// EXTERNAL INCLUDES
#include <dali/integration-api/debug.h>
-#include <dali/public-api/actors/actor.h>
+
#include <dali/public-api/adaptor-framework/timer.h>
-#include <dali/public-api/actors/image-actor.h>
#include <dali/public-api/actors/layer.h>
-#include <dali/public-api/actors/mesh-actor.h>
-#include <dali/public-api/animation/constraint.h>
-#include <dali/public-api/common/constants.h>
#include <dali/public-api/common/stage.h>
-#include <dali/public-api/events/tap-gesture.h>
-#include <dali/public-api/events/tap-gesture-detector.h>
+#include <dali/public-api/events/touch-event.h>
#include <dali/public-api/events/pan-gesture.h>
-#include <dali/public-api/events/pan-gesture-detector.h>
-#include <dali/public-api/geometry/mesh.h>
-#include <dali/public-api/geometry/mesh-data.h>
#include <dali/public-api/images/resource-image.h>
-#include <dali/public-api/math/rect.h>
-#include <dali/public-api/math/vector2.h>
-#include <dali/public-api/math/vector4.h>
#include <dali/public-api/object/property-notification.h>
-#include <dali/public-api/signals/connection-tracker.h>
+
+#include <dali/devel-api/rendering/geometry.h>
+#include <dali/devel-api/rendering/renderer.h>
// INTERNAL INCLUDES
-#include <dali-toolkit/public-api/controls/control.h>
-#include <dali-toolkit/public-api/controls/control-impl.h>
-#include <dali-toolkit/public-api/controls/buttons/push-button.h>
+#include <dali-toolkit/public-api/controls/control-depth-index-ranges.h>
#include <dali-toolkit/public-api/controls/default-controls/solid-color-actor.h>
-#include <dali-toolkit/public-api/controls/text-controls/text-label.h>
-#include <dali-toolkit/public-api/controls/text-controls/text-selection-popup.h>
#ifdef DEBUG_ENABLED
#define DECORATOR_DEBUG
#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( DALI_IMAGE_DIR "insertpoint-icon.png" );
-const char* DEFAULT_SELECTION_HANDLE_ONE( DALI_IMAGE_DIR "text-input-selection-handle-left.png" );
-const char* DEFAULT_SELECTION_HANDLE_TWO( DALI_IMAGE_DIR "text-input-selection-handle-right.png" );
-//const char* DEFAULT_SELECTION_HANDLE_ONE_PRESSED( DALI_IMAGE_DIR "text-input-selection-handle-left-press.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 int DEFAULT_POPUP_OFFSET( -100.0f ); // Vertical offset of Popup from cursor or handles position.
-const Dali::Vector3 DEFAULT_GRAB_HANDLE_RELATIVE_SIZE( 1.5f, 2.0f, 1.0f );
-const Dali::Vector3 DEFAULT_SELECTION_HANDLE_RELATIVE_SIZE( 1.5f, 1.5f, 1.0f );
+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::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 / 1000.f;
+const float TO_SECONDS = 1.f / TO_MILLISECONDS;
+
+const unsigned int SCROLL_TICK_INTERVAL = 50u;
-const float DISPLAYED_HIGHLIGHT_Z_OFFSET( -0.05f );
+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 CURSOR_WIDTH = 1.f;
/**
* structure to hold coordinates of each quad, which will make up the mesh.
struct Decorator::Impl : public ConnectionTracker
{
+ enum ScrollDirection
+ {
+ SCROLL_NONE,
+ SCROLL_RIGHT,
+ SCROLL_LEFT,
+ SCROLL_TOP,
+ SCROLL_BOTTOM
+ };
+
struct CursorImpl
{
CursorImpl()
- : color( Dali::Color::WHITE ),
+ : color( Dali::Color::BLACK ),
position(),
cursorHeight( 0.0f ),
lineHeight( 0.0f )
float lineHeight;
};
- struct SelectionHandleImpl
+ struct HandleImpl
{
- SelectionHandleImpl()
+ HandleImpl()
: position(),
lineHeight( 0.0f ),
+ grabDisplacementX( 0.f ),
+ grabDisplacementY( 0.f ),
+ active( false ),
+ visible( false ),
+ pressed( false ),
flipped( false )
{
}
ImageActor actor;
Actor grabArea;
-
- Image pressedImage;
- Image releasedImage;
+ ImageActor markerActor;
Vector2 position;
float lineHeight; ///< Not the handle height
- bool flipped;
+ float grabDisplacementX;
+ float grabDisplacementY;
+ bool active : 1;
+ bool visible : 1;
+ bool pressed : 1;
+ bool flipped : 1;
};
- Impl( Dali::Toolkit::Internal::Control& parent, Observer& observer )
- : mTextControlParent( parent ),
- mObserver( observer ),
+ struct PopupImpl
+ {
+ PopupImpl()
+ : position(),
+ offset( DEFAULT_POPUP_OFFSET )
+ {
+ }
+
+ TextSelectionPopup actor;
+ Vector3 position;
+ int offset;
+ };
+
+ Impl( ControllerInterface& controller,
+ TextSelectionPopupCallbackInterface& callbackInterface )
+ : mController( controller ),
+ mEnabledPopupButtons( TextSelectionPopup::NONE ),
+ mTextSelectionPopupCallbackInterface( callbackInterface ),
+ mHandleColor( HANDLE_COLOR ),
mBoundingBox( Rect<int>() ),
- mHighlightColor( 0.07f, 0.41f, 0.59f, 1.0f ), // light blue
+ mHighlightColor( LIGHT_BLUE ),
+ mHighlightPosition( Vector2::ZERO ),
mActiveCursor( ACTIVE_CURSOR_NONE ),
mCursorBlinkInterval( CURSOR_BLINK_INTERVAL ),
mCursorBlinkDuration( 0.0f ),
- mGrabDisplacementX( 0.0f ),
- mGrabDisplacementY( 0.0f ),
- mActiveGrabHandle( false ),
- mActiveSelection( false ),
+ mCursorWidth( CURSOR_WIDTH ),
+ mHandleScrolling( HANDLE_TYPE_COUNT ),
+ mScrollDirection( SCROLL_NONE ),
+ mScrollThreshold( SCROLL_THRESHOLD ),
+ mScrollSpeed( SCROLL_SPEED ),
+ mScrollDistance( SCROLL_DISTANCE ),
+ mTextDepth( 0u ),
mActiveCopyPastePopup( false ),
- mCursorBlinkStatus( true )
+ mCursorBlinkStatus( true ),
+ mPrimaryCursorVisible( false ),
+ mSecondaryCursorVisible( false ),
+ mSwapSelectionHandles( false ),
+ mNotifyEndOfScroll( false )
{
+ mQuadVertexFormat[ "aPosition" ] = Property::VECTOR2;
+ mQuadIndexFormat[ "indices" ] = Property::INTEGER;
+ mHighlightMaterial = Material::New( Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ) );
}
/**
// Show or hide the cursors
CreateCursors();
+
if( mPrimaryCursor )
{
- mPrimaryCursor.SetPosition( mCursor[PRIMARY_CURSOR].position.x,
