#include <cstring>
#include <dali/public-api/adaptor-framework/key.h>
#include <dali/devel-api/adaptor-framework/key-devel.h>
+#include <dali/devel-api/adaptor-framework/window-devel.h>
#include <dali/devel-api/common/stage.h>
#include <dali/devel-api/object/property-helper-devel.h>
#include <dali/devel-api/actors/actor-devel.h>
#include <dali-toolkit/devel-api/focus-manager/keyinput-focus-manager.h>
#include <dali-toolkit/devel-api/controls/text-controls/text-field-devel.h>
#include <dali-toolkit/public-api/visuals/visual-properties.h>
+#include <dali-toolkit/internal/controls/control/control-data-impl.h>
+#include <dali-toolkit/internal/controls/text-controls/autofill-container-impl.h>
#include <dali-toolkit/internal/text/text-enumerations-impl.h>
#include <dali-toolkit/internal/text/rendering/text-backend.h>
#include <dali-toolkit/internal/text/text-effects-style.h>
// Fill-parent area by default
self.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::WIDTH );
self.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::HEIGHT );
- self.OnStageSignal().Connect( this, &TextField::OnStageConnect );
+ self.OnSceneSignal().Connect( this, &TextField::OnSceneConnect );
DevelControl::SetInputMethodContext( *this, mInputMethodContext );
Vector2 contentSize( size.x - ( padding.start + padding.end ), size.y - ( padding.top + padding.bottom ) );
// Support Right-To-Left of padding
- Dali::LayoutDirection::Type layoutDirection = static_cast<Dali::LayoutDirection::Type>( self.GetProperty( Dali::Actor::Property::LAYOUT_DIRECTION ).Get<int>() );
+ Dali::LayoutDirection::Type layoutDirection;
+ if( mController->IsMatchSystemLanguageDirection() )
+ {
+ layoutDirection = static_cast<Dali::LayoutDirection::Type>( DevelWindow::Get( self ).GetRootLayer().GetProperty( Dali::Actor::Property::LAYOUT_DIRECTION ).Get<int>() );
+ }
+ else
+ {
+ layoutDirection = static_cast<Dali::LayoutDirection::Type>( self.GetProperty( Dali::Actor::Property::LAYOUT_DIRECTION ).Get<int>() );
+ }
if( Dali::LayoutDirection::RIGHT_TO_LEFT == layoutDirection )
{
std::swap( padding.start, padding.end );
void TextField::OnKeyInputFocusGained()
{
DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextField::OnKeyInputFocusGained %p\n", mController.Get() );
- if ( mInputMethodContext )
+ if( mInputMethodContext )
{
mInputMethodContext.ApplyOptions( mInputMethodOptions );
// When window gain lost focus, the inputMethodContext is deactivated. Thus when window gain focus again, the inputMethodContext must be activated.
mInputMethodContext.SetRestoreAfterFocusLost( true );
}
- ClipboardEventNotifier notifier( ClipboardEventNotifier::Get() );
- if ( notifier )
+ ClipboardEventNotifier notifier( ClipboardEventNotifier::Get() );
+ if( notifier )
{
notifier.ContentSelectedSignal().Connect( this, &TextField::OnClipboardTextSelected );
}
+ Toolkit::Control control = Toolkit::Control::DownCast( Self() );
+ Internal::Control& controlImpl = GetImplementation( control );
+ Internal::Control::Impl& controlDataImpl = Internal::Control::Impl::Get( controlImpl );
+ bool enableAutofill = controlDataImpl.IsAutofillEnabled();
+ if( enableAutofill )
+ {
+ Toolkit::AutofillContainer container = controlDataImpl.GetAutofillContainer();
+ container.SetFocusedControl( control );
+
+ Internal::AutofillContainer& containerImpl = GetImpl( container );
+ Dali::AutofillGroup containerGroup = containerImpl.GetAutofillGroup();
+ if( containerGroup != nullptr )
+ {
+ containerGroup.RequestAuthentication();
+ }
+
+ }
mController->KeyboardFocusGainEvent(); // Called in the case of no virtual keyboard to trigger this event
EmitKeyInputFocusSignal( true ); // Calls back into the Control hence done last.
}
}
-void TextField::OnStageConnect( Dali::Actor actor )
+void TextField::OnSceneConnect( Dali::Actor actor )
{
if ( mHasBeenStaged )
{
}
}
-void TextField::OnStageConnection( int depth )
+void TextField::OnSceneConnection( int depth )
{
// Sets the depth to the visuals inside the text's decorator.
mDecorator->SetTextDepth( depth );
// The depth of the text renderer is set in the RenderText() called from OnRelayout().
- // Call the Control::OnStageConnection() to set the depth of the background.
- Control::OnStageConnection( depth );
+ // Call the Control::OnSceneConnection() to set the depth of the background.
+ Control::OnSceneConnection( depth );
}
-bool TextField::OnTouched( Actor actor, const TouchData& touch )
+bool TextField::OnTouched( Actor actor, const TouchEvent& touch )
{
return true;
}