// CLASS HEADER
#include <dali-toolkit/internal/text/text-controller.h>
+// EXTERNAL INCLUDES
+#include <limits>
+#include <vector>
+#include <dali/public-api/adaptor-framework/key.h>
+#include <dali/public-api/text-abstraction/font-client.h>
+
// INTERNAL INCLUDES
+#include <dali-toolkit/internal/text/bidirectional-support.h>
#include <dali-toolkit/internal/text/character-set-conversion.h>
#include <dali-toolkit/internal/text/layouts/layout-engine.h>
-#include <dali-toolkit/internal/text/logical-model.h>
+#include <dali-toolkit/internal/text/layouts/layout-parameters.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>
-
-// EXTERNAL INCLUDES
-#include <limits>
-#include <vector>
-#include <dali/public-api/text-abstraction/font-client.h>
+#include <dali-toolkit/internal/text/visual-model-impl.h>
using std::vector;
+namespace
+{
+
+const float MAX_FLOAT = std::numeric_limits<float>::max();
+
+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,
+ CURSOR_KEY_EVENT,
TAP_EVENT,
+ PAN_EVENT,
GRAB_HANDLE_EVENT
};
Param p3;
};
+ struct CursorInfo
+ {
+ CursorInfo()
+ : primaryPosition(),
+ secondaryPosition(),
+ lineHeight( 0.f ),
+ primaryCursorHeight( 0.f ),
+ secondaryCursorHeight( 0.f ),
+ isSecondaryCursor( false )
+ {}
+
+ ~CursorInfo()
+ {}
+
+ Vector2 primaryPosition; ///< The primary cursor's position.
+ Vector2 secondaryPosition; ///< The secondary cursor's position.
+ float lineHeight; ///< The height of the line where the cursor is placed.
+ float primaryCursorHeight; ///< The primary cursor's height.
+ float secondaryCursorHeight; ///< The secondary cursor's height.
+ bool isSecondaryCursor; ///< Whether the secondary cursor is valid.
+ };
+
+ /**
+ * @brief Some characters can be shaped in more than one glyph.
+ * This struct is used to retrieve metrics from these group of glyphs.
+ */
+ struct GlyphMetrics
+ {
+ GlyphMetrics()
+ : fontHeight( 0.f ),
+ advance( 0.f ),
+ ascender( 0.f ),
+ xBearing( 0.f )
+ {}
+
+ ~GlyphMetrics()
+ {}
+
+ float fontHeight; ///< The font's height of that glyphs.
+ float advance; ///< The sum of all the advances of all the glyphs.
+ float ascender; ///< The font's ascender.
+ float xBearing; ///< The x bearing of the first glyph.
+ };
+
enum State
{
INACTIVE,
SELECTING,
- EDITING
+ EDITING,
+ EDITING_WITH_POPUP
};
TextInput( LogicalModelPtr logicalModel,
VisualModelPtr visualModel,
- DecoratorPtr decorator )
+ DecoratorPtr decorator,
+ FontDefaults* fontDefaults,
+ TextAbstraction::FontClient& fontClient )
: mLogicalModel( logicalModel ),
mVisualModel( visualModel ),
mDecorator( decorator ),
- mState( INACTIVE )
- {
- }
+ mFontDefaults( fontDefaults ),
+ mFontClient( fontClient ),
+ mState( INACTIVE ),
+ mPrimaryCursorPosition( 0u ),
+ mSecondaryCursorPosition( 0u ),
+ mDecoratorUpdated( false ),
+ mCursorBlinkEnabled( true ),
+ mGrabHandleEnabled( true ),
+ mGrabHandlePopupEnabled( true ),
+ mSelectionEnabled( true ),
+ mHorizontalScrollingEnabled( true ),
+ mVerticalScrollingEnabled( false ),
+ mUpdateCursorPosition( false )
+ {}
/**
* @brief Helper to move the cursor, grab handle etc.
*/
- bool ProcessTouchEvents()
+ bool ProcessInputEvents( const Vector2& controlSize,
+ const Vector2& alignmentOffset )
{
mDecoratorUpdated = false;
OnKeyboardFocus( false );
break;
}
+ case CURSOR_KEY_EVENT:
+ {
+ 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 OnKeyboardFocus( bool hasFocus )
{
+ if( !hasFocus )
+ {
+ ChangeState( INACTIVE );
+ }
+ else
+ {
+ ChangeState( EDITING );
+ }
+ }
+
+ void OnCursorKeyEvent( const Event& event )
+ {
+ int keyCode = event.p1.mInt;
+
+ if( Dali::DALI_KEY_CURSOR_LEFT == keyCode )
+ {
+ if( mPrimaryCursorPosition > 0u )
+ {
+ mPrimaryCursorPosition = CalculateNewCursorIndex( mPrimaryCursorPosition - 1u );
+ }
+ }
+ else if( Dali::DALI_KEY_CURSOR_RIGHT == keyCode )
+ {
+ if( mLogicalModel->GetNumberOfCharacters() > mPrimaryCursorPosition )
+ {
+ mPrimaryCursorPosition = CalculateNewCursorIndex( mPrimaryCursorPosition );
+ }
+ }
+ else if( Dali::DALI_KEY_CURSOR_UP == keyCode )
+ {
+ // TODO
+ }
+ else if( Dali::DALI_KEY_CURSOR_DOWN == keyCode )
+ {
+ // TODO
+ }
+
+ UpdateCursorPosition();
+ }
+
+ void HandleCursorKey( int keyCode )
+ {
// TODO
}
- void OnTapEvent( const Event& event )
+ void OnTapEvent( const Event& event,
+ const Vector2& alignmentOffset )
{
- if( 1u == event.p1.mUint )
+ unsigned int tapCount = event.p1.mUint;
+
+ if( 1u == tapCount )
{
- mState = TextInput::EDITING;
- mDecorator->SetActiveCursor( ACTIVE_CURSOR_PRIMARY );
- mDecorator->StartCursorBlink();
- mDecorator->SetGrabHandleActive( true );
+ ChangeState( EDITING );
- float xPosition = event.p2.mFloat;
- float yPosition = event.p3.mFloat;
- float height(0.0f);
- GetClosestCursorPosition( xPosition, yPosition, height );
- mDecorator->SetPosition( PRIMARY_CURSOR, xPosition, yPosition, height );
+ float xPosition = event.p2.mFloat - alignmentOffset.x;
+ float yPosition = event.p3.mFloat - alignmentOffset.y;
- mDecoratorUpdated = true;
+ mPrimaryCursorPosition = GetClosestCursorIndex( xPosition,
+ yPosition );
+
+ UpdateCursorPosition();
}
- else if( 2u == event.p1.mUint )
+ else if( mSelectionEnabled &&
+ 2u == tapCount )
{
- mState = TextInput::SELECTING;
- mDecorator->SetGrabHandleActive( false );