- mCursor[PRIMARY_CURSOR].position.y );
- mPrimaryCursor.SetSize( Size( 1.0f, mCursor[PRIMARY_CURSOR].cursorHeight ) );
+ const CursorImpl& cursor = mCursor[PRIMARY_CURSOR];
+ mPrimaryCursorVisible = ( cursor.position.x <= size.width ) && ( cursor.position.x >= 0.f );
+ if( mPrimaryCursorVisible )
+ {
+ Vector2 position = cursor.position;
+
+ mPrimaryCursor.SetPosition( position.x,
+ position.y );
+ mPrimaryCursor.SetSize( Size( mCursorWidth, cursor.cursorHeight ) );
+ }
+ mPrimaryCursor.SetVisible( mPrimaryCursorVisible );
}
if( mSecondaryCursor )
{
- mSecondaryCursor.SetPosition( mCursor[SECONDARY_CURSOR].position.x,
- mCursor[SECONDARY_CURSOR].position.y );
- mSecondaryCursor.SetSize( Size( 1.0f, mCursor[SECONDARY_CURSOR].cursorHeight ) );
+ const CursorImpl& cursor = mCursor[SECONDARY_CURSOR];
+ mSecondaryCursorVisible = ( cursor.position.x <= size.width ) && ( cursor.position.x >= 0.f );
+ if( mSecondaryCursorVisible )
+ {
+ mSecondaryCursor.SetPosition( cursor.position.x,
+ cursor.position.y );
+ mSecondaryCursor.SetSize( Size( mCursorWidth, cursor.cursorHeight ) );
+ }
+ mSecondaryCursor.SetVisible( mSecondaryCursorVisible );
}
// Show or hide the grab handle
- if( mActiveGrabHandle )
+ HandleImpl& grabHandle = mHandle[GRAB_HANDLE];
+ if( grabHandle.active )
{
- SetupTouchEvents();
+ Vector2 position = grabHandle.position;
+
+ const bool isVisible = ( position.x <= size.width ) && ( position.x >= 0.f );
- CreateGrabHandle();
+ if( isVisible )
+ {
+ SetupTouchEvents();
+
+ CreateGrabHandle();
- mGrabHandle.SetPosition( mCursor[PRIMARY_CURSOR].position.x,
- mCursor[PRIMARY_CURSOR].position.y + mCursor[PRIMARY_CURSOR].lineHeight );
+ grabHandle.actor.SetPosition( position.x,
+ position.y + grabHandle.lineHeight ); // TODO : Fix for multiline.
+ }
+ grabHandle.actor.SetVisible( isVisible );
}
- else if( mGrabHandle )
+ else if( grabHandle.actor )
{
- UnparentAndReset( mGrabHandle );
+ grabHandle.actor.Unparent();
}
// Show or hide the selection handles/highlight
- if( mActiveSelection )
+ HandleImpl& primary = mHandle[ LEFT_SELECTION_HANDLE ];
+ HandleImpl& secondary = mHandle[ RIGHT_SELECTION_HANDLE ];
+ if( primary.active || secondary.active )
{
- SetupTouchEvents();
+ Vector2 primaryPosition = primary.position;
+ Vector2 secondaryPosition = secondary.position;
- CreateSelectionHandles();
+ const bool isPrimaryVisible = ( primaryPosition.x <= size.width ) && ( primaryPosition.x >= 0.f );
+ const bool isSecondaryVisible = ( secondaryPosition.x <= size.width ) && ( secondaryPosition.x >= 0.f );
- SelectionHandleImpl& primary = mSelectionHandle[ PRIMARY_SELECTION_HANDLE ];
- primary.actor.SetPosition( primary.position.x,
- primary.position.y + primary.lineHeight );
+ if( isPrimaryVisible || isSecondaryVisible )
+ {
+ SetupTouchEvents();
+
+ CreateSelectionHandles();
- SelectionHandleImpl& secondary = mSelectionHandle[ SECONDARY_SELECTION_HANDLE ];
- secondary.actor.SetPosition( secondary.position.x,
- secondary.position.y + secondary.lineHeight );
+ if( isPrimaryVisible )
+ {
+ primary.actor.SetPosition( primaryPosition.x,
+ primaryPosition.y + primary.lineHeight ); // TODO : Fix for multiline.
+
+ SetSelectionHandleMarkerSize( primary );
+ }
+
+ if( isSecondaryVisible )
+ {
+ secondary.actor.SetPosition( secondaryPosition.x,
+ secondaryPosition.y + secondary.lineHeight ); // TODO : Fix for multiline.
+
+ SetSelectionHandleMarkerSize( secondary );
+ }
+ }
+ primary.actor.SetVisible( isPrimaryVisible );
+ secondary.actor.SetVisible( isSecondaryVisible );
CreateHighlight();
UpdateHighlight();
}
else
{
- UnparentAndReset( mSelectionHandle[ PRIMARY_SELECTION_HANDLE ].actor );
- UnparentAndReset( mSelectionHandle[ SECONDARY_SELECTION_HANDLE ].actor );
- UnparentAndReset( mHighlightMeshActor );
+ if( primary.actor )
+ {
+ primary.actor.Unparent();
+ }
+ if( secondary.actor )
+ {
+ secondary.actor.Unparent();
+ }
+ if( mHighlightActor )
+ {
+ mHighlightActor.Unparent();
+ }
}
- if ( mActiveCopyPastePopup )
+ if( mActiveCopyPastePopup )
{
- if ( !mCopyPastePopup )
- {
- mCopyPastePopup = TextSelectionPopup::New();
-#ifdef DECORATOR_DEBUG
- mCopyPastePopup.SetName("mCopyPastePopup");
-#endif
- mCopyPastePopup.SetAnchorPoint( AnchorPoint::CENTER );
- mCopyPastePopup.OnRelayoutSignal().Connect( this, &Decorator::Impl::PopUpRelayoutComplete ); // Position popup after size negotiation
- mActiveLayer.Add ( mCopyPastePopup );
- }
+ ShowPopup();
}
else
{
- if ( mCopyPastePopup )
- {
- UnparentAndReset( mCopyPastePopup );
- }
+ if( mCopyPastePopup.actor )
+ {
+ mCopyPastePopup.actor.HidePopup();
+ }
}
}
{
mCursor[PRIMARY_CURSOR].position += scrollOffset;
mCursor[SECONDARY_CURSOR].position += scrollOffset;
- mSelectionHandle[ PRIMARY_SELECTION_HANDLE ].position += scrollOffset;
- mSelectionHandle[ SECONDARY_SELECTION_HANDLE ].position += scrollOffset;
+ mHandle[ GRAB_HANDLE ].position += scrollOffset;
+ mHandle[ LEFT_SELECTION_HANDLE ].position += scrollOffset;
+ mHandle[ RIGHT_SELECTION_HANDLE ].position += scrollOffset;
+ mHighlightPosition += scrollOffset;
+ DeterminePositionPopup();
+ }
+
+ void ShowPopup()
+ {
+ if ( !mCopyPastePopup.actor )
+ {
+ return;
+ }
- // TODO Highlight box??
+ if( !mCopyPastePopup.actor.GetParent() )
+ {
+ mActiveLayer.Add( mCopyPastePopup.actor );
+ }
+
+ mCopyPastePopup.actor.RaiseAbove( mActiveLayer );
+ mCopyPastePopup.actor.ShowPopup();
}
- void PopUpRelayoutComplete( Actor actor )
+ void DeterminePositionPopup()
{
- // Size negotiation for CopyPastePopup complete so can get the size and constrain position within bounding box.
