/*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
// EXTERNAL INCLUDES
#include <dali/integration-api/debug.h>
-
-#include <dali/public-api/adaptor-framework/timer.h>
#include <dali/public-api/actors/layer.h>
-#include <dali/public-api/common/stage.h>
+#include <dali/public-api/adaptor-framework/timer.h>
+#include <dali/devel-api/common/stage.h>
#include <dali/public-api/events/touch-event.h>
#include <dali/public-api/events/pan-gesture.h>
-#include <dali/public-api/images/resource-image.h>
#include <dali/public-api/object/property-notification.h>
-
-#include <dali/devel-api/rendering/geometry.h>
-#include <dali/devel-api/rendering/renderer.h>
+#include <dali/public-api/rendering/geometry.h>
+#include <dali/public-api/rendering/renderer.h>
+#include <dali/devel-api/adaptor-framework/image-loading.h>
// INTERNAL INCLUDES
-#include <dali-toolkit/public-api/controls/control-depth-index-ranges.h>
-#include <dali-toolkit/public-api/controls/default-controls/solid-color-actor.h>
+#include <dali-toolkit/public-api/controls/image-view/image-view.h>
+#include <dali-toolkit/devel-api/controls/control-depth-index-ranges.h>
+#include <dali-toolkit/internal/controls/image-view/image-view-impl.h>
#ifdef DEBUG_ENABLED
#define DECORATOR_DEBUG
{
const char* VERTEX_SHADER = MAKE_SHADER(
attribute mediump vec2 aPosition;
-uniform mediump mat4 uMvpMatrix;
-uniform mediump vec3 uSize;
+uniform highp mat4 uMvpMatrix;
void main()
{
mediump vec4 position = vec4( aPosition, 0.0, 1.0 );
- position.xyz *= uSize;
gl_Position = uMvpMatrix * position;
}
);
// Local Data
namespace
{
-
-const char* DEFAULT_GRAB_HANDLE_IMAGE_RELEASED( DALI_IMAGE_DIR "cursor_handler_center.png" );
-
-const int DEFAULT_POPUP_OFFSET( -100.0f ); // Vertical offset of Popup from cursor or handles position.
-
const Dali::Vector3 DEFAULT_GRAB_HANDLE_RELATIVE_SIZE( 1.25f, 1.5f, 1.0f );
const Dali::Vector3 DEFAULT_SELECTION_HANDLE_RELATIVE_SIZE( 1.25f, 1.5f, 1.0f );
+const Dali::Vector3 ACTIVE_LAYER_ANCHOR_POINT( 0.5f, 0.5f, 0.5f );
const Dali::Vector4 LIGHT_BLUE( 0.75f, 0.96f, 1.f, 1.f ); // The text highlight color. TODO: due some problems, maybe with the blending function in the text clipping, the color is fully opaque.
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;
+const unsigned int CURSOR_BLINK_INTERVAL = 500u; ///< Cursor blink interval in milliseconds.
+const float TO_MILLISECONDS = 1000.f; ///< Converts from seconds to milliseconds.
+const float TO_SECONDS = 1.f / TO_MILLISECONDS; ///< Converts from milliseconds to seconds.
-const unsigned int SCROLL_TICK_INTERVAL = 50u;
+const unsigned int SCROLL_TICK_INTERVAL = 50u; ///< Scroll interval in milliseconds.
+const float SCROLL_THRESHOLD = 10.f; ///< Threshold in pixels close to the edges of the decorator boundaries from where the scroll timer starts to emit signals.
+const float SCROLL_SPEED = 300.f; ///< The scroll speed in pixels/second.
-const float SCROLL_THRESHOLD = 10.f;
-const float SCROLL_SPEED = 300.f;
-const float SCROLL_DISTANCE = SCROLL_SPEED * SCROLL_TICK_INTERVAL * TO_SECONDS;
+const float SCROLL_DISTANCE = SCROLL_SPEED * SCROLL_TICK_INTERVAL * TO_SECONDS; ///< Distance in pixels scrolled in one second.
-const float CURSOR_WIDTH = 1.f;
+const float CURSOR_WIDTH = 1.f; ///< The cursor's width in pixels.
-/**
- * structure to hold coordinates of each quad, which will make up the mesh.
- */
-struct QuadCoordinates
-{
- /**
- * Default constructor
- */
- QuadCoordinates()
- {
- }
+const float POPUP_PADDING = 2.f; ///< Padding space between the highlight box and the text's popup.
- /**
- * Constructor
- * @param[in] x1 left co-ordinate
- * @param[in] y1 top co-ordinate
- * @param[in] x2 right co-ordinate
- * @param[in] y2 bottom co-ordinate
- */
- QuadCoordinates(float x1, float y1, float x2, float y2)
- : min(x1, y1),
- max(x2, y2)
- {
- }
-
- Dali::Vector2 min; ///< top-left (minimum) position of quad
- Dali::Vector2 max; ///< bottom-right (maximum) position of quad
-};
-
-typedef std::vector<QuadCoordinates> QuadContainer;
+typedef Dali::Vector<Dali::Vector4> QuadContainer;
/**
* @brief Takes a bounding rectangle in the local coordinates of an actor and returns the world coordinates Bounding Box.
: color( Dali::Color::BLACK ),
position(),
cursorHeight( 0.0f ),
- lineHeight( 0.0f )
+ lineHeight( 0.0f ),
+ glyphOffset( 0.0f )
{
}
Vector2 position;
float cursorHeight;
float lineHeight;
+ float glyphOffset;
};
struct HandleImpl
{
HandleImpl()
: position(),
+ globalPosition(),
size(),
lineHeight( 0.0f ),
grabDisplacementX( 0.f ),
grabDisplacementY( 0.f ),
active( false ),
- visible( false ),
+ horizontallyVisible( false ),
+ verticallyVisible( false ),
pressed( false ),
+ verticallyFlippedPreferred( false ),
horizontallyFlipped( false ),
- verticallyFlipped( false )
+ verticallyFlipped( false ),
+ verticallyFlippedOnTouch( false )
{
}
- ImageActor actor;
+ ImageView actor;
Actor grabArea;
- ImageActor markerActor;
+ ImageView markerActor;
Vector2 position;
+ Vector2 globalPosition;
Size size;
float lineHeight; ///< Not the handle height
float grabDisplacementX;
float grabDisplacementY;
- bool active : 1;
- bool visible : 1;
- bool pressed : 1;
- bool horizontallyFlipped : 1; ///< Whether the handle has been horizontally flipped.
- bool verticallyFlipped : 1; ///< Whether the handle has been vertically flipped.
+ bool active : 1;
+ bool horizontallyVisible : 1;
+ bool verticallyVisible : 1;
+ bool pressed : 1;
+ bool verticallyFlippedPreferred : 1; ///< Whether the handle is preferred to be vertically flipped.
+ bool horizontallyFlipped : 1; ///< Whether the handle has been horizontally flipped.
+ bool verticallyFlipped : 1; ///< Whether the handle has been vertically flipped.
+ bool verticallyFlippedOnTouch : 1; ///< Whether the handle is vertically flipped on touch.
};
struct PopupImpl
{
PopupImpl()
- : position(),
- offset( DEFAULT_POPUP_OFFSET )
+ : position()
{
}
TextSelectionPopup actor;
Vector3 position;
- int offset;
};
Impl( ControllerInterface& controller,
mBoundingBox(),
mHighlightColor( LIGHT_BLUE ),
mHighlightPosition( Vector2::ZERO ),
+ mHighlightSize( Vector2::ZERO ),
+ mControlSize( Vector2::ZERO ),
+ mHighlightOutlineOffset( 0.f ),
mActiveCursor( ACTIVE_CURSOR_NONE ),
mCursorBlinkInterval( CURSOR_BLINK_INTERVAL ),
mCursorBlinkDuration( 0.0f ),
mCursorWidth( CURSOR_WIDTH ),
mHandleScrolling( HANDLE_TYPE_COUNT ),
+ mHandleReleased( HANDLE_TYPE_COUNT ),
mScrollDirection( SCROLL_NONE ),
mScrollThreshold( SCROLL_THRESHOLD ),
mScrollSpeed( SCROLL_SPEED ),
mFlipSelectionHandlesOnCross( false ),
mFlipLeftSelectionHandleDirection( false ),
mFlipRightSelectionHandleDirection( false ),
- mHandlePanning( false ),
- mHandleCurrentCrossed( false ),
- mHandlePreviousCrossed( false ),
- mNotifyEndOfScroll( false )
+ mIsHandlePanning( false ),
+ mIsHandleCurrentlyCrossed( false ),
+ mIsHandlePreviouslyCrossed( false ),
+ mNotifyEndOfScroll( false ),
+ mHorizontalScrollingEnabled( false ),
+ mVerticalScrollingEnabled( false ),
+ mSmoothHandlePanEnabled( false ),
+ mIsHighlightBoxActive( false )
{
mQuadVertexFormat[ "aPosition" ] = Property::VECTOR2;
- mQuadIndexFormat[ "indices" ] = Property::INTEGER;
- mHighlightMaterial = Material::New( Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ) );
-
- SetupTouchEvents();
+ mHighlightShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
+ SetupGestures();
}
/**
*/
void Relayout( const Vector2& size )
{
+ mControlSize = size;
+
// TODO - Remove this if nothing is active
CreateActiveLayer();
if( mPrimaryCursor )
{
const CursorImpl& cursor = mCursor[PRIMARY_CURSOR];
- mPrimaryCursorVisible = ( cursor.position.x + mCursorWidth <= size.width ) && ( cursor.position.x >= 0.f );
+ mPrimaryCursorVisible = ( ( mControlSize.width - ( cursor.position.x + mCursorWidth ) > -Math::MACHINE_EPSILON_1000 ) &&
+ ( cursor.position.x > -Math::MACHINE_EPSILON_1000 ) &&
+ ( mControlSize.height - ( cursor.position.y + cursor.cursorHeight ) > -Math::MACHINE_EPSILON_1000 ) &&
+ ( cursor.position.y > -Math::MACHINE_EPSILON_1000 ) );
if( mPrimaryCursorVisible )
{
- mPrimaryCursor.SetPosition( cursor.position.x,
- cursor.position.y );
- mPrimaryCursor.SetSize( Size( mCursorWidth, cursor.cursorHeight ) );
+ mPrimaryCursor.SetProperty( Actor::Property::POSITION, Vector2( cursor.position.x,
+ cursor.position.y ) );
+ mPrimaryCursor.SetProperty( Actor::Property::SIZE, Size( mCursorWidth, cursor.cursorHeight ) );
}
- mPrimaryCursor.SetVisible( mPrimaryCursorVisible && mCursorBlinkStatus );
+ mPrimaryCursor.SetProperty( Actor::Property::VISIBLE, mPrimaryCursorVisible && mCursorBlinkStatus );
}
if( mSecondaryCursor )
{
const CursorImpl& cursor = mCursor[SECONDARY_CURSOR];
- mSecondaryCursorVisible = ( cursor.position.x + mCursorWidth <= size.width ) && ( cursor.position.x >= 0.f );
+ mSecondaryCursorVisible = ( ( mControlSize.width - ( cursor.position.x + mCursorWidth ) > -Math::MACHINE_EPSILON_1000 ) &&
+ ( cursor.position.x > -Math::MACHINE_EPSILON_1000 ) &&
+ ( mControlSize.height - ( cursor.position.y + cursor.cursorHeight ) > -Math::MACHINE_EPSILON_1000 ) &&
+ ( cursor.position.y > -Math::MACHINE_EPSILON_1000 ) );
if( mSecondaryCursorVisible )
{
- mSecondaryCursor.SetPosition( cursor.position.x,
- cursor.position.y );
- mSecondaryCursor.SetSize( Size( mCursorWidth, cursor.cursorHeight ) );
+ mSecondaryCursor.SetProperty( Actor::Property::POSITION, Vector2( cursor.position.x,
+ cursor.position.y ) );
+ mSecondaryCursor.SetProperty( Actor::Property::SIZE, Size( mCursorWidth, cursor.cursorHeight ) );
}
- mSecondaryCursor.SetVisible( mSecondaryCursorVisible && mCursorBlinkStatus );
+ mSecondaryCursor.SetProperty( Actor::Property::VISIBLE, mSecondaryCursorVisible && mCursorBlinkStatus );
}
// Show or hide the grab handle
HandleImpl& grabHandle = mHandle[GRAB_HANDLE];
+ bool newGrabHandlePosition = false;
+ grabHandle.horizontallyVisible = false;
+ grabHandle.verticallyVisible = false;
if( grabHandle.active )
{
- const bool isVisible = ( grabHandle.position.x + floor( 0.5f * mCursorWidth ) <= size.width ) && ( grabHandle.position.x >= 0.f );
+ grabHandle.horizontallyVisible = ( ( mControlSize.width - ( grabHandle.position.x + floor( 0.5f * mCursorWidth ) ) > -Math::MACHINE_EPSILON_1000 ) &&
+ ( grabHandle.position.x > -Math::MACHINE_EPSILON_1000 ) );
+ grabHandle.verticallyVisible = ( ( ( mControlSize.height - grabHandle.lineHeight ) - grabHandle.position.y > -Math::MACHINE_EPSILON_1000 ) &&
+ ( grabHandle.position.y > -Math::MACHINE_EPSILON_1000 ) );
+ const bool isVisible = grabHandle.horizontallyVisible && grabHandle.verticallyVisible;
if( isVisible )
{
CreateGrabHandle();
// Sets the grab handle image according if it's pressed, flipped, etc.