- mDecorator->SetSelectionActive( true );
- mDecoratorUpdated = true;
+ 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;
+ }
+ }
}
}
if( GRAB_HANDLE_PRESSED == state )
{
- float xPosition = event.p2.mFloat;
- float yPosition = event.p3.mFloat;
- float height(0.0f);
+ float xPosition = event.p2.mFloat + mScrollPosition.x;
+ float yPosition = event.p3.mFloat + mScrollPosition.y;
+
+ mPrimaryCursorPosition = GetClosestCursorIndex( xPosition,
+ yPosition );
- GetClosestCursorPosition( xPosition, yPosition, height );
+ UpdateCursorPosition();
- mDecorator->SetPosition( PRIMARY_CURSOR, xPosition, yPosition, height );
+ //mDecorator->HidePopup();
+ ChangeState ( EDITING );
+ }
+ else if ( mGrabHandlePopupEnabled &&
+ GRAB_HANDLE_RELEASED == state )
+ {
+ //mDecorator->ShowPopup();
+ ChangeState ( EDITING_WITH_POPUP );
mDecoratorUpdated = true;
}
}
- void GetClosestCursorPosition( float& x, float& y, float& height )
+ 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 )
+ {
+ if( mState != newState )
+ {
+ mState = newState;
+
+ if( INACTIVE == mState )
+ {
+ mDecorator->SetActiveCursor( ACTIVE_CURSOR_NONE );
+ mDecorator->StopCursorBlink();
+ mDecorator->SetGrabHandleActive( false );
+ mDecorator->SetSelectionActive( false );
+ mDecorator->SetPopupActive( false );
+ mDecoratorUpdated = true;
+ }
+ else if ( SELECTING == mState )
+ {
+ mDecorator->SetActiveCursor( ACTIVE_CURSOR_NONE );
+ mDecorator->StopCursorBlink();
+ mDecorator->SetGrabHandleActive( false );
+ mDecorator->SetSelectionActive( true );
+ mDecoratorUpdated = true;
+ }
+ else if( EDITING == mState )
+ {
+ mDecorator->SetActiveCursor( ACTIVE_CURSOR_PRIMARY );
+ if( mCursorBlinkEnabled )
+ {
+ mDecorator->StartCursorBlink();
+ }
+ 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;
+ }
+ }
+ }
+
+ LineIndex GetClosestLine( float y ) const
{
- // TODO - Look at LineRuns first
+ float totalHeight = 0.f;
+ LineIndex lineIndex = 0u;
+
+ const Vector<LineRun>& lines = mVisualModel->mLines;
+ for( LineIndex endLine = lines.Count();
+ lineIndex < endLine;
+ ++lineIndex )
+ {
+ const LineRun& lineRun = lines[lineIndex];
+ totalHeight += lineRun.ascender + -lineRun.descender;
+ if( y < totalHeight )
+ {
+ return lineIndex;
+ }
+ }
+
+ return lineIndex-1;
+ }
+
+ /**
+ * @brief Retrieves the cursor's logical position for a given touch point x,y
+ *
+ * @param[in] visualX The touch point x.
+ * @param[in] visualY The touch point y.
+ *
+ * @return The logical cursor position (in characters). 0 is just before the first character, a value equal to the number of characters is just after the last character.
+ */
+ CharacterIndex GetClosestCursorIndex( float visualX,
+ float visualY ) const
+ {
+ CharacterIndex logicalIndex = 0u;
+
+ const Length numberOfGlyphs = mVisualModel->mGlyphs.Count();
+ const Length numberOfLines = mVisualModel->mLines.Count();
+ if( 0 == numberOfGlyphs ||
+ 0 == numberOfLines )
+ {
+ return logicalIndex;
+ }
+
+ // Transform to visual model coords
+ visualX -= mScrollPosition.x;
+ visualY -= mScrollPosition.y;
+
+ // Find which line is closest
+ const LineIndex lineIndex = GetClosestLine( visualY );
+ const LineRun& line = mVisualModel->mLines[lineIndex];
+
+ // Get the positions of the glyphs.
+ const Vector<Vector2>& positions = mVisualModel->mGlyphPositions;
+ const Vector2* const positionsBuffer = positions.Begin();
- Text::Length numberOfGlyphs = mVisualModel->GetNumberOfGlyphs();
- if( 0 == numberOfGlyphs )
+ // Get the visual to logical conversion tables.
+ const CharacterIndex* const visualToLogicalBuffer = ( 0u != mLogicalModel->mVisualToLogicalMap.Count() ) ? mLogicalModel->mVisualToLogicalMap.Begin() : NULL;
+ const CharacterIndex* const visualToLogicalCursorBuffer = mLogicalModel->mVisualToLogicalCursorMap.Begin();
+
+ // Get the character to glyph conversion table.
+ const GlyphIndex* const charactersToGlyphBuffer = mVisualModel->mCharactersToGlyph.Begin();
+
+ // Get the glyphs per character table.
+ const Length* const glyphsPerCharacterBuffer = mVisualModel->mGlyphsPerCharacter.Begin();
+
+ // If the vector is void, there is no right to left characters.
+ const bool hasRightToLeftCharacters = NULL != visualToLogicalBuffer;
+
+ const CharacterIndex startCharacter = line.characterRun.characterIndex;
+ const CharacterIndex endCharacter = line.characterRun.characterIndex + line.characterRun.numberOfCharacters;
+ DALI_ASSERT_DEBUG( endCharacter <= mLogicalModel->mText.Count() && "Invalid line info" );
+
+ // Whether there is a hit on a glyph.
+ bool matched = false;
+
+ // Traverses glyphs in visual order. To do that use the visual to logical conversion table.
+ CharacterIndex visualIndex = startCharacter;
+ for( ; !matched && ( visualIndex < endCharacter ); ++visualIndex )
{
+ // The character in logical order.
+ const CharacterIndex characterLogicalOrderIndex = hasRightToLeftCharacters ? *( visualToLogicalBuffer + visualIndex ) : visualIndex;
+
+ // The first glyph for that character in logical order.
+ const GlyphIndex glyphLogicalOrderIndex = *( charactersToGlyphBuffer + characterLogicalOrderIndex );
+
+ // The number of glyphs for that character
+ const Length numberOfGlyphs = *( glyphsPerCharacterBuffer + characterLogicalOrderIndex );
+
+ // Get the metrics for the group of glyphs.