+ if ( !mActiveCopyPastePopup )
+ {
+ return;
+ }
+
+ if ( mHandle[LEFT_SELECTION_HANDLE].active || mHandle[RIGHT_SELECTION_HANDLE].active )
+ {
+ 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 );
+
+ float minHandleYPosition = std::min ( mHandle[LEFT_SELECTION_HANDLE].position.y, mHandle[RIGHT_SELECTION_HANDLE].position.y );
+
+ mCopyPastePopup.position.x = minHandleXPosition + ( ( maxHandleXPosition - minHandleXPosition ) *0.5f );
+ mCopyPastePopup.position.y = minHandleYPosition + mCopyPastePopup.offset;
+ }
+ 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
+ }
- mCopyPastePopup.OnRelayoutSignal().Disconnect( this, &Decorator::Impl::PopUpRelayoutComplete );
+ Vector3 popupSize = Vector3( mCopyPastePopup.actor.GetRelayoutSize( Dimension::WIDTH ), mCopyPastePopup.actor.GetRelayoutSize( Dimension::HEIGHT ), 0.0f );
- Vector3 popupPosition( mCursor[PRIMARY_CURSOR].position.x, mCursor[PRIMARY_CURSOR].position.y -100.0f , 0.0f); //todo 100 to be an offset Property
+ GetConstrainedPopupPosition( mCopyPastePopup.position, popupSize, AnchorPoint::CENTER, mActiveLayer, mBoundingBox );
- Vector3 popupSize = Vector3( mCopyPastePopup.GetRelayoutSize( Dimension::WIDTH ), mCopyPastePopup.GetRelayoutSize( Dimension::HEIGHT ), 0.0f );
+ SetUpPopupPositionNotifications();
- GetConstrainedPopupPosition( popupPosition, popupSize, AnchorPoint::CENTER, mActiveLayer, mBoundingBox );
+ mCopyPastePopup.actor.SetPosition( mCopyPastePopup.position );
+ }
- SetUpPopUpPositionNotifications();
+ void PopupRelayoutComplete( Actor actor )
+ {
+ // Size negotiation for CopyPastePopup complete so can get the size and constrain position within bounding box.
- mCopyPastePopup.SetPosition( popupPosition ); //todo grabhandle(cursor) or selection handle positions to be used
+ DeterminePositionPopup();
}
- void CreateCursor( ImageActor& cursor )
+ void CreateCursor( ImageActor& cursor, const Vector4& color )
{
- cursor = CreateSolidColorActor( Color::WHITE );
+ cursor = CreateSolidColorActor( color );
+ cursor.SetSortModifier( DECORATION_DEPTH_INDEX );
cursor.SetParentOrigin( ParentOrigin::TOP_LEFT ); // Need to set the default parent origin as CreateSolidColorActor() sets a different one.
cursor.SetAnchorPoint( AnchorPoint::TOP_CENTER );
}
{
if( mActiveCursor == ACTIVE_CURSOR_NONE )
{
- UnparentAndReset( mPrimaryCursor );
- UnparentAndReset( mSecondaryCursor );
+ if( mPrimaryCursor )
+ {
+ mPrimaryCursor.Unparent();
+ }
+ if( mSecondaryCursor )
+ {
+ mSecondaryCursor.Unparent();
+ }
}
else
{
- /* Create Primary and or Secondary Cursor(s) if active and add to parent */
+ // Create Primary and or Secondary Cursor(s) if active and add to parent
if ( mActiveCursor == ACTIVE_CURSOR_PRIMARY ||
mActiveCursor == ACTIVE_CURSOR_BOTH )
{
if ( !mPrimaryCursor )
{
- CreateCursor( mPrimaryCursor );
+ CreateCursor( mPrimaryCursor, mCursor[PRIMARY_CURSOR].color );
#ifdef DECORATOR_DEBUG
mPrimaryCursor.SetName( "PrimaryCursorActor" );
#endif
+ }
+
+ if( !mPrimaryCursor.GetParent() )
+ {
mActiveLayer.Add( mPrimaryCursor );
}
}
{
if ( !mSecondaryCursor )
{
- CreateCursor( mSecondaryCursor );
+ CreateCursor( mSecondaryCursor, mCursor[SECONDARY_CURSOR].color );
#ifdef DECORATOR_DEBUG
mSecondaryCursor.SetName( "SecondaryCursorActor" );
#endif
+ }
+
+ if( !mSecondaryCursor.GetParent() )
+ {
mActiveLayer.Add( mSecondaryCursor );
}
}
else
{
- UnparentAndReset( mSecondaryCursor );
+ if( mSecondaryCursor )
+ {
+ mSecondaryCursor.Unparent();
+ }
}
}
}
// Cursor blinking
if ( mPrimaryCursor )
{
- mPrimaryCursor.SetVisible( mCursorBlinkStatus );
+ mPrimaryCursor.SetVisible( mPrimaryCursorVisible && mCursorBlinkStatus );
}
if ( mSecondaryCursor )
{
- mSecondaryCursor.SetVisible( mCursorBlinkStatus );
+ mSecondaryCursor.SetVisible( mSecondaryCursorVisible && mCursorBlinkStatus );
}
mCursorBlinkStatus = !mCursorBlinkStatus;
{
if( !mActiveLayer )
{
- Actor parent = mTextControlParent.Self();
-
mActiveLayer = Layer::New();
#ifdef DECORATOR_DEBUG
mActiveLayer.SetName ( "ActiveLayerActor" );
mActiveLayer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
mActiveLayer.SetPositionInheritanceMode( USE_PARENT_POSITION );
- parent.Add( mActiveLayer );
+ // Add the active layer telling the controller it doesn't need clipping.
