#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
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.
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;
: mController( controller ),
mEnabledPopupButtons( TextSelectionPopup::NONE ),
mTextSelectionPopupCallbackInterface( callbackInterface ),
+ mHandleColor( HANDLE_COLOR ),
mBoundingBox( Rect<int>() ),
mHighlightColor( LIGHT_BLUE ),
mHighlightPosition( Vector2::ZERO ),
mSwapSelectionHandles( false ),
mNotifyEndOfScroll( false )
{
+ mQuadVertexFormat[ "aPosition" ] = Property::VECTOR2;
+ mQuadIndexFormat[ "indices" ] = Property::UNSIGNED_INTEGER;
+ mHighlightMaterial = Material::New( Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ) );
}
/**
// TODO - Remove this if nothing is active
CreateActiveLayer();
- /*
// Show or hide the cursors
CreateCursors();
if( mPrimaryCursor )
}
mSecondaryCursor.SetVisible( mSecondaryCursorVisible );
}
- */
+
// Show or hide the grab handle
HandleImpl& grabHandle = mHandle[GRAB_HANDLE];
if( grabHandle.active )
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 )
// Add or Remove cursor(s) from parent
void CreateCursors()
{
- /*
if( mActiveCursor == ACTIVE_CURSOR_NONE )
{
UnparentAndReset( mPrimaryCursor );
UnparentAndReset( mSecondaryCursor );
}
}
- */
}
bool OnCursorBlinkTimerTick()
{
- /*
// Cursor blinking
if ( mPrimaryCursor )
{
}
mCursorBlinkStatus = !mCursorBlinkStatus;
- */
+
return true;
}
{
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 );
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 );
{
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
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
{
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
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
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 )
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];
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];
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;
{
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 )
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;
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];
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;
}
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
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