+ GlyphMetrics glyphMetrics;
+ GetGlyphsMetrics( glyphLogicalOrderIndex,
+ numberOfGlyphs,
+ glyphMetrics );
+
+ const Vector2& position = *( positionsBuffer + glyphLogicalOrderIndex );
+
+ const float glyphX = -glyphMetrics.xBearing + position.x + 0.5f * glyphMetrics.advance;
+
+ if( visualX < glyphX )
+ {
+ matched = true;
+ break;
+ }
+ }
+
+ // Return the logical position of the cursor in characters.
+
+ if( !matched )
+ {
+ visualIndex = endCharacter;
+ }
+
+ return hasRightToLeftCharacters ? *( visualToLogicalCursorBuffer + visualIndex ) : visualIndex;
+ }
+
+ /**
+ * @brief Calculates the cursor's position for a given character index in the logical order.
+ *
+ * It retrieves as well the line's height and the cursor's height and
+ * if there is a valid alternative cursor, its position and height.
+ *
+ * @param[in] logical The logical cursor position (in characters). 0 is just before the first character, a value equal to the number of characters is just after the last character.
+ * @param[out] cursorInfo The line's height, the cursor's height, the cursor's position and whether there is an alternative cursor.
+ */
+ void GetCursorPosition( CharacterIndex logical,
+ CursorInfo& cursorInfo ) const
+ {
+ // TODO: Check for multiline with \n, etc...
+
+ // Check if the logical position is the first or the last one of the text.
+ const bool isFirstPosition = 0u == logical;
+ const bool isLastPosition = mLogicalModel->GetNumberOfCharacters() == logical;
+
+ if( isFirstPosition && isLastPosition )
+ {
+ // There is zero characters. Get the default font.
+
+ FontId defaultFontId = 0u;
+ if( NULL == mFontDefaults )
+ {
+ defaultFontId = mFontClient.GetFontId( String::EMPTY,
+ String::EMPTY );
+ }
+ else
+ {
+ defaultFontId = mFontDefaults->GetFontId( mFontClient );
+ }
+
+ Text::FontMetrics fontMetrics;
+ mFontClient.GetFontMetrics( defaultFontId, fontMetrics );
+
+ cursorInfo.lineHeight = fontMetrics.ascender - fontMetrics.descender;
+ cursorInfo.primaryCursorHeight = cursorInfo.lineHeight;
+
+ cursorInfo.primaryPosition.x = 0.f;
+ cursorInfo.primaryPosition.y = 0.f;
+
+ // Nothing else to do.
return;
}
- Vector<GlyphInfo> glyphs;
- glyphs.Resize( numberOfGlyphs );
- mVisualModel->GetGlyphs( &glyphs[0], 0, numberOfGlyphs );
+ // Get the previous logical index.
+ const CharacterIndex previousLogical = isFirstPosition ? 0u : logical - 1u;
+
+ // Decrease the logical index if it's the last one.
+ if( isLastPosition )
+ {
+ --logical;
+ }
+
+ // Get the direction of the character and the previous one.
+ const CharacterDirection* const modelCharacterDirectionsBuffer = ( 0u != mLogicalModel->mCharacterDirections.Count() ) ? mLogicalModel->mCharacterDirections.Begin() : NULL;
+
+ CharacterDirection isCurrentRightToLeft = false;
+ CharacterDirection isPreviousRightToLeft = false;
+ if( NULL != modelCharacterDirectionsBuffer ) // If modelCharacterDirectionsBuffer is NULL, it means the whole text is left to right.
+ {
+ isCurrentRightToLeft = *( modelCharacterDirectionsBuffer + logical );
+ isPreviousRightToLeft = *( modelCharacterDirectionsBuffer + previousLogical );
+ }
+
+ // Get the line where the character is laid-out.
+ const LineRun* modelLines = mVisualModel->mLines.Begin();
+
+ const LineIndex lineIndex = mVisualModel->GetLineOfCharacter( logical );
+ const LineRun& line = *( modelLines + lineIndex );
+
+ // Get the paragraph's direction.
+ const CharacterDirection isRightToLeftParagraph = line.direction;
+
+ // Check whether there is an alternative position:
+
+ cursorInfo.isSecondaryCursor = ( isCurrentRightToLeft != isPreviousRightToLeft ) ||
+ ( isLastPosition && ( isRightToLeftParagraph != isCurrentRightToLeft ) );
+
+ // Set the line height.
+ cursorInfo.lineHeight = line.ascender + -line.descender;
+
+ // Convert the cursor position into the glyph position.
+ CharacterIndex characterIndex = logical;
+ if( cursorInfo.isSecondaryCursor &&
+ ( isRightToLeftParagraph != isCurrentRightToLeft ) )
+ {
+ characterIndex = previousLogical;
+ }
+
+ const GlyphIndex currentGlyphIndex = *( mVisualModel->mCharactersToGlyph.Begin() + characterIndex );
+ const Length numberOfGlyphs = *( mVisualModel->mGlyphsPerCharacter.Begin() + characterIndex );
+ const Length numberOfCharacters = *( mVisualModel->mCharactersPerGlyph.Begin() +currentGlyphIndex );
+
+ // Get the metrics for the group of glyphs.
+ GlyphMetrics glyphMetrics;
+ GetGlyphsMetrics( currentGlyphIndex,
+ numberOfGlyphs,
+ glyphMetrics );
+
+ float interGlyphAdvance = 0.f;
+ if( !isLastPosition &&
+ ( numberOfCharacters > 1u ) )
+ {
+ const CharacterIndex firstIndex = *( mVisualModel->mGlyphsToCharacters.Begin() + currentGlyphIndex );
+ interGlyphAdvance = static_cast<float>( characterIndex - firstIndex ) * glyphMetrics.advance / static_cast<float>( numberOfCharacters );
+ }
+
+ // Get the glyph position and x bearing.
+ const Vector2& currentPosition = *( mVisualModel->mGlyphPositions.Begin() + currentGlyphIndex );
+
+ // Set the cursor's height.
+ cursorInfo.primaryCursorHeight = glyphMetrics.fontHeight;
+
+ // Set the position.
+ cursorInfo.primaryPosition.x = -glyphMetrics.xBearing + currentPosition.x + ( isCurrentRightToLeft ? glyphMetrics.advance : interGlyphAdvance );
+ cursorInfo.primaryPosition.y = line.ascender - glyphMetrics.ascender;
+
+ if( isLastPosition )
+ {
+ // The position of the cursor after the last character needs special
+ // care depending on its direction and the direction of the paragraph.
