/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
: textBuffer( textBuffer ),
totalNumberOfCharacters( totalNumberOfCharacters ),
hitCharacter( hitCharacter ),
- foundIndex( 0u ),
+ foundIndex( 0 ),
isWhiteSpace( isWhiteSpace ),
isNewParagraph( isNewParagraph )
{}
{
LineIndex GetClosestLine( VisualModelPtr visualModel,
- float visualY )
+ float visualY,
+ bool& matchedLine )
{
float totalHeight = 0.f;
- LineIndex lineIndex = 0u;
+ LineIndex lineIndex = 0;
+ matchedLine = false;
+
+ if( visualY < 0.f )
+ {
+ return 0;
+ }
const Vector<LineRun>& lines = visualModel->mLines;
if( visualY < totalHeight )
{
+ matchedLine = true;
return lineIndex;
}
}
- if( lineIndex == 0u )
+ if( lineIndex == 0 )
{
return 0;
}
- return lineIndex-1;
+ return lineIndex - 1u;
}
float CalculateLineOffset( const Vector<LineRun>& lines,
LogicalModelPtr logicalModel,
MetricsPtr metrics,
float visualX,
- float visualY )
+ float visualY,
+ CharacterHitTest::Mode mode,
+ bool& matchedCharacter )
{
DALI_LOG_INFO( gLogFilter, Debug::Verbose, "GetClosestCursorIndex, closest visualX %f visualY %f\n", visualX, visualY );
- CharacterIndex logicalIndex = 0u;
+ // Whether there is a hit on a glyph.
+ matchedCharacter = false;
+
+ CharacterIndex logicalIndex = 0;
const Length totalNumberOfGlyphs = visualModel->mGlyphs.Count();
const Length totalNumberOfLines = visualModel->mLines.Count();
return logicalIndex;
}
+ // Whether there is a hit on a line.
+ bool matchedLine = false;
+
// Find which line is closest.
const LineIndex lineIndex = Text::GetClosestLine( visualModel,
- visualY );
+ visualY,
+ matchedLine );
+
+ if( !matchedLine && ( CharacterHitTest::TAP == mode ) )
+ {
+ // Return the first or the last character if the touch point doesn't hit a line.
+ return ( visualY < 0.f ) ? 0 : logicalModel->mText.Count();
+ }
// Convert from text's coords to line's coords.
const LineRun& line = *( visualModel->mLines.Begin() + lineIndex );
// The character's direction buffer.
const CharacterDirection* const directionsBuffer = bidiLineFetched ? logicalModel->mCharacterDirections.Begin() : NULL;
- // Whether there is a hit on a glyph.
- bool matched = false;
+ // Whether the touch point if before the first glyph.
+ bool isBeforeFirstGlyph = false;
// Traverses glyphs in visual order. To do that use the visual to logical conversion table.
CharacterIndex visualIndex = startCharacter;
- Length numberOfVisualCharacters = 0u;
+ Length numberOfVisualCharacters = 0;
for( ; visualIndex < endCharacter; ++visualIndex )
{
// The character in logical order.
const Length numberOfGlyphs = *( glyphsPerCharacterBuffer + characterLogicalOrderIndex );
++numberOfVisualCharacters;
- if( 0u != numberOfGlyphs )
+ if( 0 != numberOfGlyphs )
{
// Get the first character/glyph of the group of glyphs.
const CharacterIndex firstVisualCharacterIndex = 1u + visualIndex - numberOfVisualCharacters;
// Get the position of the first glyph.
const Vector2& position = *( positionsBuffer + firstLogicalGlyphIndex );
+ if( startCharacter == visualIndex )
+ {
+ const float glyphPosition = -glyphMetrics.xBearing + position.x;
+
+ if( visualX < glyphPosition )
+ {
+ isBeforeFirstGlyph = true;
+ break;
+ }
+ }
+
// Whether the glyph can be split, like Latin ligatures fi, ff or Arabic (ل + ا).
Length numberOfCharacters = *( charactersPerGlyphBuffer + firstLogicalGlyphIndex );
if( direction != LTR )
// number of glyphs in the table is found first.
// Jump the number of characters to the next glyph is needed.
