#include <dali/public-api/adaptor-framework/timer.h>
#include <dali/public-api/actors/image-actor.h>
#include <dali/public-api/actors/layer.h>
-#include <dali/devel-api/actors/mesh-actor.h>
#include <dali/public-api/animation/constraint.h>
#include <dali/public-api/common/constants.h>
#include <dali/public-api/common/stage.h>
#include <dali/public-api/events/touch-event.h>
#include <dali/public-api/events/pan-gesture.h>
#include <dali/public-api/events/pan-gesture-detector.h>
-#include <dali/devel-api/geometry/mesh.h>
-#include <dali/devel-api/geometry/mesh-data.h>
#include <dali/public-api/images/resource-image.h>
#include <dali/public-api/math/rect.h>
#include <dali/public-api/math/vector2.h>
#include <dali/public-api/object/property-notification.h>
#include <dali/public-api/signals/connection-tracker.h>
+#include <dali/devel-api/object/property-buffer.h>
+#include <dali/devel-api/rendering/geometry.h>
+#include <dali/devel-api/rendering/material.h>
+#include <dali/devel-api/rendering/renderer.h>
+#include <dali/devel-api/rendering/shader.h>
+
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/controls/control.h>
+#include <dali-toolkit/public-api/controls/control-depth-index-ranges.h>
#include <dali-toolkit/public-api/controls/control-impl.h>
#include <dali-toolkit/public-api/controls/buttons/push-button.h>
#include <dali-toolkit/public-api/controls/default-controls/solid-color-actor.h>
#endif
+#define MAKE_SHADER(A)#A
+
+namespace
+{
+const char* VERTEX_SHADER = MAKE_SHADER(
+attribute mediump vec2 aPosition;
+uniform mediump mat4 uMvpMatrix;
+uniform mediump vec3 uSize;
+
+void main()
+{
+ mediump vec4 position = vec4( aPosition, 0.0, 1.0 );
+ position.xyz *= uSize;
+ gl_Position = uMvpMatrix * position;
+}
+);
+
+const char* FRAGMENT_SHADER = MAKE_SHADER(
+uniform lowp vec4 uColor;
+
+void main()
+{
+ gl_FragColor = uColor;
+}
+);
+}
+
namespace Dali
{
namespace Internal
mTextSelectionPopupCallbackInterface( callbackInterface ),
mBoundingBox( Rect<int>() ),
mHighlightColor( LIGHT_BLUE ),
+ mHighlightPosition( Vector2::ZERO ),
mActiveCursor( ACTIVE_CURSOR_NONE ),
mCursorBlinkInterval( CURSOR_BLINK_INTERVAL ),
mCursorBlinkDuration( 0.0f ),
mCursorBlinkStatus( true ),
mPrimaryCursorVisible( false ),
mSecondaryCursorVisible( false ),
- mSwapSelectionHandles( false )
+ mSwapSelectionHandles( false ),
+ mNotifyEndOfScroll( false )
{
+ mQuadVertexFormat[ "aPosition" ] = Property::VECTOR2;
+ mQuadIndexFormat[ "indices" ] = Property::UNSIGNED_INTEGER;
+ mHighlightMaterial = Material::New( Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ) );
}
/**
if( mPrimaryCursorVisible )
{
Vector2 position = cursor.position;
- if( GRAB_HANDLE == mHandleScrolling )
- {
- if( mScrollDirection == SCROLL_RIGHT )
- {
- position.x = 0.f;
- }
- else
- {
- position.x = size.width;
- }
- }
mPrimaryCursor.SetPosition( position.x,
position.y );
{
Vector2 position = grabHandle.position;
- if( GRAB_HANDLE == mHandleScrolling )
- {
- if( mScrollDirection == SCROLL_RIGHT )
- {
- position.x = 0.f;
- }
- else
- {
- position.x = size.width;
- }
- }
-
const bool isVisible = ( position.x <= size.width ) && ( position.x >= 0.f );
if( isVisible )
Vector2 primaryPosition = primary.position;
Vector2 secondaryPosition = secondary.position;
- if( LEFT_SELECTION_HANDLE == mHandleScrolling )
- {
- if( mScrollDirection == SCROLL_RIGHT )
- {
- primaryPosition.x = 0.f;
- }
- else
- {
- primaryPosition.x = size.width;
- }
- }
- else if( RIGHT_SELECTION_HANDLE == mHandleScrolling )
- {
- if( mScrollDirection == SCROLL_RIGHT )
- {
- secondaryPosition.x = 0.f;
- }
- else
- {
- secondaryPosition.x = size.width;
- }
- }
-
const bool isPrimaryVisible = ( primaryPosition.x <= size.width ) && ( primaryPosition.x >= 0.f );
const bool isSecondaryVisible = ( secondaryPosition.x <= size.width ) && ( secondaryPosition.x >= 0.f );
primary.actor.SetVisible( isPrimaryVisible );
secondary.actor.SetVisible( isSecondaryVisible );
+ // Shouldn't be needed......