+
+ if( cursorInfo.isSecondaryCursor )
+ {
+ // Need to find the first character after the last character with the paragraph's direction.
+ // i.e l0 l1 l2 r0 r1 should find r0.
+
+ // TODO: check for more than one line!
+ characterIndex = isRightToLeftParagraph ? line.characterRun.characterIndex : line.characterRun.characterIndex + line.characterRun.numberOfCharacters - 1u;
+ characterIndex = mLogicalModel->GetLogicalCharacterIndex( characterIndex );
+
+ const GlyphIndex glyphIndex = *( mVisualModel->mCharactersToGlyph.Begin() + characterIndex );
+ const Length numberOfGlyphs = *( mVisualModel->mGlyphsPerCharacter.Begin() + characterIndex );
+
+ const Vector2& position = *( mVisualModel->mGlyphPositions.Begin() + glyphIndex );
+
+ // Get the metrics for the group of glyphs.
+ GlyphMetrics glyphMetrics;
+ GetGlyphsMetrics( glyphIndex,
+ numberOfGlyphs,
+ glyphMetrics );
+
+ cursorInfo.primaryPosition.x = -glyphMetrics.xBearing + position.x + ( isRightToLeftParagraph ? 0.f : glyphMetrics.advance );
+
+ cursorInfo.primaryPosition.y = line.ascender - glyphMetrics.ascender;
+ }
+ else
+ {
+ if( !isCurrentRightToLeft )
+ {
+ cursorInfo.primaryPosition.x += glyphMetrics.advance;
+ }
+ else
+ {
+ cursorInfo.primaryPosition.x -= glyphMetrics.advance;
+ }
+ }
+ }
+
+ // Set the alternative cursor position.
+ if( cursorInfo.isSecondaryCursor )
+ {
+ // Convert the cursor position into the glyph position.
+ const CharacterIndex previousCharacterIndex = ( ( isRightToLeftParagraph != isCurrentRightToLeft ) ? logical : previousLogical );
+ const GlyphIndex previousGlyphIndex = *( mVisualModel->mCharactersToGlyph.Begin() + previousCharacterIndex );
+ const Length numberOfGlyphs = *( mVisualModel->mGlyphsPerCharacter.Begin() + previousCharacterIndex );
+
+ // Get the glyph position.
+ const Vector2& previousPosition = *( mVisualModel->mGlyphPositions.Begin() + previousGlyphIndex );
+
+ // Get the metrics for the group of glyphs.
+ GlyphMetrics glyphMetrics;
+ GetGlyphsMetrics( previousGlyphIndex,
+ numberOfGlyphs,
+ glyphMetrics );
+
+ // Set the cursor position and height.
+ cursorInfo.secondaryPosition.x = -glyphMetrics.xBearing + previousPosition.x + ( ( ( isLastPosition && !isCurrentRightToLeft ) ||
+ ( !isLastPosition && isCurrentRightToLeft ) ) ? glyphMetrics.advance : 0.f );
+
+ cursorInfo.secondaryCursorHeight = 0.5f * glyphMetrics.fontHeight;
+
+ cursorInfo.secondaryPosition.y = cursorInfo.lineHeight - cursorInfo.secondaryCursorHeight - line.descender - ( glyphMetrics.fontHeight - glyphMetrics.ascender );
+
+ // Update the primary cursor height as well.
+ cursorInfo.primaryCursorHeight *= 0.5f;
+ }
+ }
+
+ /**
+ * @brief Get some glyph's metrics of a group of glyphs formed as a result of shaping one character.
+ *
+ * @param[in] glyphIndex The index to the first glyph.
+ * @param[in] numberOfGlyphs The number of glyphs.
+ * @param[out] glyphMetrics Some glyph metrics (font height, advance, ascender and x bearing).
+ */
+ void GetGlyphsMetrics( GlyphIndex glyphIndex,
+ Length numberOfGlyphs,
+ GlyphMetrics& glyphMetrics ) const
+ {
+ const GlyphInfo* glyphsBuffer = mVisualModel->mGlyphs.Begin();
+
+ const GlyphInfo& firstGlyph = *( glyphsBuffer + glyphIndex );
- std::vector<Vector2> positions;
- positions.resize( numberOfGlyphs );
- mVisualModel->GetGlyphPositions( &positions[0], 0, numberOfGlyphs );
+ Text::FontMetrics fontMetrics;
+ mFontClient.GetFontMetrics( firstGlyph.fontId, fontMetrics );
- unsigned int closestGlyph = 0;
- float closestDistance = std::numeric_limits<float>::max();
+ glyphMetrics.fontHeight = fontMetrics.height;
+ glyphMetrics.advance = firstGlyph.advance;
+ glyphMetrics.ascender = fontMetrics.ascender;
+ glyphMetrics.xBearing = firstGlyph.xBearing;
- for( unsigned int i=0; i<glyphs.Count(); ++i )
+ for( unsigned int i = 1u; i < numberOfGlyphs; ++i )
{
- float glyphX = positions[i].x + glyphs[i].width*0.5f;
- float glyphY = positions[i].y + glyphs[i].height*0.5f;
+ const GlyphInfo& glyphInfo = *( glyphsBuffer + glyphIndex + i );
+
+ glyphMetrics.advance += glyphInfo.advance;
+ }
+ }
+
+ /**
+ * @brief Calculates the new cursor index.
+ *
+ * It takes into account that in some scripts multiple characters can form a glyph and all of them
+ * need to be jumped with one key event.
+ *
+ * @param[in] index The initial new index.
+ *
+ * @return The new cursor index.
+ */
+ CharacterIndex CalculateNewCursorIndex( CharacterIndex index ) const
+ {
+ CharacterIndex cursorIndex = mPrimaryCursorPosition;
- float distanceToGlyph = fabsf( glyphX - x ) + fabsf( glyphY - y );
+ const Script script = mLogicalModel->GetScript( index );
+ const GlyphIndex* charactersToGlyphBuffer = mVisualModel->mCharactersToGlyph.Begin();
+ const Length* charactersPerGlyphBuffer = mVisualModel->mCharactersPerGlyph.Begin();
- if( distanceToGlyph < closestDistance )
+ Length numberOfCharacters = 0u;
+ if( TextAbstraction::LATIN == script )
+ {
+ // Prevents to jump the whole Latin ligatures like fi, ff, ...