+ mController.AddDecoration( mActiveLayer, false );
}
mActiveLayer.RaiseToTop();
}
+ void SetSelectionHandleMarkerSize( HandleImpl& handle )
+ {
+ if ( handle.markerActor )
+ {
+ handle.markerActor.SetResizePolicy ( ResizePolicy::FIXED, Dimension::HEIGHT );
+ handle.markerActor.SetSize( 0, handle.lineHeight );
+ }
+ }
+
void CreateGrabHandle()
{
- if( !mGrabHandle )
+ HandleImpl& grabHandle = mHandle[GRAB_HANDLE];
+ if( !grabHandle.actor )
{
- if ( !mGrabHandleImage )
+ if( !mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_RELEASED] )
{
- mGrabHandleImage = ResourceImage::New( DEFAULT_GRAB_HANDLE_IMAGE );
+ mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_RELEASED] = ResourceImage::New( DEFAULT_GRAB_HANDLE_IMAGE_RELEASED );
}
- mGrabHandle = ImageActor::New( mGrabHandleImage );
- mGrabHandle.SetAnchorPoint( AnchorPoint::TOP_CENTER );
- mGrabHandle.SetDrawMode( DrawMode::OVERLAY );
+ 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
#ifdef DECORATOR_DEBUG
- mGrabHandle.SetName( "GrabHandleActor" );
+ grabHandle.actor.SetName( "GrabHandleActor" );
if ( Dali::Internal::gLogFilter->IsEnabledFor( Debug::Verbose ) )
{
- mGrabArea = Toolkit::CreateSolidColorActor( Vector4(0.0f, 0.0f, 0.0f, 0.0f), true, Color::RED, 1 );
- mGrabArea.SetName( "GrabArea" );
+ grabHandle.grabArea = Toolkit::CreateSolidColorActor( Vector4(0.0f, 0.0f, 0.0f, 0.0f), true, Color::RED, 1 );
+ grabHandle.grabArea.SetName( "GrabArea" );
}
else
{
- mGrabArea = Actor::New();
- mGrabArea.SetName( "GrabArea" );
+ grabHandle.grabArea = Actor::New();
+ grabHandle.grabArea.SetName( "GrabArea" );
}
#else
- mGrabArea = Actor::New();
+ grabHandle.grabArea = Actor::New();
#endif
- mGrabArea.SetParentOrigin( ParentOrigin::TOP_CENTER );
- mGrabArea.SetAnchorPoint( AnchorPoint::TOP_CENTER );
- mGrabArea.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS );
- mGrabArea.SetSizeModeFactor( DEFAULT_GRAB_HANDLE_RELATIVE_SIZE );
- mGrabHandle.Add( mGrabArea );
+ 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.TouchedSignal().Connect( this, &Decorator::Impl::OnGrabHandleTouched );
+ mTapDetector.Attach( grabHandle.grabArea );
+ mPanGestureDetector.Attach( grabHandle.grabArea );
- mTapDetector.Attach( mGrabArea );
- mPanGestureDetector.Attach( mGrabArea );
+ mActiveLayer.Add( grabHandle.actor );
+ }
- mActiveLayer.Add( mGrabHandle );
+ if( !grabHandle.actor.GetParent() )
+ {
+ mActiveLayer.Add( grabHandle.actor );
}
}
- void CreateSelectionHandles()
+ void CreateHandleMarker( HandleImpl& handle, Image& image, HandleType handleType )
{
- SelectionHandleImpl& primary = mSelectionHandle[ PRIMARY_SELECTION_HANDLE ];
- if ( !primary.actor )
+ if ( image)
{
- if ( !primary.releasedImage )
+ handle.markerActor = ImageActor::New( image );
+ handle.markerActor.SetColor( mHandleColor );
+ handle.actor.Add( handle.markerActor );
+
+ if ( LEFT_SELECTION_HANDLE == handleType )
{
- primary.releasedImage = ResourceImage::New( DEFAULT_SELECTION_HANDLE_ONE );
+ handle.markerActor.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
+ handle.markerActor.SetParentOrigin( ParentOrigin::TOP_RIGHT );
}
+ else if ( RIGHT_SELECTION_HANDLE == handleType )
+ {
+ handle.markerActor.SetAnchorPoint( AnchorPoint::BOTTOM_LEFT );
+ handle.markerActor.SetParentOrigin( ParentOrigin::TOP_LEFT );
+ }
+ }
+ }
- primary.actor = ImageActor::New( primary.releasedImage );
+ void CreateSelectionHandles()
+ {
+ HandleImpl& primary = mHandle[ LEFT_SELECTION_HANDLE ];
+ if( !primary.actor )
+ {
+ primary.actor = ImageActor::New( mHandleImages[LEFT_SELECTION_HANDLE][HANDLE_IMAGE_RELEASED] );
#ifdef DECORATOR_DEBUG
primary.actor.SetName("SelectionHandleOne");
#endif
primary.actor.SetAnchorPoint( AnchorPoint::TOP_RIGHT ); // Change to BOTTOM_RIGHT if Look'n'Feel requires handle above text.
- primary.actor.SetDrawMode( DrawMode::OVERLAY ); // ensure grab handle above text
+ primary.actor.SetSortModifier( DECORATION_DEPTH_INDEX );
primary.flipped = false;
+ primary.actor.SetColor( mHandleColor );
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");
#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.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION );
mTapDetector.Attach( primary.grabArea );
mPanGestureDetector.Attach( primary.grabArea );
primary.grabArea.TouchedSignal().Connect( this, &Decorator::Impl::OnHandleOneTouched );
primary.actor.Add( primary.grabArea );
- mActiveLayer.Add( primary.actor );
+
+ CreateHandleMarker( primary, mHandleImages[LEFT_SELECTION_HANDLE_MARKER][HANDLE_IMAGE_RELEASED], LEFT_SELECTION_HANDLE );
}
- SelectionHandleImpl& secondary = mSelectionHandle[ SECONDARY_SELECTION_HANDLE ];
- if ( !secondary.actor )
+ if( !primary.actor.GetParent() )
{
- if ( !secondary.releasedImage )
- {
- secondary.releasedImage = ResourceImage::New( DEFAULT_SELECTION_HANDLE_TWO );
- }
+ mActiveLayer.Add( primary.actor );
+ }
- secondary.actor = ImageActor::New( secondary.releasedImage );
+ HandleImpl& secondary = mHandle[ RIGHT_SELECTION_HANDLE ];
+ if( !secondary.actor )
+ {
+ secondary.actor = ImageActor::New( mHandleImages[RIGHT_SELECTION_HANDLE][HANDLE_IMAGE_RELEASED] );
#ifdef DECORATOR_DEBUG
secondary.actor.SetName("SelectionHandleTwo");
#endif
secondary.actor.SetAnchorPoint( AnchorPoint::TOP_LEFT ); // Change to BOTTOM_LEFT if Look'n'Feel requires handle above text.