SetHandleImage( GRAB_HANDLE );
+
+ newGrabHandlePosition = true;
}
if( grabHandle.actor )
{
- grabHandle.actor.SetVisible( isVisible );
+ grabHandle.actor.SetProperty( Actor::Property::VISIBLE, isVisible );
}
}
else if( grabHandle.actor )
// Show or hide the selection handles/highlight
HandleImpl& primary = mHandle[ LEFT_SELECTION_HANDLE ];
HandleImpl& secondary = mHandle[ RIGHT_SELECTION_HANDLE ];
+ bool newPrimaryHandlePosition = false;
+ bool newSecondaryHandlePosition = false;
+
+ primary.horizontallyVisible = ( ( mControlSize.width - primary.position.x > -Math::MACHINE_EPSILON_1000 ) &&
+ ( primary.position.x > -Math::MACHINE_EPSILON_1000 ) );
+ primary.verticallyVisible = ( ( ( mControlSize.height - primary.lineHeight ) - primary.position.y > -Math::MACHINE_EPSILON_1000 ) &&
+ ( primary.position.y + ( primary.verticallyFlipped ? 0.f : primary.lineHeight ) > -Math::MACHINE_EPSILON_1000 ) );
+ secondary.horizontallyVisible = ( ( mControlSize.width - secondary.position.x > -Math::MACHINE_EPSILON_1000 ) &&
+ ( secondary.position.x > -Math::MACHINE_EPSILON_1000 ) );
+ secondary.verticallyVisible = ( ( ( mControlSize.height - secondary.lineHeight ) - secondary.position.y > -Math::MACHINE_EPSILON_1000 ) &&
+ ( secondary.position.y + ( secondary.verticallyFlipped ? 0.f : secondary.lineHeight ) > -Math::MACHINE_EPSILON_1000 ) );
+
+ const bool primaryVisible = primary.horizontallyVisible && primary.verticallyVisible;
+ const bool secondaryVisible = secondary.horizontallyVisible && secondary.verticallyVisible;
+
if( primary.active || secondary.active )
{
- const bool isPrimaryVisible = ( primary.position.x <= size.width ) && ( primary.position.x >= 0.f );
- const bool isSecondaryVisible = ( secondary.position.x <= size.width ) && ( secondary.position.x >= 0.f );
-
- if( isPrimaryVisible || isSecondaryVisible )
+ if( primaryVisible || secondaryVisible )
{
CreateSelectionHandles();
- if( isPrimaryVisible )
+ if( primaryVisible )
{
SetSelectionHandlePosition( LEFT_SELECTION_HANDLE );
SetHandleImage( LEFT_SELECTION_HANDLE );
SetSelectionHandleMarkerSize( primary );
+
+ newPrimaryHandlePosition = true;
}
- if( isSecondaryVisible )
+ if( secondaryVisible )
{
SetSelectionHandlePosition( RIGHT_SELECTION_HANDLE );
SetHandleImage( RIGHT_SELECTION_HANDLE );
SetSelectionHandleMarkerSize( secondary );
+
+ newSecondaryHandlePosition = true;
}
}
if( primary.actor )
{
- primary.actor.SetVisible( isPrimaryVisible );
+ primary.actor.SetProperty( Actor::Property::VISIBLE, primaryVisible );
}
if( secondary.actor )
{
- secondary.actor.SetVisible( isSecondaryVisible );
+ secondary.actor.SetProperty( Actor::Property::VISIBLE, secondaryVisible );
}
- CreateHighlight();
- UpdateHighlight();
}
else
{
{
secondary.actor.Unparent();
}
+ }
+
+ if( mIsHighlightBoxActive )
+ {
+ CreateHighlight();
+ UpdateHighlight();
+ }
+ else
+ {
if( mHighlightActor )
{
mHighlightActor.Unparent();
}
}
- if( mActiveCopyPastePopup )
+ if( newGrabHandlePosition ||
+ newPrimaryHandlePosition ||
+ newSecondaryHandlePosition )
+ {
+ // Setup property notifications to find whether the handles leave the boundaries of the current display.
+ SetupActiveLayerPropertyNotifications();
+ }
+
+ if( mActiveCopyPastePopup &&
+ ( primaryVisible || secondaryVisible ) )
{
ShowPopup();
+ mPopupSetNewPosition = true;
}
else
{
void ShowPopup()
{
- if ( !mCopyPastePopup.actor )
+ if( !mCopyPastePopup.actor )
{
return;
}
mCopyPastePopup.actor.ShowPopup();
}
- void DeterminePositionPopup()
+ float CalculateVerticalPopUpPosition( float halfHeight, bool preferBelow )
{
- if ( !mActiveCopyPastePopup )
- {
- return;
- }
+ float yPosition = 0.f;
- if( mPopupSetNewPosition )
+ const HandleImpl& primaryHandle = mHandle[LEFT_SELECTION_HANDLE];
+ const HandleImpl& secondaryHandle = mHandle[RIGHT_SELECTION_HANDLE];
+ const HandleImpl& grabHandle = mHandle[GRAB_HANDLE];
+
+ if( primaryHandle.active || secondaryHandle.active )
{
- if ( mHandle[LEFT_SELECTION_HANDLE].active || mHandle[RIGHT_SELECTION_HANDLE].active )
+ // The origin of the decorator's coordinate system in world coords.
+ const Vector3 originWorldCoords = mActiveLayer.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ) - mActiveLayer.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ) * ACTIVE_LAYER_ANCHOR_POINT;
+
+ if( preferBelow )
+ {
+ // Find out if there is enough space for the popup at the bottom.
+ const float primaryBelowY = primaryHandle.position.y + primaryHandle.lineHeight + primaryHandle.size.height;
+ const float secondaryBelowY = secondaryHandle.position.y + secondaryHandle.lineHeight + secondaryHandle.size.height;
+
+ float maxY = std::max( primaryBelowY, secondaryBelowY );
+
+ yPosition = halfHeight + maxY;
+
+ if( originWorldCoords.y + yPosition + halfHeight > mBoundingBox.w )
+ {
+ // Does not fit below.
+
+ // Try to fit first below the non active handle. Otherwise above the active handle.
+ if( RIGHT_SELECTION_HANDLE == mHandleReleased )
+ {
+ if( primaryBelowY < secondaryBelowY )
+ {
+ yPosition = halfHeight + primaryBelowY;
+ }
+ else
+ {
+ yPosition = primaryHandle.position.y - primaryHandle.size.height - halfHeight;
+ }
+ }
+ else if( LEFT_SELECTION_HANDLE == mHandleReleased )
+ {
+ if( secondaryBelowY < primaryBelowY )
+ {
+ yPosition = halfHeight + secondaryBelowY;
+ }
+ else
+ {
+ yPosition = secondaryHandle.position.y - secondaryHandle.size.height - halfHeight;
+ }
+ }
+
+ // Check the handle is whithin the decoration box.
+ if( originWorldCoords.y + yPosition < mBoundingBox.y )
+ {
+ yPosition = mBoundingBox.y - originWorldCoords.y + halfHeight;
+ }
+
+ if( originWorldCoords.y + yPosition > mBoundingBox.w )
+ {
+ yPosition = mBoundingBox.w - originWorldCoords.y - halfHeight;
+ }
+ }
+ } // preferBelow
+ else
{
- float minHandleXPosition = std::min ( mHandle[LEFT_SELECTION_HANDLE].position.x, mHandle[RIGHT_SELECTION_HANDLE].position.x );
- float maxHandleXPosition = std::max ( mHandle[LEFT_SELECTION_HANDLE].position.x, mHandle[RIGHT_SELECTION_HANDLE].position.x );
+ // Find out if there is enough space for the popup at the top.
+ const float primaryTopY = primaryHandle.position.y - primaryHandle.size.height;
+ const float secondaryTopY = secondaryHandle.position.y - secondaryHandle.size.height;
- float minHandleYPosition = std::min ( mHandle[LEFT_SELECTION_HANDLE].position.y, mHandle[RIGHT_SELECTION_HANDLE].position.y );
+ float minY = std::min( primaryTopY, secondaryTopY );
- mCopyPastePopup.position.x = minHandleXPosition + ( ( maxHandleXPosition - minHandleXPosition ) *0.5f );
- mCopyPastePopup.position.y = minHandleYPosition + mCopyPastePopup.offset;
+ yPosition = -halfHeight + minY;
+ } // !preferBelow
+ } // ( primaryHandle.active || secondaryHandle.active )
+ else if( grabHandle.active )
+ {
+ if( preferBelow )
+ {
+ yPosition = halfHeight + grabHandle.lineHeight + grabHandle.size.height + grabHandle.position.y;
}
else
{
- mCopyPastePopup.position = Vector3( mCursor[PRIMARY_CURSOR].position.x, mCursor[PRIMARY_CURSOR].position.y -100.0f , 0.0f ); //todo 100 to be an offset Property
+ yPosition = -halfHeight + grabHandle.position.y - POPUP_PADDING;
}
}
- Vector3 popupSize = Vector3( mCopyPastePopup.actor.GetRelayoutSize( Dimension::WIDTH ), mCopyPastePopup.actor.GetRelayoutSize( Dimension::HEIGHT ), 0.0f );
+ return yPosition;
+ }
+
+ void ConstrainPopupPosition( const Vector3& popupHalfSize )
+ {
+ // Check if the popup is within the boundaries of the decoration box.
- GetConstrainedPopupPosition( mCopyPastePopup.position, popupSize, AnchorPoint::CENTER, mActiveLayer, mBoundingBox );
+ // Check first the horizontal dimension. If is not within the boundaries, it calculates the offset.
- SetUpPopupPositionNotifications();
+ // The origin of the decorator's coordinate system in world coords.
+ const Vector3 originWorldCoords = mActiveLayer.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION ) - mActiveLayer.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ) * ACTIVE_LAYER_ANCHOR_POINT;
- mCopyPastePopup.actor.SetPosition( mCopyPastePopup.position );
- mPopupSetNewPosition = false;
+ // The popup's position in world coords.
+ Vector3 popupPositionWorldCoords = originWorldCoords + mCopyPastePopup.position;
+
+ if( popupPositionWorldCoords.x - popupHalfSize.width < mBoundingBox.x )
+ {
+ mCopyPastePopup.position.x += mBoundingBox.x - ( popupPositionWorldCoords.x - popupHalfSize.width );
+ }
+ else if( popupPositionWorldCoords.x + popupHalfSize.width > mBoundingBox.z )
+ {
+ mCopyPastePopup.position.x += mBoundingBox.z - ( popupPositionWorldCoords.x + popupHalfSize.width );
+ }
+
+ // Check the vertical dimension. If the popup doesn't fit above the handles, it looks for a valid position below.
+ if( popupPositionWorldCoords.y - popupHalfSize.height < mBoundingBox.y )
+ {
+ mCopyPastePopup.position.y = CalculateVerticalPopUpPosition( popupHalfSize.height, true ); // true -> prefer to set the popup's position below.
+ }
}
- void PopupRelayoutComplete( Actor actor )
+ void SetPopupPosition( Actor actor )
{
- // Size negotiation for CopyPastePopup complete so can get the size and constrain position within bounding box.
+ if( !mActiveCopyPastePopup )
+ {
+ return;
+ }
+
+ // Retrieves the popup's size after relayout.
+ const Vector3 popupSize( mCopyPastePopup.actor.GetRelayoutSize( Dimension::WIDTH ), mCopyPastePopup.actor.GetRelayoutSize( Dimension::HEIGHT ), 0.0f );
+ const Vector3 popupHalfSize = popupSize * 0.5f;
+
+ if( mPopupSetNewPosition )
+ {
+ const HandleImpl& primaryHandle = mHandle[LEFT_SELECTION_HANDLE];
+ const HandleImpl& secondaryHandle = mHandle[RIGHT_SELECTION_HANDLE];
+ const HandleImpl& grabHandle = mHandle[GRAB_HANDLE];
+
+ if( primaryHandle.active || secondaryHandle.active )
+ {
+ const float minHandleXPosition = std::min( primaryHandle.position.x, secondaryHandle.position.x );
+ const float maxHandleXPosition = std::max( primaryHandle.position.x, secondaryHandle.position.x );
+
+ mCopyPastePopup.position.x = minHandleXPosition + ( ( maxHandleXPosition - minHandleXPosition ) * 0.5f );
+
+ const float primaryY = -popupHalfSize.height + primaryHandle.position.y - ( primaryHandle.verticallyFlipped ? primaryHandle.size.height : POPUP_PADDING );
+ const float secondaryY = -popupHalfSize.height + secondaryHandle.position.y - ( secondaryHandle.verticallyFlipped ? secondaryHandle.size.height : POPUP_PADDING );
+
+ mCopyPastePopup.position.y = std::min( primaryY, secondaryY );
+ }
+ else if( grabHandle.active )
+ {
+ mCopyPastePopup.position.x = grabHandle.position.x;
+
+ mCopyPastePopup.position.y = -popupHalfSize.height + grabHandle.position.y - ( grabHandle.verticallyFlipped ? grabHandle.size.height : POPUP_PADDING );
+ }
+ } // mPopupSetNewPosition
+
+ // It may change the popup's position to fit within the decoration box.