+ numberOfCharacters = 1u;
+ }
+ else
+ {
+ GlyphIndex glyphIndex = *( charactersToGlyphBuffer + index );
+ numberOfCharacters = *( charactersPerGlyphBuffer + glyphIndex );
+
+ while( 0u == numberOfCharacters )
{
- closestDistance = distanceToGlyph;
- closestGlyph = i;
+ numberOfCharacters = *( charactersPerGlyphBuffer + glyphIndex );
+ ++glyphIndex;
}
}
- // TODO - Consider RTL languages
- x = positions[closestGlyph].x + glyphs[closestGlyph].width;
- y = 0.0f;
+ if( index < mPrimaryCursorPosition )
+ {
+ cursorIndex -= numberOfCharacters;
+ }
+ else
+ {
+ cursorIndex += numberOfCharacters;
+ }
- FontMetrics metrics;
- TextAbstraction::FontClient::Get().GetFontMetrics( glyphs[closestGlyph].fontId, metrics );
- height = metrics.height; // TODO - Fix for multi-line
+ return cursorIndex;
}
- LogicalModelPtr mLogicalModel;
- VisualModelPtr mVisualModel;
- DecoratorPtr mDecorator;
+ void UpdateCursorPosition()
+ {
+ CursorInfo cursorInfo;
+
+ GetCursorPosition( mPrimaryCursorPosition,
+ cursorInfo );
+
+ mDecorator->SetPosition( PRIMARY_CURSOR,
+ cursorInfo.primaryPosition.x,
+ cursorInfo.primaryPosition.y,
+ cursorInfo.primaryCursorHeight,
+ cursorInfo.lineHeight );
+
+ if( cursorInfo.isSecondaryCursor )
+ {
+ mDecorator->SetActiveCursor( ACTIVE_CURSOR_BOTH );
+ mDecorator->SetPosition( SECONDARY_CURSOR,
+ cursorInfo.secondaryPosition.x,
+ cursorInfo.secondaryPosition.y,
+ cursorInfo.secondaryCursorHeight,
+ cursorInfo.lineHeight );
+ }
+ else
+ {
+ mDecorator->SetActiveCursor( ACTIVE_CURSOR_PRIMARY );
+ }
+
+ mUpdateCursorPosition = false;
+ mDecoratorUpdated = true;
+ }
- State mState;
+ LogicalModelPtr mLogicalModel;
+ VisualModelPtr mVisualModel;
+ DecoratorPtr mDecorator;
+ FontDefaults* mFontDefaults;
+ TextAbstraction::FontClient& mFontClient;
+ std::string mPlaceholderText;
/**
* This is used to delay handling events until after the model has been updated.
*/
vector<Event> mEventQueue; ///< The queue of touch events etc.
- bool mDecoratorUpdated;
-};
+ State mState; ///< Selection mode, edit mode etc.
+
+ CharacterIndex mPrimaryCursorPosition; ///< Index into logical model for primary cursor
+ CharacterIndex mSecondaryCursorPosition; ///< Index into logical model for secondary cursor
+
+ /**
+ * 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
+{
+ Impl( ControlInterface& controlInterface )
+ : mControlInterface( controlInterface ),
+ mLogicalModel(),
+ mVisualModel(),
+ mFontDefaults( NULL ),
+ mTextInput( NULL ),
+ mFontClient(),
+ mView(),
+ mLayoutEngine(),
+ mModifyEvents(),
+ mControlSize(),
+ mAlignmentOffset(),
+ mOperationsPending( NO_OPERATION ),
+ mRecalculateNaturalSize( true )
+ {
+ mLogicalModel = LogicalModel::New();
+ mVisualModel = VisualModel::New();
+
+ 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()
+ {
+ delete mTextInput;
+ }
+
+ ControlInterface& mControlInterface; ///< Reference to the text controller.
+ LogicalModelPtr mLogicalModel; ///< Pointer to the logical model.
+ VisualModelPtr mVisualModel; ///< Pointer to the visual model.
+ FontDefaults* mFontDefaults; ///< Avoid allocating this when the user does not specify a font.
+ Controller::TextInput* mTextInput; ///< Avoid allocating everything for text input until EnableTextInput().
+ TextAbstraction::FontClient mFontClient; ///< Handle to the font client.
+ View mView; ///< The view interface to the rendering back-end.
+ LayoutEngine mLayoutEngine; ///< The layout engine.
+ 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.
+};
+
+ControllerPtr Controller::New( ControlInterface& controlInterface )
+{
+ return ControllerPtr( new Controller( controlInterface ) );
+}
+
+void Controller::SetText( const std::string& text )
+{
+ // Cancel previously queued inserts etc.
+ mImpl->mModifyEvents.clear();
+
+ // Keep until size negotiation
+ ModifyEvent event;
+ event.type = REPLACE_TEXT;
+ event.text = text;
+ mImpl->mModifyEvents.push_back( event );
+
+ if( mImpl->mTextInput )
+ {
+ // Cancel previously queued events
+ mImpl->mTextInput->mEventQueue.clear();
+
+ // TODO - Hide selection decorations
+ }
+}
+
+void Controller::GetText( std::string& text ) const
+{
+ if( !mImpl->mModifyEvents.empty() &&
+ REPLACE_TEXT == mImpl->mModifyEvents[0].type )
+ {
+ text = mImpl->mModifyEvents[0].text;
+ }
+ else
+ {
+ // TODO - Convert from UTF-32
+ }
+}
+
+void Controller::SetPlaceholderText( const std::string& text )
+{
+ if( !mImpl->mTextInput )
+ {
+ mImpl->mTextInput->mPlaceholderText = text;
+ }
+}
+
+void Controller::GetPlaceholderText( std::string& text ) const
+{
+ if( !mImpl->mTextInput )
+ {
+ text = mImpl->mTextInput->mPlaceholderText;
+ }
+}
+
+void Controller::SetDefaultFontFamily( const std::string& defaultFontFamily )
+{
+ if( !mImpl->mFontDefaults )
+ {
+ mImpl->mFontDefaults = new Controller::FontDefaults();
+ }
+
+ mImpl->mFontDefaults->mDefaultFontFamily = defaultFontFamily;
+ 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();
+ mImpl->mVisualModel->ClearCaches();
+
+ RequestRelayout();
+}
+
+const std::string& Controller::GetDefaultFontFamily() const
+{
+ if( mImpl->mFontDefaults )
+ {
+ return mImpl->mFontDefaults->mDefaultFontFamily;
+ }
+
+ return String::EMPTY;;
+}
+
+void Controller::SetDefaultFontStyle( const std::string& defaultFontStyle )
+{
+ if( !mImpl->mFontDefaults )
+ {
+ mImpl->mFontDefaults = new Controller::FontDefaults();
+ }
+
+ mImpl->mFontDefaults->mDefaultFontStyle = defaultFontStyle;
+ 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();
+ mImpl->mVisualModel->ClearCaches();
+