- secondary.actor.SetDrawMode( DrawMode::OVERLAY ); // ensure grab handle above text
+ secondary.actor.SetSortModifier( DECORATION_DEPTH_INDEX );
secondary.flipped = false;
+ secondary.actor.SetColor( mHandleColor );
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");
#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.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION );
mTapDetector.Attach( secondary.grabArea );
mPanGestureDetector.Attach( secondary.grabArea );
secondary.grabArea.TouchedSignal().Connect( this, &Decorator::Impl::OnHandleTwoTouched );
secondary.actor.Add( secondary.grabArea );
- mActiveLayer.Add( secondary.actor );
+
+ CreateHandleMarker( secondary, mHandleImages[RIGHT_SELECTION_HANDLE_MARKER][HANDLE_IMAGE_RELEASED], RIGHT_SELECTION_HANDLE );
}
- //SetUpHandlePropertyNotifications(); TODO
+ if( !secondary.actor.GetParent() )
+ {
+ mActiveLayer.Add( secondary.actor );
+ }
}
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 );
- mHighlightMeshActor.SetPosition( 0.0f, 0.0f, DISPLAYED_HIGHLIGHT_Z_OFFSET );
-
- Actor parent = mTextControlParent.Self();
- parent.Add( mHighlightMeshActor );
+ mHighlightActor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ 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( mHighlightActor, true );
}
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 )
{
- MeshData::VertexContainer vertices;
- Dali::MeshData::FaceIndices faceIndices;
+ if( !mHighlightQuadList.empty() )
+ {
+ Vector< Vector2 > vertices;
+ Vector< unsigned int> indices;
+ Vector2 vertex;
- std::vector<QuadCoordinates>::iterator iter = mHighlightQuadList.begin();
- std::vector<QuadCoordinates>::iterator endIter = mHighlightQuadList.end();
+ 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 )
+ {
- 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 );
-
- // top-right (v+1)
- vertex.x = quad.max.x;
- vertex.y = quad.min.y;
- vertices.push_back( vertex );
-
- // bottom-left (v+2)
- vertex.x = quad.min.x;
- vertex.y = quad.max.y;
- vertices.push_back( vertex );
-
- // bottom-right (v+3)
- vertex.x = quad.max.x;
- vertex.y = quad.max.y;
- vertices.push_back( vertex );
-
- // triangle A (3, 1, 0)
- faceIndices.push_back( v + 3 );
- faceIndices.push_back( v + 1 );
- faceIndices.push_back( v );
-
- // triangle B (0, 2, 3)
- faceIndices.push_back( v );
- faceIndices.push_back( v + 2 );
- faceIndices.push_back( v + 3 );
-
- mHighlightMeshData.SetFaceIndices( faceIndices );
+ QuadCoordinates& quad = *iter;
+
+ // top-left (v+0)
+ vertex.x = quad.min.x;
+ vertex.y = quad.min.y;
+ vertices.PushBack( vertex );
+
+ // top-right (v+1)
+ vertex.x = quad.max.x;
+ vertex.y = quad.min.y;
+ vertices.PushBack( vertex );
+
+ // bottom-left (v+2)
+ vertex.x = quad.min.x;
+ vertex.y = quad.max.y;
+ vertices.PushBack( vertex );
+
+ // bottom-right (v+3)
+ vertex.x = quad.max.x;
+ vertex.y = quad.max.y;
+ vertices.PushBack( vertex );
+
+ // triangle A (3, 1, 0)
+ indices.PushBack( v + 3 );
+ indices.PushBack( v + 1 );
+ indices.PushBack( v );
+
+ // triangle B (0, 2, 3)
+ indices.PushBack( v );
+ indices.PushBack( v + 2 );
+ indices.PushBack( v + 3 );
+ }
+
+ if( mQuadVertices )
+ {
+ mQuadVertices.SetSize( vertices.Size() );
+ }
+ else
+ {
+ mQuadVertices = PropertyBuffer::New( mQuadVertexFormat, vertices.Size() );
+ }
+
+ if( mQuadIndices )
+ {
+ mQuadIndices.SetSize( indices.Size() );
+ }
+ else
+ {
+ mQuadIndices = PropertyBuffer::New( mQuadIndexFormat, indices.Size() );
+ }
+
+ mQuadVertices.SetData( &vertices[ 0 ] );
+ mQuadIndices.SetData( &indices[ 0 ] );
+
+ if( !mQuadGeometry )
+ {
+ mQuadGeometry = Geometry::New();
+ mQuadGeometry.AddVertexBuffer( mQuadVertices );
+ }
+ mQuadGeometry.SetIndexBuffer( mQuadIndices );
+
+ if( !mHighlightRenderer )
+ {
+ mHighlightRenderer = Dali::Renderer::New( mQuadGeometry, mHighlightMaterial );
+ mHighlightActor.AddRenderer( mHighlightRenderer );
+ }
}
- BoneContainer bones(0); // passed empty as bones not required
- mHighlightMeshData.SetData( vertices, faceIndices, bones, mHighlightMaterial );
- mHighlightMesh.UpdateMeshData( mHighlightMeshData );
+ mHighlightActor.SetPosition( mHighlightPosition.x,
+ mHighlightPosition.y );
+
+ mHighlightQuadList.clear();
+
+ mHighlightRenderer.SetDepthIndex( mTextDepth - 2u ); // text is rendered at mTextDepth and text's shadow at mTextDepth -1u.
}
}
void OnTap( Actor actor, const TapGesture& tap )
{
- if( actor == mGrabHandle )
+ if( actor == mHandle[GRAB_HANDLE].actor )
{
// TODO
}
}
- void OnPan( Actor actor, const PanGesture& gesture )
+ void DoPan( HandleImpl& handle, HandleType type, const PanGesture& gesture )
{
- if( actor == mGrabArea )
+ if( Gesture::Started == gesture.state )
+ {
+ handle.grabDisplacementX = handle.grabDisplacementY = 0;
+ }
+
+ handle.grabDisplacementX += gesture.displacement.x;
+ handle.grabDisplacementY += gesture.displacement.y;
+
+ const float x = handle.position.x + handle.grabDisplacementX;
+ const float y = handle.position.y + handle.lineHeight*0.5f + handle.grabDisplacementY;
+
+ if( Gesture::Started == gesture.state ||
+ Gesture::Continuing == gesture.state )
+ {
+ Vector2 targetSize;
+ mController.GetTargetSize( targetSize );
+
+ if( x < mScrollThreshold )
+ {
+ mScrollDirection = SCROLL_RIGHT;
+ mHandleScrolling = type;
+ StartScrollTimer();
+ }
+ else if( x > targetSize.width - mScrollThreshold )
+ {
+ mScrollDirection = SCROLL_LEFT;
+ mHandleScrolling = type;
+ StartScrollTimer();
+ }
+ else
+ {
+ mHandleScrolling = HANDLE_TYPE_COUNT;
+ StopScrollTimer();
+ mController.DecorationEvent( type, HANDLE_PRESSED, x, y );
+ }
+ }
+ else if( Gesture::Finished == gesture.state ||
+ Gesture::Cancelled == gesture.state )
{
- if( Gesture::Started == gesture.state )
+ if( mScrollTimer &&
+ ( mScrollTimer.IsRunning() || mNotifyEndOfScroll ) )
+ {
+ mNotifyEndOfScroll = false;
+ mHandleScrolling = HANDLE_TYPE_COUNT;
+ StopScrollTimer();
+ mController.DecorationEvent( type, HANDLE_STOP_SCROLLING, x, y );
+ }
+ else
{
- mGrabDisplacementX = mGrabDisplacementY = 0;
+ mController.DecorationEvent( type, HANDLE_RELEASED, x, y );
}
- mGrabDisplacementX += gesture.displacement.x;
- mGrabDisplacementY += gesture.displacement.y;
+ if( GRAB_HANDLE == type )
+ {
+ handle.actor.SetImage( mHandleImages[type][HANDLE_IMAGE_RELEASED] );
+ }
+ else
+ {
+ HandleType selectionHandleType = type;
- const float x = mCursor[PRIMARY_CURSOR].position.x + mGrabDisplacementX;
