Fix Klocwork issues.
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / text / decorator / text-decorator.cpp
index e12ddca..9a1b7cd 100644 (file)
 #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>
 
 #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
@@ -71,12 +104,9 @@ Integration::Log::Filter* gLogFilter( Integration::Log::Filter::New(Debug::NoLog
 namespace
 {
 
-const char* DEFAULT_GRAB_HANDLE_IMAGE_RELEASED( DALI_IMAGE_DIR "insertpoint-icon.png" );
-const char* DEFAULT_GRAB_HANDLE_IMAGE_PRESSED( DALI_IMAGE_DIR "insertpoint-icon-pressed.png" );
-const char* DEFAULT_SELECTION_HANDLE_ONE_RELEASED( DALI_IMAGE_DIR "text-input-selection-handle-left.png" );
-const char* DEFAULT_SELECTION_HANDLE_ONE_PRESSED( DALI_IMAGE_DIR "text-input-selection-handle-left-press.png" );
-const char* DEFAULT_SELECTION_HANDLE_TWO_RELEASED( DALI_IMAGE_DIR "text-input-selection-handle-right.png" );
-const char* DEFAULT_SELECTION_HANDLE_TWO_PRESSED( DALI_IMAGE_DIR "text-input-selection-handle-right-press.png" );
+const char* DEFAULT_GRAB_HANDLE_IMAGE_RELEASED( DALI_IMAGE_DIR "cursor_handler_center.png" );
+const char* DEFAULT_SELECTION_HANDLE_ONE_RELEASED( DALI_IMAGE_DIR "selection_handle_left.png" );
+const char* DEFAULT_SELECTION_HANDLE_TWO_RELEASED( DALI_IMAGE_DIR "selection_handle_right.png" );
 
 const int DEFAULT_POPUP_OFFSET( -100.0f ); // Vertical offset of Popup from cursor or handles position.
 
@@ -85,6 +115,8 @@ const Dali::Vector3 DEFAULT_SELECTION_HANDLE_RELATIVE_SIZE( 1.25f, 1.5f, 1.0f );
 
 const Dali::Vector4 LIGHT_BLUE( (0xb2 / 255.0f), (0xeb / 255.0f), (0xf2 / 255.0f), 0.5f ); // The text highlight color.
 
+const Dali::Vector4 HANDLE_COLOR( 0.0f, (183.0f / 255.0f), (229.0f / 255.0f), 1.0f  );
+
 const unsigned int CURSOR_BLINK_INTERVAL = 500u; // Cursor blink interval
 const float TO_MILLISECONDS = 1000.f;
 const float TO_SECONDS = 1.f / TO_MILLISECONDS;
@@ -231,6 +263,7 @@ struct Decorator::Impl : public ConnectionTracker
   : mController( controller ),
     mEnabledPopupButtons( TextSelectionPopup::NONE ),
     mTextSelectionPopupCallbackInterface( callbackInterface ),
+    mHandleColor( HANDLE_COLOR ),
     mBoundingBox( Rect<int>() ),
     mHighlightColor( LIGHT_BLUE ),
     mHighlightPosition( Vector2::ZERO ),
@@ -249,6 +282,9 @@ struct Decorator::Impl : public ConnectionTracker
     mSwapSelectionHandles( false ),
     mNotifyEndOfScroll( false )
   {
+    mQuadVertexFormat[ "aPosition" ] = Property::VECTOR2;
+    mQuadIndexFormat[ "indices" ] = Property::UNSIGNED_INTEGER;
+    mHighlightMaterial = Material::New( Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ) );
   }
 
   /**
@@ -260,7 +296,6 @@ struct Decorator::Impl : public ConnectionTracker
     // TODO - Remove this if nothing is active
     CreateActiveLayer();
 
-    /*
     // Show or hide the cursors
     CreateCursors();
     if( mPrimaryCursor )
@@ -289,7 +324,7 @@ struct Decorator::Impl : public ConnectionTracker
       }
       mSecondaryCursor.SetVisible( mSecondaryCursorVisible );
     }
-    */
+
     // Show or hide the grab handle
     HandleImpl& grabHandle = mHandle[GRAB_HANDLE];
     if( grabHandle.active )
@@ -346,6 +381,9 @@ struct Decorator::Impl : public ConnectionTracker
       primary.actor.SetVisible( isPrimaryVisible );
       secondary.actor.SetVisible( isSecondaryVisible );
 
