+ // Keep until size negotiation
+ ModifyEvent event;
+ event.type = REPLACE_TEXT;
+ event.text = text;
+ mImpl->mModifyEvents.push_back( event );
if( mImpl->mTextInput )
{
void Controller::GetText( std::string& text ) const
{
- if( !mImpl->mNewText.empty() )
+ if( !mImpl->mModifyEvents.empty() &&
+ REPLACE_TEXT == mImpl->mModifyEvents[0].type )
{
- text = mImpl->mNewText;
+ text = mImpl->mModifyEvents[0].text;
}
else
{
mImpl->mFontDefaults->mFontId = 0u; // Remove old font ID
mImpl->mOperationsPending = ALL_OPERATIONS;
mImpl->mRecalculateNaturalSize = true;
+
+ // Clear the font-specific data
+ mImpl->mLogicalModel->mFontRuns.Clear();
+ mImpl->mVisualModel->mGlyphs.Clear();
+ mImpl->mVisualModel->mGlyphsToCharacters.Clear();
+ mImpl->mVisualModel->mCharactersToGlyph.Clear();
+ mImpl->mVisualModel->mCharactersPerGlyph.Clear();
+ mImpl->mVisualModel->mGlyphsPerCharacter.Clear();
+ mImpl->mVisualModel->mGlyphPositions.Clear();
+ mImpl->mVisualModel->mLines.Clear();
+
+ RequestRelayout();
}
const std::string& Controller::GetDefaultFontFamily() const
mImpl->mFontDefaults->mFontId = 0u; // Remove old font ID
mImpl->mOperationsPending = ALL_OPERATIONS;
mImpl->mRecalculateNaturalSize = true;
+
+ // Clear the font-specific data
+ mImpl->mLogicalModel->mFontRuns.Clear();
+ mImpl->mVisualModel->mGlyphs.Clear();
+ mImpl->mVisualModel->mGlyphsToCharacters.Clear();
+ mImpl->mVisualModel->mCharactersToGlyph.Clear();
+ mImpl->mVisualModel->mCharactersPerGlyph.Clear();
+ mImpl->mVisualModel->mGlyphsPerCharacter.Clear();
+ mImpl->mVisualModel->mGlyphPositions.Clear();
+ mImpl->mVisualModel->mLines.Clear();
+
+ RequestRelayout();
}
const std::string& Controller::GetDefaultFontStyle() const
mImpl->mFontDefaults->mFontId = 0u; // Remove old font ID
mImpl->mOperationsPending = ALL_OPERATIONS;
mImpl->mRecalculateNaturalSize = true;
+
+ // Clear the font-specific data
+ mImpl->mLogicalModel->mFontRuns.Clear();
+ mImpl->mVisualModel->mGlyphs.Clear();
+ mImpl->mVisualModel->mGlyphsToCharacters.Clear();
+ mImpl->mVisualModel->mCharactersToGlyph.Clear();
+ mImpl->mVisualModel->mCharactersPerGlyph.Clear();
+ mImpl->mVisualModel->mGlyphsPerCharacter.Clear();
+ mImpl->mVisualModel->mGlyphPositions.Clear();
+ mImpl->mVisualModel->mLines.Clear();
+
+ RequestRelayout();
}
float Controller::GetDefaultPointSize() const
}
}
+const Vector4& Controller::GetTextColor() const
+{
+ return mImpl->mVisualModel->GetTextColor();
+}
+
+const Vector2& Controller::GetShadowOffset() const
+{
+ return mImpl->mVisualModel->GetShadowOffset();
+}
+
+const Vector4& Controller::GetShadowColor() const
+{
+ return mImpl->mVisualModel->GetShadowColor();
+}
+
+const Vector4& Controller::GetUnderlineColor() const
+{
+ return mImpl->mVisualModel->GetUnderlineColor();
+}
+
+bool Controller::IsUnderlineEnabled() const
+{
+ return mImpl->mVisualModel->IsUnderlineEnabled();
+}
+
+void Controller::SetTextColor( const Vector4& textColor )
+{
+ mImpl->mVisualModel->SetTextColor( textColor );
+}
+
+void Controller::SetShadowOffset( const Vector2& shadowOffset )
+{
+ mImpl->mVisualModel->SetShadowOffset( shadowOffset );
+}
+
+void Controller::SetShadowColor( const Vector4& shadowColor )
+{
+ mImpl->mVisualModel->SetShadowColor( shadowColor );
+}
+
+void Controller::SetUnderlineColor( const Vector4& color )
+{
+ mImpl->mVisualModel->SetUnderlineColor( color );
+}
+
+void Controller::SetUnderlineEnabled( bool enabled )
+{
+ mImpl->mVisualModel->SetUnderlineEnabled( enabled );
+}
+
void Controller::EnableTextInput( DecoratorPtr decorator )
{
if( !mImpl->mTextInput )
return false;
}
-bool Controller::Relayout( const Vector2& size )
+const Vector2& Controller::GetScrollPosition() const
{
- if( ( size.width < Math::MACHINE_EPSILON_1000 ) || ( size.height < Math::MACHINE_EPSILON_1000 ) )
+ if( mImpl->mTextInput )
{
- bool glyphsRemoved( false );
- if( 0u != mImpl->mVisualModel->GetNumberOfGlyphPositions() )
- {
- mImpl->mVisualModel->SetGlyphPositions( NULL, 0u );
- glyphsRemoved = true;
- }
-
- // Not worth to relayout if width or height is equal to zero.
- return glyphsRemoved;
+ return mImpl->mTextInput->mScrollPosition;
}
- if( size != mImpl->mControlSize )
- {
- // Operations that need to be done if the size changes.