- const float y = mCursor[PRIMARY_CURSOR].position.y + mCursor[PRIMARY_CURSOR].lineHeight*0.5f + mGrabDisplacementY;
+ if( mSwapSelectionHandles != handle.flipped )
+ {
+ selectionHandleType = ( LEFT_SELECTION_HANDLE == type ) ? RIGHT_SELECTION_HANDLE : LEFT_SELECTION_HANDLE;
+ }
- if( Gesture::Started == gesture.state ||
- Gesture::Continuing == gesture.state )
+ handle.actor.SetImage( mHandleImages[selectionHandleType][HANDLE_IMAGE_RELEASED] );
+ }
+ handle.pressed = false;
+ }
+ }
+
+ void OnPan( Actor actor, const PanGesture& gesture )
+ {
+ HandleImpl& grabHandle = mHandle[GRAB_HANDLE];
+ HandleImpl& primarySelectionHandle = mHandle[LEFT_SELECTION_HANDLE];
+ HandleImpl& secondarySelectionHandle = mHandle[RIGHT_SELECTION_HANDLE];
+
+ if( actor == grabHandle.grabArea )
+ {
+ DoPan( grabHandle, GRAB_HANDLE, gesture );
+ }
+ else if( actor == primarySelectionHandle.grabArea )
+ {
+ DoPan( primarySelectionHandle, LEFT_SELECTION_HANDLE, gesture );
+ }
+ else if( actor == secondarySelectionHandle.grabArea )
+ {
+ DoPan( secondarySelectionHandle, RIGHT_SELECTION_HANDLE, gesture );
+ }
+ }
+
+ bool OnGrabHandleTouched( Actor actor, const TouchEvent& event )
+ {
+ // Switch between pressed/release grab-handle images
+ if( event.GetPointCount() > 0 &&
+ mHandle[GRAB_HANDLE].actor )
+ {
+ const TouchPoint& point = event.GetPoint(0);
+
+ if( TouchPoint::Down == point.state )
{
- mObserver.GrabHandleEvent( GRAB_HANDLE_PRESSED, x, y );
+ mHandle[GRAB_HANDLE].pressed = true;
+ Image imagePressed = mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_PRESSED];
+ if( imagePressed )
+ {
+ mHandle[GRAB_HANDLE].actor.SetImage( imagePressed );
+ }
}
- else if( Gesture::Finished == gesture.state ||
- Gesture::Cancelled == gesture.state )
+ else if( ( TouchPoint::Up == point.state ) ||
+ ( TouchPoint::Interrupted == point.state ) )
{
- mObserver.GrabHandleEvent( GRAB_HANDLE_RELEASED, x, y );
+ mHandle[GRAB_HANDLE].pressed = false;
+ Image imageReleased = mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_RELEASED];
+ if( imageReleased )
+ {
+ mHandle[GRAB_HANDLE].actor.SetImage( imageReleased );
+ }
}
}
+
+ // Consume to avoid pop-ups accidentally closing, when handle is outside of pop-up area
+ return true;
}
- bool OnHandleOneTouched( Actor actor, const TouchEvent& touch )
+ bool OnHandleOneTouched( Actor actor, const TouchEvent& event )
{
- // TODO
- return false;
+ // Switch between pressed/release selection handle images
+ if( event.GetPointCount() > 0 &&
+ mHandle[LEFT_SELECTION_HANDLE].actor )
+ {
+ const TouchPoint& point = event.GetPoint(0);
+
+ const bool flip = mSwapSelectionHandles != mHandle[LEFT_SELECTION_HANDLE].flipped;
+ if( TouchPoint::Down == point.state )
+ {
+ mHandle[LEFT_SELECTION_HANDLE].pressed = true;
+ Image imagePressed = mHandleImages[flip ? RIGHT_SELECTION_HANDLE : LEFT_SELECTION_HANDLE][HANDLE_IMAGE_PRESSED];
+ if( imagePressed )
+ {
+ mHandle[LEFT_SELECTION_HANDLE].actor.SetImage( imagePressed );
+ }
+ }
+ 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];
+ if( imageReleased )
+ {
+ mHandle[LEFT_SELECTION_HANDLE].actor.SetImage( imageReleased );
+ }
+ }
+ }
+
+ // Consume to avoid pop-ups accidentally closing, when handle is outside of pop-up area
+ return true;
}
- bool OnHandleTwoTouched( Actor actor, const TouchEvent& touch )
+ bool OnHandleTwoTouched( Actor actor, const TouchEvent& event )
{
- // TODO
- return false;
+ // Switch between pressed/release selection handle images
+ if( event.GetPointCount() > 0 &&
+ mHandle[RIGHT_SELECTION_HANDLE].actor )
+ {
+ const TouchPoint& point = event.GetPoint(0);
+
+ const bool flip = mSwapSelectionHandles != mHandle[RIGHT_SELECTION_HANDLE].flipped;
+ if( TouchPoint::Down == point.state )
+ {
+ Image imagePressed = mHandleImages[flip ? LEFT_SELECTION_HANDLE : RIGHT_SELECTION_HANDLE][HANDLE_IMAGE_PRESSED];
+ mHandle[RIGHT_SELECTION_HANDLE].pressed = true;
+ if( imagePressed )
+ {
+ mHandle[RIGHT_SELECTION_HANDLE].actor.SetImage( imagePressed );
+ }
+ }
+ 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;
+ if( imageReleased )
+ {
+ mHandle[RIGHT_SELECTION_HANDLE].actor.SetImage( imageReleased );
+ }
+ }
+ }
+
+ // Consume to avoid pop-ups accidentally closing, when handle is outside of pop-up area
+ return true;
}
// Popup
const float popupHeight = 120.0f; // todo Set as a MaxSize Property in Control or retrieve from CopyPastePopup class.
- if( mActiveGrabHandle )
+ if( mHandle[GRAB_HANDLE].active )
{
// If grab handle enabled then position pop-up below the grab handle.
const Vector2 grabHandleSize( 59.0f, 56.0f ); // todo
void PopUpLeavesVerticalBoundary( PropertyNotification& source )
{
float alternativeYPosition=0.0f;
- // todo
- // if( mHighlightMeshActor ) // Text Selection mode
- // {
- // alternativePosition = AlternatePopUpPositionRelativeToSelectionHandles();
- // }
- // else // Not in Text Selection mode
- // {
+ // todo use AlternatePopUpPositionRelativeToSelectionHandles() if text is highlighted
// if can't be positioned above, then position below row.
alternativeYPosition = AlternatePopUpPositionRelativeToCursor();
- // }
- mCopyPastePopup.SetY( alternativeYPosition );
+
+ mCopyPastePopup.actor.SetY( alternativeYPosition );
}
- void SetUpPopUpPositionNotifications( )
+ void SetUpPopupPositionNotifications( )
{
// Note Property notifications ignore any set anchor point so conditions must allow for this. Default is Top Left.
Vector4 worldCoordinatesBoundingBox;
LocalToWorldCoordinatesBoundingBox( mBoundingBox, worldCoordinatesBoundingBox );
- float popupHeight = mCopyPastePopup.GetRelayoutSize( Dimension::HEIGHT);
+ float popupHeight = mCopyPastePopup.actor.GetRelayoutSize( Dimension::HEIGHT);
- PropertyNotification verticalExceedNotification = mCopyPastePopup.AddPropertyNotification( Actor::Property::WORLD_POSITION_Y,
- OutsideCondition( worldCoordinatesBoundingBox.y + popupHeight/2,
- worldCoordinatesBoundingBox.w - popupHeight/2 ) );
+ PropertyNotification verticalExceedNotification = mCopyPastePopup.actor.AddPropertyNotification( Actor::Property::WORLD_POSITION_Y,
+ OutsideCondition( worldCoordinatesBoundingBox.y + popupHeight * 0.5f,
+ worldCoordinatesBoundingBox.w - popupHeight * 0.5f ) );
verticalExceedNotification.NotifySignal().Connect( this, &Decorator::Impl::PopUpLeavesVerticalBoundary );
}
}
requiredPopupPosition.x = requiredPopupPosition.x + xOffSetToKeepWithinBounds;
+
+ // Prevent pixel mis-alignment by rounding down.