+ ConstrainPopupPosition( popupHalfSize );
+
+ SetUpPopupPositionNotifications( popupHalfSize );
+
+ // Prevent pixel mis-alignment by rounding down.
+ mCopyPastePopup.position.x = floorf( mCopyPastePopup.position.x );
+ mCopyPastePopup.position.y = floorf( mCopyPastePopup.position.y );
- DeterminePositionPopup();
+ mCopyPastePopup.actor.SetProperty( Actor::Property::POSITION, mCopyPastePopup.position );
+ mPopupSetNewPosition = false;
}
- void CreateCursor( ImageActor& cursor, const Vector4& color )
+ void CreateCursor( Control& 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_LEFT );
+ cursor = Control::New();
+ cursor.SetBackgroundColor( color );
+ cursor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
+ cursor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
}
// Add or Remove cursor(s) from parent
{
CreateCursor( mPrimaryCursor, mCursor[PRIMARY_CURSOR].color );
#ifdef DECORATOR_DEBUG
- mPrimaryCursor.SetName( "PrimaryCursorActor" );
+ mPrimaryCursor.SetProperty( Dali::Actor::Property::NAME, "PrimaryCursorActor" );
#endif
}
{
CreateCursor( mSecondaryCursor, mCursor[SECONDARY_CURSOR].color );
#ifdef DECORATOR_DEBUG
- mSecondaryCursor.SetName( "SecondaryCursorActor" );
+ mSecondaryCursor.SetProperty( Dali::Actor::Property::NAME, "SecondaryCursorActor" );
#endif
}
// Cursor blinking
if ( mPrimaryCursor )
{
- mPrimaryCursor.SetVisible( mPrimaryCursorVisible && mCursorBlinkStatus );
+ mPrimaryCursor.SetProperty( Actor::Property::VISIBLE, mPrimaryCursorVisible && mCursorBlinkStatus );
}
if ( mSecondaryCursor )
{
- mSecondaryCursor.SetVisible( mSecondaryCursorVisible && mCursorBlinkStatus );
+ mSecondaryCursor.SetProperty( Actor::Property::VISIBLE, mSecondaryCursorVisible && mCursorBlinkStatus );
}
mCursorBlinkStatus = !mCursorBlinkStatus;
return true;
}
- void SetupTouchEvents()
+ void SetupGestures()
{
+ // Will consume tap gestures on handles.
mTapDetector = TapGestureDetector::New();
- mTapDetector.DetectedSignal().Connect( this, &Decorator::Impl::OnTap );
- mPanGestureDetector = PanGestureDetector::New();
- mPanGestureDetector.DetectedSignal().Connect( this, &Decorator::Impl::OnPan );
+ // Will consume double tap gestures on handles.
+ mTapDetector.SetMaximumTapsRequired( 2u );
+
+ // Will consume long press gestures on handles.
+ mLongPressDetector = LongPressGestureDetector::New();
+
+ // Detects pan gestures on handles.
+ mPanDetector = PanGestureDetector::New();
+ mPanDetector.DetectedSignal().Connect( this, &Decorator::Impl::OnPan );
}
void CreateActiveLayer()
{
if( !mActiveLayer )
{
- mActiveLayer = Layer::New();
+ mActiveLayer = Actor::New();
#ifdef DECORATOR_DEBUG
- mActiveLayer.SetName ( "ActiveLayerActor" );
+ mActiveLayer.SetProperty( Actor::Property::NAME, "ActiveLayerActor" );
#endif
- mActiveLayer.SetParentOrigin( ParentOrigin::CENTER );
+ mActiveLayer.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
mActiveLayer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
- mActiveLayer.SetPositionInheritanceMode( USE_PARENT_POSITION );
// Add the active layer telling the controller it doesn't need clipping.
mController.AddDecoration( mActiveLayer, false );
void SetSelectionHandleMarkerSize( HandleImpl& handle )
{
- if ( handle.markerActor )
+ if( handle.markerActor )
{
- handle.markerActor.SetSize( 0, handle.lineHeight );
+ handle.markerActor.SetProperty( Actor::Property::SIZE, Vector2( 0, handle.lineHeight ) );
}
}
HandleImpl& grabHandle = mHandle[GRAB_HANDLE];
if( !grabHandle.actor )
{
- if( !mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_RELEASED] )
+ if( mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_RELEASED].size() )
{
- SetHandleImage( GRAB_HANDLE, HANDLE_IMAGE_RELEASED, ResourceImage::New( DEFAULT_GRAB_HANDLE_IMAGE_RELEASED ) );
- }
+ grabHandle.actor = ImageView::New( mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_RELEASED] );
+ GetImpl( grabHandle.actor).SetDepthIndex( DepthIndex::DECORATION );
+ grabHandle.actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER );
- grabHandle.actor = ImageActor::New( mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_RELEASED] );
- grabHandle.actor.SetSortModifier( DECORATION_DEPTH_INDEX );
- grabHandle.actor.SetAnchorPoint( AnchorPoint::TOP_CENTER );
- // Area that Grab handle responds to, larger than actual handle so easier to move
+ // Area that Grab handle responds to, larger than actual handle so easier to move
#ifdef DECORATOR_DEBUG
- grabHandle.actor.SetName( "GrabHandleActor" );
- if ( Dali::Internal::gLogFilter->IsEnabledFor( Debug::Verbose ) )
- {
- grabHandle.grabArea = Toolkit::CreateSolidColorActor( Vector4(0.0f, 0.0f, 0.0f, 0.0f), true, Color::RED, 1 );
- grabHandle.grabArea.SetName( "GrabArea" );
- }
- else
- {
- grabHandle.grabArea = Actor::New();
- grabHandle.grabArea.SetName( "GrabArea" );
- }
+ grabHandle.actor.SetProperty( Dali::Actor::Property::NAME, "GrabHandleActor" );
+ if ( Dali::Internal::gLogFilter->IsEnabledFor( Debug::Verbose ) )
+ {
+ grabHandle.grabArea = Control::New();
+ Toolkit::Control control = Toolkit::Control::DownCast( grabHandle.grabArea );
+ control.SetBackgroundColor( Vector4( 1.0f, 1.0f, 1.0f, 0.5f ) );
+ grabHandle.grabArea.SetProperty( Dali::Actor::Property::NAME, "GrabArea" );
+ }
+ else
+ {
+ grabHandle.grabArea = Actor::New();
+ grabHandle.grabArea.SetProperty( Dali::Actor::Property::NAME, "GrabArea" );
+ }
#else
- grabHandle.grabArea = Actor::New();
+ grabHandle.grabArea = Actor::New();
#endif
- grabHandle.grabArea.SetParentOrigin( ParentOrigin::TOP_CENTER );
- grabHandle.grabArea.SetAnchorPoint( AnchorPoint::TOP_CENTER );
- 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.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER );
+ grabHandle.grabArea.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER );
+ grabHandle.grabArea.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS );
+ grabHandle.grabArea.SetProperty( Actor::Property::SIZE_MODE_FACTOR, DEFAULT_GRAB_HANDLE_RELATIVE_SIZE );
+ grabHandle.actor.Add( grabHandle.grabArea );
+ grabHandle.actor.SetProperty( Actor::Property::COLOR, mHandleColor );
- grabHandle.grabArea.TouchedSignal().Connect( this, &Decorator::Impl::OnGrabHandleTouched );
- mTapDetector.Attach( grabHandle.grabArea );
- mPanGestureDetector.Attach( grabHandle.grabArea );
+ grabHandle.grabArea.TouchedSignal().Connect( this, &Decorator::Impl::OnGrabHandleTouched );
- mActiveLayer.Add( grabHandle.actor );
+ // The grab handle's actor is attached to the tap and long press detectors in order to consume these events.
+ // Note that no callbacks are connected to any signal emitted by the tap and long press detectors.
+ mTapDetector.Attach( grabHandle.actor );
+ mLongPressDetector.Attach( grabHandle.actor );
+
+ // The grab handle's area is attached to the pan detector.
+ // The OnPan() method is connected to the signals emitted by the pan detector.
+ mPanDetector.Attach( grabHandle.grabArea );
+
+ mActiveLayer.Add( grabHandle.actor );
+ }
}
- if( !grabHandle.actor.GetParent() )
+ if( grabHandle.actor && !grabHandle.actor.GetParent() )
{
mActiveLayer.Add( grabHandle.actor );
}
}
- void CreateHandleMarker( HandleImpl& handle, Image& image, HandleType handleType )
+ void CreateHandleMarker( HandleImpl& handle, const std::string& image, HandleType handleType )
{
- if ( image )
+ if( image.size() )
{
- handle.markerActor = ImageActor::New( image );
- handle.markerActor.SetColor( mHandleColor );
+ handle.markerActor = ImageView::New( image );
+ handle.markerActor.SetProperty( Actor::Property::COLOR, mHandleColor );
handle.actor.Add( handle.markerActor );
handle.markerActor.SetResizePolicy ( ResizePolicy::FIXED, Dimension::HEIGHT );
- if ( LEFT_SELECTION_HANDLE == handleType )
+ if( LEFT_SELECTION_HANDLE == handleType )
{
- handle.markerActor.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
- handle.markerActor.SetParentOrigin( ParentOrigin::TOP_RIGHT );
+ handle.markerActor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_RIGHT );
+ handle.markerActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_RIGHT );
}
- else if ( RIGHT_SELECTION_HANDLE == handleType )
+ else if( RIGHT_SELECTION_HANDLE == handleType )
{
- handle.markerActor.SetAnchorPoint( AnchorPoint::BOTTOM_LEFT );
- handle.markerActor.SetParentOrigin( ParentOrigin::TOP_LEFT );
+ handle.markerActor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_LEFT );
+ handle.markerActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
}
}
}
HandleImpl& primary = mHandle[ LEFT_SELECTION_HANDLE ];
if( !primary.actor )
{
- primary.actor = ImageActor::New( mHandleImages[LEFT_SELECTION_HANDLE][HANDLE_IMAGE_RELEASED] );
+ if( mHandleImages[LEFT_SELECTION_HANDLE][HANDLE_IMAGE_RELEASED].size() )
+ {
+ primary.actor = ImageView::New( mHandleImages[LEFT_SELECTION_HANDLE][HANDLE_IMAGE_RELEASED] );
#ifdef DECORATOR_DEBUG
- primary.actor.SetName("SelectionHandleOne");
+ primary.actor.SetProperty( Dali::Actor::Property::NAME,"SelectionHandleOne");
#endif
- 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.actor.SetColor( mHandleColor );
+ primary.actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_RIGHT ); // Change to BOTTOM_RIGHT if Look'n'Feel requires handle above text.
+ GetImpl( primary.actor ).SetDepthIndex( DepthIndex::DECORATION );
+ primary.actor.SetProperty( Actor::Property::COLOR, mHandleColor );
- primary.grabArea = Actor::New(); // Area that Grab handle responds to, larger than actual handle so easier to move
+ primary.grabArea = Actor::New(); // Area that Grab handle responds to, larger than actual handle so easier to move
#ifdef DECORATOR_DEBUG
- primary.grabArea.SetName("SelectionHandleOneGrabArea");
+ primary.grabArea.SetProperty( Dali::Actor::Property::NAME,"SelectionHandleOneGrabArea");
#endif
- primary.grabArea.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS );
- primary.grabArea.SetParentOrigin( ParentOrigin::TOP_CENTER );
- primary.grabArea.SetAnchorPoint( AnchorPoint::TOP_CENTER );
- primary.grabArea.SetSizeModeFactor( DEFAULT_SELECTION_HANDLE_RELATIVE_SIZE );
+ primary.grabArea.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS );
+ primary.grabArea.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER );
+ primary.grabArea.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER );
+ primary.grabArea.SetProperty( Actor::Property::SIZE_MODE_FACTOR, DEFAULT_SELECTION_HANDLE_RELATIVE_SIZE );
+
+ primary.grabArea.TouchedSignal().Connect( this, &Decorator::Impl::OnHandleOneTouched );
+
+ // The handle's actor is attached to the tap and long press detectors in order to consume these events.
