/*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2016 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/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/devel-api/actors/mesh-actor.h>
-#include <dali/public-api/animation/constraint.h>
-#include <dali/public-api/common/constants.h>
+#include <dali/public-api/adaptor-framework/timer.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/touch-data.h>
#include <dali/public-api/events/pan-gesture.h>
-#include <dali/public-api/events/pan-gesture-detector.h>
-#include <dali/devel-api/geometry/mesh.h>
-#include <dali/devel-api/geometry/mesh-data.h>
#include <dali/public-api/images/resource-image.h>
-#include <dali/public-api/math/rect.h>
-#include <dali/public-api/math/vector2.h>
-#include <dali/public-api/math/vector4.h>
#include <dali/public-api/object/property-notification.h>
-#include <dali/public-api/signals/connection-tracker.h>
+#include <dali/public-api/rendering/geometry.h>
+#include <dali/public-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/default-controls/solid-color-actor.h>
-#include <dali-toolkit/public-api/controls/text-controls/text-label.h>
-#include <dali-toolkit/devel-api/controls/text-controls/text-selection-popup.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
#endif
+#define MAKE_SHADER(A)#A
+
+namespace
+{
+const char* VERTEX_SHADER = MAKE_SHADER(
+attribute mediump vec2 aPosition;
+uniform mediump mat4 uMvpMatrix;
+
+void main()
+{
+ mediump vec4 position = vec4( aPosition, 0.0, 1.0 );
+ gl_Position = uMvpMatrix * position;
+}
+);
+
+const char* FRAGMENT_SHADER = MAKE_SHADER(
+uniform lowp vec4 uColor;
+
+void main()
+{
+ gl_FragColor = uColor;
+}
+);
+}
+
namespace Dali
{
namespace Internal
// Local Data
namespace
{
+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 char* DEFAULT_GRAB_HANDLE_IMAGE_RELEASED( DALI_IMAGE_DIR "insertpoint-icon.png" );
-const char* DEFAULT_GRAB_HANDLE_IMAGE_PRESSED( DALI_IMAGE_DIR "insertpoint-icon-pressed.png" );
-const char* DEFAULT_SELECTION_HANDLE_ONE( 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 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::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::Vector4 HANDLE_COLOR( 0.0f, (183.0f / 255.0f), (229.0f / 255.0f), 1.0f );
-const Dali::Vector4 LIGHT_BLUE( 0.07f, 0.41f, 0.59f, 1.0f ); // The text highlight color.
+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 CURSOR_BLINK_INTERVAL = 500u; // Cursor blink interval
-const float TO_MILLISECONDS = 1000.f;
-const float TO_SECONDS = 1.f / TO_MILLISECONDS;
+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 DISPLAYED_HIGHLIGHT_Z_OFFSET( -0.05f );
+const float SCROLL_DISTANCE = SCROLL_SPEED * SCROLL_TICK_INTERVAL * TO_SECONDS; ///< Distance in pixels scrolled in one second.
-const unsigned int SCROLL_TICK_INTERVAL = 50u;
+const float CURSOR_WIDTH = 1.f; ///< The cursor's width in pixels.
-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 POPUP_PADDING = 2.f; ///< Padding space between the highlight box and the text's popup.
-/**
- * structure to hold coordinates of each quad, which will make up the mesh.
- */
-struct QuadCoordinates
-{
- /**
- * Default constructor
- */
- QuadCoordinates()
- {
- }
-
- /**
- * 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.
originY + boundingRectangle.height );
}
+void WorldToLocalCoordinatesBoundingBox( const Dali::Vector4& boundingBox, Dali::Rect<int>& boundingRectangle )
+{
+ // Convert to local coordinates and store as a Dali::Rect.
