*
*/
-#include <dali/dali.h>
-
+// CLASS HEADER
#include <dali-toolkit/internal/controls/text-input/text-input-impl.h>
-#include <dali-toolkit/internal/controls/text-view/text-processor.h>
-#include <dali-toolkit/public-api/controls/buttons/push-button.h>
-#include <dali-toolkit/public-api/controls/alignment/alignment.h>
-#include <dali-toolkit/public-api/controls/default-controls/solid-color-actor.h>
-
-#include <dali/integration-api/debug.h>
+// EXTERNAL INCLUDES
#include <math.h>
#include <sstream>
#include <algorithm>
+#include <dali/public-api/adaptor-framework/virtual-keyboard.h>
+#include <dali/public-api/animation/constraints.h>
+#include <dali/public-api/common/stage.h>
+#include <dali/public-api/events/key-event.h>
+#include <dali/public-api/events/touch-event.h>
+#include <dali/public-api/object/type-registry.h>
+#include <dali/public-api/object/property-notification.h>
+#include <dali/integration-api/debug.h>
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/internal/controls/text-view/text-processor.h>
+#include <dali-toolkit/public-api/controls/buttons/push-button.h>
+#include <dali-toolkit/public-api/controls/alignment/alignment.h>
+#include <dali-toolkit/public-api/controls/default-controls/solid-color-actor.h>
using namespace std;
using namespace Dali;
SelectionFinished ///< Finished selected section
};
-/**
- * Whether the given style is the default style or not.
- * @param[in] style The given style.
- * @return \e true if the given style is the default. Otherwise it returns \e false.
- */
-bool IsDefaultStyle( const TextStyle& style )
-{
- return DEFAULT_TEXT_STYLE == style;
-}
-
-/**
- * Whether the given styled text is using the default style or not.
- * @param[in] textArray The given text.
- * @return \e true if the given styled text is using the default style. Otherwise it returns \e false.
- */
-bool IsTextDefaultStyle( const Toolkit::MarkupProcessor::StyledTextArray& textArray )
-{
- for( Toolkit::MarkupProcessor::StyledTextArray::const_iterator it = textArray.begin(), endIt = textArray.end(); it != endIt; ++it )
- {
- const TextStyle& style( (*it).mStyle );
-
- if( !IsDefaultStyle( style ) )
- {
- return false;
- }
- }
-
- return true;
-}
-
std::size_t FindVisibleCharacterLeft( std::size_t cursorPosition, const Toolkit::TextView::CharacterLayoutInfoContainer& characterLayoutInfoTable )
{
for( Toolkit::TextView::CharacterLayoutInfoContainer::const_reverse_iterator it = characterLayoutInfoTable.rbegin() + characterLayoutInfoTable.size() - cursorPosition, endIt = characterLayoutInfoTable.rend();
--cursorPosition;
}
- return 0;
+ return 0u;
}
std::size_t FindVisibleCharacterRight( std::size_t cursorPosition, const Toolkit::TextView::CharacterLayoutInfoContainer& characterLayoutInfoTable )
TextInputPtr textInput(new TextInput());
// Pass ownership to CustomActor via derived handle
Dali::Toolkit::TextInput handle(*textInput);
+ handle.SetName( "TextInput");
textInput->Initialize();
-
return handle;
}
return markupString;
}
+void TextInput::ShowPlaceholderText( const MarkupProcessor::StyledTextArray& stylePlaceHolderText )
+{
+ mDisplayedTextView.SetText( stylePlaceHolderText );
+ mPlaceHolderSet = true;
+ mDisplayedTextView.SetScrollPosition( Vector2( 0.0f,0.0f ) );
+}
+
void TextInput::SetPlaceholderText( const std::string& placeHolderText )
{
// Get the placeholder styled text array from the markup string.
MarkupProcessor::GetStyledTextArray( placeHolderText, mStyledPlaceHolderText, IsMarkupProcessingEnabled() );
-
if( mStyledText.empty() )
{
- // Set the placeholder text only if the styled text is empty.
- mDisplayedTextView.SetText( mStyledPlaceHolderText );
- mPlaceHolderSet = true;
+ ShowPlaceholderText( mStyledPlaceHolderText );
}
}
if( mStyledText.empty() )
{
- // If the initial text is empty, set the placeholder text.
- mDisplayedTextView.SetText( mStyledPlaceHolderText );
- mPlaceHolderSet = true;
+ ShowPlaceholderText( mStyledPlaceHolderText );
}
else
{
mClipboard = Clipboard::Get(); // Store handle to clipboard
// Now in edit mode we can accept string to paste from clipboard
- if( Adaptor::IsAvailable() )
+ ClipboardEventNotifier notifier( ClipboardEventNotifier::Get() );
+ if ( notifier )
{
- ClipboardEventNotifier notifier( ClipboardEventNotifier::Get() );
- if ( notifier )
- {
- notifier.ContentSelectedSignal().Connect( this, &TextInput::OnClipboardTextSelected );
- }
+ notifier.ContentSelectedSignal().Connect( this, &TextInput::OnClipboardTextSelected );
}
}
mClipboard.Reset();
// No longer in edit mode so do not want to receive string from clipboard
- if( Adaptor::IsAvailable() )
+ ClipboardEventNotifier notifier( ClipboardEventNotifier::Get() );
+ if ( notifier )
{
- ClipboardEventNotifier notifier( ClipboardEventNotifier::Get() );
- if ( notifier )
- {
- notifier.ContentSelectedSignal().Disconnect( this, &TextInput::OnClipboardTextSelected );
- }
- Clipboard clipboard = Clipboard::Get();
+ notifier.ContentSelectedSignal().Disconnect( this, &TextInput::OnClipboardTextSelected );
+ }
- if ( clipboard )
- {
- clipboard.HideClipboard();
- }
+ Clipboard clipboard = Clipboard::Get();
+ if ( clipboard )
+ {
+ clipboard.HideClipboard();
}
}
{
Actor self = Self();
mActiveLayer = Layer::New();
+ mActiveLayer.SetName ( "ActiveLayerActor" );
mActiveLayer.SetAnchorPoint( AnchorPoint::CENTER);
mActiveLayer.SetParentOrigin( ParentOrigin::CENTER);
mTextLayoutInfo.mScrollOffset = mDisplayedTextView.GetScrollPosition();
ReturnClosestIndex( tap.localPoint, mCursorPosition );
+ std::size_t start = 0;
+ std::size_t end = 0;
+ Dali::Toolkit::Internal::TextProcessor::FindNearestWord( mStyledText, mCursorPosition, start, end );
+
+ mCursorPosition = end; // Ensure cursor is positioned at end of selected word
+
ImfManager imfManager = ImfManager::Get();
if ( imfManager )
{
imfManager.NotifyCursorPosition();
}
- std::size_t start = 0;
- std::size_t end = 0;
- Dali::Toolkit::Internal::TextProcessor::FindNearestWord( mStyledText, mCursorPosition, start, end );
-
- SelectText( start, end );
+ if ( !mStyledText.at(end-1).mText[0].IsWhiteSpace() )
+ {
+ SelectText( start, end );
+ ShowPopupCutCopyPaste();
+ }
+ else
+ {
+ RemoveHighlight( false ); // Remove highlight but do not auto hide popup
+ HidePopup( false ); // Hide popup with setting to do auto show.
+ SetUpPopupSelection( false ); // Set to false so if nearest word is whitespace it will not show cut button.
+ ShowPopup();
+ }
}
- // if no text but clipboard has content then show paste option
- if ( ( mClipboard && mClipboard.NumberOfItems() ) || !mStyledText.empty() )
+ else if ( mClipboard && mClipboard.NumberOfItems() )
{
ShowPopupCutCopyPaste();
}
{
// Set the initial cursor position in the tap point.
ReturnClosestIndex(tap.localPoint, mCursorPosition );
-
- // Create the grab handle.
- // TODO Make this a re-usable function.
- if ( IsGrabHandleEnabled() )
- {
- const Vector3 cursorPosition = GetActualPositionFromCharacterPosition(mCursorPosition);
-
- CreateGrabHandle();
-
- mActualGrabHandlePosition.x = cursorPosition.x; // Set grab handle to be at the cursor position
- mActualGrabHandlePosition.y = cursorPosition.y; // Set grab handle to be at the cursor position
- mGrabHandle.SetPosition( mActualGrabHandlePosition + UI_OFFSET );
- ShowGrabHandleAndSetVisibility( mIsGrabHandleInScrollArea );
-
- }
-
- // Edit mode started after grab handle created to ensure the signal InputStarted is sent last.
- // This is used to ensure if selecting text hides the grab handle then this code is run after grab handle is created,
- // otherwise the Grab handle will be shown when selecting.
-
StartEditMode();
}
}
}
}
+ // Edit mode started after grab handle created to ensure the signal InputStarted is sent last.
+ // This is used to ensure if selecting text hides the grab handle then this code is run after grab handle is created,
+ // otherwise the Grab handle will be shown when selecting.
if ( createGrabHandle && IsGrabHandleEnabled() )
{
- const Vector3 cursorPosition = GetActualPositionFromCharacterPosition(mCursorPosition);
+ Vector3 altPosition; // Alternate (i.e. opposite direction) cursor position.