- mImpl->mOperationsPending = static_cast<OperationsMask>( mImpl->mOperationsPending |
- LAYOUT |
- UPDATE_ACTUAL_SIZE |
- UPDATE_POSITIONS |
- UPDATE_LINES |
- REORDER );
-
- mImpl->mControlSize = size;
- }
+ return Vector2::ZERO;
+}
- // Make sure the model is up-to-date before layouting
- ReplaceText( mImpl->mOperationsPending );
+const Vector2& Controller::GetAlignmentOffset() const
+{
+ return mImpl->mAlignmentOffset;
+}
- Size layoutSize;
- bool updated = DoRelayout( mImpl->mControlSize,
- mImpl->mOperationsPending,
- layoutSize );
+Vector3 Controller::GetNaturalSize()
+{
+ Vector3 naturalSize;
- // Do not re-do any operation until something changes.
- mImpl->mOperationsPending = NO_OPERATION;
+ // Make sure the model is up-to-date before layouting
+ ProcessModifyEvents();
+
+ if( mImpl->mRecalculateNaturalSize )
+ {
+ // Operations that can be done only once until the text changes.
+ const OperationsMask onlyOnceOperations = static_cast<OperationsMask>( CONVERT_TO_UTF32 |
+ GET_SCRIPTS |
+ VALIDATE_FONTS |
+ GET_LINE_BREAKS |
+ GET_WORD_BREAKS |
+ BIDI_INFO |
+ SHAPE_TEXT |
+ GET_GLYPH_METRICS );
+ // Make sure the model is up-to-date before layouting
+ UpdateModel( onlyOnceOperations );
+
+ // Operations that need to be done if the size changes.
+ const OperationsMask sizeOperations = static_cast<OperationsMask>( LAYOUT |
+ ALIGN |
+ REORDER );
+
+ DoRelayout( Size( MAX_FLOAT, MAX_FLOAT ),
+ static_cast<OperationsMask>( onlyOnceOperations |
+ sizeOperations ),
+ naturalSize.GetVectorXY() );
+
+ // Do not do again the only once operations.
+ mImpl->mOperationsPending = static_cast<OperationsMask>( mImpl->mOperationsPending & ~onlyOnceOperations );
+
+ // Do the size related operations again.
+ mImpl->mOperationsPending = static_cast<OperationsMask>( mImpl->mOperationsPending | sizeOperations );
+
+ // Stores the natural size to avoid recalculate it again
+ // unless the text/style changes.
+ mImpl->mVisualModel->SetNaturalSize( naturalSize.GetVectorXY() );
+
+ mImpl->mRecalculateNaturalSize = false;
+ }
+ else
+ {
+ naturalSize = mImpl->mVisualModel->GetNaturalSize();
+ }
+
+ return naturalSize;
+}
+
+float Controller::GetHeightForWidth( float width )
+{
+ // Make sure the model is up-to-date before layouting
+ ProcessModifyEvents();
+
+ Size layoutSize;
+ if( width != mImpl->mControlSize.width )
+ {
+ // Operations that can be done only once until the text changes.
+ const OperationsMask onlyOnceOperations = static_cast<OperationsMask>( CONVERT_TO_UTF32 |
+ GET_SCRIPTS |
+ VALIDATE_FONTS |
+ GET_LINE_BREAKS |
+ GET_WORD_BREAKS |
+ BIDI_INFO |
+ SHAPE_TEXT |
+ GET_GLYPH_METRICS );
+ // Make sure the model is up-to-date before layouting
+ UpdateModel( onlyOnceOperations );
+
+ // Operations that need to be done if the size changes.
+ const OperationsMask sizeOperations = static_cast<OperationsMask>( LAYOUT |
+ ALIGN |
+ REORDER );
+
+ DoRelayout( Size( width, MAX_FLOAT ),
+ static_cast<OperationsMask>( onlyOnceOperations |
+ sizeOperations ),
+ layoutSize );
+
+ // Do not do again the only once operations.
+ mImpl->mOperationsPending = static_cast<OperationsMask>( mImpl->mOperationsPending & ~onlyOnceOperations );
+
+ // Do the size related operations again.
+ mImpl->mOperationsPending = static_cast<OperationsMask>( mImpl->mOperationsPending | sizeOperations );
+ }
+ else
+ {
+ layoutSize = mImpl->mVisualModel->GetActualSize();
+ }
+
+ return layoutSize.height;
+}
+
+bool Controller::Relayout( const Size& size )
+{
+ if( ( size.width < Math::MACHINE_EPSILON_1000 ) || ( size.height < Math::MACHINE_EPSILON_1000 ) )
+ {
+ bool glyphsRemoved( false );
+ if( 0u != mImpl->mVisualModel->GetNumberOfGlyphPositions() )
+ {
+ mImpl->mVisualModel->SetGlyphPositions( NULL, 0u );
+ glyphsRemoved = true;
+ }
+
+ // Not worth to relayout if width or height is equal to zero.
+ return glyphsRemoved;
+ }
+
+ if( size != mImpl->mControlSize )
+ {
+ // Operations that need to be done if the size changes.
+ mImpl->mOperationsPending = static_cast<OperationsMask>( mImpl->mOperationsPending |
+ LAYOUT |
+ ALIGN |
+ UPDATE_ACTUAL_SIZE |
+ REORDER );
+
+ mImpl->mControlSize = size;
+ }
+
+ // Make sure the model is up-to-date before layouting
+ ProcessModifyEvents();
+ UpdateModel( mImpl->mOperationsPending );
+
+ Size layoutSize;
+ bool updated = DoRelayout( mImpl->mControlSize,
+ mImpl->mOperationsPending,
+ layoutSize );
+
+ // Do not re-do any operation until something changes.
+ mImpl->mOperationsPending = NO_OPERATION;
+
+ // After doing the text layout, the alignment offset to place the actor in the desired position can be calculated.
+ CalculateTextAlignment( size );
if( mImpl->mTextInput )
{
// Move the cursor, grab handle etc.