+ Dali::Vector2 stageSize = Dali::Stage::GetCurrent().GetSize();
+
+ boundingRectangle.x = boundingBox.x + 0.5f * stageSize.width;
+ boundingRectangle.y = boundingBox.y + 0.5f * stageSize.height;
+ boundingRectangle.width = boundingBox.z - boundingBox.x;
+ boundingRectangle.height = boundingBox.w - boundingBox.y;
+}
} // end of namespace
{
HandleImpl()
: position(),
+ globalPosition(),
+ size(),
lineHeight( 0.0f ),
grabDisplacementX( 0.f ),
grabDisplacementY( 0.f ),
active( false ),
- visible( false ),
- flipped( false )
+ horizontallyVisible( false ),
+ verticallyVisible( false ),
+ pressed( false ),
+ verticallyFlippedPreferred( false ),
+ horizontallyFlipped( false ),
+ verticallyFlipped( false ),
+ verticallyFlippedOnTouch( false )
{
}
- ImageActor actor;
+ ImageView actor;
Actor grabArea;
+ ImageView markerActor;
Vector2 position;
- float lineHeight; ///< Not the handle height
- float grabDisplacementX;
- float grabDisplacementY;
- bool active : 1;
- bool visible : 1;
- bool flipped : 1;
+ Vector2 globalPosition;
+ Size size;
+ float lineHeight; ///< Not the handle height
+ float grabDisplacementX;
+ float grabDisplacementY;
+ 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()
+ {
+ }
+
+ TextSelectionPopup actor;
+ Vector3 position;
};
- Impl( Dali::Toolkit::Internal::Control& parent, Observer& observer )
- : mTextControlParent( parent ),
- mObserver( observer ),
- mBoundingBox( Rect<int>() ),
+ Impl( ControllerInterface& controller,
+ TextSelectionPopupCallbackInterface& callbackInterface )
+ : mController( controller ),
+ mEnabledPopupButtons( TextSelectionPopup::NONE ),
+ mTextSelectionPopupCallbackInterface( callbackInterface ),
+ mHandleColor( HANDLE_COLOR ),
+ mBoundingBox(),
mHighlightColor( LIGHT_BLUE ),
+ mHighlightPosition( Vector2::ZERO ),
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 ),
mScrollDistance( SCROLL_DISTANCE ),
+ mTextDepth( 0u ),
mActiveCopyPastePopup( false ),
+ mPopupSetNewPosition( true ),
mCursorBlinkStatus( true ),
+ mDelayCursorBlink( false ),
mPrimaryCursorVisible( false ),
- mSecondaryCursorVisible( false )
+ mSecondaryCursorVisible( false ),
+ mFlipSelectionHandlesOnCross( false ),
+ mFlipLeftSelectionHandleDirection( false ),
+ mFlipRightSelectionHandleDirection( false ),
+ mIsHandlePanning( false ),
+ mIsHandleCurrentlyCrossed( false ),
+ mIsHandlePreviouslyCrossed( false ),
+ mNotifyEndOfScroll( false ),
+ mHorizontalScrollingEnabled( false ),
+ mVerticalScrollingEnabled( false ),
+ mSmoothHandlePanEnabled( false ),
+ mIsHighlightBoxActive( false )
{
+ mQuadVertexFormat[ "aPosition" ] = Property::VECTOR2;
+ mHighlightShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
+ SetupGestures();
}
/**
*/
void Relayout( const Vector2& size )
{
+ mControlSize = size;
+
// TODO - Remove this if nothing is active
CreateActiveLayer();
// Show or hide the cursors
CreateCursors();
+
if( mPrimaryCursor )
{
const CursorImpl& cursor = mCursor[PRIMARY_CURSOR];
- mPrimaryCursorVisible = ( cursor.position.x <= 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 )
{
- Vector2 position = cursor.position;
- if( GRAB_HANDLE == mHandleScrolling )
- {
- if( mScrollDirection == SCROLL_RIGHT )
- {
- position.x = 0.f;
- }
- else
- {
- position.x = size.width;
- }
- }
-
- mPrimaryCursor.SetPosition( position.x,
- position.y );
- mPrimaryCursor.SetSize( Size( 1.0f, cursor.cursorHeight ) );
+ mPrimaryCursor.SetPosition( cursor.position.x,
+ cursor.position.y );
+ mPrimaryCursor.SetSize( Size( mCursorWidth, cursor.cursorHeight ) );
}
- mPrimaryCursor.SetVisible( mPrimaryCursorVisible );
+ mPrimaryCursor.SetVisible( mPrimaryCursorVisible && mCursorBlinkStatus );
}
if( mSecondaryCursor )
{
const CursorImpl& cursor = mCursor[SECONDARY_CURSOR];
- mSecondaryCursorVisible = ( cursor.position.x <= 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( 1.0f, cursor.cursorHeight ) );
+ mSecondaryCursor.SetSize( Size( mCursorWidth, cursor.cursorHeight ) );
}
- mSecondaryCursor.SetVisible( mSecondaryCursorVisible );
+ mSecondaryCursor.SetVisible( 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 )
{
- Vector2 position = grabHandle.position;
+ 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 ) );
- if( GRAB_HANDLE == mHandleScrolling )
+ const bool isVisible = grabHandle.horizontallyVisible && grabHandle.verticallyVisible;
+ if( isVisible )
{
- if( mScrollDirection == SCROLL_RIGHT )
- {
- position.x = 0.f;
- }
- else
- {
- position.x = size.width;
- }
- }
+ CreateGrabHandle();
- const bool isVisible = ( position.x <= size.width ) && ( position.x >= 0.f );
+ // Sets the grab handle position and calculate if it needs to be vertically flipped if it exceeds the boundary box.