+ UnparentAndReset( mHighlightActor );
+
CreateHighlight();
UpdateHighlight();
}
{
UnparentAndReset( primary.actor );
UnparentAndReset( secondary.actor );
- UnparentAndReset( mHighlightMeshActor );
+ UnparentAndReset( mHighlightActor );
}
if ( mActiveCopyPastePopup )
void CreateCursor( ImageActor& cursor, const Vector4& color )
{
cursor = CreateSolidColorActor( color );
+ cursor.SetSortModifier( DECORATION_DEPTH_INDEX );
cursor.SetParentOrigin( ParentOrigin::TOP_LEFT ); // Need to set the default parent origin as CreateSolidColorActor() sets a different one.
cursor.SetAnchorPoint( AnchorPoint::TOP_CENTER );
}
}
else
{
- /* Create Primary and or Secondary Cursor(s) if active and add to parent */
+ // Create Primary and or Secondary Cursor(s) if active and add to parent
if ( mActiveCursor == ACTIVE_CURSOR_PRIMARY ||
mActiveCursor == ACTIVE_CURSOR_BOTH )
{
}
grabHandle.actor = ImageActor::New( mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_RELEASED] );
+ grabHandle.actor.SetSortModifier( DECORATION_DEPTH_INDEX );
grabHandle.actor.SetAnchorPoint( AnchorPoint::TOP_CENTER );
- grabHandle.actor.SetDrawMode( DrawMode::OVERLAY );
// Area that Grab handle responds to, larger than actual handle so easier to move
#ifdef DECORATOR_DEBUG
grabHandle.actor.SetName( "GrabHandleActor" );
primary.actor.SetName("SelectionHandleOne");
#endif
primary.actor.SetAnchorPoint( AnchorPoint::TOP_RIGHT ); // Change to BOTTOM_RIGHT if Look'n'Feel requires handle above text.
- primary.actor.SetDrawMode( DrawMode::OVERLAY ); // ensure grab handle above text
+ primary.actor.SetSortModifier( DECORATION_DEPTH_INDEX );
primary.flipped = false;
primary.grabArea = Actor::New(); // Area that Grab handle responds to, larger than actual handle so easier to move
secondary.actor.SetName("SelectionHandleTwo");
#endif
secondary.actor.SetAnchorPoint( AnchorPoint::TOP_LEFT ); // Change to BOTTOM_LEFT if Look'n'Feel requires handle above text.
- secondary.actor.SetDrawMode( DrawMode::OVERLAY ); // ensure grab handle above text
+ secondary.actor.SetSortModifier( DECORATION_DEPTH_INDEX );
secondary.flipped = false;
secondary.grabArea = Actor::New(); // Area that Grab handle responds to, larger than actual handle so easier to move
void CreateHighlight()
{
- if ( !mHighlightMeshActor )
+ if ( !mHighlightActor )
{
- mHighlightMaterial = Material::New( "HighlightMaterial" );
- mHighlightMaterial.SetDiffuseColor( mHighlightColor );
-
- mHighlightMeshData.SetMaterial( mHighlightMaterial );
- mHighlightMeshData.SetHasNormals( true );
+ mHighlightActor = Actor::New();
- mHighlightMesh = Mesh::New( mHighlightMeshData );
-
- mHighlightMeshActor = MeshActor::New( mHighlightMesh );
#ifdef DECORATOR_DEBUG
- mHighlightMeshActor.SetName( "HighlightMeshActor" );
+ mHighlightActor.SetName( "HighlightActor" );
#endif
- mHighlightMeshActor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ mHighlightActor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ mHighlightActor.SetPosition( 0.0f, 0.0f, DISPLAYED_HIGHLIGHT_Z_OFFSET );
+ mHighlightActor.SetSize( 1.0f, 1.0f );
+ mHighlightActor.SetColor( mHighlightColor );
+ mHighlightActor.SetColorMode( USE_OWN_COLOR );
// Add the highlight box telling the controller it needs clipping.