+ requiredPopupPosition.x = static_cast<int>( requiredPopupPosition.x );
+ requiredPopupPosition.y = static_cast<int>( requiredPopupPosition.y );
+
+ }
+
+ void FlipSelectionHandleImages()
+ {
+ SetupTouchEvents();
+
+ CreateSelectionHandles();
+
+ HandleImpl& leftHandle = mHandle[LEFT_SELECTION_HANDLE];
+ HandleImpl& rightHandle = mHandle[RIGHT_SELECTION_HANDLE];
+
+ // 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;
+
+ leftHandle.actor.SetImage( leftFlipped ? mHandleImages[RIGHT_SELECTION_HANDLE][leftImageType] : mHandleImages[LEFT_SELECTION_HANDLE][leftImageType] );
+
+ leftHandle.actor.SetAnchorPoint( leftFlipped ? AnchorPoint::TOP_LEFT : AnchorPoint::TOP_RIGHT );
+
+ rightHandle.actor.SetImage( rightFlipped ? mHandleImages[LEFT_SELECTION_HANDLE][rightImageType] : mHandleImages[RIGHT_SELECTION_HANDLE][rightImageType] );
+
+ rightHandle.actor.SetAnchorPoint( rightFlipped ? AnchorPoint::TOP_RIGHT : AnchorPoint::TOP_LEFT );
+
+ if ( leftHandle.markerActor )
+ {
+ leftHandle.markerActor.SetImage( leftFlipped ? mHandleImages[RIGHT_SELECTION_HANDLE_MARKER][leftImageType] : mHandleImages[LEFT_SELECTION_HANDLE_MARKER][leftImageType] );
+ }
+ if ( rightHandle.markerActor )
+ {
+ rightHandle.markerActor.SetImage( rightFlipped ? mHandleImages[LEFT_SELECTION_HANDLE_MARKER][rightImageType] : mHandleImages[RIGHT_SELECTION_HANDLE_MARKER][rightImageType] );
+ }
+ }
+
+ void SetScrollThreshold( float threshold )
+ {
+ mScrollThreshold = threshold;
+ }
+
+ float GetScrollThreshold() const
+ {
+ return mScrollThreshold;
+ }
+
+ void SetScrollSpeed( float speed )
+ {
+ mScrollSpeed = speed;
+ mScrollDistance = speed * SCROLL_TICK_INTERVAL * TO_SECONDS;
}
- Internal::Control& mTextControlParent;
- Observer& mObserver;
+ float GetScrollSpeed() const
+ {
+ return mScrollSpeed;
+ }
+
+ void NotifyEndOfScroll()
+ {
+ StopScrollTimer();
+
+ if( mScrollTimer )
+ {
+ mNotifyEndOfScroll = true;
+ }
+ }
+
+ /**
+ * Creates and starts a timer to scroll the text when handles are close to the edges of the text.
+ *
+ * It only starts the timer if it's already created.
+ */
+ void StartScrollTimer()
+ {
+ if( !mScrollTimer )
+ {
+ mScrollTimer = Timer::New( SCROLL_TICK_INTERVAL );
+ mScrollTimer.TickSignal().Connect( this, &Decorator::Impl::OnScrollTimerTick );
+ }
+
+ if( !mScrollTimer.IsRunning() )
+ {
+ mScrollTimer.Start();
+ }
+ }
+
+ /**
+ * Stops the timer used to scroll the text.
+ */
+ void StopScrollTimer()
+ {
+ if( mScrollTimer )
+ {
+ mScrollTimer.Stop();
+ }
+ }
+
+ /**
+ * Callback called by the timer used to scroll the text.
+ *
+ * It calculates and sets a new scroll position.
+ */
+ bool OnScrollTimerTick()
+ {
+ if( HANDLE_TYPE_COUNT != mHandleScrolling )
+ {
+ mController.DecorationEvent( mHandleScrolling,
+ HANDLE_SCROLLING,
+ mScrollDirection == SCROLL_RIGHT ? mScrollDistance : -mScrollDistance,
+ 0.f );
+ }
+
+ return true;
+ }
+
+ ControllerInterface& mController;
TapGestureDetector mTapDetector;
PanGestureDetector mPanGestureDetector;
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;
- ImageActor mGrabHandle;
- Actor mGrabArea;
- MeshActor mHighlightMeshActor; ///< Mesh Actor to display highlight
- TextSelectionPopup mCopyPastePopup;
-
- Image mCursorImage;
- Image mGrabHandleImage;
- Mesh mHighlightMesh; ///< Mesh for highlight
- MeshData mHighlightMeshData; ///< Mesh Data for highlight
+
+ Actor mHighlightActor; ///< Actor to display highlight
+ Renderer mHighlightRenderer;
Material mHighlightMaterial; ///< Material used for highlight
+ Property::Map mQuadVertexFormat;
+ Property::Map mQuadIndexFormat;
+ PopupImpl mCopyPastePopup;
+ TextSelectionPopup::Buttons mEnabledPopupButtons; /// Bit mask of currently enabled Popup buttons
+ TextSelectionPopupCallbackInterface& mTextSelectionPopupCallbackInterface;
+
+ Image mHandleImages[HANDLE_TYPE_COUNT][HANDLE_IMAGE_TYPE_COUNT];
+ Vector4 mHandleColor;
CursorImpl mCursor[CURSOR_COUNT];
- SelectionHandleImpl mSelectionHandle[SELECTION_HANDLE_COUNT];
+ HandleImpl mHandle[HANDLE_TYPE_COUNT];
+
+ PropertyBuffer mQuadVertices;
+ PropertyBuffer mQuadIndices;
+ Geometry mQuadGeometry;
QuadContainer mHighlightQuadList; ///< Sub-selections that combine to create the complete selection highlight
Rect<int> mBoundingBox;
Vector4 mHighlightColor; ///< Color of the highlight
+ Vector2 mHighlightPosition; ///< The position of the highlight actor.
unsigned int mActiveCursor;
unsigned int mCursorBlinkInterval;
float mCursorBlinkDuration;
- float mGrabDisplacementX;
- float mGrabDisplacementY;
-
- bool mActiveGrabHandle:1;
- bool mActiveSelection:1;
- bool mActiveCopyPastePopup:1;
- bool mCursorBlinkStatus:1; ///< Flag to switch between blink on and blink off
+ float mCursorWidth; ///< The width of the cursors in pixels.
+ HandleType mHandleScrolling; ///< The handle which is scrolling.
+ 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.
+ float mScrollDistance; ///< Distance the text scrolls during a scroll interval.
+ int mTextDepth; ///< The depth used to render the text.
+
+ bool mActiveCopyPastePopup : 1;
+ bool mCursorBlinkStatus : 1; ///< Flag to switch between blink on and blink off.
+ bool mPrimaryCursorVisible : 1; ///< Whether the primary cursor is visible.
+ bool mSecondaryCursorVisible : 1; ///< Whether the secondary cursor is visible.
+ bool mSwapSelectionHandles : 1; ///< Whether to swap the selection handle images.
+ bool mNotifyEndOfScroll : 1; ///< Whether to notify the end of the scroll.