+ bool altPositionValid; // Alternate cursor validity flag.
+ bool directionRTL; // Need to know direction of primary cursor (in case we have 2 cursors and need to show them differently)
+ Vector3 cursorPosition = GetActualPositionFromCharacterPosition( mCursorPosition, directionRTL, altPosition, altPositionValid );
+
+ if( altPositionValid )
+ {
+ // Check which of the positions is the closest.
+ if( fabsf( altPosition.x - tap.localPoint.x ) < fabsf( cursorPosition.x - tap.localPoint.x ) )
+ {
+ cursorPosition = altPosition;
+ }
+ }
CreateGrabHandle();
{
DALI_LOG_INFO( gLogFilter, Debug::General, "OnLongPress\n" );
+ // Ignore longpress if in selection mode already
+ if( mHighlightMeshActor )
+ {
+ return;
+ }
+
if(longPress.state == Dali::Gesture::Started)
{
// Start edit mode on long press
mTextLayoutInfo.mScrollOffset = mDisplayedTextView.GetScrollPosition();
ReturnClosestIndex( longPress.localPoint, mCursorPosition );
+ std::size_t start = 0;
+ std::size_t end = 0;
+ Dali::Toolkit::Internal::TextProcessor::FindNearestWord( mStyledText, mCursorPosition, start, end );
+
+ mCursorPosition = end; // Ensure cursor is positioned at end of selected word
+
ImfManager imfManager = ImfManager::Get();
if ( imfManager )
{
imfManager.SetCursorPosition ( mCursorPosition );
imfManager.NotifyCursorPosition();
}
- std::size_t start = 0;
- std::size_t end = 0;
- Dali::Toolkit::Internal::TextProcessor::FindNearestWord( mStyledText, mCursorPosition, start, end );
SelectText( start, end );
}
{
bool preEditFlagPreviouslySet( mPreEditFlag );
- if (mHighlightMeshActor)
- {
- // replaces highlighted text with new line
- DeleteHighlightedText( false );
- }
+ // replaces highlighted text with new line
+ DeleteHighlightedText( false );
+
mCursorPosition = mCursorPosition + InsertAt( Text( NEWLINE ), mCursorPosition, 0 );
// If we are in pre-edit mode then pressing enter will cause a commit. But the commit string does not include the
// Some text may be selected, hiding keyboard causes an empty keystring to be sent, we don't want to delete highlight in this case
if ( !keyString.empty() )
{
- if ( mHighlightMeshActor )
- {
- // replaces highlighted text with new character
- DeleteHighlightedText( false );
- }
-
+ // replaces highlighted text with new character
+ DeleteHighlightedText( false );
// Received key String
- mCursorPosition = mCursorPosition + InsertAt( Text( keyString ), mCursorPosition, 0 );
+ mCursorPosition += InsertAt( Text( keyString ), mCursorPosition, 0 );
update = true;
EmitTextModified();
}
return false;
}
+void TextInput::ChooseRtlSelectionHandlePosition( const Vector3& cursorPositionOne,
+ const Vector3& cursorPositionTwo,
+ bool altPositionValidOne,
+ bool altPositionValidTwo,
+ const Vector3& altPositionOne,
+ const Vector3& altPositionTwo )
+{
+ // TODO VCC Valid for one line.
+ // Try to place the selection handles. TODO think in something better. Probably need to know the direction of the paragraph.
+ if( cursorPositionOne != cursorPositionTwo )
+ {
+ if( cursorPositionOne.x < cursorPositionTwo.x )
+ {
+ mSelectionHandleOneActualPosition = cursorPositionOne;
+ mSelectionHandleTwoActualPosition = cursorPositionTwo;
+ }
+ else
+ {
+ mSelectionHandleOneActualPosition = cursorPositionTwo;
+ mSelectionHandleTwoActualPosition = cursorPositionOne;
+ }
+ }
+ else
+ {
+ mSelectionHandleOneActualPosition = cursorPositionOne;
+ if( altPositionValidOne )
+ {
+ if( altPositionOne.x < mSelectionHandleOneActualPosition.x )
+ {
+ mSelectionHandleOneActualPosition = altPositionOne;
+ }
+ }
+ if( altPositionValidTwo )
+ {
+ if( altPositionTwo.x < mSelectionHandleOneActualPosition.x )
+ {
+ mSelectionHandleOneActualPosition = altPositionTwo;
+ }
+ }
+
+ mSelectionHandleTwoActualPosition = cursorPositionTwo;
+ if( altPositionValidTwo )
+ {
+ if( altPositionTwo.x > mSelectionHandleTwoActualPosition.x )
+ {
+ mSelectionHandleTwoActualPosition = altPositionTwo;
+ }
+ }
+ if( altPositionValidOne )
+ {
+ if( altPositionOne.x > mSelectionHandleTwoActualPosition.x )
+ {
+ mSelectionHandleTwoActualPosition = altPositionOne;
+ }
+ }
+ }
+}
+
void TextInput::OnTextViewScrolled( Toolkit::TextView textView, Vector2 scrollPosition )
{
// Updates the stored scroll position.
// Updates the cursor and grab handle position and visibility.
if( mGrabHandle || mCursor )
{
- cursorSize.height = GetRowRectFromCharacterPosition( GetVisualPosition( mCursorPosition ) ).height;
- const Vector3 cursorPosition = GetActualPositionFromCharacterPosition(mCursorPosition);
+ cursorSize.height = GetRowRectFromCharacterPosition( mCursorPosition ).height;
+
+ Vector3 altPosition; // Alternate (i.e. opposite direction) cursor position.
+ bool altPositionValid; // Alternate cursor validity flag.
+ bool directionRTL; // Need to know direction of primary cursor (in case we have 2 cursors and need to show them differently)
+ Vector3 cursorPosition = GetActualPositionFromCharacterPosition( mCursorPosition, directionRTL, altPosition, altPositionValid );
+
+ if( altPositionValid )
+ {
+ // Check which of the positions is the closest.
+ if( fabsf( altPosition.x - mActualGrabHandlePosition.x ) < fabsf( cursorPosition.x - mActualGrabHandlePosition.x ) )
+ {
+ cursorPosition = altPosition;
+ }
+ }
mIsCursorInScrollArea = mIsGrabHandleInScrollArea = IsPositionInsideBoundaries( cursorPosition, cursorSize, controlSize );
// Updates the selection handles and highlighted text position and visibility.
if( mSelectionHandleOne && mSelectionHandleTwo )
{
- const Vector3 cursorPositionOne = GetActualPositionFromCharacterPosition(mSelectionHandleOnePosition);
- const Vector3 cursorPositionTwo = GetActualPositionFromCharacterPosition(mSelectionHandleTwoPosition);
+ Vector3 altPositionOne; // Alternate (i.e. opposite direction) cursor position.
+ bool altPositionValidOne; // Alternate cursor validity flag.
+ bool directionRTLOne; // Need to know direction of primary cursor (in case we have 2 cursors and need to show them differently)
+ Vector3 cursorPositionOne = GetActualPositionFromCharacterPosition( mSelectionHandleOnePosition, directionRTLOne, altPositionOne, altPositionValidOne );
+
+ Vector3 altPositionTwo; // Alternate (i.e. opposite direction) cursor position.
+ bool altPositionValidTwo; // Alternate cursor validity flag.
+ bool directionRTLTwo; // Need to know direction of primary cursor (in case we have 2 cursors and need to show them differently)
+ Vector3 cursorPositionTwo = GetActualPositionFromCharacterPosition( mSelectionHandleTwoPosition, directionRTLTwo, altPositionTwo, altPositionValidTwo );
+
+ // VCC TODO: This method is a hack for one line.
+ ChooseRtlSelectionHandlePosition( cursorPositionOne,
+ cursorPositionTwo,
+ altPositionValidOne,
+ altPositionValidTwo,
+ altPositionOne,
+ altPositionTwo );
+
cursorSize.height = ( *( mTextLayoutInfo.mCharacterLayoutInfoTable.begin() + mSelectionHandleOnePosition ) ).mSize.height;
const bool isSelectionHandleOneVisible = IsPositionInsideBoundaries( cursorPositionOne, cursorSize, controlSize );
cursorSize.height = ( *( mTextLayoutInfo.mCharacterLayoutInfoTable.begin() + mSelectionHandleTwoPosition ) ).mSize.height;
const bool isSelectionHandleTwoVisible = IsPositionInsideBoundaries( cursorPositionTwo, cursorSize, controlSize );
- mSelectionHandleOneActualPosition = cursorPositionOne.GetVectorXY();
- mSelectionHandleTwoActualPosition = cursorPositionTwo.GetVectorXY();
-
mSelectionHandleOne.SetVisible( isSelectionHandleOneVisible );
mSelectionHandleTwo.SetVisible( isSelectionHandleTwoVisible );
mSelectionHandleOne.SetPosition( mSelectionHandleOneActualPosition + UI_OFFSET + mSelectionHandleOneOffset );
{
// Scroll the text to make the cursor visible.
const Size cursorSize( CURSOR_THICKNESS,
- GetRowRectFromCharacterPosition( GetVisualPosition( mCursorPosition ) ).height );
+ GetRowRectFromCharacterPosition( mCursorPosition ).height );
// Need to scroll the text to make the cursor visible and to cover the whole text-input area.
void TextInput::CreateTextViewActor()
{
mDisplayedTextView = Toolkit::TextView::New();
+ mDisplayedTextView.SetName( "DisplayedTextView ");
mDisplayedTextView.SetMarkupProcessingEnabled( mMarkUpEnabled );
mDisplayedTextView.SetParentOrigin(ParentOrigin::TOP_LEFT);
mDisplayedTextView.SetAnchorPoint(AnchorPoint::TOP_LEFT);
if( mStyledText.empty() )
{
- // Styled text is empty, so set the placeholder text.