- mController.AddDecoration( mHighlightMeshActor, true );
+ mController.AddDecoration( mHighlightActor, true );
}
-
- mHighlightMeshActor.SetPosition( mHighlightPosition.x, mHighlightPosition.y, DISPLAYED_HIGHLIGHT_Z_OFFSET );
}
void UpdateHighlight()
{
- // Construct a Mesh with a texture to be used as the highlight 'box' for selected text
- //
- // Example scenarios where mesh is made from 3, 1, 2, 2 ,3 or 3 quads.
- //
- // [ TOP ] [ TOP ] [TOP ] [ TOP ] [ TOP ] [ TOP ]
- // [ MIDDLE ] [BOTTOM] [BOTTOM] [ MIDDLE ] [ MIDDLE ]
- // [ BOTTOM] [ MIDDLE ] [ MIDDLE ]
- // [BOTTOM] [ MIDDLE ]
- // [BOTTOM]
- //
- // Each quad is created as 2 triangles.
- // Middle is just 1 quad regardless of its size.
- //
- // (0,0) (0,0)
- // 0* *2 0* *2
- // TOP TOP
- // 3* *1 3* *1
- // 4* *1 4* *6
- // MIDDLE BOTTOM
- // 6* *5 7* *5
- // 6* *8
- // BOTTOM
- // 9* *7
- //
-
- if ( mHighlightMesh && mHighlightMaterial && !mHighlightQuadList.empty() )
+
+ if ( mHighlightActor && !mHighlightQuadList.empty() )
{
- MeshData::VertexContainer vertices;
- Dali::MeshData::FaceIndices faceIndices;
+ Vector< Vector2 > vertices;
+ Vector< unsigned int> indices;
+ Vector2 vertex;
std::vector<QuadCoordinates>::iterator iter = mHighlightQuadList.begin();
std::vector<QuadCoordinates>::iterator endIter = mHighlightQuadList.end();
- // vertex position defaults to (0 0 0)
- MeshData::Vertex vertex;
- // set normal for all vertices as (0 0 1) pointing outward from TextInput Actor.
- vertex.nZ = 1.0f;
-
for(std::size_t v = 0; iter != endIter; ++iter,v+=4 )
{
- // Add each quad geometry (a sub-selection) to the mesh data.
-
- // 0-----1
- // |\ |
- // | \ A |
- // | \ |
- // | B \ |
- // | \|
- // 2-----3
QuadCoordinates& quad = *iter;
+
// top-left (v+0)
vertex.x = quad.min.x;
vertex.y = quad.min.y;
- vertices.push_back( vertex );
+ vertices.PushBack( vertex );
// top-right (v+1)
vertex.x = quad.max.x;
vertex.y = quad.min.y;
- vertices.push_back( vertex );
+ vertices.PushBack( vertex );
// bottom-left (v+2)
vertex.x = quad.min.x;
vertex.y = quad.max.y;
- vertices.push_back( vertex );
+ vertices.PushBack( vertex );
// bottom-right (v+3)
vertex.x = quad.max.x;
vertex.y = quad.max.y;
- vertices.push_back( vertex );
+ vertices.PushBack( vertex );
// triangle A (3, 1, 0)
- faceIndices.push_back( v + 3 );
- faceIndices.push_back( v + 1 );
- faceIndices.push_back( v );
+ indices.PushBack( v + 3 );
+ indices.PushBack( v + 1 );
+ indices.PushBack( v );
// triangle B (0, 2, 3)
- faceIndices.push_back( v );
- faceIndices.push_back( v + 2 );
- faceIndices.push_back( v + 3 );
-
- mHighlightMeshData.SetFaceIndices( faceIndices );
+ indices.PushBack( v );
+ indices.PushBack( v + 2 );
+ indices.PushBack( v + 3 );
}
- BoneContainer bones(0); // passed empty as bones not required
- mHighlightMeshData.SetData( vertices, faceIndices, bones, mHighlightMaterial );
- mHighlightMesh.UpdateMeshData( mHighlightMeshData );
+ PropertyBuffer quadVertices = PropertyBuffer::New( mQuadVertexFormat, vertices.Size() );
+ PropertyBuffer quadIndices = PropertyBuffer::New( mQuadIndexFormat, indices.Size() );
+
+ quadVertices.SetData( &vertices[ 0 ] );
+ quadIndices.SetData( &indices[ 0 ] );
+
+ Geometry quadGeometry = Geometry::New();
+ quadGeometry.AddVertexBuffer( quadVertices );
+ quadGeometry.SetIndexBuffer( quadIndices );
+