+ RequestRelayout();
+}
+
+const std::string& Controller::GetDefaultFontStyle() const
+{
+ if( mImpl->mFontDefaults )
+ {
+ return mImpl->mFontDefaults->mDefaultFontStyle;
+ }
+
+ return String::EMPTY;
+}
-struct Controller::Impl
+void Controller::SetDefaultPointSize( float pointSize )
{
- Impl( ControlInterface& controlInterface )
- : mControlInterface( controlInterface ),
- mNewText(),
- mOperations( NO_OPERATION ),
- mControlSize(),
- mTextInput( NULL )
+ if( !mImpl->mFontDefaults )
{
- mLogicalModel = LogicalModel::New();
- mVisualModel = VisualModel::New();
+ mImpl->mFontDefaults = new Controller::FontDefaults();
+ }
- mView.SetVisualModel( mVisualModel );
+ mImpl->mFontDefaults->mDefaultPointSize = pointSize;
+ 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();
+ mImpl->mVisualModel->ClearCaches();
+
+ RequestRelayout();
+}
- mFontClient = TextAbstraction::FontClient::Get();
+float Controller::GetDefaultPointSize() const
+{
+ if( mImpl->mFontDefaults )
+ {
+ return mImpl->mFontDefaults->mDefaultPointSize;
}
- ~Impl()
+ return 0.0f;
+}
+
+void Controller::GetDefaultFonts( Vector<FontRun>& fonts, Length numberOfCharacters ) const
+{
+ if( mImpl->mFontDefaults )
{
- delete mTextInput;
+ FontRun fontRun;
+ fontRun.characterRun.characterIndex = 0;
+ fontRun.characterRun.numberOfCharacters = numberOfCharacters;
+ fontRun.fontId = mImpl->mFontDefaults->GetFontId( mImpl->mFontClient );
+ fontRun.isDefault = true;
+
+ fonts.PushBack( fontRun );
}
+}
- ControlInterface& mControlInterface;
+const Vector4& Controller::GetTextColor() const
+{
+ return mImpl->mVisualModel->GetTextColor();
+}
+
+const Vector2& Controller::GetShadowOffset() const
+{
+ return mImpl->mVisualModel->GetShadowOffset();
+}
- std::string mNewText;
+const Vector4& Controller::GetShadowColor() const
+{
+ return mImpl->mVisualModel->GetShadowColor();
+}
- LogicalModelPtr mLogicalModel;
- VisualModelPtr mVisualModel;
+const Vector4& Controller::GetUnderlineColor() const
+{
+ return mImpl->mVisualModel->GetUnderlineColor();
+}
- View mView;
+bool Controller::IsUnderlineEnabled() const
+{
+ return mImpl->mVisualModel->IsUnderlineEnabled();
+}
- LayoutEngine mLayoutEngine;
+void Controller::SetTextColor( const Vector4& textColor )
+{
+ mImpl->mVisualModel->SetTextColor( textColor );
+}
- TextAbstraction::FontClient mFontClient;
+void Controller::SetShadowOffset( const Vector2& shadowOffset )
+{
+ mImpl->mVisualModel->SetShadowOffset( shadowOffset );
+}
- OperationsMask mOperations;
+void Controller::SetShadowColor( const Vector4& shadowColor )
+{
+ mImpl->mVisualModel->SetShadowColor( shadowColor );
+}
- Size mControlSize;
+void Controller::SetUnderlineColor( const Vector4& color )
+{
+ mImpl->mVisualModel->SetUnderlineColor( color );
+}
- // Avoid allocating everything for text input until EnableTextInput()
- Controller::TextInput* mTextInput;
-};
+void Controller::SetUnderlineEnabled( bool enabled )
+{
+ mImpl->mVisualModel->SetUnderlineEnabled( enabled );
+}
-ControllerPtr Controller::New( ControlInterface& controlInterface )
+void Controller::EnableTextInput( DecoratorPtr decorator )
{
- return ControllerPtr( new Controller( controlInterface ) );
+ if( !mImpl->mTextInput )
+ {
+ mImpl->mTextInput = new TextInput( mImpl->mLogicalModel,
+ mImpl->mVisualModel,
+ decorator,
+ mImpl->mFontDefaults,
+ mImpl->mFontClient );
+ }
}
-void Controller::SetText( const std::string& text )
+void Controller::SetEnableCursorBlink( bool enable )
{
- // Keep until size negotiation
- mImpl->mNewText = text;
- mImpl->mOperations = ALL_OPERATIONS;
+ DALI_ASSERT_DEBUG( NULL != mImpl->mTextInput && "TextInput disabled" );
if( mImpl->mTextInput )
{
- // Cancel previously queued events
- mImpl->mTextInput->mEventQueue.clear();
+ mImpl->mTextInput->mCursorBlinkEnabled = enable;
- // TODO - Hide selection decorations
+ if( !enable &&
+ mImpl->mTextInput->mDecorator )
+ {
+ mImpl->mTextInput->mDecorator->StopCursorBlink();
+ }
+ }
+}
+
+bool Controller::GetEnableCursorBlink() const
+{
+ if( mImpl->mTextInput )
+ {
+ return mImpl->mTextInput->mCursorBlinkEnabled;
+ }
+
+ return false;
+}
+
+const Vector2& Controller::GetScrollPosition() const
+{
+ if( mImpl->mTextInput )
+ {
+ return mImpl->mTextInput->mScrollPosition;
}
+
+ return Vector2::ZERO;
+}
+
+const Vector2& Controller::GetAlignmentOffset() const
+{
+ return mImpl->mAlignmentOffset;
}
-void Controller::GetText( std::string& text )
+Vector3 Controller::GetNaturalSize()
{
- if( !mImpl->mNewText.empty() )
+ Vector3 naturalSize;
+
+ // Make sure the model is up-to-date before layouting
+ ProcessModifyEvents();
+
+ if( mImpl->mRecalculateNaturalSize )
{
- text = mImpl->mNewText;
+ // 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
{
- // TODO - Convert from UTF-32
+ naturalSize = mImpl->mVisualModel->GetNaturalSize();
}
+
+ return naturalSize;
}
-void Controller::EnableTextInput( DecoratorPtr decorator )
+float Controller::GetHeightForWidth( float width )
{
- if( !mImpl->mTextInput )
+ // 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
{
- mImpl->mTextInput = new TextInput( mImpl->mLogicalModel, mImpl->mVisualModel, decorator );
+ layoutSize = mImpl->mVisualModel->GetActualSize();
}
+
+ return layoutSize.height;
}
-bool Controller::Relayout( const Vector2& size )
+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 false;
+ return glyphsRemoved;
}
- bool updated = false;
-
if( size != mImpl->mControlSize )
{
- updated = DoRelayout( size, mImpl->mOperations );
-
- // Do not re-do any operation until something changes.