+ // Note that no callbacks are connected to any signal emitted by the tap and long press detectors.
+ mTapDetector.Attach( primary.actor );
+ mLongPressDetector.Attach( primary.actor );
- mTapDetector.Attach( primary.grabArea );
- mPanGestureDetector.Attach( primary.grabArea );
- primary.grabArea.TouchedSignal().Connect( this, &Decorator::Impl::OnHandleOneTouched );
+ // The handle's area is attached to the pan detector.
+ // The OnPan() method is connected to the signals emitted by the pan detector.
+ mPanDetector.Attach( primary.grabArea );
- primary.actor.Add( primary.grabArea );
+ primary.actor.Add( primary.grabArea );
- CreateHandleMarker( primary, mHandleImages[LEFT_SELECTION_HANDLE_MARKER][HANDLE_IMAGE_RELEASED], LEFT_SELECTION_HANDLE );
+ CreateHandleMarker( primary, mHandleImages[LEFT_SELECTION_HANDLE_MARKER][HANDLE_IMAGE_RELEASED], LEFT_SELECTION_HANDLE );
+ }
}
- if( !primary.actor.GetParent() )
+ if( primary.actor && !primary.actor.GetParent() )
{
mActiveLayer.Add( primary.actor );
}
HandleImpl& secondary = mHandle[ RIGHT_SELECTION_HANDLE ];
if( !secondary.actor )
{
- secondary.actor = ImageActor::New( mHandleImages[RIGHT_SELECTION_HANDLE][HANDLE_IMAGE_RELEASED] );
+ if( mHandleImages[RIGHT_SELECTION_HANDLE][HANDLE_IMAGE_RELEASED].size() )
+ {
+ secondary.actor = ImageView::New( mHandleImages[RIGHT_SELECTION_HANDLE][HANDLE_IMAGE_RELEASED] );
#ifdef DECORATOR_DEBUG
- secondary.actor.SetName("SelectionHandleTwo");
+ secondary.actor.SetProperty( Dali::Actor::Property::NAME,"SelectionHandleTwo");
#endif
- 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.actor.SetColor( mHandleColor );
+ secondary.actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT ); // Change to BOTTOM_LEFT if Look'n'Feel requires handle above text.
+ GetImpl( secondary.actor ).SetDepthIndex( DepthIndex::DECORATION );
+ secondary.actor.SetProperty( Actor::Property::COLOR, mHandleColor );
- secondary.grabArea = Actor::New(); // Area that Grab handle responds to, larger than actual handle so easier to move
+ secondary.grabArea = Actor::New(); // Area that Grab handle responds to, larger than actual handle so easier to move
#ifdef DECORATOR_DEBUG
- secondary.grabArea.SetName("SelectionHandleTwoGrabArea");
+ secondary.grabArea.SetProperty( Dali::Actor::Property::NAME,"SelectionHandleTwoGrabArea");
#endif
- secondary.grabArea.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS );
- secondary.grabArea.SetParentOrigin( ParentOrigin::TOP_CENTER );
- secondary.grabArea.SetAnchorPoint( AnchorPoint::TOP_CENTER );
- secondary.grabArea.SetSizeModeFactor( DEFAULT_SELECTION_HANDLE_RELATIVE_SIZE );
+ secondary.grabArea.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS );
+ secondary.grabArea.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER );
+ secondary.grabArea.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER );
+ secondary.grabArea.SetProperty( Actor::Property::SIZE_MODE_FACTOR, DEFAULT_SELECTION_HANDLE_RELATIVE_SIZE );
+
+ secondary.grabArea.TouchedSignal().Connect( this, &Decorator::Impl::OnHandleTwoTouched );
- mTapDetector.Attach( secondary.grabArea );
- mPanGestureDetector.Attach( secondary.grabArea );
- secondary.grabArea.TouchedSignal().Connect( this, &Decorator::Impl::OnHandleTwoTouched );
+ // The handle's actor is attached to the tap and long press detectors in order to consume these events.
+ // Note that no callbacks are connected to any signal emitted by the tap and long press detectors.
+ mTapDetector.Attach( secondary.actor );
+ mLongPressDetector.Attach( secondary.actor );
- secondary.actor.Add( secondary.grabArea );
+ // The handle's area is attached to the pan detector.
+ // The OnPan() method is connected to the signals emitted by the pan detector.
+ mPanDetector.Attach( secondary.grabArea );
- CreateHandleMarker( secondary, mHandleImages[RIGHT_SELECTION_HANDLE_MARKER][HANDLE_IMAGE_RELEASED], RIGHT_SELECTION_HANDLE );
+ secondary.actor.Add( secondary.grabArea );
+
+ CreateHandleMarker( secondary, mHandleImages[RIGHT_SELECTION_HANDLE_MARKER][HANDLE_IMAGE_RELEASED], RIGHT_SELECTION_HANDLE );
+ }
}
- if( !secondary.actor.GetParent() )
+ if( secondary.actor && !secondary.actor.GetParent() )
{
mActiveLayer.Add( secondary.actor );
}
void CalculateHandleWorldCoordinates( HandleImpl& handle, Vector2& position )
{
- // Get the world position of the active layer
- const Vector3 parentWorldPosition = mActiveLayer.GetCurrentWorldPosition();
-
- // Get the size of the UI control.
- Vector2 targetSize;
- mController.GetTargetSize( targetSize );
+ // Gets the world position of the active layer. The active layer is where the handles are added.
+ const Vector3 parentWorldPosition = mActiveLayer.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION );
// The grab handle position in world coords.
- position.x = parentWorldPosition.x - 0.5f * targetSize.width + handle.position.x;
- position.y = parentWorldPosition.y - 0.5f * targetSize.height + handle.position.y + handle.lineHeight;
+ // The active layer's world position is the center of the active layer. The origin of the
+ // coord system of the handles is the top left of the active layer.
+ position.x = parentWorldPosition.x - 0.5f * mControlSize.width + handle.position.x + ( mSmoothHandlePanEnabled ? handle.grabDisplacementX : 0.f );
+ position.y = parentWorldPosition.y - 0.5f * mControlSize.height + handle.position.y + ( mSmoothHandlePanEnabled ? handle.grabDisplacementY : 0.f );
}
void SetGrabHandlePosition()
// Reference to the grab handle.
HandleImpl& grabHandle = mHandle[GRAB_HANDLE];
- // The grab handle position in world coords.
+ // Transforms the handle position into world coordinates.
+ // @note This is not the same value as grabHandle.actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION )
+ // as it's transforming the handle's position set by the text-controller and not
+ // the final position set to the actor. Another difference is the.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION )
+ // retrieves the position of the center of the actor but the handle's position set
+ // by the text controller is not the center of the actor.
Vector2 grabHandleWorldPosition;
CalculateHandleWorldCoordinates( grabHandle, grabHandleWorldPosition );
// Check if the grab handle exceeds the boundaries of the decoration box.
// At the moment only the height is checked for the grab handle.
- grabHandle.verticallyFlipped = ( grabHandleWorldPosition.y + grabHandle.size.height > mBoundingBox.w );
+
+ grabHandle.verticallyFlipped = ( grabHandle.verticallyFlippedPreferred &&
+ ( ( grabHandleWorldPosition.y - grabHandle.size.height ) > mBoundingBox.y ) ) ||
+ ( grabHandleWorldPosition.y + grabHandle.lineHeight + grabHandle.size.height > mBoundingBox.w );
// The grab handle 'y' position in local coords.
// If the grab handle exceeds the bottom of the decoration box,
// The SetGrabHandleImage() method will change the orientation.
const float yLocalPosition = grabHandle.verticallyFlipped ? grabHandle.position.y : grabHandle.position.y + grabHandle.lineHeight;
- grabHandle.actor.SetPosition( grabHandle.position.x + floor( 0.5f * mCursorWidth ),
- yLocalPosition ); // TODO : Fix for multiline.
+ if( grabHandle.actor )
+ {
+ grabHandle.actor.SetProperty( Actor::Property::POSITION, Vector2( grabHandle.position.x + floor( 0.5f * mCursorWidth ) + ( mSmoothHandlePanEnabled ? grabHandle.grabDisplacementX : 0.f ),
+ yLocalPosition + ( mSmoothHandlePanEnabled ? grabHandle.grabDisplacementY : 0.f ) ) );
+ }
}
void SetSelectionHandlePosition( HandleType type )
// Reference to the selection handle.
HandleImpl& handle = mHandle[type];
- // Get the world coordinates of the handle position.
+ // Transforms the handle position into world coordinates.
+ // @note This is not the same value as handle.actor.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION )
+ // as it's transforming the handle's position set by the text-controller and not
+ // the final position set to the actor. Another difference is the.GetCurrentProperty< Vector3 >( Actor::Property::WORLD_POSITION )
+ // retrieves the position of the center of the actor but the handle's position set
+ // by the text controller is not the center of the actor.
Vector2 handleWorldPosition;
CalculateHandleWorldCoordinates( handle, handleWorldPosition );
- // Whether to flip the handle.
+ // Whether to flip the handle (horizontally).
bool flipHandle = isPrimaryHandle ? mFlipLeftSelectionHandleDirection : mFlipRightSelectionHandleDirection;
// Whether to flip the handles if they are crossed.
bool crossFlip = false;
- if( mFlipSelectionHandlesOnCross || !mHandlePanning )
+ if( mFlipSelectionHandlesOnCross || !mIsHandlePanning )
{
- crossFlip = mHandleCurrentCrossed;
+ crossFlip = mIsHandleCurrentlyCrossed;
}
+ // Whether the handle was crossed before start the panning.
+ const bool isHandlePreviouslyCrossed = mFlipSelectionHandlesOnCross ? false : mIsHandlePreviouslyCrossed;
+
// Does not flip if both conditions are true (double flip)
- flipHandle = flipHandle != ( crossFlip || mHandlePreviousCrossed );
+ flipHandle = flipHandle != ( crossFlip || isHandlePreviouslyCrossed );
+
+ // Will flip the handles vertically if the user prefers it.
+ bool verticallyFlippedPreferred = handle.verticallyFlippedPreferred;
+
+ if( crossFlip || isHandlePreviouslyCrossed )
+ {
+ if( isPrimaryHandle )
+ {
+ verticallyFlippedPreferred = mHandle[RIGHT_SELECTION_HANDLE].verticallyFlippedPreferred;
+ }
+ else
+ {
+ verticallyFlippedPreferred = mHandle[LEFT_SELECTION_HANDLE].verticallyFlippedPreferred;
+ }
+ }
// Check if the selection handle exceeds the boundaries of the decoration box.
const bool exceedsLeftEdge = ( isPrimaryHandle ? !flipHandle : flipHandle ) && ( handleWorldPosition.x - handle.size.width < mBoundingBox.x );
-
const bool exceedsRightEdge = ( isPrimaryHandle ? flipHandle : !flipHandle ) && ( handleWorldPosition.x + handle.size.width > mBoundingBox.z );
// Does not flip if both conditions are true (double flip)
if( flipHandle )
{
- if( !handle.horizontallyFlipped )
+ if( handle.actor && !handle.horizontallyFlipped )
{
// Change the anchor point to flip the image.
- handle.actor.SetAnchorPoint( isPrimaryHandle ? AnchorPoint::TOP_LEFT : AnchorPoint::TOP_RIGHT );
+ handle.actor.SetProperty( Actor::Property::ANCHOR_POINT, isPrimaryHandle ? AnchorPoint::TOP_LEFT : AnchorPoint::TOP_RIGHT );
handle.horizontallyFlipped = true;
}
}
else
{
- if( handle.horizontallyFlipped )
+ if( handle.actor && handle.horizontallyFlipped )
{
// Reset the anchor point.
- handle.actor.SetAnchorPoint( isPrimaryHandle ? AnchorPoint::TOP_RIGHT : AnchorPoint::TOP_LEFT );
+ handle.actor.SetProperty( Actor::Property::ANCHOR_POINT, isPrimaryHandle ? AnchorPoint::TOP_RIGHT : AnchorPoint::TOP_LEFT );
handle.horizontallyFlipped = false;
}
}
// Whether to flip the handle vertically.
- handle.verticallyFlipped = ( handleWorldPosition.y + handle.size.height > mBoundingBox.w );
+ handle.verticallyFlipped = ( verticallyFlippedPreferred &&
+ ( ( handleWorldPosition.y - handle.size.height ) > mBoundingBox.y ) ) ||
+ ( handleWorldPosition.y + handle.lineHeight + handle.size.height > mBoundingBox.w );
// The primary selection handle 'y' position in local coords.
// If the handle exceeds the bottom of the decoration box,
// The SetHandleImage() method will change the orientation.
const float yLocalPosition = handle.verticallyFlipped ? handle.position.y : handle.position.y + handle.lineHeight;
- handle.actor.SetPosition( handle.position.x,
- yLocalPosition ); // TODO : Fix for multiline.