- mDisplayedTextView.SetText( mStyledPlaceHolderText );
- mPlaceHolderSet = true;
+ ShowPlaceholderText( mStyledPlaceHolderText );
}
}
break;
if( mStyledText.empty() )
{
- // Styled text is empty, so set the placeholder text.
- mDisplayedTextView.SetText( mStyledPlaceHolderText );
- mPlaceHolderSet = true;
+ ShowPlaceholderText( mStyledPlaceHolderText );
}
else
{
mDisplayedTextView.RemoveTextFrom( mPreEditStartPosition, numberOfCharactersToReplace );
}
+
GetTextLayoutInfo();
EmitTextModified();
}
{
DALI_LOG_INFO( gLogFilter, Debug::General, "DeleteHighlightedText handlePosOne[%u] handlePosTwo[%u]\n", mSelectionHandleOnePosition, mSelectionHandleTwoPosition);
- if(mHighlightMeshActor)
+ if( mHighlightMeshActor )
{
mCursorPosition = std::min( mSelectionHandleOnePosition, mSelectionHandleTwoPosition );
mStyledText.erase( start, end ); // erase range of characters
- // Remove text from TextView.
+ // Remove text from TextView and update place holder text if required
+ // Set the placeholder text only if the styled text is empty.
if( mStyledText.empty() )
{
- // Styled text is empty, so set the placeholder text.
- mDisplayedTextView.SetText( mStyledPlaceHolderText );
- mPlaceHolderSet = true;
+ ShowPlaceholderText( mStyledPlaceHolderText );
}
else
{
if( mStyledText.empty() )
{
- // Styled text is empty, so set the placeholder text.
- mDisplayedTextView.SetText( mStyledPlaceHolderText );
- mPlaceHolderSet = true;
+ ShowPlaceholderText( mStyledPlaceHolderText );
}
else
{
{
ImageActor cursor;
cursor = CreateSolidColorActor(color);
+ cursor.SetName( "Cursor" );
cursor.SetParentOrigin(ParentOrigin::TOP_LEFT);
- cursor.SetAnchorPoint(AnchorPoint::BOTTOM_CENTER);
+ cursor.SetAnchorPoint(AnchorPoint::BOTTOM_LEFT);
cursor.SetVisible(false);
return cursor;
}
}
-void TextInput::DrawCursor(const std::size_t nthChar)
+void TextInput::DrawCursor()
{
+ const Size rowRect = GetRowRectFromCharacterPosition( mCursorPosition );
+
// Get height of cursor and set its size
Size size( CURSOR_THICKNESS, 0.0f );
- if (!mTextLayoutInfo.mCharacterLayoutInfoTable.empty())
+ if( !mTextLayoutInfo.mCharacterLayoutInfoTable.empty() )
{
- size.height = GetRowRectFromCharacterPosition( GetVisualPosition( mCursorPosition ) ).height;
+ size.height = rowRect.height;
}
else
{
DALI_ASSERT_DEBUG( mCursorPosition <= mTextLayoutInfo.mCharacterLayoutInfoTable.size() );
- if ( ( mCursorPosition <= mTextLayoutInfo.mCharacterLayoutInfoTable.size() ) )
+ if( ( mCursorPosition <= mTextLayoutInfo.mCharacterLayoutInfoTable.size() ) )
{
Vector3 altPosition; // Alternate (i.e. opposite direction) cursor position.
bool altPositionValid; // Alternate cursor validity flag.
SetAltCursorEnabled( altPositionValid );
- if(!altPositionValid)
+ if( !altPositionValid )
{
mCursor.SetPosition( position + UI_OFFSET );
}
{
size.height *= 0.5f;
mCursor.SetSize(size);
- mCursor.SetPosition( position + UI_OFFSET - Vector3(0.0f, directionRTL ? 0.0f : size.height, 0.0f) );
+ mCursor.SetPosition( position + UI_OFFSET - Vector3( 0.0f, directionRTL ? 0.0f : size.height, 0.0f ) );
// TODO: change this cursor pos, to be the one where the cursor is sourced from.
- Size rowSize = GetRowRectFromCharacterPosition( GetVisualPosition( mCursorPosition ) );
- size.height = rowSize.height * 0.5f;
+ size.height = rowRect.height * 0.5f;
mCursorRTL.SetSize(size);
- mCursorRTL.SetPosition( altPosition + UI_OFFSET - Vector3(0.0f, directionRTL ? size.height : 0.0f, 0.0f) );
+ mCursorRTL.SetPosition( altPosition + UI_OFFSET - Vector3( 0.0f, directionRTL ? size.height : 0.0f, 0.0f ) );
}
if( IsScrollEnabled() )
void TextInput::CreateGrabArea( Actor& parent )
{
mGrabArea = Actor::New(); // Area that Grab handle responds to, larger than actual handle so easier to move
+ mGrabArea.SetName( "GrabArea" );
mGrabArea.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION );
mGrabArea.ApplyConstraint( Constraint::New<Vector3>( Actor::SIZE, ParentSource( Actor::SIZE ), RelativeToConstraint( DEFAULT_GRAB_HANDLE_RELATIVE_SIZE ) ) ); // grab area to be larger than text actor
mGrabArea.TouchedSignal().Connect(this,&TextInput::OnPressDown);
mTapDetector.Attach( mGrabArea );
mPanGestureDetector.Attach( mGrabArea );
+ mLongPressDetector.Attach( mGrabArea );
parent.Add(mGrabArea);
}
std::size_t newCursorPosition = 0;
ReturnClosestIndex( mActualGrabHandlePosition.GetVectorXY(), newCursorPosition );
- actualHandlePosition = GetActualPositionFromCharacterPosition( newCursorPosition );
+ Vector3 altPosition; // Alternate (i.e. opposite direction) cursor position.
+ bool altPositionValid; // Alternate cursor validity flag.
+ bool directionRTL; // Need to know direction of primary cursor (in case we have 2 cursors and need to show them differently)
+ actualHandlePosition = GetActualPositionFromCharacterPosition( newCursorPosition, directionRTL, altPosition, altPositionValid );
+
+ if( altPositionValid )
+ {
+ // Check which of the positions is the closest.
+ if( fabsf( altPosition.x - mActualGrabHandlePosition.x ) < fabsf( actualHandlePosition.x - mActualGrabHandlePosition.x ) )
+ {
+ actualHandlePosition = altPosition;
+ }
+ }
bool handleVisible = true;
if( IsScrollEnabled() )
{
const Vector3 controlSize = GetControlSize();
- const Size cursorSize = GetRowRectFromCharacterPosition( GetVisualPosition( newCursorPosition ) );
+ const Size cursorSize = GetRowRectFromCharacterPosition( newCursorPosition );
// Scrolls the text if the handle is not in a visible position
handleVisible = IsPositionInsideBoundaries( actualHandlePosition,
cursorSize,
// update table as text may have changed.
GetTextLayoutInfo();
- mSelectionHandleOneActualPosition = GetActualPositionFromCharacterPosition( mSelectionHandleOnePosition );
- mSelectionHandleTwoActualPosition = GetActualPositionFromCharacterPosition( mSelectionHandleTwoPosition );
+ Vector3 altPositionOne; // Alternate (i.e. opposite direction) cursor position.
+ bool altPositionValidOne; // Alternate cursor validity flag.
+ bool directionRTLOne; // Need to know direction of primary cursor (in case we have 2 cursors and need to show them differently)
+ Vector3 cursorPositionOne = GetActualPositionFromCharacterPosition( mSelectionHandleOnePosition, directionRTLOne, altPositionOne, altPositionValidOne );
+
+ Vector3 altPositionTwo; // Alternate (i.e. opposite direction) cursor position.
+ bool altPositionValidTwo; // Alternate cursor validity flag.
+ bool directionRTLTwo; // Need to know direction of primary cursor (in case we have 2 cursors and need to show them differently)
+ Vector3 cursorPositionTwo = GetActualPositionFromCharacterPosition( mSelectionHandleTwoPosition, directionRTLTwo, altPositionTwo, altPositionValidTwo );
+
+ // VCC TODO: This method is a hack for one line.