- updated = mImpl->mTextInput->ProcessInputEvents() || updated;
+ updated = mImpl->mTextInput->ProcessInputEvents( mImpl->mControlSize, mImpl->mAlignmentOffset ) || updated;
}
return updated;
}
-void Controller::ReplaceText( OperationsMask operationsRequired )
+void Controller::ProcessModifyEvents()
{
- // Calculate the operations to be done.
- const OperationsMask operations = static_cast<OperationsMask>( mImpl->mOperationsPending & operationsRequired );
+ std::vector<ModifyEvent>& events = mImpl->mModifyEvents;
+
+ for( unsigned int i=0; i<events.size(); ++i )
+ {
+ if( REPLACE_TEXT == events[0].type )
+ {
+ // A (single) replace event should come first, otherwise we wasted time processing NOOP events
+ DALI_ASSERT_DEBUG( 0 == i && "Unexpected REPLACE event" );
+ ReplaceTextEvent( events[0].text );
+ }
+ else if( INSERT_TEXT == events[0].type )
+ {
+ InsertTextEvent( events[0].text );
+ }
+ else if( DELETE_TEXT == events[0].type )
+ {
+ DeleteTextEvent();
+ }
+ }
+
+ // Discard temporary text
+ events.clear();
+}
+
+void Controller::ReplaceTextEvent( const std::string& text )
+{
+ // Reset buffers.
+ mImpl->mLogicalModel->mText.Clear();
+ mImpl->mLogicalModel->mScriptRuns.Clear();
+ mImpl->mLogicalModel->mFontRuns.Clear();
+ mImpl->mLogicalModel->mLineBreakInfo.Clear();
+ mImpl->mLogicalModel->mWordBreakInfo.Clear();
+ mImpl->mLogicalModel->mBidirectionalParagraphInfo.Clear();
+ mImpl->mLogicalModel->mCharacterDirections.Clear();
+ mImpl->mLogicalModel->mBidirectionalLineInfo.Clear();
+ mImpl->mLogicalModel->mLogicalToVisualMap.Clear();
+ mImpl->mLogicalModel->mVisualToLogicalMap.Clear();
+ mImpl->mVisualModel->mGlyphs.Clear();
+ mImpl->mVisualModel->mGlyphsToCharacters.Clear();
+ mImpl->mVisualModel->mCharactersToGlyph.Clear();
+ mImpl->mVisualModel->mCharactersPerGlyph.Clear();
+ mImpl->mVisualModel->mGlyphsPerCharacter.Clear();
+ mImpl->mVisualModel->mGlyphPositions.Clear();
+ mImpl->mVisualModel->mLines.Clear();
+
+ // Convert text into UTF-32
+ Vector<Character>& utf32Characters = mImpl->mLogicalModel->mText;
+ utf32Characters.Resize( text.size() );
+
+ // This is a bit horrible but std::string returns a (signed) char*
+ const uint8_t* utf8 = reinterpret_cast<const uint8_t*>( text.c_str() );
+
+ // Transform a text array encoded in utf8 into an array encoded in utf32.
+ // It returns the actual number of characters.
+ Length characterCount = Utf8ToUtf32( utf8, text.size(), utf32Characters.Begin() );
+ utf32Characters.Resize( characterCount );
+
+ // Reset the cursor position
+ if( mImpl->mTextInput )
+ {
+ mImpl->mTextInput->mPrimaryCursorPosition = characterCount;
+ // TODO - handle secondary cursor
+ }
+
+ // The natural size needs to be re-calculated.
+ mImpl->mRecalculateNaturalSize = true;
+
+ // Apply modifications to the model
+ mImpl->mOperationsPending = ALL_OPERATIONS;
+ UpdateModel( ALL_OPERATIONS );
+ mImpl->mOperationsPending = static_cast<OperationsMask>( LAYOUT |
+ ALIGN |
+ UPDATE_ACTUAL_SIZE |
+ REORDER );
+}
+
+void Controller::InsertTextEvent( const std::string& text )
+{
+ DALI_ASSERT_DEBUG( NULL != mImpl->mTextInput && "Unexpected InsertTextEvent" );
+
+ // TODO - Optimize this
+ mImpl->mLogicalModel->mScriptRuns.Clear();
+ mImpl->mLogicalModel->mFontRuns.Clear();
+ mImpl->mLogicalModel->mLineBreakInfo.Clear();
+ mImpl->mLogicalModel->mWordBreakInfo.Clear();
+ mImpl->mLogicalModel->mBidirectionalParagraphInfo.Clear();
+ mImpl->mLogicalModel->mCharacterDirections.Clear();
+ mImpl->mLogicalModel->mBidirectionalLineInfo.Clear();
+ mImpl->mLogicalModel->mLogicalToVisualMap.Clear();
+ mImpl->mLogicalModel->mVisualToLogicalMap.Clear();
+ mImpl->mVisualModel->mGlyphs.Clear();
+ mImpl->mVisualModel->mGlyphsToCharacters.Clear();
+ mImpl->mVisualModel->mCharactersToGlyph.Clear();
+ mImpl->mVisualModel->mCharactersPerGlyph.Clear();
+ mImpl->mVisualModel->mGlyphsPerCharacter.Clear();
+ mImpl->mVisualModel->mGlyphPositions.Clear();
+ mImpl->mVisualModel->mLines.Clear();
+
+ // Convert text into UTF-32
Vector<Character> utf32Characters;
- Length characterCount = 0u;
- if( CONVERT_TO_UTF32 & operations )
+ utf32Characters.Resize( text.size() );
+
+ // This is a bit horrible but std::string returns a (signed) char*
+ const uint8_t* utf8 = reinterpret_cast<const uint8_t*>( text.c_str() );
+
+ // Transform a text array encoded in utf8 into an array encoded in utf32.