+ if( handle.actor )
+ {
+ handle.actor.SetProperty( Actor::Property::POSITION, Vector2( handle.position.x + ( mSmoothHandlePanEnabled ? handle.grabDisplacementX : 0.f ),
+ yLocalPosition + ( mSmoothHandlePanEnabled ? handle.grabDisplacementY : 0.f ) ) );
+ }
}
void SetHandleImage( HandleType type )
}
// Chooses between the released or pressed image. It checks whether the pressed image exists.
- const HandleImageType imageType = ( handle.pressed ? ( mHandleImages[type][HANDLE_IMAGE_PRESSED] ? HANDLE_IMAGE_PRESSED : HANDLE_IMAGE_RELEASED ) : HANDLE_IMAGE_RELEASED );
+ if( handle.actor )
+ {
+ const HandleImageType imageType = ( handle.pressed ? ( mHandleImages[type][HANDLE_IMAGE_PRESSED].size() ? HANDLE_IMAGE_PRESSED : HANDLE_IMAGE_RELEASED ) : HANDLE_IMAGE_RELEASED );
- handle.actor.SetImage( mHandleImages[type][imageType] );
+ handle.actor.SetImage( mHandleImages[type][imageType] );
+ }
if( HANDLE_TYPE_COUNT != markerType )
{
- const HandleImageType markerImageType = ( handle.pressed ? ( mHandleImages[markerType][HANDLE_IMAGE_PRESSED] ? HANDLE_IMAGE_PRESSED : HANDLE_IMAGE_RELEASED ) : HANDLE_IMAGE_RELEASED );
- handle.markerActor.SetImage( mHandleImages[markerType][markerImageType] );
+ if( handle.markerActor )
+ {
+ const HandleImageType markerImageType = ( handle.pressed ? ( mHandleImages[markerType][HANDLE_IMAGE_PRESSED].size() ? HANDLE_IMAGE_PRESSED : HANDLE_IMAGE_RELEASED ) : HANDLE_IMAGE_RELEASED );
+ handle.markerActor.SetImage( mHandleImages[markerType][markerImageType] );
+ }
}
// Whether to flip the handle vertically.
- handle.actor.SetOrientation( handle.verticallyFlipped ? ANGLE_180 : ANGLE_0, Vector3::XAXIS );
+ if( handle.actor )
+ {
+ handle.actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( handle.verticallyFlipped ? ANGLE_180 : ANGLE_0, Vector3::XAXIS ) );
+ }
}
void CreateHighlight()
{
mHighlightActor = Actor::New();
-#ifdef DECORATOR_DEBUG
- mHighlightActor.SetName( "HighlightActor" );
-#endif
- mHighlightActor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
- mHighlightActor.SetSize( 1.0f, 1.0f );
- mHighlightActor.SetColor( mHighlightColor );
- mHighlightActor.SetColorMode( USE_OWN_COLOR );
+ mHighlightActor.SetProperty( Dali::Actor::Property::NAME, "HighlightActor" );
+ mHighlightActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
+ mHighlightActor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
+ mHighlightActor.SetProperty( Actor::Property::COLOR, mHighlightColor );
+ mHighlightActor.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_COLOR );
}
// Add the highlight box telling the controller it needs clipping.
{
if ( mHighlightActor )
{
- if( !mHighlightQuadList.empty() )
+ // Sets the position of the highlight actor inside the decorator.
+ mHighlightActor.SetProperty( Actor::Property::POSITION, Vector2( mHighlightPosition.x + mHighlightOutlineOffset,
+ mHighlightPosition.y + mHighlightOutlineOffset ) );
+
+ const unsigned int numberOfQuads = mHighlightQuadList.Count();
+ if( 0u != numberOfQuads )
{
- Vector< Vector2 > vertices;
- Vector< unsigned int> indices;
- Vector2 vertex;
+ // Set the size of the highlighted text to the actor.
+ mHighlightActor.SetProperty( Actor::Property::SIZE, mHighlightSize );
+
+ // Used to translate the vertices given in decorator's coords to the mHighlightActor's local coords.
+ const float offsetX = mHighlightPosition.x + 0.5f * mHighlightSize.width;
+ const float offsetY = mHighlightPosition.y + 0.5f * mHighlightSize.height;
+
+ Vector<Vector2> vertices;
+ Vector<unsigned short> indices;
+
+ vertices.Reserve( 4u * numberOfQuads );
+ indices.Reserve( 6u * numberOfQuads );
- std::vector<QuadCoordinates>::iterator iter = mHighlightQuadList.begin();
- std::vector<QuadCoordinates>::iterator endIter = mHighlightQuadList.end();
+ // Index to the vertex.
+ unsigned int v = 0u;
- for( std::size_t v = 0; iter != endIter; ++iter,v+=4 )
+ // Traverse all quads.
+ for( Vector<Vector4>::ConstIterator it = mHighlightQuadList.Begin(),
+ endIt = mHighlightQuadList.End();
+ it != endIt;
+ ++it, v += 4u )
{
- QuadCoordinates& quad = *iter;
+ const Vector4& quad = *it;
+
+ Vector2 vertex;
// top-left (v+0)
- vertex.x = quad.min.x;
- vertex.y = quad.min.y;
+ vertex.x = quad.x - offsetX;
+ vertex.y = quad.y - offsetY;
vertices.PushBack( vertex );
// top-right (v+1)
- vertex.x = quad.max.x;
- vertex.y = quad.min.y;
+ vertex.x = quad.z - offsetX;
+ vertex.y = quad.y - offsetY;
vertices.PushBack( vertex );
// bottom-left (v+2)
- vertex.x = quad.min.x;
- vertex.y = quad.max.y;
+ vertex.x = quad.x - offsetX;
+ vertex.y = quad.w - offsetY;
vertices.PushBack( vertex );
// bottom-right (v+3)
- vertex.x = quad.max.x;
- vertex.y = quad.max.y;
+ vertex.x = quad.z - offsetX;
+ vertex.y = quad.w - offsetY;
vertices.PushBack( vertex );
// triangle A (3, 1, 0)
indices.PushBack( v + 3 );
}
- if( mQuadVertices )
- {
- mQuadVertices.SetSize( vertices.Size() );
- }
- else
+ if( ! mQuadVertices )
{
- mQuadVertices = PropertyBuffer::New( mQuadVertexFormat, vertices.Size() );
+ mQuadVertices = VertexBuffer::New( mQuadVertexFormat );
}
- if( mQuadIndices )
- {
- mQuadIndices.SetSize( indices.Size() );
- }
- else
- {
- mQuadIndices = PropertyBuffer::New( mQuadIndexFormat, indices.Size() );
- }
-
- mQuadVertices.SetData( &vertices[ 0 ] );
- mQuadIndices.SetData( &indices[ 0 ] );
+ mQuadVertices.SetData( &vertices[ 0 ], vertices.Size() );
if( !mQuadGeometry )
{
mQuadGeometry = Geometry::New();
mQuadGeometry.AddVertexBuffer( mQuadVertices );
}
- mQuadGeometry.SetIndexBuffer( mQuadIndices );
+ mQuadGeometry.SetIndexBuffer( &indices[ 0 ], indices.Size() );
if( !mHighlightRenderer )
{
- mHighlightRenderer = Dali::Renderer::New( mQuadGeometry, mHighlightMaterial );
+ mHighlightRenderer = Dali::Renderer::New( mQuadGeometry, mHighlightShader );
mHighlightActor.AddRenderer( mHighlightRenderer );
}
}
- mHighlightActor.SetPosition( mHighlightPosition.x,
- mHighlightPosition.y );
-
- mHighlightQuadList.clear();
+ mHighlightQuadList.Clear();
if( mHighlightRenderer )
{
- mHighlightRenderer.SetDepthIndex( mTextDepth - 2u ); // text is rendered at mTextDepth and text's shadow at mTextDepth -1u.
+ mHighlightRenderer.SetProperty( Renderer::Property::DEPTH_INDEX, mTextDepth - 2 ); // text is rendered at mTextDepth and text's shadow at mTextDepth -1u.
}
}
}
- void OnTap( Actor actor, const TapGesture& tap )
- {
- if( actor == mHandle[GRAB_HANDLE].actor )
- {
- // TODO
- }
- }
-
void DoPan( HandleImpl& handle, HandleType type, const PanGesture& gesture )
{
- if( Gesture::Started == gesture.state )
+ GestureState state = gesture.GetState();
+ if( GestureState::STARTED == state )
{
- handle.grabDisplacementX = handle.grabDisplacementY = 0;
+ handle.grabDisplacementX = handle.grabDisplacementY = 0.f;
+
+ handle.globalPosition.x = handle.position.x;
+ handle.globalPosition.y = handle.position.y;
}
- handle.grabDisplacementX += gesture.displacement.x;
- handle.grabDisplacementY += gesture.displacement.y;
+ const Vector2& displacement = gesture.GetDisplacement();
+ handle.grabDisplacementX += displacement.x;
+ handle.grabDisplacementY += ( handle.verticallyFlipped ? -displacement.y : displacement.y );
- const float x = handle.position.x + handle.grabDisplacementX;
- const float y = handle.position.y + handle.lineHeight*0.5f + handle.grabDisplacementY;
+ const float x = handle.globalPosition.x + handle.grabDisplacementX;
+ const float y = handle.globalPosition.y + handle.grabDisplacementY + 0.5f * handle.lineHeight;
+ const float yVerticallyFlippedCorrected = y - ( handle.verticallyFlippedOnTouch ? handle.lineHeight : 0.f );
- if( Gesture::Started == gesture.state ||
- Gesture::Continuing == gesture.state )
+ if( ( GestureState::STARTED == state ) ||
+ ( GestureState::CONTINUING == state ) )
{
Vector2 targetSize;
mController.GetTargetSize( targetSize );
- if( x < mScrollThreshold )
+ if( mHorizontalScrollingEnabled &&
+ ( x < mScrollThreshold ) )
{
mScrollDirection = SCROLL_RIGHT;
mHandleScrolling = type;
StartScrollTimer();
}
- else if( x > targetSize.width - mScrollThreshold )
+ else if( mHorizontalScrollingEnabled &&
+ ( x > targetSize.width - mScrollThreshold ) )
{
mScrollDirection = SCROLL_LEFT;
mHandleScrolling = type;
StartScrollTimer();
}
+ else if( mVerticalScrollingEnabled &&
+ ( yVerticallyFlippedCorrected < mScrollThreshold ) )
+ {
+ mScrollDirection = SCROLL_TOP;
+ mHandleScrolling = type;
+ StartScrollTimer();
+ }
+ else if( mVerticalScrollingEnabled &&
+ ( yVerticallyFlippedCorrected + handle.lineHeight > targetSize.height - mScrollThreshold ) )
+ {
+ mScrollDirection = SCROLL_BOTTOM;
+ mHandleScrolling = type;
+ StartScrollTimer();
+ }
else
{
mHandleScrolling = HANDLE_TYPE_COUNT;
mController.DecorationEvent( type, HANDLE_PRESSED, x, y );
}
- mHandlePanning = true;
+ mIsHandlePanning = true;
}
- else if( Gesture::Finished == gesture.state ||
- Gesture::Cancelled == gesture.state )
+ else if( ( GestureState::FINISHED == state ) ||
+ ( GestureState::CANCELLED == state ) )
{
if( mScrollTimer &&
( mScrollTimer.IsRunning() || mNotifyEndOfScroll ) )
mController.DecorationEvent( type, HANDLE_RELEASED, x, y );
}
- handle.actor.SetImage( mHandleImages[type][HANDLE_IMAGE_RELEASED] );
+ if( handle.actor )
+ {
+ handle.actor.SetImage( mHandleImages[type][HANDLE_IMAGE_RELEASED] );
+ }
handle.pressed = false;
- mHandlePanning = false;
+ mIsHandlePanning = false;
}
}
}
}
- bool OnGrabHandleTouched( Actor actor, const TouchEvent& event )
+ bool OnGrabHandleTouched( Actor actor, const TouchEvent& touch )
{
+ HandleImpl& grabHandle = mHandle[GRAB_HANDLE];
+
// Switch between pressed/release grab-handle images
- if( event.GetPointCount() > 0 &&
- mHandle[GRAB_HANDLE].actor )
+ if( touch.GetPointCount() > 0 &&
+ grabHandle.actor )
{
- const TouchPoint& point = event.GetPoint(0);
+ const PointState::Type state = touch.GetState( 0 );
- if( TouchPoint::Down == point.state )
+ if( PointState::DOWN == state )
{
- mHandle[GRAB_HANDLE].pressed = true;
+ grabHandle.pressed = true;
}
- else if( ( TouchPoint::Up == point.state ) ||
- ( TouchPoint::Interrupted == point.state ) )
+ else if( ( PointState::UP == state ) ||
+ ( PointState::INTERRUPTED == state ) )
{
- mHandle[GRAB_HANDLE].pressed = false;
+ grabHandle.pressed = false;
}
SetHandleImage( GRAB_HANDLE );
}
- // Consume to avoid pop-ups accidentally closing, when handle is outside of pop-up area
- return true;
+ return false;
}
- bool OnHandleOneTouched( Actor actor, const TouchEvent& event )
+ bool OnHandleOneTouched( Actor actor, const TouchEvent& touch )
{
+ HandleImpl& primarySelectionHandle = mHandle[LEFT_SELECTION_HANDLE];
+
// Switch between pressed/release selection handle images
- if( event.GetPointCount() > 0 &&