+ ChooseRtlSelectionHandlePosition( cursorPositionOne,
+ cursorPositionTwo,
+ altPositionValidOne,
+ altPositionValidTwo,
+ altPositionOne,
+ altPositionTwo );
mSelectionHandleOne.SetPosition( mSelectionHandleOneActualPosition + UI_OFFSET + mSelectionHandleOneOffset );
mSelectionHandleTwo.SetPosition( mSelectionHandleTwoActualPosition + UI_OFFSET + mSelectionHandleTwoOffset );
std::size_t newHandlePosition = 0;
ReturnClosestIndex( actualSelectionHandlePosition.GetVectorXY(), newHandlePosition );
- actualHandlePosition = GetActualPositionFromCharacterPosition( newHandlePosition );
+ Vector3 altPosition; // Alternate (i.e. opposite direction) cursor position.
+ bool altPositionValid; // Alternate cursor validity flag.
+ bool directionRTL; // Need to know direction of primary cursor (in case we have 2 cursors and need to show them differently)
+ actualHandlePosition = GetActualPositionFromCharacterPosition( newHandlePosition, directionRTL, altPosition, altPositionValid );
+ if( altPositionValid )
+ {
+ // Check which of the positions is the closest.
+ if( fabsf( altPosition.x - actualSelectionHandlePosition.x ) < fabsf( actualHandlePosition.x - actualSelectionHandlePosition.x ) )
+ {
+ actualHandlePosition = altPosition;
+ }
+ }
bool handleVisible = true;
{
mCurrentSelectionId = handleId;
- cursorSize.height = GetRowRectFromCharacterPosition( GetVisualPosition( newHandlePosition ) ).height;
+ cursorSize.height = GetRowRectFromCharacterPosition( newHandlePosition ).height;
// Restricts the movement of the grab handle inside the boundaries of the text-input.
handleVisible = IsPositionInsideBoundaries( actualHandlePosition,
cursorSize,
void TextInput::SetSelectionHandlePosition(SelectionHandleId handleId)
{
-
const std::size_t selectionHandlePosition = ( handleId == HandleOne ) ? mSelectionHandleOnePosition : mSelectionHandleTwoPosition;
ImageActor selectionHandleActor = ( handleId == HandleOne ) ? mSelectionHandleOne : mSelectionHandleTwo;
if( IsScrollEnabled() )
{
const Size cursorSize( CURSOR_THICKNESS,
- GetRowRectFromCharacterPosition( GetVisualPosition( selectionHandlePosition ) ).height );
+ GetRowRectFromCharacterPosition( selectionHandlePosition ).height );
selectionHandleActor.SetVisible( IsPositionInsideBoundaries( actualHandlePosition,
cursorSize,
GetControlSize() ) );
}
}
-std::size_t TextInput::GetVisualPosition(std::size_t logicalPosition) const
+void TextInput::GetVisualTextSelection( std::vector<bool>& selectedVisualText, std::size_t startSelection, std::size_t endSelection )
{
- // Note: we're allowing caller to request a logical position of size (i.e. end of string)
- // For now the visual position of end of logical string will be end of visual string.
- DALI_ASSERT_DEBUG( logicalPosition <= mTextLayoutInfo.mCharacterLogicalToVisualMap.size() );
-
- return logicalPosition != mTextLayoutInfo.mCharacterLogicalToVisualMap.size() ? mTextLayoutInfo.mCharacterLogicalToVisualMap[logicalPosition] : mTextLayoutInfo.mCharacterLogicalToVisualMap.size();
-}
-
-void TextInput::GetVisualTextSelection(std::vector<bool>& selectedVisualText, std::size_t startSelection, std::size_t endSelection)
-{
- std::vector<int>::iterator it = mTextLayoutInfo.mCharacterLogicalToVisualMap.begin();
- std::vector<int>::iterator startSelectionIt = mTextLayoutInfo.mCharacterLogicalToVisualMap.begin() + std::min(startSelection, endSelection);
- std::vector<int>::iterator endSelectionIt = mTextLayoutInfo.mCharacterLogicalToVisualMap.begin() + std::max(startSelection, endSelection);
- std::vector<int>::iterator end = mTextLayoutInfo.mCharacterLogicalToVisualMap.end();
-
- selectedVisualText.resize( mTextLayoutInfo.mCharacterLogicalToVisualMap.size() );
+ selectedVisualText.resize( mTextLayoutInfo.mCharacterLogicalToVisualMap.size(), false );
- // Deselect text prior to startSelectionIt
- for(;it!=startSelectionIt;++it)
- {
- selectedVisualText[*it] = false;
- }
+ // VCC Set true/false in logical order. TODO : It needs to be checked.
- // Select text from startSelectionIt -> endSelectionIt
- for(;it!=endSelectionIt;++it)
+ if( startSelection > endSelection )
{
- selectedVisualText[*it] = true;
+ std::swap( startSelection, endSelection );
}
-
- // Deselect text after endSelection
- for(;it!=end;++it)
+ std::size_t index = 0u;
+ for( std::vector<bool>::iterator it = selectedVisualText.begin(), endIt = selectedVisualText.end(); it != endIt; ++it, ++index )
{
- selectedVisualText[*it] = false;
+ if( ( index < startSelection ) || ( endSelection <= index ) )
+ {
+ *it = false;
+ }
+ else
+ {
+ *it = true;
+ }
}
-
- selectedVisualText.resize( mTextLayoutInfo.mCharacterLogicalToVisualMap.size(), false );
}
// Calculate the dimensions of the quads they will make the highlight mesh
// Get vector of flags representing characters that are selected (true) vs unselected (false).
std::vector<bool> selectedVisualText;
- GetVisualTextSelection(selectedVisualText, mSelectionHandleOnePosition, mSelectionHandleTwoPosition);
- std::vector<bool>::iterator selectedIt(selectedVisualText.begin());
- std::vector<bool>::iterator selectedEndIt(selectedVisualText.end());
+ GetVisualTextSelection( selectedVisualText, mSelectionHandleOnePosition, mSelectionHandleTwoPosition );
+ std::vector<bool>::iterator selectedIt = selectedVisualText.begin();
+ std::vector<bool>::iterator selectedEndIt = selectedVisualText.end();
SelectionState selectionState = SelectionNone; ///< Current selection status of cursor over entire text.
float rowLeft = 0.0f;
// selectionState: None when not in selection, Started when in selection, and Ended when reached end of selection.
Toolkit::TextView::CharacterLayoutInfo& charInfo(*it);
- bool charSelected( false );
+ bool charSelected = false;
if( selectedIt != selectedEndIt )
{
charSelected = *selectedIt++;
}
- if(selectionState == SelectionNone)
+ if( selectionState == SelectionNone )
{
- if(charSelected)
+ if( charSelected )
{
selectionState = SelectionStarted;
rowLeft = charInfo.mPosition.x - mTextLayoutInfo.mScrollOffset.x;
rowRight = rowLeft + charInfo.mSize.width;
}
}
- else if(selectionState == SelectionStarted)
+ else if( selectionState == SelectionStarted )
{
// break selection on:
// 1. new line causing selection break. (\n or wordwrap)
// 2. character not selected.
- if(charInfo.mPosition.y - lastIt->mPosition.y > CHARACTER_THRESHOLD ||
- !charSelected)
+ if( !charSelected ||
+ ( charInfo.mPosition.y - lastIt->mPosition.y > CHARACTER_THRESHOLD ) )
{
// finished selection.
// TODO: TextView should have a table of visual rows, and each character a reference to the row
return mNewHighlightInfo;
}
+// VCC TODO: two methods are not needed. this one is a quick hack to fix PLMs. Should implement one which support both directions.
+// This method creates one quad per character so different selection boxes for a mix of LTR and RTL languages are created.
+TextInput::HighlightInfo TextInput::CalculateHighlightInfoRtl()
+{
+ // At the moment there is no public API to modify the block alignment option.
+
+ mNewHighlightInfo.mQuadList.clear(); // clear last quad information.
+
+ if ( !mTextLayoutInfo.mCharacterLayoutInfoTable.empty() && !mTextLayoutInfo.mCharacterLogicalToVisualMap.empty() )
+ {
+ Toolkit::TextView::CharacterLayoutInfoContainer::iterator it = mTextLayoutInfo.mCharacterLayoutInfoTable.begin();
+ Toolkit::TextView::CharacterLayoutInfoContainer::iterator end = mTextLayoutInfo.mCharacterLayoutInfoTable.end();
+
+ // Get vector of flags representing characters that are selected (true) vs unselected (false).
+ std::vector<bool> selectedVisualText;
+ GetVisualTextSelection( selectedVisualText, mSelectionHandleOnePosition, mSelectionHandleTwoPosition );
+ std::vector<bool>::iterator selectedIt = selectedVisualText.begin();
+ std::vector<bool>::iterator selectedEndIt = selectedVisualText.end();
+
+ // SelectionState selectionState = SelectionNone; ///< Current selection status of cursor over entire text.
+ float rowLeft = 0.0f;
+ float rowRight = 0.0f;
+
+ // VCC TODO this is valid for one line.
+ Vector2 min, max;
+ const Size rowSize = GetRowRectFromCharacterPosition( 0, min, max );
+
+ // Scan through entire text.