+      // Shouldn't be needed......
+      UnparentAndReset( mHighlightActor );
+
       CreateHighlight();
       UpdateHighlight();
     }
@@ -353,7 +391,7 @@ struct Decorator::Impl : public ConnectionTracker
     {
       UnparentAndReset( primary.actor );
       UnparentAndReset( secondary.actor );
-      //UnparentAndReset( mHighlightMeshActor );
+      UnparentAndReset( mHighlightActor );
     }
 
     if ( mActiveCopyPastePopup )
@@ -440,7 +478,6 @@ struct Decorator::Impl : public ConnectionTracker
   // Add or Remove cursor(s) from parent
   void CreateCursors()
   {
-    /*
     if( mActiveCursor == ACTIVE_CURSOR_NONE )
     {
       UnparentAndReset( mPrimaryCursor );
@@ -478,12 +515,10 @@ struct Decorator::Impl : public ConnectionTracker
         UnparentAndReset( mSecondaryCursor );
       }
     }
-    */
   }
 
   bool OnCursorBlinkTimerTick()
   {
-    /*
     // Cursor blinking
     if ( mPrimaryCursor )
     {
@@ -495,7 +530,7 @@ struct Decorator::Impl : public ConnectionTracker
     }
 
     mCursorBlinkStatus = !mCursorBlinkStatus;
-    */
+
     return true;
   }
 
@@ -543,10 +578,6 @@ struct Decorator::Impl : public ConnectionTracker
       {
         mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_RELEASED] = ResourceImage::New( DEFAULT_GRAB_HANDLE_IMAGE_RELEASED );
       }
-      if( !mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_PRESSED] )
-      {
-        mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_PRESSED] = ResourceImage::New( DEFAULT_GRAB_HANDLE_IMAGE_PRESSED );
-      }
 
       grabHandle.actor = ImageActor::New( mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_RELEASED] );
       grabHandle.actor.SetSortModifier( DECORATION_DEPTH_INDEX );
@@ -573,6 +604,7 @@ struct Decorator::Impl : public ConnectionTracker
       grabHandle.grabArea.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS );
       grabHandle.grabArea.SetSizeModeFactor( DEFAULT_GRAB_HANDLE_RELATIVE_SIZE );
       grabHandle.actor.Add( grabHandle.grabArea );
+      grabHandle.actor.SetColor( mHandleColor );
 
       grabHandle.grabArea.TouchedSignal().Connect( this, &Decorator::Impl::OnGrabHandleTouched );
       mTapDetector.Attach( grabHandle.grabArea );
@@ -591,10 +623,6 @@ struct Decorator::Impl : public ConnectionTracker
       {
         mHandleImages[LEFT_SELECTION_HANDLE][HANDLE_IMAGE_RELEASED] = ResourceImage::New( DEFAULT_SELECTION_HANDLE_ONE_RELEASED );
       }
-      if( !mHandleImages[LEFT_SELECTION_HANDLE][HANDLE_IMAGE_PRESSED] )
-      {
-        mHandleImages[LEFT_SELECTION_HANDLE][HANDLE_IMAGE_PRESSED] = ResourceImage::New( DEFAULT_SELECTION_HANDLE_ONE_PRESSED );
-      }
 
       primary.actor = ImageActor::New( mHandleImages[LEFT_SELECTION_HANDLE][HANDLE_IMAGE_RELEASED] );
 #ifdef DECORATOR_DEBUG
@@ -603,6 +631,7 @@ struct Decorator::Impl : public ConnectionTracker
       primary.actor.SetAnchorPoint( AnchorPoint::TOP_RIGHT ); // Change to BOTTOM_RIGHT if Look'n'Feel requires handle above text.
       primary.actor.SetSortModifier( DECORATION_DEPTH_INDEX );
       primary.flipped = false;
+      primary.actor.SetColor( mHandleColor );
 