};
-DecoratorPtr Decorator::New( Internal::Control& parent, Observer& observer )
+DecoratorPtr Decorator::New( ControllerInterface& controller,
+ TextSelectionPopupCallbackInterface& callbackInterface )
{
- return DecoratorPtr( new Decorator(parent, observer) );
+ return DecoratorPtr( new Decorator( controller,
+ callbackInterface ) );
}
void Decorator::SetBoundingBox( const Rect<int>& boundingBox )
void Decorator::SetPosition( Cursor cursor, float x, float y, float cursorHeight, float lineHeight )
{
- // Adjust grab handle displacement
- mImpl->mGrabDisplacementX -= x - mImpl->mCursor[cursor].position.x;
- mImpl->mGrabDisplacementY -= y - mImpl->mCursor[cursor].position.y;
-
mImpl->mCursor[cursor].position.x = x;
mImpl->mCursor[cursor].position.y = y;
mImpl->mCursor[cursor].cursorHeight = cursorHeight;
lineHeight = mImpl->mCursor[cursor].lineHeight;
}
-void Decorator::SetColor( Cursor cursor, const Dali::Vector4& color )
+const Vector2& Decorator::GetPosition( Cursor cursor ) const
+{
+ return mImpl->mCursor[cursor].position;
+}
+
+void Decorator::SetCursorColor( Cursor cursor, const Dali::Vector4& color )
{
mImpl->mCursor[cursor].color = color;
}
return mImpl->mCursorBlinkDuration;
}
-/** GrabHandle **/
+void Decorator::SetCursorWidth( int width )
+{
+ mImpl->mCursorWidth = static_cast<float>( width );
+}
-void Decorator::SetGrabHandleActive( bool active )
+int Decorator::GetCursorWidth() const
{
- mImpl->mActiveGrabHandle = active;
+ return static_cast<int>( mImpl->mCursorWidth );
}
-bool Decorator::IsGrabHandleActive() const
+/** Handles **/
+
+void Decorator::SetHandleActive( HandleType handleType, bool active )
{
- return mImpl->mActiveGrabHandle;
+ 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 );
+ }
+ }
}
-void Decorator::SetGrabHandleImage( Dali::Image image )
+bool Decorator::IsHandleActive( HandleType handleType ) const
{
- mImpl->mGrabHandleImage = image;
+ return mImpl->mHandle[handleType].active ;
}
-Dali::Image Decorator::GetGrabHandleImage() const
+void Decorator::SetHandleImage( HandleType handleType, HandleImageType handleImageType, Dali::Image image )
{
- return mImpl->mGrabHandleImage;
+ mImpl->mHandleImages[handleType][handleImageType] = image;
}
-/** Selection **/
+Dali::Image Decorator::GetHandleImage( HandleType handleType, HandleImageType handleImageType ) const
+{
+ return mImpl->mHandleImages[handleType][handleImageType];
+}
-void Decorator::SetSelectionActive( bool active )
+void Decorator::SetHandleColor( const Vector4& color )
{
- mImpl->mActiveSelection = active;
+ mImpl->mHandleColor = color;
}
-bool Decorator::IsSelectionActive() const
+const Vector4& Decorator::GetHandleColor() const
{
- return mImpl->mActiveSelection;
+ return mImpl->mHandleColor;
}
-void Decorator::SetPosition( SelectionHandle handle, float x, float y, float height )
+void Decorator::SetPosition( HandleType handleType, float x, float y, float height )
{
- mImpl->mSelectionHandle[handle].position.x = x;
- mImpl->mSelectionHandle[handle].position.y = y;
- mImpl->mSelectionHandle[handle].lineHeight = height;
+ // Adjust grab handle 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;
}
-void Decorator::GetPosition( SelectionHandle handle, float& x, float& y, float& height ) const
+void Decorator::GetPosition( HandleType handleType, float& x, float& y, float& height ) const
{
- x = mImpl->mSelectionHandle[handle].position.x;
- y = mImpl->mSelectionHandle[handle].position.y;
- height = mImpl->mSelectionHandle[handle].lineHeight;
+ Impl::HandleImpl& handle = mImpl->mHandle[handleType];
+
+ x = handle.position.x;
+ y = handle.position.y;
+ height = handle.lineHeight;
}
-void Decorator::SetImage( SelectionHandle handle, SelectionHandleState state, Dali::Image image )
+const Vector2& Decorator::GetPosition( HandleType handleType ) const
{
- if( SELECTION_HANDLE_PRESSED == state )
- {
- mImpl->mSelectionHandle[handle].pressedImage = image;
- }
- else
- {
- mImpl->mSelectionHandle[handle].releasedImage = image;
- }
+ return mImpl->mHandle[handleType].position;
}
-Dali::Image Decorator::GetImage( SelectionHandle handle, SelectionHandleState state ) const
+void Decorator::SwapSelectionHandlesEnabled( bool enable )
{
- if( SELECTION_HANDLE_PRESSED == state )
- {
- return mImpl->mSelectionHandle[handle].pressedImage;
- }
+ mImpl->mSwapSelectionHandles = enable;
- return mImpl->mSelectionHandle[handle].releasedImage;
+ mImpl->FlipSelectionHandleImages();
}
void Decorator::AddHighlight( float x1, float y1, float x2, float y2 )
void Decorator::ClearHighlights()
{
mImpl->mHighlightQuadList.clear();
+ mImpl->mHighlightPosition = Vector2::ZERO;
+}
+
+void Decorator::SetHighlightColor( const Vector4& color )
+{
+ mImpl->mHighlightColor = color;
+}
+
+const Vector4& Decorator::GetHighlightColor() const
+{
+ return mImpl->mHighlightColor;
+}
+
+void Decorator::SetTextDepth( int textDepth )
+{
+ mImpl->mTextDepth = textDepth;
}
void Decorator::SetPopupActive( bool active )
return mImpl->mActiveCopyPastePopup ;
}
+void Decorator::SetEnabledPopupButtons( TextSelectionPopup::Buttons& enabledButtonsBitMask )
+{
+ mImpl->mEnabledPopupButtons = enabledButtonsBitMask;
+
+ if ( !mImpl->mCopyPastePopup.actor )
+ {
+ mImpl->mCopyPastePopup.actor = TextSelectionPopup::New( &mImpl->mTextSelectionPopupCallbackInterface );
+#ifdef DECORATOR_DEBUG
+ mImpl->mCopyPastePopup.actor.SetName("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.EnableButtons( mImpl->mEnabledPopupButtons );
+}
+
+TextSelectionPopup::Buttons& Decorator::GetEnabledPopupButtons()
+{
+ return mImpl->mEnabledPopupButtons;
+}
+
+/** Scroll **/
+
+void Decorator::SetScrollThreshold( float threshold )
+{
+ mImpl->SetScrollThreshold( threshold );
+}
+
+float Decorator::GetScrollThreshold() const
+{
+ return mImpl->GetScrollThreshold();
+}
+
+void Decorator::SetScrollSpeed( float speed )
+{
+ mImpl->SetScrollSpeed( speed );
+}
+
+float Decorator::GetScrollSpeed() const
+{
+ return mImpl->GetScrollSpeed();
+}
+
+void Decorator::NotifyEndOfScroll()
+{
+ mImpl->NotifyEndOfScroll();
+}
+
Decorator::~Decorator()
{
delete mImpl;
}
-Decorator::Decorator( Dali::Toolkit::Internal::Control& parent, Observer& observer )
+Decorator::Decorator( ControllerInterface& controller,
+ TextSelectionPopupCallbackInterface& callbackInterface )
: mImpl( NULL )
{
- mImpl = new Decorator::Impl( parent, observer );
+ mImpl = new Decorator::Impl( controller, callbackInterface );
}
} // namespace Text