- mHandle[LEFT_SELECTION_HANDLE].actor )
+ if( touch.GetPointCount() > 0 &&
+ primarySelectionHandle.actor )
{
- const TouchPoint& point = event.GetPoint(0);
+ const PointState::Type state = touch.GetState( 0 );
- if( TouchPoint::Down == point.state )
+ if( PointState::DOWN == state )
{
- mHandle[LEFT_SELECTION_HANDLE].pressed = true;
+ primarySelectionHandle.pressed = true;
+ primarySelectionHandle.verticallyFlippedOnTouch = primarySelectionHandle.verticallyFlipped;
}
- else if( ( TouchPoint::Up == point.state ) ||
- ( TouchPoint::Interrupted == point.state ) )
+ else if( ( PointState::UP == state ) ||
+ ( PointState::INTERRUPTED == state ) )
{
- mHandle[LEFT_SELECTION_HANDLE].pressed = false;
- mHandlePreviousCrossed = mHandleCurrentCrossed;
- mHandlePanning = false;
+ primarySelectionHandle.pressed = false;
+ mIsHandlePreviouslyCrossed = mIsHandleCurrentlyCrossed;
+ mIsHandlePanning = false;
+ mHandleReleased = LEFT_SELECTION_HANDLE;
}
SetHandleImage( LEFT_SELECTION_HANDLE );
}
- // Consume to avoid pop-ups accidentally closing, when handle is outside of pop-up area
- return true;
+ return false;
}
- bool OnHandleTwoTouched( Actor actor, const TouchEvent& event )
+ bool OnHandleTwoTouched( Actor actor, const TouchEvent& touch )
{
+ HandleImpl& secondarySelectionHandle = mHandle[RIGHT_SELECTION_HANDLE];
+
// Switch between pressed/release selection handle images
- if( event.GetPointCount() > 0 &&
- mHandle[RIGHT_SELECTION_HANDLE].actor )
+ if( touch.GetPointCount() > 0 &&
+ secondarySelectionHandle.actor )
{
- const TouchPoint& point = event.GetPoint(0);
+ const PointState::Type state = touch.GetState( 0 );
- if( TouchPoint::Down == point.state )
+ if( PointState::DOWN == state )
{
- mHandle[RIGHT_SELECTION_HANDLE].pressed = true;
+ secondarySelectionHandle.pressed = true;
+ secondarySelectionHandle.verticallyFlippedOnTouch = secondarySelectionHandle.verticallyFlipped;
}
- else if( ( TouchPoint::Up == point.state ) ||
- ( TouchPoint::Interrupted == point.state ) )
+ else if( ( PointState::UP == state ) ||
+ ( PointState::INTERRUPTED == state ) )
{
- mHandle[RIGHT_SELECTION_HANDLE].pressed = false;
- mHandlePreviousCrossed = mHandleCurrentCrossed;
- mHandlePanning = false;
+ secondarySelectionHandle.pressed = false;
+ mIsHandlePreviouslyCrossed = mIsHandleCurrentlyCrossed;
+ mIsHandlePanning = false;
+ mHandleReleased = RIGHT_SELECTION_HANDLE;
}
SetHandleImage( RIGHT_SELECTION_HANDLE );
}
- // Consume to avoid pop-ups accidentally closing, when handle is outside of pop-up area
- return true;
+ return false;
}
- // Popup
+ void HandleResetPosition( PropertyNotification& source )
+ {
+ const HandleImpl& grabHandle = mHandle[GRAB_HANDLE];
+
+ if( grabHandle.active )
+ {
+ // Sets the grab handle position and calculates if it needs to be vertically flipped if it exceeds the boundary box.
+ SetGrabHandlePosition();
- float AlternatePopUpPositionRelativeToCursor()
+ // Sets the grab handle image according if it's pressed, flipped, etc.
+ SetHandleImage( GRAB_HANDLE );
+ }
+ else
+ {
+ // Sets the primary selection handle position and calculates if it needs to be vertically flipped if it exceeds the boundary box.
+ SetSelectionHandlePosition( LEFT_SELECTION_HANDLE );
+
+ // Sets the primary handle image according if it's pressed, flipped, etc.
+ SetHandleImage( LEFT_SELECTION_HANDLE );
+
+ // Sets the secondary selection handle position and calculates if it needs to be vertically flipped if it exceeds the boundary box.
+ SetSelectionHandlePosition( RIGHT_SELECTION_HANDLE );
+
+ // Sets the secondary handle image according if it's pressed, flipped, etc.
+ SetHandleImage( RIGHT_SELECTION_HANDLE );
+ }
+ }
+
+ void SetupActiveLayerPropertyNotifications()
{
- float alternativePosition=0.0f;;
+ if( !mActiveLayer )
+ {
+ return;
+ }
+
+ // Vertical notifications.
+
+ // Disconnect any previous connected callback.
+ if( mHandleVerticalLessThanNotification )
+ {
+ mHandleVerticalLessThanNotification.NotifySignal().Disconnect( this, &Decorator::Impl::HandleResetPosition );
+ mActiveLayer.RemovePropertyNotification( mHandleVerticalLessThanNotification );
+ }
- if ( mPrimaryCursor ) // Secondary cursor not used for paste
+ if( mHandleVerticalGreaterThanNotification )
{
- Cursor cursor = PRIMARY_CURSOR;
- alternativePosition = mCursor[cursor].position.y;
+ mHandleVerticalGreaterThanNotification.NotifySignal().Disconnect( this, &Decorator::Impl::HandleResetPosition );
+ mActiveLayer.RemovePropertyNotification( mHandleVerticalGreaterThanNotification );
}
- const float popupHeight = 120.0f; // todo Set as a MaxSize Property in Control or retrieve from CopyPastePopup class.
+ const HandleImpl& grabHandle = mHandle[GRAB_HANDLE];
+ const HandleImpl& primaryHandle = mHandle[LEFT_SELECTION_HANDLE];
+ const HandleImpl& secondaryHandle = mHandle[RIGHT_SELECTION_HANDLE];
- if( mHandle[GRAB_HANDLE].active )
+ if( grabHandle.active )
{
- // If grab handle enabled then position pop-up below the grab handle.
- const Vector2 grabHandleSize( 59.0f, 56.0f ); // todo
- const float BOTTOM_HANDLE_BOTTOM_OFFSET = 1.5; //todo Should be a property
- alternativePosition += grabHandleSize.height + popupHeight + BOTTOM_HANDLE_BOTTOM_OFFSET ;
+ if( grabHandle.verticallyFlipped )
+ {
+ // The grab handle is vertically flipped. Never is going to exceed the bottom edje of the display.
+ mHandleVerticalGreaterThanNotification.Reset();
+
+ // The vertical distance from the center of the active layer to the top edje of the display.
+ const float topHeight = 0.5f * mControlSize.height - grabHandle.position.y + grabHandle.size.height;
+
+ mHandleVerticalLessThanNotification = mActiveLayer.AddPropertyNotification( Actor::Property::WORLD_POSITION_Y,
+ LessThanCondition( mBoundingBox.y + topHeight ) );
+
+ // Notifies the change from false to true and from true to false.
+ mHandleVerticalLessThanNotification.SetNotifyMode( PropertyNotification::NOTIFY_ON_CHANGED );
+
+ // Connects the signals with the callbacks.
+ mHandleVerticalLessThanNotification.NotifySignal().Connect( this, &Decorator::Impl::HandleResetPosition );
+ }
+ else
+ {
+ // The grab handle is not vertically flipped. Never is going to exceed the top edje of the display.
+ mHandleVerticalLessThanNotification.Reset();
+
+ // The vertical distance from the center of the active layer to the bottom edje of the display.
+ const float bottomHeight = -0.5f * mControlSize.height + grabHandle.position.y + grabHandle.lineHeight + grabHandle.size.height;
+
+ mHandleVerticalGreaterThanNotification = mActiveLayer.AddPropertyNotification( Actor::Property::WORLD_POSITION_Y,
+ GreaterThanCondition( mBoundingBox.w - bottomHeight ) );
+
+ // Notifies the change from false to true and from true to false.
+ mHandleVerticalGreaterThanNotification.SetNotifyMode( PropertyNotification::NOTIFY_ON_CHANGED );
+
+ // Connects the signals with the callbacks.
+ mHandleVerticalGreaterThanNotification.NotifySignal().Connect( this, &Decorator::Impl::HandleResetPosition );
+ }
}
- else
+ else // The selection handles are active
+ {
+ if( primaryHandle.verticallyFlipped && secondaryHandle.verticallyFlipped )
+ {
+ // Both selection handles are vertically flipped. Never are going to exceed the bottom edje of the display.
+ mHandleVerticalGreaterThanNotification.Reset();
+
+ // The vertical distance from the center of the active layer to the top edje of the display.
+ const float topHeight = 0.5f * mControlSize.height + std::max( -primaryHandle.position.y + primaryHandle.size.height, -secondaryHandle.position.y + secondaryHandle.size.height );
+
+ mHandleVerticalLessThanNotification = mActiveLayer.AddPropertyNotification( Actor::Property::WORLD_POSITION_Y,
+ LessThanCondition( mBoundingBox.y + topHeight ) );
+
+ // Notifies the change from false to true and from true to false.
+ mHandleVerticalLessThanNotification.SetNotifyMode( PropertyNotification::NOTIFY_ON_CHANGED );
+
+ // Connects the signals with the callbacks.
+ mHandleVerticalLessThanNotification.NotifySignal().Connect( this, &Decorator::Impl::HandleResetPosition );
+ }
+ else if( !primaryHandle.verticallyFlipped && !secondaryHandle.verticallyFlipped )
+ {
+ // Both selection handles aren't vertically flipped. Never are going to exceed the top edje of the display.
+ mHandleVerticalLessThanNotification.Reset();
+
+ // The vertical distance from the center of the active layer to the bottom edje of the display.
+ const float bottomHeight = -0.5f * mControlSize.height + std::max( primaryHandle.position.y + primaryHandle.lineHeight + primaryHandle.size.height,
+ secondaryHandle.position.y + secondaryHandle.lineHeight + secondaryHandle.size.height );
+
+ mHandleVerticalGreaterThanNotification = mActiveLayer.AddPropertyNotification( Actor::Property::WORLD_POSITION_Y,
+ GreaterThanCondition( mBoundingBox.w - bottomHeight ) );
+
+ // Notifies the change from false to true and from true to false.
+ mHandleVerticalGreaterThanNotification.SetNotifyMode( PropertyNotification::NOTIFY_ON_CHANGED );
+
+ // Connects the signals with the callbacks.
+ mHandleVerticalGreaterThanNotification.NotifySignal().Connect( this, &Decorator::Impl::HandleResetPosition );
+ }
+ else
+ {
+ // Only one of the selection handles is vertically flipped. Both vertical notifications are needed.
+
+ // The vertical distance from the center of the active layer to the top edje of the display.
+ const float topHeight = 0.5f * mControlSize.height + ( primaryHandle.verticallyFlipped ?
+ -primaryHandle.position.y + primaryHandle.size.height :
+ -secondaryHandle.position.y + secondaryHandle.size.height );
+
+ mHandleVerticalLessThanNotification = mActiveLayer.AddPropertyNotification( Actor::Property::WORLD_POSITION_Y,
+ LessThanCondition( mBoundingBox.y + topHeight ) );
+
+ // Notifies the change from false to true and from true to false.
+ mHandleVerticalLessThanNotification.SetNotifyMode( PropertyNotification::NOTIFY_ON_CHANGED );
+
+ // Connects the signals with the callbacks.
+ mHandleVerticalLessThanNotification.NotifySignal().Connect( this, &Decorator::Impl::HandleResetPosition );
+
+ // The vertical distance from the center of the active layer to the bottom edje of the display.
+ const float bottomHeight = -0.5f * mControlSize.height + ( primaryHandle.verticallyFlipped ?
+ secondaryHandle.position.y + secondaryHandle.lineHeight + secondaryHandle.size.height :
+ primaryHandle.position.y + primaryHandle.lineHeight + primaryHandle.size.height );
+
+ mHandleVerticalGreaterThanNotification = mActiveLayer.AddPropertyNotification( Actor::Property::WORLD_POSITION_Y,
+ GreaterThanCondition( mBoundingBox.w - bottomHeight ) );
+
+ // Notifies the change from false to true and from true to false.