       primary.grabArea = Actor::New(); // Area that Grab handle responds to, larger than actual handle so easier to move
 #ifdef DECORATOR_DEBUG
@@ -628,10 +657,6 @@ struct Decorator::Impl : public ConnectionTracker
       {
         mHandleImages[RIGHT_SELECTION_HANDLE][HANDLE_IMAGE_RELEASED] = ResourceImage::New( DEFAULT_SELECTION_HANDLE_TWO_RELEASED );
       }
-      if( !mHandleImages[RIGHT_SELECTION_HANDLE][HANDLE_IMAGE_PRESSED] )
-      {
-        mHandleImages[RIGHT_SELECTION_HANDLE][HANDLE_IMAGE_PRESSED] = ResourceImage::New( DEFAULT_SELECTION_HANDLE_TWO_PRESSED );
-      }
 
       secondary.actor = ImageActor::New( mHandleImages[RIGHT_SELECTION_HANDLE][HANDLE_IMAGE_RELEASED] );
 #ifdef DECORATOR_DEBUG
@@ -640,6 +665,7 @@ struct Decorator::Impl : public ConnectionTracker
       secondary.actor.SetAnchorPoint( AnchorPoint::TOP_LEFT ); // Change to BOTTOM_LEFT if Look'n'Feel requires handle above text.
       secondary.actor.SetSortModifier( DECORATION_DEPTH_INDEX );
       secondary.flipped = false;
+      secondary.actor.SetColor( mHandleColor );
 
       secondary.grabArea = Actor::New(); // Area that Grab handle responds to, larger than actual handle so easier to move
 #ifdef DECORATOR_DEBUG
@@ -661,123 +687,93 @@ struct Decorator::Impl : public ConnectionTracker
 
   void CreateHighlight()
   {
-    /*
-    if ( !mHighlightMeshActor )
+    if ( !mHighlightActor )
     {
-      mHighlightMaterial = Material::New( "HighlightMaterial" );
-      mHighlightMaterial.SetDiffuseColor( mHighlightColor );
+      mHighlightActor = Actor::New();
 
-      mHighlightMeshData.SetMaterial( mHighlightMaterial );
-      mHighlightMeshData.SetHasNormals( true );
-
-      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 );
     }
-    */
   }
 
   void OnTap( Actor actor, const TapGesture& tap )
@@ -898,7 +894,8 @@ struct Decorator::Impl : public ConnectionTracker
           mHandle[GRAB_HANDLE].actor.SetImage( imagePressed );
         }
       }
-      else if( TouchPoint::Up == point.state )
+      else if( ( TouchPoint::Up == point.state ) ||
+               ( TouchPoint::Interrupted == point.state ) )
       {
         mHandle[GRAB_HANDLE].pressed = false;
         Image imageReleased = mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_RELEASED];
@@ -931,7 +928,8 @@ struct Decorator::Impl : public ConnectionTracker
           mHandle[LEFT_SELECTION_HANDLE].actor.SetImage( imagePressed );
         }
       }
-      else if( TouchPoint::Up == point.state )
+      else if( ( TouchPoint::Up == point.state ) ||
+               ( TouchPoint::Interrupted == point.state ) )
       {
         mHandle[LEFT_SELECTION_HANDLE].pressed = false;
         Image imageReleased = mHandleImages[flip ? RIGHT_SELECTION_HANDLE : LEFT_SELECTION_HANDLE][HANDLE_IMAGE_RELEASED];
@@ -964,7 +962,8 @@ struct Decorator::Impl : public ConnectionTracker
           mHandle[RIGHT_SELECTION_HANDLE].actor.SetImage( imagePressed );
         }
       }
-      else if( TouchPoint::Up == point.state )
+      else if( ( TouchPoint::Up == point.state ) ||
+               ( TouchPoint::Interrupted == point.state ) )
       {
         Image imageReleased = mHandleImages[flip ? LEFT_SELECTION_HANDLE : RIGHT_SELECTION_HANDLE][HANDLE_IMAGE_RELEASED];
         mHandle[RIGHT_SELECTION_HANDLE].pressed = false;
@@ -985,13 +984,12 @@ struct Decorator::Impl : public ConnectionTracker
   {
     float alternativePosition=0.0f;;
 
