{
#if defined(DEBUG_ENABLED)
- Debug::Filter* gLogFilter = Debug::Filter::New(Debug::Concise, true, "LOG_TEXT_CONTROLS");
+Debug::Filter* gLogFilter = Debug::Filter::New(Debug::Concise, true, "LOG_TEXT_CONTROLS");
#endif
- const unsigned int DEFAULT_RENDERING_BACKEND = Dali::Toolkit::Text::DEFAULT_RENDERING_BACKEND;
+const unsigned int DEFAULT_RENDERING_BACKEND = Dali::Toolkit::Text::DEFAULT_RENDERING_BACKEND;
+const float DEFAULT_SCROLL_SPEED = 1200.f; ///< The default scroll speed for the text editor in pixels/second.
} // unnamed namespace
namespace
mController->GetLayoutEngine().SetLayout( LayoutEngine::MULTI_LINE_BOX );
+ // Enables the text input.
mController->EnableTextInput( mDecorator );
+ // Enables the vertical scrolling after the text input has been enabled.
+ mController->SetVerticalScrollEnabled( true );
+
+ // Disables the horizontal scrolling.
+ mController->SetHorizontalScrollEnabled( false );
+
mController->SetMaximumNumberOfCharacters( std::numeric_limits<Length>::max() );
+ // Enable the smooth handle panning.
+ mController->SetSmoothHandlePanEnabled( true );
+
// Forward input events to controller
EnableGestureDetection( static_cast<Gesture::Type>( Gesture::Tap | Gesture::Pan | Gesture::LongPress ) );
GetTapGestureDetector().SetMaximumTapsRequired( 2 );
- self.TouchedSignal().Connect( this, &TextEditor::OnTouched );
+ self.TouchSignal().Connect( this, &TextEditor::OnTouched );
// Set BoundingBox to stage size if not already set.
Rect<int> boundingBox;
mDecorator->SetBoundingBox( Rect<int>( 0.0f, 0.0f, stageSize.width, stageSize.height ) );
}
- // Flip vertically the 'left' selection handle
- mDecorator->FlipHandleVertically( LEFT_SELECTION_HANDLE, true );
+ // Whether to flip the selection handles as soon as they cross.
+ mDecorator->FlipSelectionHandlesOnCrossEnabled( true );
+
+ // Set the default scroll speed.
+ mDecorator->SetScrollSpeed( DEFAULT_SCROLL_SPEED );
// Fill-parent area by default
self.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::WIDTH );
{
DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextEditor OnRelayout\n");
- if( mController->Relayout( size ) ||
+ const Text::Controller::UpdateTextType updateTextType = mController->Relayout( size );
+
+ if( ( Text::Controller::NONE_UPDATED != updateTextType ) ||
!mRenderer )
{
DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextEditor::OnRelayout %p Displaying new contents\n", mController.Get() );
- if( mDecorator )
+ if( mDecorator &&
+ ( Text::Controller::NONE_UPDATED != ( Text::Controller::DECORATOR_UPDATED & updateTextType ) ) )
{
mDecorator->Relayout( size );
}
}
EnableClipping( true, size );
- RenderText();
+ RenderText( updateTextType );
}
}
-void TextEditor::RenderText()
+void TextEditor::RenderText( Text::Controller::UpdateTextType updateTextType )
{
Actor self = Self();
Actor renderableActor;
- if( mRenderer )
- {
- renderableActor = mRenderer->Render( mController->GetView(), DepthIndex::TEXT );
- }
- if( renderableActor != mRenderableActor )
+ if( Text::Controller::NONE_UPDATED != ( Text::Controller::MODEL_UPDATED & updateTextType ) )
{
- UnparentAndReset( mRenderableActor );
- mRenderableActor = renderableActor;
+ if( mRenderer )
+ {
+ renderableActor = mRenderer->Render( mController->GetView(), DepthIndex::TEXT );
+ }
+
+ if( renderableActor != mRenderableActor )
+ {
+ UnparentAndReset( mRenderableActor );
+ mRenderableActor = renderableActor;
+ }
}
if( mRenderableActor )
{
- // TODO: Scroll and alignment needs to be refactored.
- const Vector2& alignmentOffset = mController->GetAlignmentOffset();
const Vector2& scrollOffset = mController->GetScrollPosition();
- mRenderableActor.SetPosition( scrollOffset.x, alignmentOffset.y + scrollOffset.y );
+ mRenderableActor.SetPosition( scrollOffset.x, scrollOffset.y );
Actor clipRootActor;
if( mClipper )
{
if ( mHasBeenStaged )
{
- RenderText();
+ RenderText( static_cast<Text::Controller::UpdateTextType>( Text::Controller::MODEL_UPDATED | Text::Controller::DECORATOR_UPDATED ) );
}
else
{
mClipper = Clipper::New( size );
self.Add( mClipper->GetRootActor() );
- self.Add( mClipper->GetImageActor() );
+ self.Add( mClipper->GetImageView() );
}
else if ( mClipper )
{
}
else
{
- // Note - this will automatically remove the root & image actors
+ // Note - this will automatically remove the root actor & the image view
mClipper.Reset();
}
}
// The depth of the text renderer is set in the RenderText() called from OnRelayout().
}
-bool TextEditor::OnTouched( Actor actor, const TouchEvent& event )
+bool TextEditor::OnTouched( Actor actor, const TouchData& touch )
{
return true;
}