+ // It returns the actual number of characters.
+ Length characterCount = Utf8ToUtf32( utf8, text.size(), utf32Characters.Begin() );
+ utf32Characters.Resize( characterCount );
+
+ // Insert at current cursor position
+ Vector<Character>& modifyText = mImpl->mLogicalModel->mText;
+ CharacterIndex& cursorIndex = mImpl->mTextInput->mPrimaryCursorPosition;
+
+ if( cursorIndex < modifyText.Count() )
{
- std::string& text = mImpl->mNewText;
+ modifyText.Insert( modifyText.Begin() + cursorIndex, utf32Characters.Begin(), utf32Characters.End() );
+ }
+ else
+ {
+ modifyText.Insert( modifyText.End(), utf32Characters.Begin(), utf32Characters.End() );
+ }
- // Convert text into UTF-32
- utf32Characters.Resize( text.size() );
+ // Advance the cursor position
+ ++cursorIndex;
- // This is a bit horrible but std::string returns a (signed) char*
- const uint8_t* utf8 = reinterpret_cast<const uint8_t*>( text.c_str() );
+ // The natural size needs to be re-calculated.
+ mImpl->mRecalculateNaturalSize = true;
- // Transform a text array encoded in utf8 into an array encoded in utf32.
- // It returns the actual number of characters.
- characterCount = Utf8ToUtf32( utf8, text.size(), utf32Characters.Begin() );
- utf32Characters.Resize( characterCount );
+ // Apply modifications to the model; TODO - Optimize this
+ mImpl->mOperationsPending = ALL_OPERATIONS;
+ UpdateModel( ALL_OPERATIONS );
+ mImpl->mOperationsPending = static_cast<OperationsMask>( LAYOUT |
+ ALIGN |
+ UPDATE_ACTUAL_SIZE |
+ REORDER );
+
+ // Queue a cursor reposition event; this must wait until after DoRelayout()
+ mImpl->mTextInput->mUpdateCursorPosition = true;
+}
- // Sets the text into the model.
- mImpl->mLogicalModel->SetText( utf32Characters.Begin(), characterCount );
+void Controller::DeleteTextEvent()
+{
+ DALI_ASSERT_DEBUG( NULL != mImpl->mTextInput && "Unexpected InsertTextEvent" );
+
+ // TODO - Optimize this
+ mImpl->mLogicalModel->mScriptRuns.Clear();
+ mImpl->mLogicalModel->mFontRuns.Clear();
+ mImpl->mLogicalModel->mLineBreakInfo.Clear();
+ mImpl->mLogicalModel->mWordBreakInfo.Clear();
+ mImpl->mLogicalModel->mBidirectionalParagraphInfo.Clear();
+ mImpl->mLogicalModel->mCharacterDirections.Clear();
+ mImpl->mLogicalModel->mBidirectionalLineInfo.Clear();
+ mImpl->mLogicalModel->mLogicalToVisualMap.Clear();
+ mImpl->mLogicalModel->mVisualToLogicalMap.Clear();
+ mImpl->mVisualModel->mGlyphs.Clear();
+ mImpl->mVisualModel->mGlyphsToCharacters.Clear();
+ mImpl->mVisualModel->mCharactersToGlyph.Clear();
+ mImpl->mVisualModel->mCharactersPerGlyph.Clear();
+ mImpl->mVisualModel->mGlyphsPerCharacter.Clear();
+ mImpl->mVisualModel->mGlyphPositions.Clear();
+ mImpl->mVisualModel->mLines.Clear();
+
+ // Delte at current cursor position
+ Vector<Character>& modifyText = mImpl->mLogicalModel->mText;
+ CharacterIndex& cursorIndex = mImpl->mTextInput->mPrimaryCursorPosition;
+
+ if( cursorIndex > 0 &&
+ cursorIndex-1 < modifyText.Count() )
+ {
+ modifyText.Remove( modifyText.Begin() + cursorIndex - 1 );
- // Discard temporary text
- text.clear();
+ // Cursor position retreat
+ --cursorIndex;
}
+ // The natural size needs to be re-calculated.
+ mImpl->mRecalculateNaturalSize = true;
+
+ // Apply modifications to the model; TODO - Optimize this
+ mImpl->mOperationsPending = ALL_OPERATIONS;
+ UpdateModel( ALL_OPERATIONS );
+ mImpl->mOperationsPending = static_cast<OperationsMask>( LAYOUT |
+ ALIGN |
+ UPDATE_ACTUAL_SIZE |
+ REORDER );
+
+ // Queue a cursor reposition event; this must wait until after DoRelayout()
+ mImpl->mTextInput->mUpdateCursorPosition = true;
+}
+
+void Controller::UpdateModel( OperationsMask operationsRequired )
+{
+ // Calculate the operations to be done.
+ const OperationsMask operations = static_cast<OperationsMask>( mImpl->mOperationsPending & operationsRequired );
+
+ Vector<Character>& utf32Characters = mImpl->mLogicalModel->mText;
+
const Length numberOfCharacters = mImpl->mLogicalModel->GetNumberOfCharacters();
- Vector<LineBreakInfo> lineBreakInfo;
+ Vector<LineBreakInfo>& lineBreakInfo = mImpl->mLogicalModel->mLineBreakInfo;
if( GET_LINE_BREAKS & operations )
{
// Retrieves the line break info. The line break info is used to split the text in 'paragraphs' to
// calculate the bidirectional info for each 'paragraph'.
// It's also used to layout the text (where it should be a new line) or to shape the text (text in different lines
// is not shaped together).