-    /*
     if ( mPrimaryCursor ) // Secondary cursor not used for paste
     {
       Cursor cursor = PRIMARY_CURSOR;
       alternativePosition = mCursor[cursor].position.y;
     }
-    */
+
     const float popupHeight = 120.0f; // todo Set as a MaxSize Property in Control or retrieve from CopyPastePopup class.
 
     if( mHandle[GRAB_HANDLE].active )
@@ -1086,8 +1084,10 @@ struct Decorator::Impl : public ConnectionTracker
     HandleImpl& leftHandle = mHandle[LEFT_SELECTION_HANDLE];
     HandleImpl& rightHandle = mHandle[RIGHT_SELECTION_HANDLE];
 
-    const HandleImageType leftImageType = leftHandle.pressed ? HANDLE_IMAGE_PRESSED : HANDLE_IMAGE_RELEASED;
-    const HandleImageType rightImageType = rightHandle.pressed ? HANDLE_IMAGE_PRESSED : HANDLE_IMAGE_RELEASED;
+    // If handle pressed and pressed image exists then use pressed image else stick with released image
+    const HandleImageType leftImageType = ( leftHandle.pressed && mHandleImages[LEFT_SELECTION_HANDLE][HANDLE_IMAGE_PRESSED] ) ? HANDLE_IMAGE_PRESSED : HANDLE_IMAGE_RELEASED;
+    const HandleImageType rightImageType = ( rightHandle.pressed && mHandleImages[RIGHT_SELECTION_HANDLE][HANDLE_IMAGE_PRESSED] ) ? HANDLE_IMAGE_PRESSED : HANDLE_IMAGE_RELEASED;
+
     const bool leftFlipped = mSwapSelectionHandles != leftHandle.flipped;
     const bool rightFlipped = mSwapSelectionHandles != rightHandle.flipped;
 
@@ -1187,19 +1187,20 @@ struct Decorator::Impl : public ConnectionTracker
   Timer               mScrollTimer;               ///< Timer used to scroll the text when the grab handle is moved close to the edges.
 
   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
-
+  ImageActor          mPrimaryCursor;
+  ImageActor          mSecondaryCursor;
+
+  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
+  Vector4             mHandleColor;
 
   CursorImpl          mCursor[CURSOR_COUNT];
   HandleImpl          mHandle[HANDLE_TYPE_COUNT];
@@ -1286,7 +1287,7 @@ const Vector2& Decorator::GetPosition( Cursor cursor ) const
   return mImpl->mCursor[cursor].position;
 }
 
-void Decorator::SetColor( Cursor cursor, const Dali::Vector4& color )
+void Decorator::SetCursorColor( Cursor cursor, const Dali::Vector4& color )
 {
   mImpl->mCursor[cursor].color = color;
 }
@@ -1343,6 +1344,20 @@ float Decorator::GetCursorBlinkDuration() const
 void Decorator::SetHandleActive( HandleType handleType, bool active )
 {
   mImpl->mHandle[handleType].active = active;
+
+  if( !active )
+  {
+    // TODO: this is a work-around.
+    // The problem is the handle actor does not receive the touch event with the Interrupt
+    // state when the power button is pressed and the application goes to background.
+    mImpl->mHandle[handleType].pressed = false;
+    Image imageReleased = mImpl->mHandleImages[handleType][HANDLE_IMAGE_RELEASED];
+    ImageActor imageActor = mImpl->mHandle[handleType].actor;
+    if( imageReleased && imageActor )
+    {
+       imageActor.SetImage( imageReleased );
+    }
+  }
 }
 
 bool Decorator::IsHandleActive( HandleType handleType ) const
@@ -1360,6 +1375,16 @@ Dali::Image Decorator::GetHandleImage( HandleType handleType, HandleImageType ha
   return mImpl->mHandleImages[handleType][handleImageType];
 }
 
+void Decorator::SetHandleColor( const Vector4& color )
+{
+  mImpl->mHandleColor = color;
+}
+
+const Vector4& Decorator::GetHandleColor() const
+{
+  return mImpl->mHandleColor;
+}
+
 void Decorator::SetPosition( HandleType handleType, float x, float y, float height )
 {
   // Adjust grab handle displacement