+ mHandleVerticalGreaterThanNotification.SetNotifyMode( PropertyNotification::NOTIFY_ON_CHANGED );
+
+ // Connects the signals with the callbacks.
+ mHandleVerticalGreaterThanNotification.NotifySignal().Connect( this, &Decorator::Impl::HandleResetPosition );
+ }
+ }
+
+ // Horizontal notifications.
+
+ // Disconnect any previous connected callback.
+ if( mHandleHorizontalLessThanNotification )
{
- alternativePosition += popupHeight;
+ mHandleHorizontalLessThanNotification.NotifySignal().Disconnect( this, &Decorator::Impl::HandleResetPosition );
+ mActiveLayer.RemovePropertyNotification( mHandleHorizontalLessThanNotification );
}
- return alternativePosition;
- }
+ if( mHandleHorizontalGreaterThanNotification )
+ {
+ mHandleHorizontalGreaterThanNotification.NotifySignal().Disconnect( this, &Decorator::Impl::HandleResetPosition );
+ mActiveLayer.RemovePropertyNotification( mHandleHorizontalGreaterThanNotification );
+ }
- void PopUpLeavesVerticalBoundary( PropertyNotification& source )
- {
- float alternativeYPosition=0.0f;
- // todo use AlternatePopUpPositionRelativeToSelectionHandles() if text is highlighted
- // if can't be positioned above, then position below row.
- alternativeYPosition = AlternatePopUpPositionRelativeToCursor();
+ if( primaryHandle.active || secondaryHandle.active )
+ {
+ // The horizontal distance from the center of the active layer to the left edje of the display.
+ const float leftWidth = 0.5f * mControlSize.width + std::max( -primaryHandle.position.x + primaryHandle.size.width,
+ -secondaryHandle.position.x + secondaryHandle.size.width );
- mCopyPastePopup.actor.SetY( alternativeYPosition );
- }
+ mHandleHorizontalLessThanNotification = mActiveLayer.AddPropertyNotification( Actor::Property::WORLD_POSITION_X,
+ LessThanCondition( mBoundingBox.x + leftWidth ) );
+ // Notifies the change from false to true and from true to false.
+ mHandleHorizontalLessThanNotification.SetNotifyMode( PropertyNotification::NOTIFY_ON_CHANGED );
- void SetUpPopupPositionNotifications( )
- {
- // Note Property notifications ignore any set anchor point so conditions must allow for this. Default is Top Left.
+ // Connects the signals with the callbacks.
+ mHandleHorizontalLessThanNotification.NotifySignal().Connect( this, &Decorator::Impl::HandleResetPosition );
- // Exceeding vertical boundary
+ // The horizontal distance from the center of the active layer to the right edje of the display.
+ const float rightWidth = -0.5f * mControlSize.width + std::max( primaryHandle.position.x + primaryHandle.size.width,
+ secondaryHandle.position.x + secondaryHandle.size.width );
- float popupHeight = mCopyPastePopup.actor.GetRelayoutSize( Dimension::HEIGHT);
+ mHandleHorizontalGreaterThanNotification = mActiveLayer.AddPropertyNotification( Actor::Property::WORLD_POSITION_X,
+ GreaterThanCondition( mBoundingBox.z - rightWidth ) );
- PropertyNotification verticalExceedNotification = mCopyPastePopup.actor.AddPropertyNotification( Actor::Property::WORLD_POSITION_Y,
- OutsideCondition( mBoundingBox.y + popupHeight * 0.5f,
- mBoundingBox.w - popupHeight * 0.5f ) );
+ // Notifies the change from false to true and from true to false.
+ mHandleHorizontalGreaterThanNotification.SetNotifyMode( PropertyNotification::NOTIFY_ON_CHANGED );
- verticalExceedNotification.NotifySignal().Connect( this, &Decorator::Impl::PopUpLeavesVerticalBoundary );
+ // Connects the signals with the callbacks.
+ mHandleHorizontalGreaterThanNotification.NotifySignal().Connect( this, &Decorator::Impl::HandleResetPosition );
+ }
}
- void GetConstrainedPopupPosition( Vector3& requiredPopupPosition, Vector3& popupSize, Vector3 anchorPoint, Actor& parent, const Vector4& boundingRectangleWorld )
+ // Popup
+
+ float AlternatePopUpPositionRelativeToCursor( bool topBottom )
{
- DALI_ASSERT_DEBUG ( "Popup parent not on stage" && parent.OnStage() )
+ float alternativePosition = 0.0f;
+
+ const float halfPopupHeight = 0.5f * mCopyPastePopup.actor.GetRelayoutSize( Dimension::HEIGHT );
- // Parent must already by added to Stage for these Get calls to work
- Vector3 parentAnchorPoint = parent.GetCurrentAnchorPoint();
- Vector3 parentWorldPositionLeftAnchor = parent.GetCurrentWorldPosition() - parent.GetCurrentSize()*parentAnchorPoint;
- Vector3 popupWorldPosition = parentWorldPositionLeftAnchor + requiredPopupPosition; // Parent World position plus popup local position gives World Position
- Vector3 popupDistanceFromAnchorPoint = popupSize*anchorPoint;
+ const HandleImpl& primaryHandle = mHandle[LEFT_SELECTION_HANDLE];
+ const HandleImpl& secondaryHandle = mHandle[RIGHT_SELECTION_HANDLE];
+ const HandleImpl& grabHandle = mHandle[GRAB_HANDLE];
+ const CursorImpl& cursor = mCursor[PRIMARY_CURSOR];
- // Calculate distance to move popup (in local space) so fits within the boundary
- float xOffSetToKeepWithinBounds = 0.0f;
- if( popupWorldPosition.x - popupDistanceFromAnchorPoint.x < boundingRectangleWorld.x )
+ if( primaryHandle.active || secondaryHandle.active )
{
- xOffSetToKeepWithinBounds = boundingRectangleWorld.x - ( popupWorldPosition.x - popupDistanceFromAnchorPoint.x );
+ float handleY = 0.f;
+ float maxHandleHeight = 0.f;
+
+ const bool primaryVisible = primaryHandle.horizontallyVisible && primaryHandle.verticallyVisible;
+ const bool secondaryVisible = secondaryHandle.horizontallyVisible && secondaryHandle.verticallyVisible;
+
+ if( primaryVisible && secondaryVisible )
+ {
+ handleY = std::max( primaryHandle.position.y, secondaryHandle.position.y );
+ maxHandleHeight = std::max( primaryHandle.size.height, secondaryHandle.size.height );
+ }
+ else if( primaryVisible && !secondaryVisible )
+ {
+ handleY = primaryHandle.position.y;
+ maxHandleHeight = primaryHandle.size.height;
+ }
+ else if( !primaryVisible && secondaryVisible )
+ {
+ handleY = secondaryHandle.position.y;
+ maxHandleHeight = secondaryHandle.size.height;
+ }
+
+ alternativePosition = handleY + ( topBottom ? halfPopupHeight + maxHandleHeight + cursor.lineHeight : -halfPopupHeight - maxHandleHeight );
}
- else if ( popupWorldPosition.x + popupDistanceFromAnchorPoint.x > boundingRectangleWorld.z )
+ else
{
- xOffSetToKeepWithinBounds = boundingRectangleWorld.z - ( popupWorldPosition.x + popupDistanceFromAnchorPoint.x );
+ alternativePosition = cursor.position.y + ( topBottom ? halfPopupHeight + grabHandle.size.height + cursor.lineHeight : -halfPopupHeight - grabHandle.size.height );
}
- // Ensure initial display of Popup is in alternative position if can not fit above. As Property notification will be a frame behind.
- if ( popupWorldPosition.y - popupDistanceFromAnchorPoint.y < boundingRectangleWorld.y )
+ return alternativePosition;
+ }
+
+ void PopUpLeavesTopBoundary( PropertyNotification& source )
+ {
+ const float popupHeight = mCopyPastePopup.actor.GetRelayoutSize( Dimension::HEIGHT );
+
+ // Sets the position of the popup below.
+ mCopyPastePopup.actor.SetProperty( Actor::Property::POSITION_Y, floorf( CalculateVerticalPopUpPosition( 0.5f * popupHeight, true ) ) );
+ }
+
+ void PopUpLeavesBottomBoundary( PropertyNotification& source )
+ {
+ const float popupHeight = mCopyPastePopup.actor.GetRelayoutSize( Dimension::HEIGHT );
+
+ // Sets the position of the popup above.
+ mCopyPastePopup.actor.SetProperty( Actor::Property::POSITION_Y, floorf( CalculateVerticalPopUpPosition( 0.5f * popupHeight, false ) ) );
+ }
+
+ void SetUpPopupPositionNotifications( const Vector3& popupHalfSize )
+ {
+ // Disconnect any previous connected callback.
+ if( mPopupTopExceedNotification )
{
- requiredPopupPosition.y = AlternatePopUpPositionRelativeToCursor();
+ mPopupTopExceedNotification.NotifySignal().Disconnect( this, &Decorator::Impl::PopUpLeavesTopBoundary );
+ mCopyPastePopup.actor.RemovePropertyNotification( mPopupTopExceedNotification );
}
- requiredPopupPosition.x = requiredPopupPosition.x + xOffSetToKeepWithinBounds;
+ if( mPopupBottomExceedNotification )
+ {
+ mPopupBottomExceedNotification.NotifySignal().Disconnect( this, &Decorator::Impl::PopUpLeavesBottomBoundary );
+ mCopyPastePopup.actor.RemovePropertyNotification( mPopupBottomExceedNotification );
+ }
- // Prevent pixel mis-alignment by rounding down.
- requiredPopupPosition.x = static_cast<int>( requiredPopupPosition.x );
- requiredPopupPosition.y = static_cast<int>( requiredPopupPosition.y );
+ // Note Property notifications ignore any set anchor point so conditions must allow for this. Default is Top Left.
+
+ // Exceeding vertical boundary
+
+ mPopupTopExceedNotification = mCopyPastePopup.actor.AddPropertyNotification( Actor::Property::WORLD_POSITION_Y,
+ LessThanCondition( mBoundingBox.y + popupHalfSize.height ) );
+
+ mPopupBottomExceedNotification = mCopyPastePopup.actor.AddPropertyNotification( Actor::Property::WORLD_POSITION_Y,
+ GreaterThanCondition( mBoundingBox.w - popupHalfSize.height ) );
+
+ // Notifies the change from false to true and from true to false.
+ mPopupTopExceedNotification.SetNotifyMode( PropertyNotification::NOTIFY_ON_CHANGED );
+ mPopupBottomExceedNotification.SetNotifyMode( PropertyNotification::NOTIFY_ON_CHANGED );
+
+ mPopupTopExceedNotification.NotifySignal().Connect( this, &Decorator::Impl::PopUpLeavesTopBoundary );
+ mPopupBottomExceedNotification.NotifySignal().Connect( this, &Decorator::Impl::PopUpLeavesBottomBoundary );
}
- void SetHandleImage( HandleType handleType, HandleImageType handleImageType, Dali::Image image )
+ void SetHandleImage( HandleType handleType, HandleImageType handleImageType, const std::string& imageFileName )
{
+ ImageDimensions dimensions = Dali::GetOriginalImageSize( imageFileName );
+
HandleImpl& handle = mHandle[handleType];
- handle.size = Size( image.GetWidth(), image.GetHeight() );
+ handle.size = Size( dimensions.GetWidth(), dimensions.GetHeight() );
- mHandleImages[handleType][handleImageType] = image;
+ mHandleImages[handleType][handleImageType] = imageFileName;
}
void SetScrollThreshold( float threshold )
{
if( HANDLE_TYPE_COUNT != mHandleScrolling )
{
+ float x = 0.f;
+ float y = 0.f;
+
+ switch( mScrollDirection )
+ {
+ case SCROLL_RIGHT:
+ {
+ x = mScrollDistance;
+ break;
+ }
+ case SCROLL_LEFT:
+ {
+ x = -mScrollDistance;
+ break;
+ }
+ case SCROLL_TOP:
+ {
+ y = mScrollDistance;
+ break;
+ }
+ case SCROLL_BOTTOM:
+ {
+ y = -mScrollDistance;
+ break;
+ }
+ default:
+ break;
+ }
+
mController.DecorationEvent( mHandleScrolling,
HANDLE_SCROLLING,
- mScrollDirection == SCROLL_RIGHT ? mScrollDistance : -mScrollDistance,
- 0.f );
+ x,
+ y );
}
return true;
ControllerInterface& mController;
- TapGestureDetector mTapDetector;
- PanGestureDetector mPanGestureDetector;
+ TapGestureDetector mTapDetector;
+ PanGestureDetector mPanDetector;
+ LongPressGestureDetector mLongPressDetector;
+
Timer mCursorBlinkTimer; ///< Timer to signal cursor to blink
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;
-
- Actor mHighlightActor; ///< Actor to display highlight
+ Actor mActiveLayer; ///< Actor for active handles and alike that ensures they are above all else.