- lineBreakInfo.Resize( characterCount, TextAbstraction::LINE_NO_BREAK );
+ lineBreakInfo.Resize( numberOfCharacters, TextAbstraction::LINE_NO_BREAK );
SetLineBreakInfo( utf32Characters,
lineBreakInfo );
-
- mImpl->mLogicalModel->SetLineBreakInfo( lineBreakInfo.Begin(), characterCount );
}
- Vector<WordBreakInfo> wordBreakInfo;
+ Vector<WordBreakInfo>& wordBreakInfo = mImpl->mLogicalModel->mWordBreakInfo;
if( GET_WORD_BREAKS & operations )
{
// Retrieves the word break info. The word break info is used to layout the text (where to wrap the text in lines).
- wordBreakInfo.Resize( characterCount, TextAbstraction::WORD_NO_BREAK );
+ wordBreakInfo.Resize( numberOfCharacters, TextAbstraction::WORD_NO_BREAK );
SetWordBreakInfo( utf32Characters,
wordBreakInfo );
-
- mImpl->mLogicalModel->SetWordBreakInfo( wordBreakInfo.Begin(), characterCount );
}
const bool getScripts = GET_SCRIPTS & operations;
const bool validateFonts = VALIDATE_FONTS & operations;
- Vector<ScriptRun> scripts;
- Vector<FontRun> validFonts;
+ Vector<ScriptRun>& scripts = mImpl->mLogicalModel->mScriptRuns;
+ Vector<FontRun>& validFonts = mImpl->mLogicalModel->mFontRuns;
if( getScripts || validateFonts )
{
multilanguageSupport.SetScripts( utf32Characters,
lineBreakInfo,
scripts );
-
- // Sets the scripts into the model.
- mImpl->mLogicalModel->SetScripts( scripts.Begin(), scripts.Count() );
}
if( validateFonts )
{
- // Copy the requested font defaults received via the property system.
- // These may not be valid i.e. may not contain glyphs for the necessary scripts.
- GetDefaultFonts( validFonts, numberOfCharacters );
+ if( 0u == validFonts.Count() )
+ {
+ // Copy the requested font defaults received via the property system.
+ // These may not be valid i.e. may not contain glyphs for the necessary scripts.
+ GetDefaultFonts( validFonts, numberOfCharacters );
+ }
// Validates the fonts. If there is a character with no assigned font it sets a default one.
// After this call, fonts are validated.
multilanguageSupport.ValidateFonts( utf32Characters,
scripts,
validFonts );
-
- // Sets the fonts into the model.
- mImpl->mLogicalModel->SetFonts( validFonts.Begin(), validFonts.Count() );
}
}
+ Vector<Character> mirroredUtf32Characters;
+ bool textMirrored = false;
if( BIDI_INFO & operations )
{
- // Some vectors with data needed to get the paragraph's bidirectional info may be void
- // after the first time the text has been laid out.
- // Fill the vectors again.
-
- if( 0u == utf32Characters.Count() )
- {
- utf32Characters.Resize( numberOfCharacters );
-
- mImpl->mLogicalModel->GetText( utf32Characters.Begin(),
- 0u,
- numberOfCharacters );
- }
-
- if( 0u == lineBreakInfo.Count() )
- {
- lineBreakInfo.Resize( numberOfCharacters );
-
- mImpl->mLogicalModel->GetLineBreakInfo( lineBreakInfo.Begin(),
- 0u,
- numberOfCharacters );
- }
-
- if( 0u == scripts.Count() )
- {
- scripts.Resize( mImpl->mLogicalModel->GetNumberOfScriptRuns( 0u,
- numberOfCharacters ) );
- mImpl->mLogicalModel->GetScriptRuns( scripts.Begin(),
- 0u,
- numberOfCharacters );
- }
-
// Count the number of LINE_NO_BREAK to reserve some space for the vector of paragraph's
// bidirectional info.
Length numberOfParagraphs = 0u;
const TextAbstraction::LineBreakInfo* lineBreakInfoBuffer = lineBreakInfo.Begin();
- for( Length index = 0u; index < characterCount; ++index )
+ for( Length index = 0u; index < numberOfCharacters; ++index )
{
if( TextAbstraction::LINE_NO_BREAK == *( lineBreakInfoBuffer + index ) )
{
}
}
- Vector<BidirectionalParagraphInfoRun> bidirectionalInfo;
+ Vector<BidirectionalParagraphInfoRun>& bidirectionalInfo = mImpl->mLogicalModel->mBidirectionalParagraphInfo;
bidirectionalInfo.Reserve( numberOfParagraphs );
// Calculates the bidirectional info for the whole paragraph if it contains right to left scripts.
lineBreakInfo,
bidirectionalInfo );
- mImpl->mLogicalModel->SetBidirectionalInfo( bidirectionalInfo.Begin(),
- bidirectionalInfo.Count() );
- }
+ if( 0u != bidirectionalInfo.Count() )
+ {
+ // This paragraph has right to left text. Some characters may need to be mirrored.
+ // TODO: consider if the mirrored string can be stored as well.
- Vector<GlyphInfo> glyphs;
- Vector<CharacterIndex> glyphsToCharactersMap;
- Vector<Length> charactersPerGlyph;
- if( SHAPE_TEXT & operations )
- {
- if( 0u == validFonts.Count() )
+ textMirrored = GetMirroredText( utf32Characters, mirroredUtf32Characters );
+
+ // Only set the character directions if there is right to left characters.
+ Vector<CharacterDirection>& directions = mImpl->mLogicalModel->mCharacterDirections;
+ directions.Resize( numberOfCharacters );
+
+ GetCharactersDirection( bidirectionalInfo,
+ directions );
+ }
+ else
{
- validFonts.Resize( mImpl->mLogicalModel->GetNumberOfFontRuns( 0u,
- numberOfCharacters ) );
- mImpl->mLogicalModel->GetFontRuns( validFonts.Begin(),
- 0u,
- numberOfCharacters );
+ // There is no right to left characters. Clear the directions vector.