+ while(it != end)
+ {
+ // selectionState: None when not in selection, Started when in selection, and Ended when reached end of selection.
+
+ Toolkit::TextView::CharacterLayoutInfo& charInfo(*it);
+ bool charSelected = false;
+ if( selectedIt != selectedEndIt )
+ {
+ charSelected = *selectedIt++;
+ }
+
+ if( charSelected )
+ {
+ rowLeft = charInfo.mPosition.x - mTextLayoutInfo.mScrollOffset.x;
+ rowRight = rowLeft + charInfo.mSize.width;
+
+ float rowBottom = charInfo.mPosition.y - mTextLayoutInfo.mScrollOffset.y;
+ float rowTop = rowBottom - rowSize.height;
+ mNewHighlightInfo.AddQuad( rowLeft, rowTop, rowRight, rowBottom );
+ }
+
+ ++it;
+ }
+
+ // Finally clamp quads again so they don't exceed the boundry of the control.
+ const Vector3& controlSize = GetControlSize();
+ mNewHighlightInfo.Clamp2D( Vector2::ZERO, Vector2(controlSize.x, controlSize.y) );
+ } // end if
+
+ return mNewHighlightInfo;
+}
+
void TextInput::UpdateHighlight()
{
// Construct a Mesh with a texture to be used as the highlight 'box' for selected text
if ( mHighlightMeshActor )
{
// vertex and triangle buffers should always be present if MeshActor is alive.
- HighlightInfo newHighlightInfo = CalculateHighlightInfo();
+ HighlightInfo newHighlightInfo = CalculateHighlightInfoRtl();
MeshData::VertexContainer vertices;
Dali::MeshData::FaceIndices faceIndices;
mPopupPanel.TogglePopupButtonOnOff( TextInputPopup::ButtonsSelectAll, true );
}
- if ( !mStyledText.empty() )
+ if ( !mStyledText.empty() && IsTextSelected() )
{
mPopupPanel.TogglePopupButtonOnOff( TextInputPopup::ButtonsCopy, true );
mPopupPanel.TogglePopupButtonOnOff( TextInputPopup::ButtonsCut, true );
ShowPopup();
}
-void TextInput::SetUpPopupSelection()
+void TextInput::SetUpPopupSelection( bool showCutButton )
{
ClearPopup();
mPopupPanel.CreateOrderedListOfOptions(); // todo Move this so only run when order has changed
{
mPopupPanel.TogglePopupButtonOnOff( TextInputPopup::ButtonsSelectAll, true );
mPopupPanel.TogglePopupButtonOnOff( TextInputPopup::ButtonsSelect, true );
- mPopupPanel.TogglePopupButtonOnOff( TextInputPopup::ButtonsCut, true );
+ mPopupPanel.TogglePopupButtonOnOff( TextInputPopup::ButtonsCut, ( showCutButton && IsTextSelected() ) );
}
// if clipboard has valid contents then offer paste option
if( mClipboard && mClipboard.NumberOfItems() )
}
else
{
- std::vector<Toolkit::TextView::CharacterLayoutInfo>::const_iterator it = matchedCharacters.begin();
- std::vector<Toolkit::TextView::CharacterLayoutInfo>::const_iterator endIt = matchedCharacters.end();
+ // 2 Iterate through matching list of y positions and find closest matching X position.
bool matched( false );
- // 2 Iterate through matching list of y positions and find closest matching X position.
- for( ; it != endIt; ++it )
+ // Traverse the characters in the visual order. VCC TODO: check for more than one line.
+ std::size_t visualIndex = 0u;
+ const std::size_t matchedCharactersSize = matchedCharacters.size();
+ for( ; visualIndex < matchedCharactersSize; ++visualIndex )
{
- const Toolkit::TextView::CharacterLayoutInfo& info( *it );
+ const Toolkit::TextView::CharacterLayoutInfo& info( *( matchedCharacters.begin() + mTextLayoutInfo.mCharacterVisualToLogicalMap[visualIndex] ) );
if( info.mIsVisible )
{
}
}
- if( it == endIt )
+ if( visualIndex == matchedCharactersSize )
{
rightToLeftChar = lastRightToLeftChar;
}
- std::size_t matchCharacterIndex = it - matchedCharacters.begin();
- closestIndex = lineOffset + matchCharacterIndex;
+ closestIndex = lineOffset + visualIndex;
mClosestCursorPositionEOL = false; // reset
- if ( it == endIt && !matched )
+ if( ( visualIndex == matchedCharactersSize ) && !matched )
{
mClosestCursorPositionEOL = true; // Reached end of matched characters in closest line but no match so cursor should be after last character.
}
/* Word wrap occurs automatically in TextView when the exceed policy moves a word to the next line when not enough space on current.
A newline character is not inserted in this case */
- DALI_ASSERT_DEBUG( !(characterPosition <= 0 ));
-
Vector3 cursorPosition;
- Toolkit::TextView::CharacterLayoutInfo currentCharInfo;
-
- if ( characterPosition == mTextLayoutInfo.mCharacterLayoutInfoTable.size() )
- {
- // end character so use
- currentCharInfo = mTextLayoutInfo.mCharacterLayoutInfoTable[ characterPosition - 1 ];
- cursorPosition = Vector3(currentCharInfo.mPosition.x + currentCharInfo.mSize.width, currentCharInfo.mPosition.y, currentCharInfo.mPosition.z) ;
- }
- else
- {
- currentCharInfo = mTextLayoutInfo.mCharacterLayoutInfoTable[ characterPosition ];
- }
+ Toolkit::TextView::CharacterLayoutInfo currentCharInfo = mTextLayoutInfo.mCharacterLayoutInfoTable[ characterPosition ];
- Toolkit::TextView::CharacterLayoutInfo previousCharInfo = mTextLayoutInfo.mCharacterLayoutInfoTable[ characterPosition - 1];
+ bool noWrap = true;
- // If previous character on a different line then use current characters position
- if ( fabsf( (currentCharInfo.mPosition.y - currentCharInfo.mDescender ) - ( previousCharInfo.mPosition.y - previousCharInfo.mDescender) ) > Math::MACHINE_EPSILON_1000 )
+ if( characterPosition > 0u )
{
- if ( mClosestCursorPositionEOL )
- {
- cursorPosition = Vector3(previousCharInfo.mPosition.x + previousCharInfo.mSize.width, previousCharInfo.mPosition.y, previousCharInfo.mPosition.z) ;
- }
- else
+ Toolkit::TextView::CharacterLayoutInfo previousCharInfo = mTextLayoutInfo.mCharacterLayoutInfoTable[ characterPosition - 1u ];
+
+ // If previous character on a different line then use current characters position
+ if( fabsf( (currentCharInfo.mPosition.y - currentCharInfo.mDescender ) - ( previousCharInfo.mPosition.y - previousCharInfo.mDescender) ) > Math::MACHINE_EPSILON_1000 )
{
- cursorPosition = Vector3(currentCharInfo.mPosition);
+ // VCC TODO: PositionCursorAfterWordWrap currently doesn't work for multiline. Need to check this branch.
+ if ( mClosestCursorPositionEOL )
+ {
+ cursorPosition = Vector3( previousCharInfo.mPosition.x + previousCharInfo.mSize.width, previousCharInfo.mPosition.y, previousCharInfo.mPosition.z ) ;
+ }
+ else
+ {
+ cursorPosition = Vector3( currentCharInfo.mPosition );
+ }
+
+ noWrap = false;
}
}
- else
+
+ if( noWrap )
{
- // Previous character is on same line so use position of previous character plus it's width.
- cursorPosition = Vector3(previousCharInfo.mPosition.x + previousCharInfo.mSize.width, previousCharInfo.mPosition.y, previousCharInfo.mPosition.z) ;
+ // If the character is left to right, the position is the character's position plus its width.
+ const float ltrOffset = !currentCharInfo.mIsRightToLeftCharacter ? currentCharInfo.mSize.width : 0.f;
+
+ cursorPosition.x = currentCharInfo.mPosition.x + ltrOffset;
+ cursorPosition.y = currentCharInfo.mPosition.y;
}
return cursorPosition;
}
-Vector3 TextInput::GetActualPositionFromCharacterPosition(std::size_t characterPosition) const
+Vector3 TextInput::GetActualPositionFromCharacterPosition( std::size_t characterPosition ) const
{
- bool direction(false);
+ bool direction = false;
Vector3 alternatePosition;
- bool alternatePositionValid(false);
+ bool alternatePositionValid = false;
return GetActualPositionFromCharacterPosition( characterPosition, direction, alternatePosition, alternatePositionValid );
}
-Vector3 TextInput::GetActualPositionFromCharacterPosition(std::size_t characterPosition, bool& directionRTL, Vector3& alternatePosition, bool& alternatePositionValid ) const
+Vector3 TextInput::GetActualPositionFromCharacterPosition( std::size_t characterPosition, bool& directionRTL, Vector3& alternatePosition, bool& alternatePositionValid ) const
{
+ DALI_ASSERT_DEBUG( ( mTextLayoutInfo.mCharacterLayoutInfoTable.size() == mTextLayoutInfo.mCharacterLogicalToVisualMap.size() ) &&
+ ( mTextLayoutInfo.mCharacterLayoutInfoTable.size() == mTextLayoutInfo.mCharacterVisualToLogicalMap.size() ) &&
+ "TextInput::GetActualPositionFromCharacterPosition. All layout tables must have the same size." );
+
Vector3 cursorPosition( 0.f, 0.f, 0.f );
alternatePositionValid = false;
directionRTL = false;
- if( !mTextLayoutInfo.mCharacterLayoutInfoTable.empty() && !mTextLayoutInfo.mCharacterLogicalToVisualMap.empty() )
+ if( !mTextLayoutInfo.mCharacterLayoutInfoTable.empty() )
{
- std::size_t visualCharacterPosition;
+ if( characterPosition == 0u )
+ {
+ // When the cursor position is at the beginning, it should be at the start of the current character.