- mImpl->mOperations = NO_OPERATION;
+ // 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->ProcessTouchEvents() || updated;
+ updated = mImpl->mTextInput->ProcessInputEvents( mImpl->mControlSize, mImpl->mAlignmentOffset ) || updated;
}
return updated;
}
-bool Controller::DoRelayout( const Vector2& size, OperationsMask operations )
+void Controller::ProcessModifyEvents()
{
- bool viewUpdated( false );
+ 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();
+ mImpl->mVisualModel->ClearCaches();
+
+ // 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();
+ mImpl->mVisualModel->ClearCaches();
+
+ // 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 );
- // Sets the text into the model.
- mImpl->mLogicalModel->SetText( utf32Characters.Begin(), characterCount );
+ // Queue a cursor reposition event; this must wait until after DoRelayout()
+ mImpl->mTextInput->mUpdateCursorPosition = true;
+}
+
+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();
+ mImpl->mVisualModel->ClearCaches();
+
+ // 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;
}
- Vector<LineBreakInfo> lineBreakInfo;
+ // 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 = 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 );
+ }
+
+ 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( numberOfCharacters, TextAbstraction::WORD_NO_BREAK );
- mImpl->mLogicalModel->SetLineBreakInfo( lineBreakInfo.Begin(), characterCount );
+ SetWordBreakInfo( utf32Characters,
+ wordBreakInfo );
}
const bool getScripts = GET_SCRIPTS & operations;
const bool validateFonts = VALIDATE_FONTS & operations;
- Vector<ScriptRun> scripts;
- Vector<FontRun> fonts;
+ Vector<ScriptRun>& scripts = mImpl->mLogicalModel->mScriptRuns;
+ Vector<FontRun>& validFonts = mImpl->mLogicalModel->mFontRuns;
+
if( getScripts || validateFonts )
{
// Validates the fonts assigned by the application or assigns default ones.
multilanguageSupport.SetScripts( utf32Characters,
lineBreakInfo,
scripts );
-
- // Sets the scripts into the model.
- mImpl->mLogicalModel->SetScripts( scripts.Begin(), scripts.Count() );
}
if( validateFonts )
{
+ 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,
- fonts );
-
- // Sets the fonts into the model.
- mImpl->mLogicalModel->SetFonts( fonts.Begin(), fonts.Count() );
+ validFonts );
}
}
- Vector<GlyphInfo> glyphs;
- Vector<CharacterIndex> glyphsToCharactersMap;
- Vector<Length> charactersPerGlyph;
+ Vector<Character> mirroredUtf32Characters;
+ bool textMirrored = false;
+ if( BIDI_INFO & operations )
+ {
+ // 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 < numberOfCharacters; ++index )
+ {
+ if( TextAbstraction::LINE_NO_BREAK == *( lineBreakInfoBuffer + index ) )
+ {
+ ++numberOfParagraphs;
+ }
+ }
+
+ Vector<BidirectionalParagraphInfoRun>& bidirectionalInfo = mImpl->mLogicalModel->mBidirectionalParagraphInfo;
+ bidirectionalInfo.Reserve( numberOfParagraphs );
+
+ // Calculates the bidirectional info for the whole paragraph if it contains right to left scripts.
+ SetBidirectionalInfo( utf32Characters,
+ scripts,
+ lineBreakInfo,
+ bidirectionalInfo );
+
+ 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.
+
+ 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
+ {
+ // 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,
- fonts,
+ validFonts,
glyphs,
glyphsToCharactersMap,
charactersPerGlyph );
+
+ // Create the 'number of glyphs' per character and the glyph to character conversion tables.
+ mImpl->mVisualModel->CreateGlyphsPerCharacterTable( numberOfCharacters );
+ mImpl->mVisualModel->CreateCharacterToGlyphTable( numberOfCharacters );
}
+ const Length numberOfGlyphs = glyphs.Count();
+
if( GET_GLYPH_METRICS & operations )
{
- mImpl->mFontClient.GetGlyphMetrics( glyphs.Begin(), glyphs.Count() );
+ mImpl->mFontClient.GetGlyphMetrics( glyphs.Begin(), numberOfGlyphs );
}
+}
- if( LAYOUT & operations )
- {
- if( 0u == glyphs.Count() )
- {
- const Length numberOfGlyphs = mImpl->mVisualModel->GetNumberOfGlyphs();
+bool Controller::DoRelayout( const Size& size,
+ OperationsMask operationsRequired,
+ Size& layoutSize )
+{
+ bool viewUpdated( false );
- glyphs.Resize( numberOfGlyphs );
- glyphsToCharactersMap.Resize( numberOfGlyphs );
- charactersPerGlyph.Resize( numberOfGlyphs );
+ // Calculate the operations to be done.
+ const OperationsMask operations = static_cast<OperationsMask>( mImpl->mOperationsPending & operationsRequired );
- mImpl->mVisualModel->GetGlyphs( glyphs.Begin(),
- 0u,
- numberOfGlyphs );
+ if( LAYOUT & operations )
+ {
+ // Some vectors with data needed to layout and reorder may be void
+ // after the first time the text has been laid out.
+ // Fill the vectors again.
- mImpl->mVisualModel->GetGlyphToCharacterMap( glyphsToCharactersMap.Begin(),
- 0u,
- numberOfGlyphs );
+ Length numberOfGlyphs = mImpl->mVisualModel->GetNumberOfGlyphs();
- mImpl->mVisualModel->GetCharactersPerGlyphMap( charactersPerGlyph.Begin(),
- 0u,
- numberOfGlyphs );
+ if( 0u == numberOfGlyphs )
+ {
+ // Nothing else to do if there is no glyphs.
+ return true;
}
- // Update the visual model
- mImpl->mLayoutEngine.UpdateVisualModel( size,
- glyphs,
- glyphsToCharactersMap,
- charactersPerGlyph,
- *mImpl->mVisualModel );
-
- viewUpdated = true;
- }
-
- return viewUpdated;
-}
-
-Vector3 Controller::GetNaturalSize()
-{
- // TODO - Finish implementing
- return Vector3::ZERO;
-
- // 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 );
+ 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,
+ glyphs.Begin(),
+ glyphsToCharactersMap.Begin(),
+ charactersPerGlyph.Begin() );
+
+ // 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 = 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,
+ glyphPositions,
+ lines,
+ layoutSize );
+
+ if( viewUpdated )
+ {
+ // Reorder the lines
+ if( REORDER & operations )
+ {
+ Vector<BidirectionalParagraphInfoRun>& bidirectionalInfo = mImpl->mLogicalModel->mBidirectionalParagraphInfo;
- // Operations that need to be done if the size or the text changes.