+ mImpl->mLogicalModel->mCharacterDirections.Clear();
}
+ }
+
+ Vector<GlyphInfo>& glyphs = mImpl->mVisualModel->mGlyphs;
+ Vector<CharacterIndex>& glyphsToCharactersMap = mImpl->mVisualModel->mGlyphsToCharacters;
+ Vector<Length>& charactersPerGlyph = mImpl->mVisualModel->mCharactersPerGlyph;
+ if( SHAPE_TEXT & operations )
+ {
+ const Vector<Character>& textToShape = textMirrored ? mirroredUtf32Characters : utf32Characters;
// Shapes the text.
- ShapeText( utf32Characters,
+ ShapeText( textToShape,
lineBreakInfo,
scripts,
validFonts,
glyphs,
glyphsToCharactersMap,
charactersPerGlyph );
- }
- if( GET_GLYPH_METRICS & operations )
- {
- mImpl->mFontClient.GetGlyphMetrics( glyphs.Begin(), glyphs.Count() );
+ // Create the 'number of glyphs' per character and the glyph to character conversion tables.
+ mImpl->mVisualModel->CreateGlyphsPerCharacterTable( numberOfCharacters );
+ mImpl->mVisualModel->CreateCharacterToGlyphTable( numberOfCharacters );
}
- Length numberOfGlyphs = glyphs.Count();
- if( 0u != numberOfGlyphs )
+ const Length numberOfGlyphs = glyphs.Count();
+
+ if( GET_GLYPH_METRICS & operations )
{
- // Sets the glyphs into the model.
- mImpl->mVisualModel->SetGlyphs( glyphs.Begin(),
- glyphsToCharactersMap.Begin(),
- charactersPerGlyph.Begin(),
- numberOfGlyphs );
+ mImpl->mFontClient.GetGlyphMetrics( glyphs.Begin(), numberOfGlyphs );
}
}
-bool Controller::DoRelayout( const Vector2& size,
+bool Controller::DoRelayout( const Size& size,
OperationsMask operationsRequired,
Size& layoutSize )
{
// after the first time the text has been laid out.
// Fill the vectors again.
- const Length numberOfCharacters = mImpl->mLogicalModel->GetNumberOfCharacters();
Length numberOfGlyphs = mImpl->mVisualModel->GetNumberOfGlyphs();
- Vector<LineBreakInfo> lineBreakInfo;
- lineBreakInfo.Resize( numberOfCharacters );
- mImpl->mLogicalModel->GetLineBreakInfo( lineBreakInfo.Begin(),
- 0u,
- numberOfCharacters );
-
- Vector<WordBreakInfo> wordBreakInfo;
- wordBreakInfo.Resize( numberOfCharacters );
- mImpl->mLogicalModel->GetWordBreakInfo( wordBreakInfo.Begin(),
- 0u,
- numberOfCharacters );
-
- Vector<GlyphInfo> glyphs;
- glyphs.Resize( numberOfGlyphs );
- mImpl->mVisualModel->GetGlyphs( glyphs.Begin(),
- 0u,
- numberOfGlyphs );
-
- Vector<CharacterIndex> glyphsToCharactersMap;
- glyphsToCharactersMap.Resize( numberOfGlyphs );
- mImpl->mVisualModel->GetGlyphToCharacterMap( glyphsToCharactersMap.Begin(),
- 0u,
- numberOfGlyphs );
-
- Vector<Length> charactersPerGlyph;
- charactersPerGlyph.Resize( numberOfGlyphs );
- mImpl->mVisualModel->GetCharactersPerGlyphMap( charactersPerGlyph.Begin(),
- 0u,
- numberOfGlyphs );
+ Vector<LineBreakInfo>& lineBreakInfo = mImpl->mLogicalModel->mLineBreakInfo;
+ Vector<WordBreakInfo>& wordBreakInfo = mImpl->mLogicalModel->mWordBreakInfo;
+ Vector<GlyphInfo>& glyphs = mImpl->mVisualModel->mGlyphs;
+ Vector<CharacterIndex>& glyphsToCharactersMap = mImpl->mVisualModel->mGlyphsToCharacters;
+ Vector<Length>& charactersPerGlyph = mImpl->mVisualModel->mCharactersPerGlyph;
// Set the layout parameters.
LayoutParameters layoutParameters( size,
+ mImpl->mLogicalModel->mText.Begin(),
lineBreakInfo.Begin(),
wordBreakInfo.Begin(),
numberOfGlyphs,
glyphsToCharactersMap.Begin(),
charactersPerGlyph.Begin() );
- // Reserve space to set the positions of the glyphs.
- Vector<Vector2> glyphPositions;
- glyphPositions.Resize( numberOfGlyphs );
-
// The laid-out lines.
// It's not possible to know in how many lines the text is going to be laid-out,
// but it can be resized at least with the number of 'paragraphs' to avoid
// some re-allocations.
- Vector<LineRun> lines;
- lines.Reserve( mImpl->mLogicalModel->GetNumberOfBidirectionalInfoRuns( 0u, numberOfCharacters ) );
+ Vector<LineRun>& lines = mImpl->mVisualModel->mLines;
+
+ // Delete any previous laid out lines before setting the new ones.
+ lines.Clear();
+
+ // The capacity of the bidirectional paragraph info is the number of paragraphs.
+ lines.Reserve( mImpl->mLogicalModel->mBidirectionalParagraphInfo.Capacity() );
+
+ // Resize the vector of positions to have the same size than the vector of glyphs.