+ // If the current character is LTR, then the start is on the right side of the glyph.
+ // If the current character is RTL, then the start is on the left side of the glyph.
+
+ if( !( *( mTextLayoutInfo.mCharacterLayoutInfoTable.begin() ) ).mIsVisible )
+ {
+ characterPosition = FindVisibleCharacter( Right, 0u );
+ }
+
+ const Toolkit::TextView::CharacterLayoutInfo& info = mTextLayoutInfo.mCharacterLayoutInfoTable[ characterPosition ];
+ const float rtlOffset = info.mIsRightToLeftCharacter ? info.mSize.width : 0.0f;
- // When cursor is not at beginning, consider possibility of
- // showing 2 cursors. (whereas at beginning we only ever show one cursor)
- if(characterPosition > 0)
+ cursorPosition.x = info.mPosition.x + rtlOffset;
+ cursorPosition.y = info.mPosition.y;
+ directionRTL = info.mIsRightToLeftCharacter;
+ }
+ else if( characterPosition > 0u )
{
+ // Get the direction of the paragraph.
+ const std::size_t startCharacterPosition = GetRowStartFromCharacterPosition( characterPosition );
+ const bool isParagraphRightToLeft = ( *( mTextLayoutInfo.mCharacterLayoutInfoTable.begin() + startCharacterPosition ) ).mIsRightToLeftCharacter;
+
+ // When cursor is not at beginning, consider possibility of
+ // showing 2 cursors. (whereas at beginning we only ever show one cursor)
+
// Cursor position should be the end of the last character.
// If the last character is LTR, then the end is on the right side of the glyph.
// If the last character is RTL, then the end is on the left side of the glyph.
- visualCharacterPosition = mTextLayoutInfo.mCharacterLogicalToVisualMap[ characterPosition - 1 ];
- if( !( *( mTextLayoutInfo.mCharacterLayoutInfoTable.begin() + visualCharacterPosition ) ).mIsVisible )
+ --characterPosition;
+
+ if( !( *( mTextLayoutInfo.mCharacterLayoutInfoTable.begin() + characterPosition ) ).mIsVisible )
{
- visualCharacterPosition = FindVisibleCharacter( Left, visualCharacterPosition );
+ characterPosition = FindVisibleCharacter( Left, characterPosition );
}
- Toolkit::TextView::CharacterLayoutInfo info = mTextLayoutInfo.mCharacterLayoutInfoTable[ visualCharacterPosition ];
- if( ( visualCharacterPosition > 0 ) && info.mIsNewParagraphChar && !IsScrollEnabled() )
+ Toolkit::TextView::CharacterLayoutInfo info = mTextLayoutInfo.mCharacterLayoutInfoTable[ characterPosition ];
+ if( ( characterPosition > 0u ) && info.mIsNewParagraphChar && !IsScrollEnabled() )
{
+ // VCC TODO : check for a new paragraph character.
+
// Prevents the cursor to exceed the boundary if the last visible character is a 'new line character' and the scroll is not enabled.
const Vector3& size = GetControlSize();
if( info.mPosition.y + info.mSize.height - mDisplayedTextView.GetLineHeightOffset() > size.height )
{
- --visualCharacterPosition;
+ --characterPosition;
}
- info = mTextLayoutInfo.mCharacterLayoutInfoTable[ visualCharacterPosition ];
+ info = mTextLayoutInfo.mCharacterLayoutInfoTable[ characterPosition ];
}
- if(!info.mIsNewParagraphChar)
+ if( !info.mIsNewParagraphChar )
{
cursorPosition = PositionCursorAfterWordWrap( characterPosition ); // Get position of cursor/handles taking in account auto word wrap.
}
else
{
+ // VCC TODO : check for a new paragraph character.
+
// When cursor points to first character on new line, position cursor at the start of this glyph.
- if(characterPosition < mTextLayoutInfo.mCharacterLogicalToVisualMap.size())
+ if( characterPosition < mTextLayoutInfo.mCharacterLayoutInfoTable.size() )
{
- std::size_t visualCharacterNextPosition = mTextLayoutInfo.mCharacterLogicalToVisualMap[ characterPosition ];
- const Toolkit::TextView::CharacterLayoutInfo& infoNext = mTextLayoutInfo.mCharacterLayoutInfoTable[ visualCharacterNextPosition ];
+ const Toolkit::TextView::CharacterLayoutInfo& infoNext = mTextLayoutInfo.mCharacterLayoutInfoTable[ characterPosition ];
const float start( infoNext.mIsRightToLeftCharacter ? infoNext.mSize.width : 0.0f );
cursorPosition.x = infoNext.mPosition.x + start;
// cursor where the new line starts based on the line-justification position.
cursorPosition.x = GetLineJustificationPosition();
- if(characterPosition == mTextLayoutInfo.mCharacterLogicalToVisualMap.size())
+ if( characterPosition == mTextLayoutInfo.mCharacterLogicalToVisualMap.size() )
{
// If this is after the last character, then we can assume that the new cursor
// should be exactly one row below the current row.
- const Size rowRect(GetRowRectFromCharacterPosition(characterPosition - 1));
+ const Size rowRect = GetRowRectFromCharacterPosition( characterPosition - 1u );
cursorPosition.y = info.mPosition.y + rowRect.height;
}
else
// If this is not after last character, then we can use this row's height.
// should be exactly one row below the current row.
- const Size rowRect(GetRowRectFromCharacterPosition(characterPosition));
+ const Size rowRect = GetRowRectFromCharacterPosition( characterPosition );
cursorPosition.y = info.mPosition.y + rowRect.height;
}
}
directionRTL = info.mIsRightToLeftCharacter;
- // 1. When the cursor is neither at the beginning or the end,
- // we can show multiple cursors under situations when the cursor is
- // between RTL and LTR text...
- if(characterPosition != mTextLayoutInfo.mCharacterLogicalToVisualMap.size())
+ if( 1u < mTextLayoutInfo.mCharacterLayoutInfoTable.size() )
{
- std::size_t visualCharacterAltPosition = mTextLayoutInfo.mCharacterLogicalToVisualMap[characterPosition] - 1;
+ // 1. When the cursor is neither at the beginning or the end,
+ // we can show multiple cursors under situations when the cursor is
+ // between RTL and LTR text...
+ if( characterPosition + 1u < mTextLayoutInfo.mCharacterLayoutInfoTable.size() )
+ {
+ std::size_t characterAltPosition = characterPosition + 1u;
- DALI_ASSERT_ALWAYS(visualCharacterAltPosition < mTextLayoutInfo.mCharacterLayoutInfoTable.size());
- const Toolkit::TextView::CharacterLayoutInfo& infoAlt = mTextLayoutInfo.mCharacterLayoutInfoTable[ visualCharacterAltPosition ];
+ const Toolkit::TextView::CharacterLayoutInfo& infoAlt = mTextLayoutInfo.mCharacterLayoutInfoTable[ characterAltPosition ];
- if(!info.mIsRightToLeftCharacter && infoAlt.mIsRightToLeftCharacter)
- {
- // Stuation occurs when cursor is at the end of English text (LTR) and beginning of Arabic (RTL)
- // Text: [...LTR...]|[...RTL...]
- // Cursor pos: ^
- // Alternate cursor pos: ^
- // In which case we need to display an alternate cursor for the RTL text.
-
- alternatePosition.x = infoAlt.mPosition.x + infoAlt.mSize.width;
- alternatePosition.y = infoAlt.mPosition.y;
- alternatePositionValid = true;
+ if(!info.mIsRightToLeftCharacter && infoAlt.mIsRightToLeftCharacter)
+ {
+ // Stuation occurs when cursor is at the end of English text (LTR) and beginning of Arabic (RTL)
+ // Text: [...LTR...]|[...RTL...]
+ // Cursor pos: ^
+ // Alternate cursor pos: ^
+ // In which case we need to display an alternate cursor for the RTL text.
+
+ alternatePosition.x = infoAlt.mPosition.x + infoAlt.mSize.width;
+ alternatePosition.y = infoAlt.mPosition.y;
+ alternatePositionValid = true;
+ }
+ else if(info.mIsRightToLeftCharacter && !infoAlt.mIsRightToLeftCharacter)
+ {
+ // Situation occurs when cursor is at end of the Arabic text (LTR) and beginning of English (RTL)
+ // Text: |[...RTL...] [...LTR....]