+ // if ( mHighlightRenderer )
+ // {
+ // mHighlightRenderer.SetGeometry( quadGeometry );
+ // }
+ // else
+ // {
+ mHighlightRenderer = Dali::Renderer::New( quadGeometry, mHighlightMaterial );
+ mHighlightRenderer.SetDepthIndex( DECORATION_DEPTH_INDEX - 1 );
+ // }
+ mHighlightActor.AddRenderer( mHighlightRenderer );
}
}
else if( Gesture::Finished == gesture.state ||
Gesture::Cancelled == gesture.state )
{
- if( mScrollTimer && mScrollTimer.IsRunning() )
+ if( mScrollTimer &&
+ ( mScrollTimer.IsRunning() || mNotifyEndOfScroll ) )
{
+ mNotifyEndOfScroll = false;
mHandleScrolling = HANDLE_TYPE_COUNT;
StopScrollTimer();
mController.DecorationEvent( type, HANDLE_STOP_SCROLLING, x, y );
return mScrollSpeed;
}
+ void NotifyEndOfScroll()
+ {
+ StopScrollTimer();
+
+ if( mScrollTimer )
+ {
+ mNotifyEndOfScroll = true;
+ }
+ }
+
/**
* Creates and starts a timer to scroll the text when handles are close to the edges of the text.
*
Layer mActiveLayer; ///< Layer for active handles and alike that ensures they are above all else.
ImageActor mPrimaryCursor;
ImageActor mSecondaryCursor;
- MeshActor mHighlightMeshActor; ///< Mesh Actor to display highlight
+ Actor mHighlightActor; ///< Actor to display highlight
+ Renderer mHighlightRenderer;
+ Material mHighlightMaterial; ///< Material used for highlight
+ Property::Map mQuadVertexFormat;
+ Property::Map mQuadIndexFormat;
PopupImpl mCopyPastePopup;
TextSelectionPopup::Buttons mEnabledPopupButtons; /// Bit mask of currently enabled Popup buttons
TextSelectionPopupCallbackInterface& mTextSelectionPopupCallbackInterface;
Image mHandleImages[HANDLE_TYPE_COUNT][HANDLE_IMAGE_TYPE_COUNT];
Image mCursorImage;
- Mesh mHighlightMesh; ///< Mesh for highlight
- MeshData mHighlightMeshData; ///< Mesh Data for highlight
- Material mHighlightMaterial; ///< Material used for highlight
CursorImpl mCursor[CURSOR_COUNT];
HandleImpl mHandle[HANDLE_TYPE_COUNT];
QuadContainer mHighlightQuadList; ///< Sub-selections that combine to create the complete selection highlight
- Vector2 mHighlightPosition; ///< The position of the highlight actor.
Rect<int> mBoundingBox;
Vector4 mHighlightColor; ///< Color of the highlight
+ Vector2 mHighlightPosition; ///< The position of the highlight actor.
unsigned int mActiveCursor;
unsigned int mCursorBlinkInterval;
float mScrollThreshold; ///< Defines a square area inside the control, close to the edge. A cursor entering this area will trigger scroll events.
float mScrollSpeed; ///< The scroll speed in pixels per second.
float mScrollDistance; ///< Distance the text scrolls during a scroll interval.
- unsigned int mScrollInterval; ///< Time in milliseconds of a scroll interval.
bool mActiveCopyPastePopup : 1;
bool mCursorBlinkStatus : 1; ///< Flag to switch between blink on and blink off.
bool mPrimaryCursorVisible : 1; ///< Whether the primary cursor is visible.
bool mSecondaryCursorVisible : 1; ///< Whether the secondary cursor is visible.
bool mSwapSelectionHandles : 1; ///< Whether to swap the selection handle images.
+ bool mNotifyEndOfScroll : 1; ///< Whether to notify the end of the scroll.
};
DecoratorPtr Decorator::New( ControllerInterface& controller,
return mImpl->GetScrollSpeed();
}
+void Decorator::NotifyEndOfScroll()
+{
+ mImpl->NotifyEndOfScroll();
+}
+
Decorator::~Decorator()
{
delete mImpl;