- if( 0u == numberOfCharacters )
+ if( 0 == numberOfCharacters )
{
// TODO: This is a workaround to fix an issue with complex characters in the arabic
// script like i.e. رّ or الأَبْجَدِيَّة العَرَبِيَّة
// Find the number of characters.
for( GlyphIndex index = firstLogicalGlyphIndex + 1u;
- ( 0u == numberOfCharacters ) && ( index < totalNumberOfGlyphs ) ;
+ ( 0 == numberOfCharacters ) && ( index < totalNumberOfGlyphs );
++index )
{
numberOfCharacters = *( charactersPerGlyphBuffer + index );
const Length numberOfBlocks = isInterglyphIndex ? numberOfCharacters : 1u;
const float glyphAdvance = glyphMetrics.advance / static_cast<float>( numberOfBlocks );
- CharacterIndex index = 0u;
+ CharacterIndex index = 0;
for( ; index < numberOfBlocks; ++index )
{
// Find the mid-point of the area containing the glyph
if( visualX < glyphCenter )
{
- matched = true;
+ matchedCharacter = true;
break;
}
}
- if( matched )
+ if( matchedCharacter )
{
// If the glyph is shaped from more than one character, it matches the character of the glyph.
visualIndex = firstVisualCharacterIndex + index;
break;
}
- numberOfVisualCharacters = 0u;
+ numberOfVisualCharacters = 0;
}
- }
+ } // for characters in visual order.
// The number of characters of the whole text.
const Length totalNumberOfCharacters = logicalModel->mText.Count();
// Return the logical position of the cursor in characters.
- if( !matched )
+ if( !matchedCharacter )
{
- // If no character is matched, then the last character (in visual order) of the line is used.
- visualIndex = endCharacter;
+ if( isBeforeFirstGlyph )
+ {
+ // If no character is matched, then the first character (in visual order) of the line is used.
+ visualIndex = startCharacter;
+ }
+ else
+ {
+ // If no character is matched, then the last character (in visual order) of the line is used.
+ visualIndex = endCharacter;
+ }
}
// Get the paragraph direction.
isCurrentRightToLeft = *( directionsBuffer + index );
}
- Length numberOfGlyphAdvance = ( isFirstPositionOfLine ? 0u : 1u ) + characterIndex - firstIndex;
+ Length numberOfGlyphAdvance = ( isFirstPositionOfLine ? 0 : 1u ) + characterIndex - firstIndex;
if( isCurrentRightToLeft )
{
numberOfGlyphAdvance = primaryNumberOfCharacters - numberOfGlyphAdvance;
float visualX,
float visualY,
CharacterIndex& startIndex,
- CharacterIndex& endIndex )
+ CharacterIndex& endIndex,
+ CharacterIndex& noTextHitIndex )
{
-
/*
Hit character Select
|-------------------------------------------------------|------------------------------------------|
| On a new paragraph character | The word or group of white spaces before |
|-------------------------------------------------------|------------------------------------------|
*/
+ const Length totalNumberOfCharacters = logicalModel->mText.Count();
+ startIndex = 0;
+ endIndex = 0;
+ noTextHitIndex = 0;
+ if( 0 == totalNumberOfCharacters )
+ {
+ // Nothing to do if the model is empty.
+ return false;
+ }
+
+ bool matchedCharacter = false;
CharacterIndex hitCharacter = Text::GetClosestCursorIndex( visualModel,
logicalModel,
metrics,
visualX,
- visualY );
-
- const Length totalNumberOfCharacters = logicalModel->mText.Count();
-
- DALI_ASSERT_DEBUG( ( hitCharacter <= totalNumberOfCharacters ) && "GetClosestCursorIndex returned out of bounds index" );
+ visualY,
+ CharacterHitTest::TAP,
+ matchedCharacter );
- if( 0u == totalNumberOfCharacters )
+ if( !matchedCharacter )
{
- // Nothing to do if the model is empty.
- return false;
+ noTextHitIndex = hitCharacter;
}
+ DALI_ASSERT_DEBUG( ( hitCharacter <= totalNumberOfCharacters ) && "GetClosestCursorIndex returned out of bounds index" );
+
if( hitCharacter >= totalNumberOfCharacters )
{
// Closest hit character is the last character.
{
// Find the first character before the hit one which is not a new paragraph character.
- if( hitCharacter > 0u )
+ if( hitCharacter > 0 )
{
endIndex = hitCharacter - 1u;
for( ; endIndex > 0; --endIndex )
{
// Select the word before or after the white space
- if( 0u == hitCharacter )
+ if( 0 == hitCharacter )
{
data.isWhiteSpace = false;
FindEndOfWord( data );
endIndex = data.foundIndex;
}
- else if( hitCharacter > 0u )
+ else if( hitCharacter > 0 )
{
// Find the start of the word.
data.hitCharacter = hitCharacter - 1u;
}
}
- return true;
+ return matchedCharacter;
}
} // namespace Text