+ Vector<Vector2>& glyphPositions = mImpl->mVisualModel->mGlyphPositions;
+ glyphPositions.Resize( numberOfGlyphs );
// Update the visual model.
viewUpdated = mImpl->mLayoutEngine.LayoutText( layoutParameters,
// Reorder the lines
if( REORDER & operations )
{
- const Length numberOfBidiParagraphs = mImpl->mLogicalModel->GetNumberOfBidirectionalInfoRuns( 0u, numberOfCharacters );
-
- Vector<BidirectionalParagraphInfoRun> bidirectionalInfo;
- bidirectionalInfo.Resize( numberOfBidiParagraphs );
- mImpl->mLogicalModel->GetBidirectionalInfo( bidirectionalInfo.Begin(),
- 0u,
- numberOfCharacters );
+ Vector<BidirectionalParagraphInfoRun>& bidirectionalInfo = mImpl->mLogicalModel->mBidirectionalParagraphInfo;
// Check first if there are paragraphs with bidirectional info.
if( 0u != bidirectionalInfo.Count() )
layoutParameters.numberOfBidirectionalInfoRuns = numberOfBidirectionalInfoRuns;
// Get the character to glyph conversion table and set into the layout.
- Vector<GlyphIndex> characterToGlyphMap;
- characterToGlyphMap.Resize( numberOfCharacters );
-
- layoutParameters.charactersToGlyphsBuffer = characterToGlyphMap.Begin();
- mImpl->mVisualModel->GetCharacterToGlyphMap( layoutParameters.charactersToGlyphsBuffer,
- 0u,
- numberOfCharacters );
+ layoutParameters.charactersToGlyphsBuffer = mImpl->mVisualModel->mCharactersToGlyph.Begin();
// Get the glyphs per character table and set into the layout.
- Vector<Length> glyphsPerCharacter;
- glyphsPerCharacter.Resize( numberOfCharacters );
-
- layoutParameters.glyphsPerCharacterBuffer = glyphsPerCharacter.Begin();
- mImpl->mVisualModel->GetGlyphsPerCharacterMap( layoutParameters.glyphsPerCharacterBuffer,
- 0u,
- numberOfCharacters );
+ layoutParameters.glyphsPerCharacterBuffer = mImpl->mVisualModel->mGlyphsPerCharacter.Begin();
// Re-layout the text. Reorder those lines with right to left characters.
mImpl->mLayoutEngine.ReLayoutRightToLeftLines( layoutParameters,
free( bidiLineInfo.visualToLogicalMap );
}
}
- }
+ } // REORDER
- // Sets the positions into the model.
- if( UPDATE_POSITIONS & operations )
+ if( ALIGN & operations )
{
- mImpl->mVisualModel->SetGlyphPositions( glyphPositions.Begin(),
- numberOfGlyphs );
- }
-
- // Sets the lines into the model.
- if( UPDATE_LINES & operations )
- {
- mImpl->mVisualModel->SetLines( lines.Begin(),
- lines.Count() );
+ mImpl->mLayoutEngine.Align( layoutParameters,
+ layoutSize,
+ lines,
+ glyphPositions );
}
// Sets the actual size.
{
mImpl->mVisualModel->SetActualSize( layoutSize );
}
- }
+ } // view updated
}
else
{
return viewUpdated;
}
-Vector3 Controller::GetNaturalSize()
+void Controller::CalculateTextAlignment( const Size& size )
{
- Vector3 naturalSize;
-
- if( mImpl->mRecalculateNaturalSize )
- {
- // Operations that can be done only once until the text changes.
- const OperationsMask onlyOnceOperations = static_cast<OperationsMask>( CONVERT_TO_UTF32 |
- GET_SCRIPTS |
- VALIDATE_FONTS |
- GET_LINE_BREAKS |
- GET_WORD_BREAKS |
- SHAPE_TEXT |
- GET_GLYPH_METRICS );
- // Make sure the model is up-to-date before layouting
- ReplaceText( onlyOnceOperations );
+ // Get the direction of the first character.
+ const CharacterDirection firstParagraphDirection = mImpl->mLogicalModel->GetCharacterDirection( 0u );
- // Operations that need to be done if the size changes.
- const OperationsMask sizeOperations = static_cast<OperationsMask>( LAYOUT |
- REORDER );
-
- DoRelayout( Size( MAX_FLOAT, MAX_FLOAT ),
- static_cast<OperationsMask>( onlyOnceOperations |
- sizeOperations ),
- naturalSize.GetVectorXY() );
-
- // Do not do again the only once operations.
- mImpl->mOperationsPending = static_cast<OperationsMask>( mImpl->mOperationsPending & ~onlyOnceOperations );
-
- // Do the size related operations again.
- mImpl->mOperationsPending = static_cast<OperationsMask>( mImpl->mOperationsPending | sizeOperations );
-
- // Stores the natural size to avoid recalculate it again
- // unless the text/style changes.
- mImpl->mVisualModel->SetNaturalSize( naturalSize.GetVectorXY() );
+ const Size& actualSize = mImpl->mVisualModel->GetActualSize();
- mImpl->mRecalculateNaturalSize = false;
- }
- else
+ // If the first paragraph is right to left swap ALIGN_BEGIN and ALIGN_END;
+ LayoutEngine::HorizontalAlignment horizontalAlignment = mImpl->mLayoutEngine.GetHorizontalAlignment();
+ if( firstParagraphDirection &&
+ ( LayoutEngine::HORIZONTAL_ALIGN_CENTER != horizontalAlignment ) )
{
- naturalSize = mImpl->mVisualModel->GetNaturalSize();
+ if( LayoutEngine::HORIZONTAL_ALIGN_BEGIN == horizontalAlignment )
+ {
+ horizontalAlignment = LayoutEngine::HORIZONTAL_ALIGN_END;
+ }
+ else
+ {
+ horizontalAlignment = LayoutEngine::HORIZONTAL_ALIGN_BEGIN;
+ }
}
- return naturalSize;
-}
-
-float Controller::GetHeightForWidth( float width )
-{
- Size layoutSize;
- if( width != mImpl->mControlSize.width )
+ switch( horizontalAlignment )
{
- // Operations that can be done only once until the text changes.