+ PropertyNotification mHandleVerticalLessThanNotification; ///< Notifies when the 'y' coord of the active layer is less than a given value.
+ PropertyNotification mHandleVerticalGreaterThanNotification; ///< Notifies when the 'y' coord of the active layer is grater than a given value.
+ PropertyNotification mHandleHorizontalLessThanNotification; ///< Notifies when the 'x' coord of the active layer is less than a given value.
+ PropertyNotification mHandleHorizontalGreaterThanNotification; ///< Notifies when the 'x' coord of the active layer is grater than a given value.
+ PropertyNotification mPopupTopExceedNotification; ///< Notifies when the popup leaves the bounding box through the top.
+ PropertyNotification mPopupBottomExceedNotification; ///< Notifies when the popup leaves the bounding box through the bottom.
+ Control mPrimaryCursor;
+ Control mSecondaryCursor;
+
+ Actor mHighlightActor; ///< Actor to display highlight
Renderer mHighlightRenderer;
- Material mHighlightMaterial; ///< Material used for highlight
+ Shader mHighlightShader; ///< Shader 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];
+ std::string mHandleImages[HANDLE_TYPE_COUNT][HANDLE_IMAGE_TYPE_COUNT];
Vector4 mHandleColor;
CursorImpl mCursor[CURSOR_COUNT];
HandleImpl mHandle[HANDLE_TYPE_COUNT];
- PropertyBuffer mQuadVertices;
- PropertyBuffer mQuadIndices;
+ VertexBuffer mQuadVertices;
Geometry mQuadGeometry;
- QuadContainer mHighlightQuadList; ///< Sub-selections that combine to create the complete selection highlight
+ QuadContainer mHighlightQuadList; ///< Sub-selections that combine to create the complete selection highlight.
Vector4 mBoundingBox; ///< The bounding box in world coords.
Vector4 mHighlightColor; ///< Color of the highlight
Vector2 mHighlightPosition; ///< The position of the highlight actor.
+ Size mHighlightSize; ///< The size of the highlighted text.
+ Size mControlSize; ///< The control's size. Set by the Relayout.
+ float mHighlightOutlineOffset; ///< The outline's offset.
unsigned int mActiveCursor;
unsigned int mCursorBlinkInterval;
float mCursorBlinkDuration;
float mCursorWidth; ///< The width of the cursors in pixels.
HandleType mHandleScrolling; ///< The handle which is scrolling.
+ HandleType mHandleReleased; ///< The last handle released.
ScrollDirection mScrollDirection; ///< The direction of the scroll.
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.
bool mFlipSelectionHandlesOnCross : 1; ///< Whether to flip the selection handles as soon as they cross.
bool mFlipLeftSelectionHandleDirection : 1; ///< Whether to flip the left selection handle image because of the character's direction.
bool mFlipRightSelectionHandleDirection : 1; ///< Whether to flip the right selection handle image because of the character's direction.
- bool mHandlePanning : 1; ///< Whether any of the handles is moving.
- bool mHandleCurrentCrossed : 1; ///< Whether the handles are crossed.
- bool mHandlePreviousCrossed : 1; ///< Whether the handles where crossed at the last handle touch up.
+ bool mIsHandlePanning : 1; ///< Whether any of the handles is moving.
+ bool mIsHandleCurrentlyCrossed : 1; ///< Whether the handles are crossed.
+ bool mIsHandlePreviouslyCrossed : 1; ///< Whether the handles where crossed at the last handle touch up.
bool mNotifyEndOfScroll : 1; ///< Whether to notify the end of the scroll.
+ bool mHorizontalScrollingEnabled : 1; ///< Whether the horizontal scrolling is enabled.
+ bool mVerticalScrollingEnabled : 1; ///< Whether the vertical scrolling is enabled.
+ bool mSmoothHandlePanEnabled : 1; ///< Whether to pan smoothly the handles.
+ bool mIsHighlightBoxActive : 1; ///< Whether the highlight box is active.
};
DecoratorPtr Decorator::New( ControllerInterface& controller,
void Decorator::SetPosition( Cursor cursor, float x, float y, float cursorHeight, float lineHeight )
{
- mImpl->mCursor[cursor].position.x = x;
- mImpl->mCursor[cursor].position.y = y;
- mImpl->mCursor[cursor].cursorHeight = cursorHeight;
- mImpl->mCursor[cursor].lineHeight = lineHeight;
+ Impl::CursorImpl& cursorImpl = mImpl->mCursor[cursor];
+
+ cursorImpl.position.x = x;
+ cursorImpl.position.y = y;
+ cursorImpl.cursorHeight = cursorHeight;
+ cursorImpl.lineHeight = lineHeight;
}
void Decorator::GetPosition( Cursor cursor, float& x, float& y, float& cursorHeight, float& lineHeight ) const
{
- x = mImpl->mCursor[cursor].position.x;
- y = mImpl->mCursor[cursor].position.y;
- cursorHeight = mImpl->mCursor[cursor].cursorHeight;
- lineHeight = mImpl->mCursor[cursor].lineHeight;
+ const Impl::CursorImpl& cursorImpl = mImpl->mCursor[cursor];
+
+ x = cursorImpl.position.x;
+ y = cursorImpl.position.y;
+ cursorHeight = cursorImpl.cursorHeight;
+ lineHeight = cursorImpl.lineHeight;
}
const Vector2& Decorator::GetPosition( Cursor cursor ) const
return mImpl->mCursor[cursor].position;
}
+void Decorator::SetGlyphOffset( Cursor cursor, float glyphOffset )
+{
+ Impl::CursorImpl& cursorImpl = mImpl->mCursor[cursor];
+
+ cursorImpl.glyphOffset = glyphOffset;
+}
+
+const float Decorator::GetGlyphOffset( Cursor cursor) const
+{
+ return mImpl->mCursor[cursor].glyphOffset;
+}
+
void Decorator::SetCursorColor( Cursor cursor, const Dali::Vector4& color )
{
mImpl->mCursor[cursor].color = color;
{
if( ( LEFT_SELECTION_HANDLE == handleType ) || ( RIGHT_SELECTION_HANDLE == handleType ) )
{
- mImpl->mHandlePreviousCrossed = false;
+ mImpl->mIsHandlePreviouslyCrossed = false;
}
// 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 )
+ const bool imageReleased = mImpl->mHandleImages[handleType][HANDLE_IMAGE_RELEASED].size();
+ ImageView imageView = mImpl->mHandle[handleType].actor;
+ if( imageReleased && imageView )
{
- imageActor.SetImage( imageReleased );
+ imageView.SetImage( mImpl->mHandleImages[handleType][HANDLE_IMAGE_RELEASED] );
}
}
return mImpl->mHandle[handleType].active ;
}
-void Decorator::SetHandleImage( HandleType handleType, HandleImageType handleImageType, Dali::Image image )
+void Decorator::SetHandleImage( HandleType handleType, HandleImageType handleImageType, const std::string& imageFileName )
{
- mImpl->SetHandleImage( handleType, handleImageType, image );
+ mImpl->SetHandleImage( handleType, handleImageType, imageFileName );
}
-Dali::Image Decorator::GetHandleImage( HandleType handleType, HandleImageType handleImageType ) const
+const std::string& Decorator::GetHandleImage( HandleType handleType, HandleImageType handleImageType ) const
{
return mImpl->mHandleImages[handleType][handleImageType];
}
void Decorator::SetPosition( HandleType handleType, float x, float y, float height )
{
- // Adjust grab handle displacement
+ // Adjust handle's displacement
Impl::HandleImpl& handle = mImpl->mHandle[handleType];
- handle.grabDisplacementX -= x - handle.position.x;
- handle.grabDisplacementY -= y - handle.position.y;
-
handle.position.x = x;
handle.position.y = y;
handle.lineHeight = height;
+
+ if( mImpl->mSmoothHandlePanEnabled )
+ {
+ handle.grabDisplacementX = 0.f;
+ handle.grabDisplacementY = 0.f;
+ }
}
void Decorator::GetPosition( HandleType handleType, float& x, float& y, float& height ) const
return mImpl->mHandle[handleType].position;
}
+void Decorator::FlipHandleVertically( HandleType handleType, bool flip )
+{
+ mImpl->mHandle[handleType].verticallyFlippedPreferred = flip;
+}
+
+bool Decorator::IsHandleVerticallyFlipped( HandleType handleType ) const
+{
+ return mImpl->mHandle[handleType].verticallyFlippedPreferred;
+}
+
void Decorator::FlipSelectionHandlesOnCrossEnabled( bool enable )
{
mImpl->mFlipSelectionHandlesOnCross = enable;
void Decorator::SetSelectionHandleFlipState( bool indicesSwapped, bool left, bool right )
{
- mImpl->mHandleCurrentCrossed = indicesSwapped;
+ mImpl->mIsHandleCurrentlyCrossed = indicesSwapped;
mImpl->mFlipLeftSelectionHandleDirection = left;
mImpl->mFlipRightSelectionHandleDirection = right;
}
-void Decorator::AddHighlight( float x1, float y1, float x2, float y2 )
+void Decorator::AddHighlight( unsigned int index, const Vector4& quad )
{
- mImpl->mHighlightQuadList.push_back( QuadCoordinates(x1, y1, x2, y2) );
+ *( mImpl->mHighlightQuadList.Begin() + index ) = quad;
+}
+
+void Decorator::SetHighLightBox( const Vector2& position, const Size& size, float outlineOffset )
+{
+ mImpl->mHighlightPosition = position;
+ mImpl->mHighlightSize = size;
+ mImpl->mHighlightOutlineOffset = outlineOffset;
}
void Decorator::ClearHighlights()
{
- mImpl->mHighlightQuadList.clear();
+ mImpl->mHighlightQuadList.Clear();
mImpl->mHighlightPosition = Vector2::ZERO;
+ mImpl->mHighlightOutlineOffset = 0.f;
+}
+
+void Decorator::ResizeHighlightQuads( unsigned int numberOfQuads )
+{
+ mImpl->mHighlightQuadList.Resize( numberOfQuads );
}
void Decorator::SetHighlightColor( const Vector4& color )
return mImpl->mHighlightColor;
}
+void Decorator::SetHighlightActive( bool active )
+{
+ mImpl->mIsHighlightBoxActive = active;
+}
+
+bool Decorator::IsHighlightActive() const
+{
+ return mImpl->mIsHighlightBoxActive;
+}
+
+bool Decorator::IsHighlightVisible() const
+{
+ return ( mImpl->mHighlightActor && mImpl->mHighlightActor.GetParent() );
+}
+
void Decorator::SetTextDepth( int textDepth )
{
mImpl->mTextDepth = textDepth;
bool Decorator::IsPopupActive() const
{
- return mImpl->mActiveCopyPastePopup ;
+ return mImpl->mActiveCopyPastePopup;
}
void Decorator::SetEnabledPopupButtons( TextSelectionPopup::Buttons& enabledButtonsBitMask )
{
mImpl->mCopyPastePopup.actor = TextSelectionPopup::New( &mImpl->mTextSelectionPopupCallbackInterface );
#ifdef DECORATOR_DEBUG
- mImpl->mCopyPastePopup.actor.SetName("mCopyPastePopup");
+ mImpl->mCopyPastePopup.actor.SetProperty( Dali::Actor::Property::NAME,"mCopyPastePopup");
#endif
- mImpl->mCopyPastePopup.actor.SetAnchorPoint( AnchorPoint::CENTER );
- mImpl->mCopyPastePopup.actor.OnRelayoutSignal().Connect( mImpl, &Decorator::Impl::PopupRelayoutComplete ); // Position popup after size negotiation
+ mImpl->mCopyPastePopup.actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+ mImpl->mCopyPastePopup.actor.OnRelayoutSignal().Connect( mImpl, &Decorator::Impl::SetPopupPosition ); // Position popup after size negotiation
}
mImpl->mCopyPastePopup.actor.EnableButtons( mImpl->mEnabledPopupButtons );
mImpl->NotifyEndOfScroll();
}
+void Decorator::SetHorizontalScrollEnabled( bool enable )
+{
+ mImpl->mHorizontalScrollingEnabled = enable;
+}
+
+bool Decorator::IsHorizontalScrollEnabled() const
+{
+ return mImpl->mHorizontalScrollingEnabled;
+}
+
+void Decorator::SetVerticalScrollEnabled( bool enable )
+{
+ mImpl->mVerticalScrollingEnabled = enable;
+}
+
+bool Decorator::IsVerticalScrollEnabled() const
+{
+ return mImpl->mVerticalScrollingEnabled;
+}
+
+void Decorator::SetSmoothHandlePanEnabled( bool enable )
+{
+ mImpl->mSmoothHandlePanEnabled = enable;
+}
+
+bool Decorator::IsSmoothHandlePanEnabled() const
+{
+ return mImpl->mSmoothHandlePanEnabled;
+}
+
Decorator::~Decorator()
{
delete mImpl;