+ // Cursor pos: ^
+ // Alternate cursor pos: ^
+ // In which case we need to display an alternate cursor for the RTL text.
+
+ alternatePosition.x = infoAlt.mPosition.x;
+ alternatePosition.y = infoAlt.mPosition.y;
+ alternatePositionValid = true;
+ }
}
- else if(info.mIsRightToLeftCharacter && !infoAlt.mIsRightToLeftCharacter)
+ else
{
- // Situation occurs when cursor is at end of the Arabic text (LTR) and beginning of English (RTL)
- // Text: |[...RTL...] [...LTR....]
- // Cursor pos: ^
- // Alternate cursor pos: ^
- // In which case we need to display an alternate cursor for the RTL text.
-
- alternatePosition.x = infoAlt.mPosition.x;
- alternatePosition.y = infoAlt.mPosition.y;
- alternatePositionValid = true;
- }
- }
- else
- {
- // 2. When the cursor is at the end of the text,
- // and we have multi-directional text,
- // we can also consider showing mulitple cursors.
- // The rule here is:
- // If first and last characters on row are different
- // Directions, then two cursors need to be displayed.
-
- // Get first logical glyph on row
- std::size_t startCharacterPosition = GetRowStartFromCharacterPosition( characterPosition - 1 );
+ // 2. When the cursor is at the end of the text,
+ // and we have multi-directional text,
+ // we can also consider showing mulitple cursors.
+ // The rule here is:
+ // If first and last characters on row are different
+ // Directions, then two cursors need to be displayed.
+
+ if( info.mIsRightToLeftCharacter != isParagraphRightToLeft )
+ {
+ // The last character's direction is differernt than the first one of current paragraph.
- std::size_t visualCharacterStartPosition = mTextLayoutInfo.mCharacterLogicalToVisualMap[ startCharacterPosition ];
- const Toolkit::TextView::CharacterLayoutInfo& infoStart= mTextLayoutInfo.mCharacterLayoutInfoTable[ visualCharacterStartPosition ];
+ // Get first
+ const Toolkit::TextView::CharacterLayoutInfo& infoStart= mTextLayoutInfo.mCharacterLayoutInfoTable[ GetFirstCharacterWithSameDirection( characterPosition ) ];
- if(info.mIsRightToLeftCharacter && !infoStart.mIsRightToLeftCharacter)
- {
- // For text Starting as LTR and ending as RTL. End cursor position is as follows:
- // Text: [...LTR...]|[...RTL...]
- // Cursor pos: ^
- // Alternate cursor pos: ^
- // In which case we need to display an alternate cursor for the RTL text, this cursor
- // should be at the end of the given line.
-
- const Toolkit::TextView::CharacterLayoutInfo& infoAlt = mTextLayoutInfo.mCharacterLayoutInfoTable[ mTextLayoutInfo.mCharacterLayoutInfoTable.size() - 1 ];
- alternatePosition.x = infoAlt.mPosition.x + infoAlt.mSize.width;
- alternatePosition.y = infoAlt.mPosition.y;
- alternatePositionValid = true;
- }
- else if(!info.mIsRightToLeftCharacter && infoStart.mIsRightToLeftCharacter) // starting RTL
- {
- // For text Starting as RTL and ending as LTR. End cursor position is as follows:
- // Text: |[...RTL...] [...LTR....]
- // Cursor pos: ^
- // Alternate cursor pos: ^
- // In which case we need to display an alternate cursor for the RTL text.
-
- const Toolkit::TextView::CharacterLayoutInfo& infoAlt = mTextLayoutInfo.mCharacterLayoutInfoTable[ startCharacterPosition ];
- alternatePosition.x = infoAlt.mPosition.x;
- alternatePosition.y = infoAlt.mPosition.y;
- alternatePositionValid = true;
+ if(info.mIsRightToLeftCharacter)
+ {
+ // For text Starting as LTR and ending as RTL. End cursor position is as follows:
+ // Text: [...LTR...]|[...RTL...]
+ // Cursor pos: ^
+ // Alternate cursor pos: ^
+ // In which case we need to display an alternate cursor for the RTL text, this cursor
+ // should be at the end of the given line.
+
+ alternatePosition.x = infoStart.mPosition.x + infoStart.mSize.width;
+ alternatePosition.y = infoStart.mPosition.y;
+ alternatePositionValid = true;
+ }
+ else if(!info.mIsRightToLeftCharacter) // starting RTL
+ {
+ // For text Starting as RTL and ending as LTR. End cursor position is as follows:
+ // Text: |[...RTL...] [...LTR....]
+ // Cursor pos: ^
+ // Alternate cursor pos: ^
+ // In which case we need to display an alternate cursor for the RTL text.
+
+ alternatePosition.x = infoStart.mPosition.x;
+ alternatePosition.y = infoStart.mPosition.y;
+ alternatePositionValid = true;
+ }
+ }
}
}
} // characterPosition > 0
- else if(characterPosition == 0)
- {
- // When the cursor position is at the beginning, it should be at the start of the current character.
- // If the current character is LTR, then the start is on the right side of the glyph.
- // If the current character is RTL, then the start is on the left side of the glyph.
- visualCharacterPosition = mTextLayoutInfo.mCharacterLogicalToVisualMap[ characterPosition ];
-
- if( !( *( mTextLayoutInfo.mCharacterLayoutInfoTable.begin() + visualCharacterPosition ) ).mIsVisible )
- {
- visualCharacterPosition = FindVisibleCharacter( Right, visualCharacterPosition );
- }
-
- const Toolkit::TextView::CharacterLayoutInfo& info = mTextLayoutInfo.mCharacterLayoutInfoTable[ visualCharacterPosition ];
- const float start(info.mIsRightToLeftCharacter ? info.mSize.width : 0.0f);
-
- cursorPosition.x = info.mPosition.x + start;
- cursorPosition.y = info.mPosition.y;
- directionRTL = info.mIsRightToLeftCharacter;
- }
}
else
{
cursorPosition.x -= mTextLayoutInfo.mScrollOffset.x;
cursorPosition.y -= mTextLayoutInfo.mScrollOffset.y;
+
if( alternatePositionValid )
{
alternatePosition.x -= mTextLayoutInfo.mScrollOffset.x;
return cursorPosition;
}
-std::size_t TextInput::GetRowStartFromCharacterPosition(std::size_t logicalPosition) const
+std::size_t TextInput::GetRowStartFromCharacterPosition( std::size_t logicalPosition ) const
{
// scan string from current position to beginning of current line to note direction of line
- while(logicalPosition)
+ while( logicalPosition )
+ {
+ logicalPosition--;
+ if( mTextLayoutInfo.mCharacterLayoutInfoTable[logicalPosition].mIsNewParagraphChar )
+ {
+ logicalPosition++;
+ break;
+ }
+ }
+
+ return logicalPosition;
+}
+
+std::size_t TextInput::GetFirstCharacterWithSameDirection( std::size_t logicalPosition ) const
+{
+ const bool isRightToLeft = mTextLayoutInfo.mCharacterLayoutInfoTable[logicalPosition].mIsRightToLeftCharacter;
+
+ while( logicalPosition )
{
logicalPosition--;
- std::size_t visualPosition = GetVisualPosition(logicalPosition);
- if(mTextLayoutInfo.mCharacterLayoutInfoTable[visualPosition].mIsNewParagraphChar)
+ if( isRightToLeft != mTextLayoutInfo.mCharacterLayoutInfoTable[logicalPosition].mIsRightToLeftCharacter )
{
logicalPosition++;
break;
return GetRowRectFromCharacterPosition( characterPosition, min, max );
}
-Size TextInput::GetRowRectFromCharacterPosition(std::size_t characterPosition, Vector2& min, Vector2& max) const
+Size TextInput::GetRowRectFromCharacterPosition( std::size_t characterPosition, Vector2& min, Vector2& max ) const
{
// if we have no text content, then return position 0,0 with width 0, and height the same as cursor height.
if( mTextLayoutInfo.mCharacterLayoutInfoTable.empty() )
return max;
}
- // TODO: This info should be readily available from text-view, we should not have to search hard for it.
- Toolkit::TextView::CharacterLayoutInfoContainer::const_iterator begin = mTextLayoutInfo.mCharacterLayoutInfoTable.begin();
- Toolkit::TextView::CharacterLayoutInfoContainer::const_iterator end = mTextLayoutInfo.mCharacterLayoutInfoTable.end();
-
- // If cursor is pointing to end of line, then start from last character.
- characterPosition = std::min( characterPosition, static_cast<std::size_t>(mTextLayoutInfo.mCharacterLayoutInfoTable.size() - 1) );
+ DALI_ASSERT_DEBUG( characterPosition <= mTextLayoutInfo.mCharacterLayoutInfoTable.size() );
- Toolkit::TextView::CharacterLayoutInfoContainer::const_iterator it = mTextLayoutInfo.mCharacterLayoutInfoTable.begin() + characterPosition;
+ // Initializes the min and max position.