- const OperationsMask sizeOperations = static_cast<OperationsMask>( LAYOUT |
- REORDER );
+ // Check first if there are paragraphs with bidirectional info.
+ if( 0u != bidirectionalInfo.Count() )
+ {
+ // Get the lines
+ const Length numberOfLines = mImpl->mVisualModel->GetNumberOfLines();
+
+ // Reorder the lines.
+ Vector<BidirectionalLineInfoRun> lineBidirectionalInfoRuns;
+ lineBidirectionalInfoRuns.Reserve( numberOfLines ); // Reserve because is not known yet how many lines have right to left characters.
+ ReorderLines( bidirectionalInfo,
+ lines,
+ lineBidirectionalInfoRuns );
+
+ // Set the bidirectional info into the model.
+ const Length numberOfBidirectionalInfoRuns = lineBidirectionalInfoRuns.Count();
+ mImpl->mLogicalModel->SetVisualToLogicalMap( lineBidirectionalInfoRuns.Begin(),
+ numberOfBidirectionalInfoRuns );
+
+ // Set the bidirectional info per line into the layout parameters.
+ layoutParameters.lineBidirectionalInfoRunsBuffer = lineBidirectionalInfoRuns.Begin();
+ layoutParameters.numberOfBidirectionalInfoRuns = numberOfBidirectionalInfoRuns;
+
+ // Get the character to glyph conversion table and set into the layout.
+ layoutParameters.charactersToGlyphsBuffer = mImpl->mVisualModel->mCharactersToGlyph.Begin();
+
+ // Get the glyphs per character table and set into the layout.
+ layoutParameters.glyphsPerCharacterBuffer = mImpl->mVisualModel->mGlyphsPerCharacter.Begin();
+
+ // Re-layout the text. Reorder those lines with right to left characters.
+ mImpl->mLayoutEngine.ReLayoutRightToLeftLines( layoutParameters,
+ glyphPositions );
+
+ // Free the allocated memory used to store the conversion table in the bidirectional line info run.
+ for( Vector<BidirectionalLineInfoRun>::Iterator it = lineBidirectionalInfoRuns.Begin(),
+ endIt = lineBidirectionalInfoRuns.End();
+ it != endIt;
+ ++it )
+ {
+ BidirectionalLineInfoRun& bidiLineInfo = *it;
- const float maxFloat = std::numeric_limits<float>::max();
- DoRelayout( Vector2( maxFloat, maxFloat ),
- static_cast<OperationsMask>( onlyOnceOperations |
- sizeOperations ) );
+ free( bidiLineInfo.visualToLogicalMap );
+ }
+ }
+ } // REORDER
- // Do not do again the only once operations.
- mImpl->mOperations = static_cast<OperationsMask>( mImpl->mOperations & ~onlyOnceOperations );
+ if( ALIGN & operations )
+ {
+ mImpl->mLayoutEngine.Align( layoutParameters,
+ layoutSize,
+ lines,
+ glyphPositions );
+ }
- // Do the size related operations again.
- mImpl->mOperations = static_cast<OperationsMask>( mImpl->mOperations | sizeOperations );
+ // Sets the actual size.
+ if( UPDATE_ACTUAL_SIZE & operations )
+ {
+ mImpl->mVisualModel->SetActualSize( layoutSize );
+ }
+ } // view updated
+ }
+ else
+ {
+ layoutSize = mImpl->mVisualModel->GetActualSize();
+ }
- return Vector3( mImpl->mVisualModel->GetNaturalSize() );
+ return viewUpdated;
}
-float Controller::GetHeightForWidth( float width )
+void Controller::CalculateTextAlignment( const Size& size )
{
- // 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 );
+ // Get the direction of the first character.
+ const CharacterDirection firstParagraphDirection = mImpl->mLogicalModel->GetCharacterDirection( 0u );
- // Operations that need to be done if the size or the text changes.
- const OperationsMask sizeOperations = static_cast<OperationsMask>( LAYOUT |
- REORDER );
+ const Size& actualSize = mImpl->mVisualModel->GetActualSize();
- DoRelayout( Size( width, 0.f ),
- static_cast<OperationsMask>( onlyOnceOperations |
- sizeOperations ) );
-
- // Do not do again the only once operations.
- mImpl->mOperations = static_cast<OperationsMask>( mImpl->mOperations & ~onlyOnceOperations );
+ // 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 ) )
+ {
+ if( LayoutEngine::HORIZONTAL_ALIGN_BEGIN == horizontalAlignment )
+ {
+ horizontalAlignment = LayoutEngine::HORIZONTAL_ALIGN_END;
+ }
+ else
+ {
+ horizontalAlignment = LayoutEngine::HORIZONTAL_ALIGN_BEGIN;
+ }
+ }
- // Do the size related operations again.
- mImpl->mOperations = static_cast<OperationsMask>( mImpl->mOperations | sizeOperations );
+ switch( horizontalAlignment )
+ {
+ 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;
+ }
+ }
- return mImpl->mVisualModel->GetActualSize().height;
+ const LayoutEngine::VerticalAlignment verticalAlignment = mImpl->mLayoutEngine.GetVerticalAlignment();
+ switch( verticalAlignment )
+ {
+ 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;
+ }
+ }
}
View& Controller::GetView()
}
}
+bool Controller::KeyEvent( const Dali::KeyEvent& keyEvent )
+{
+ DALI_ASSERT_DEBUG( mImpl->mTextInput && "Unexpected KeyEvent" );
+
+ if( mImpl->mTextInput &&
+ keyEvent.state == KeyEvent::Down )
+ {
+ int keyCode = keyEvent.keyCode;
+ const std::string& keyString = keyEvent.keyPressed;
+
+ // Pre-process to separate modifying events from non-modifying input events.
+ if( Dali::DALI_KEY_ESCAPE == keyCode )
+ {
+ // 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->ChangeState( TextInput::EDITING ); // todo Confirm this is the best place to change the state of
+
+ RequestRelayout();
+ }
+
+ return false;
+}
+
void Controller::TapEvent( unsigned int tapCount, float x, float y )
{
DALI_ASSERT_DEBUG( mImpl->mTextInput && "Unexpected TapEvent" );
}
}
+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" );