- const OperationsMask onlyOnceOperations = static_cast<OperationsMask>( CONVERT_TO_UTF32 |
- GET_SCRIPTS |
- VALIDATE_FONTS |
- GET_LINE_BREAKS |
- GET_WORD_BREAKS |
- SHAPE_TEXT |
- GET_GLYPH_METRICS );
-
- // Make sure the model is up-to-date before layouting
- ReplaceText( onlyOnceOperations );
-
- // Operations that need to be done if the size changes.
- const OperationsMask sizeOperations = static_cast<OperationsMask>( LAYOUT |
- REORDER );
-
- DoRelayout( Size( width, MAX_FLOAT ),
- static_cast<OperationsMask>( onlyOnceOperations |
- sizeOperations ),
- layoutSize );
-
- // Do not do again the only once operations.
- mImpl->mOperationsPending = static_cast<OperationsMask>( mImpl->mOperationsPending & ~onlyOnceOperations );
-
- // Do the size related operations again.
- mImpl->mOperationsPending = static_cast<OperationsMask>( mImpl->mOperationsPending | sizeOperations );
+ case LayoutEngine::HORIZONTAL_ALIGN_BEGIN:
+ {
+ mImpl->mAlignmentOffset.x = 0.f;
+ break;
+ }
+ case LayoutEngine::HORIZONTAL_ALIGN_CENTER:
+ {
+ const int intOffset = static_cast<int>( 0.5f * ( size.width - actualSize.width ) ); // try to avoid pixel alignment.
+ mImpl->mAlignmentOffset.x = static_cast<float>( intOffset );
+ break;
+ }
+ case LayoutEngine::HORIZONTAL_ALIGN_END:
+ {
+ mImpl->mAlignmentOffset.x = size.width - actualSize.width;
+ break;
+ }
}
- else
+
+ const LayoutEngine::VerticalAlignment verticalAlignment = mImpl->mLayoutEngine.GetVerticalAlignment();
+ switch( verticalAlignment )
{
- layoutSize = mImpl->mVisualModel->GetActualSize();
+ case LayoutEngine::VERTICAL_ALIGN_TOP:
+ {
+ mImpl->mAlignmentOffset.y = 0.f;
+ break;
+ }
+ case LayoutEngine::VERTICAL_ALIGN_CENTER:
+ {
+ const int intOffset = static_cast<int>( 0.5f * ( size.height - actualSize.height ) ); // try to avoid pixel alignment.
+ mImpl->mAlignmentOffset.y = static_cast<float>( intOffset );
+ break;
+ }
+ case LayoutEngine::VERTICAL_ALIGN_BOTTOM:
+ {
+ mImpl->mAlignmentOffset.y = size.height - actualSize.height;
+ break;
+ }
}
-
- return layoutSize.height;
}
View& Controller::GetView()
{
DALI_ASSERT_DEBUG( mImpl->mTextInput && "Unexpected KeyEvent" );
- if( mImpl->mTextInput )
+ if( mImpl->mTextInput &&
+ keyEvent.state == KeyEvent::Down )
{
- TextInput::Event event( TextInput::KEY_EVENT );
- event.p1.mInt = keyEvent.keyCode;
- event.p2.mString = NULL;
-
+ int keyCode = keyEvent.keyCode;
const std::string& keyString = keyEvent.keyPressed;
- if ( !keyString.empty() )
+
+ // Pre-process to separate modifying events from non-modifying input events.
+ if( Dali::DALI_KEY_ESCAPE == keyCode )
{
- event.p2.mString = new char[keyString.size() + 1];
- std::copy(keyString.begin(), keyString.end(), event.p2.mString);
- event.p2.mString[keyString.size()] = '\0';
+ // Escape key is a special case which causes focus loss
+ KeyboardFocusLostEvent();
+ }
+ else if( Dali::DALI_KEY_CURSOR_LEFT == keyCode ||
+ Dali::DALI_KEY_CURSOR_RIGHT == keyCode ||
+ Dali::DALI_KEY_CURSOR_UP == keyCode ||
+ Dali::DALI_KEY_CURSOR_DOWN == keyCode )
+ {
+ TextInput::Event event( TextInput::CURSOR_KEY_EVENT );
+ event.p1.mInt = keyCode;
+ mImpl->mTextInput->mEventQueue.push_back( event );
+ }
+ else if( Dali::DALI_KEY_BACKSPACE == keyCode )
+ {
+ // Queue a delete event
+ ModifyEvent event;
+ event.type = DELETE_TEXT;
+ mImpl->mModifyEvents.push_back( event );
+ }
+ else if( !keyString.empty() )
+ {
+ // Queue an insert event
+ ModifyEvent event;
+ event.type = INSERT_TEXT;
+ event.text = keyString;
+ mImpl->mModifyEvents.push_back( event );
}
- mImpl->mTextInput->mEventQueue.push_back( event );
+ mImpl->mTextInput->ChangeState( TextInput::EDITING ); // todo Confirm this is the best place to change the state of
RequestRelayout();
}
}
}
+void Controller::PanEvent( Gesture::State state, const Vector2& displacement )
+{
+ DALI_ASSERT_DEBUG( mImpl->mTextInput && "Unexpected PanEvent" );
+
+ if( mImpl->mTextInput )
+ {
+ TextInput::Event event( TextInput::PAN_EVENT );
+ event.p1.mInt = state;
+ event.p2.mFloat = displacement.x;
+ event.p3.mFloat = displacement.y;
+ mImpl->mTextInput->mEventQueue.push_back( event );
+
+ RequestRelayout();
+ }
+}
+
void Controller::GrabHandleEvent( GrabHandleState state, float x, float y )
{
DALI_ASSERT_DEBUG( mImpl->mTextInput && "Unexpected GrabHandleEvent" );