+ const std::size_t initialPosition = ( characterPosition == mTextLayoutInfo.mCharacterLayoutInfoTable.size() ) ? characterPosition - 1u : characterPosition;
+ min = ( *( mTextLayoutInfo.mCharacterLayoutInfoTable.begin() + initialPosition ) ).mPosition.GetVectorXY();
+ max = min;
- // 0. Find first a visible character. Draw a cursor beyound text-input bounds is not wanted.
- if( !it->mIsVisible )
+ bool found = false;
+ // 1) Find the line where the character is laid-out.
+ for( Toolkit::TextView::LineLayoutInfoContainer::const_iterator lineIt = mTextLayoutInfo.mLines.begin(), lineEndIt = mTextLayoutInfo.mLines.end();
+ !found && ( lineIt != mTextLayoutInfo.mLines.end() );
+ ++lineIt )
{
- characterPosition = FindVisibleCharacter( Left, characterPosition );
- it = mTextLayoutInfo.mCharacterLayoutInfoTable.begin() + characterPosition;
- }
+ const Toolkit::TextView::LineLayoutInfo& lineInfo( *lineIt );
- // Scan characters left and right of cursor, stopping when end of line/string reached or
- // y position greater than threshold of reference line.
+ // Index within the whole text to the last character of the current line.
+ std::size_t lastCharacterOfLine = 0u;
- // 1. scan left until we reach the beginning or a different line.
- Toolkit::TextView::CharacterLayoutInfoContainer::const_iterator validCharIt = it;
- float referenceLine = it->mPosition.y - CHARACTER_THRESHOLD;
- // min-x position is the left-most char's left (x)
- // max-x position is the right-most char's right (x)
- // min-y position is the minimum of all character's top (y)
- // max-y position is the maximum of all character's bottom (y+height)
- min.y = validCharIt->mPosition.y;
- max.y = validCharIt->mPosition.y + validCharIt->mSize.y;
-
- while(true)
- {
- validCharIt = it;
- min.y = std::min(min.y, validCharIt->mPosition.y);
- max.y = std::max(max.y, validCharIt->mPosition.y + validCharIt->mSize.y);
-
- if(it == begin)
+ Toolkit::TextView::LineLayoutInfoContainer::const_iterator lineNextIt = lineIt + 1u;
+ if( lineNextIt != lineEndIt )
{
- break;
+ lastCharacterOfLine = (*lineNextIt).mCharacterGlobalIndex - 1u;
}
-
- --it;
-
- if( (it->mPosition.y < referenceLine) ||
- (it->mIsNewParagraphChar) ||
- (!it->mIsVisible) )
+ else
{
- break;
+ lastCharacterOfLine = mTextLayoutInfo.mCharacterLayoutInfoTable.size() - 1u;
}
- }
-
- // info refers to the first character on this line.
- min.x = validCharIt->mPosition.x;
-
- // 2. scan right until we reach end or a different line
- it = mTextLayoutInfo.mCharacterLayoutInfoTable.begin() + characterPosition;
- referenceLine = it->mPosition.y + CHARACTER_THRESHOLD;
- while(it != end)
- {
- if( (it->mPosition.y > referenceLine) ||
- (it->mIsNewParagraphChar) ||
- (!it->mIsVisible) )
+ // Check if the given chracter position is within the line.
+ if( ( lineInfo.mCharacterGlobalIndex <= initialPosition ) && ( initialPosition <= lastCharacterOfLine ) )
{
- break;
- }
+ // 2) Get the row rect of all laid-out characters on the line.
- validCharIt = it;
- min.y = std::min(min.y, validCharIt->mPosition.y);
- max.y = std::max(max.y, validCharIt->mPosition.y + validCharIt->mSize.y);
-
- ++it;
- }
+ // Need to scan all characters of the line because they are in the logical position.
+ for( Toolkit::TextView::CharacterLayoutInfoContainer::const_iterator it = mTextLayoutInfo.mCharacterLayoutInfoTable.begin() + lineInfo.mCharacterGlobalIndex,
+ endIt = mTextLayoutInfo.mCharacterLayoutInfoTable.begin() + lastCharacterOfLine + 1u;
+ it != endIt;
+ ++it )
+ {
+ const Toolkit::TextView::CharacterLayoutInfo& characterInfo( *it );
- DALI_ASSERT_DEBUG ( validCharIt != end && "validCharIt invalid")
+ min.x = std::min( min.x, characterInfo.mPosition.x );
+ min.y = std::min( min.y, characterInfo.mPosition.y );
+ max.x = std::max( max.x, characterInfo.mPosition.x + characterInfo.mSize.width );
+ max.y = std::max( max.y, characterInfo.mPosition.y + characterInfo.mSize.height );
+ }
- if ( validCharIt != end )
- {
- // info refers to the last character on this line.
- max.x = validCharIt->mPosition.x + validCharIt->mSize.x;
+ found = true;
+ }
}
return Size( max.x - min.x, max.y - min.y );
// When replacing highlighted text keyboard should ignore current word at cursor hence notify keyboard that the cursor is at the start of the highlight.
mSelectingText = true;
- mCursorPosition = std::min( start, end ); // Set cursor position to start of highlighted text.
-
- ImfManager imfManager = ImfManager::Get();
- if ( imfManager )
- {
- imfManager.SetCursorPosition ( mCursorPosition );
- imfManager.SetSurroundingText( GetText() );
- imfManager.NotifyCursorPosition();
- }
- // As the imfManager has been notified of the new cursor position we do not need to reset the pre-edit as it will be updated instead.
+ std::size_t selectionStartPosition = std::min( start, end );
// Hide grab handle when selecting.
ShowGrabHandleAndSetVisibility( false );
UpdateHighlight();
const TextStyle oldInputStyle( mInputStyle );
- mInputStyle = GetStyleAt( mCursorPosition ); // Inherit style from selected position.
+ mInputStyle = GetStyleAt( selectionStartPosition ); // Inherit style from selected position.
if( oldInputStyle != mInputStyle )
{
}
// Removes highlight and resumes edit mode state
-void TextInput::RemoveHighlight()
+void TextInput::RemoveHighlight( bool hidePopup )
{
DALI_LOG_INFO(gLogFilter, Debug::General, "RemoveHighlight\n");
// NOTE: We cannot dereference mHighlightMesh, due
// to a bug in how the scene-graph MeshRenderer uses the Mesh data incorrectly.
- HidePopup();
+ if ( hidePopup )
+ {
+ HidePopup();
+ }
}
mSelectionHandleOnePosition = 0;
*/
MarkupProcessor::StyledTextArray selectedText(mCurrentCopySelecton.begin(),mCurrentCopySelecton.end());
MarkupProcessor::GetPlainString( selectedText, stringToStore );
+
bool success = mClipboard.SetItem( stringToStore );
return success;
}
}
}
-std::size_t TextInput::FindVisibleCharacter( const FindVisibleCharacterDirection direction , const std::size_t cursorPosition ) const
+std::size_t TextInput::FindVisibleCharacter( FindVisibleCharacterDirection direction , std::size_t cursorPosition ) const
{
- std::size_t position = 0;
+ // VCC check if we need do this in the visual order ...
+ std::size_t position = 0u;
const std::size_t tableSize = mTextLayoutInfo.mCharacterLayoutInfoTable.size();
{
position = FindVisibleCharacterLeft( cursorPosition, mTextLayoutInfo.mCharacterLayoutInfoTable );
- if( !( *( mTextLayoutInfo.mCharacterLayoutInfoTable.begin() + ( tableSize == position ? position - 1 : position ) ) ).mIsVisible )
+ if( !( *( mTextLayoutInfo.mCharacterLayoutInfoTable.begin() + ( tableSize == position ? position - 1u : position ) ) ).mIsVisible )
{
position = FindVisibleCharacterRight( cursorPosition, mTextLayoutInfo.mCharacterLayoutInfoTable );
}
case Right:
{
position = FindVisibleCharacterRight( cursorPosition, mTextLayoutInfo.mCharacterLayoutInfoTable );
- if( !( *( mTextLayoutInfo.mCharacterLayoutInfoTable.begin() + ( tableSize == position ? position - 1 : position ) ) ).mIsVisible )
+ if( !( *( mTextLayoutInfo.mCharacterLayoutInfoTable.begin() + ( tableSize == position ? position - 1u : position ) ) ).mIsVisible )
{
position = FindVisibleCharacterLeft( cursorPosition, mTextLayoutInfo.mCharacterLayoutInfoTable );
}
}
case ByEnd:
{
- position = FindVisibleCharacterLeft( 0, mTextLayoutInfo.mCharacterLayoutInfoTable );
+ position = FindVisibleCharacterLeft( 0u, mTextLayoutInfo.mCharacterLayoutInfoTable );
break;
}
default:
if( textToInsert.empty() && emptyTextView )
{
// No character has been added and the text-view was empty.
- // Set the placeholder text.
- mDisplayedTextView.SetText( mStyledPlaceHolderText );
- mPlaceHolderSet = true;
+ // Show the placeholder text.
+ ShowPlaceholderText( mStyledPlaceHolderText );
}
else
{