+ SetGrabHandlePosition();
- if( isVisible )
- {
- SetupTouchEvents();
+ // Sets the grab handle image according if it's pressed, flipped, etc.
+ SetHandleImage( GRAB_HANDLE );
- CreateGrabHandle();
+ newGrabHandlePosition = true;
+ }
- grabHandle.actor.SetPosition( position.x,
- position.y + grabHandle.lineHeight );
+ if( grabHandle.actor )
+ {
+ grabHandle.actor.SetVisible( isVisible );
}
- grabHandle.actor.SetVisible( isVisible );
}
else if( grabHandle.actor )
{
- UnparentAndReset( grabHandle.actor );
+ grabHandle.actor.Unparent();
}
// 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 )
{
- SetupTouchEvents();
+ if( primaryVisible || secondaryVisible )
+ {
+ CreateSelectionHandles();
- CreateSelectionHandles();
+ if( primaryVisible )
+ {
+ SetSelectionHandlePosition( LEFT_SELECTION_HANDLE );
- primary.actor.SetPosition( primary.position.x,
- primary.position.y + primary.lineHeight );
+ // Sets the primary handle image according if it's pressed, flipped, etc.
+ SetHandleImage( LEFT_SELECTION_HANDLE );
- secondary.actor.SetPosition( secondary.position.x,
- secondary.position.y + secondary.lineHeight );
+ SetSelectionHandleMarkerSize( primary );
+
+ newPrimaryHandlePosition = true;
+ }
+
+ if( secondaryVisible )
+ {
+ SetSelectionHandlePosition( RIGHT_SELECTION_HANDLE );
+
+ // Sets the secondary handle image according if it's pressed, flipped, etc.
+ SetHandleImage( RIGHT_SELECTION_HANDLE );
+
+ SetSelectionHandleMarkerSize( secondary );
+
+ newSecondaryHandlePosition = true;
+ }
+ }
+
+ if( primary.actor )
+ {
+ primary.actor.SetVisible( primaryVisible );
+ }
+ if( secondary.actor )
+ {
+ secondary.actor.SetVisible( secondaryVisible );
+ }
- CreateHighlight();
- UpdateHighlight();
}
else
{
- UnparentAndReset( primary.actor );
- UnparentAndReset( secondary.actor );
- UnparentAndReset( mHighlightMeshActor );
+ if( primary.actor )
+ {
+ primary.actor.Unparent();
+ }
+ if( secondary.actor )
+ {
+ secondary.actor.Unparent();
+ }
}
- if ( mActiveCopyPastePopup )
+ if( mIsHighlightBoxActive )
+ {
+ CreateHighlight();
+ UpdateHighlight();
+ }
+ else
{
- if ( !mCopyPastePopup )
+ if( mHighlightActor )
{
- 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 );
+ mHighlightActor.Unparent();
}
}
+
+ 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
{
- if ( mCopyPastePopup )
- {
- UnparentAndReset( mCopyPastePopup );
- }
+ if( mCopyPastePopup.actor )
+ {
+ mCopyPastePopup.actor.HidePopup();
+ mPopupSetNewPosition = true;
+ }
}
}
mHandle[ GRAB_HANDLE ].position += scrollOffset;
mHandle[ LEFT_SELECTION_HANDLE ].position += scrollOffset;
mHandle[ RIGHT_SELECTION_HANDLE ].position += scrollOffset;
+ mHighlightPosition += scrollOffset;
+ }
- // TODO Highlight box??
+ void ShowPopup()
+ {
+ if( !mCopyPastePopup.actor )
+ {
+ return;
+ }
+
+ if( !mCopyPastePopup.actor.GetParent() )
+ {
+ mActiveLayer.Add( mCopyPastePopup.actor );
+ }
+
+ mCopyPastePopup.actor.RaiseAbove( mActiveLayer );
+ mCopyPastePopup.actor.ShowPopup();
}
- void PopUpRelayoutComplete( Actor actor )
+ float CalculateVerticalPopUpPosition( float halfHeight, bool preferBelow )
{
- // Size negotiation for CopyPastePopup complete so can get the size and constrain position within bounding box.
+ float yPosition = 0.f;
- mCopyPastePopup.OnRelayoutSignal().Disconnect( this, &Decorator::Impl::PopUpRelayoutComplete );
+ const HandleImpl& primaryHandle = mHandle[LEFT_SELECTION_HANDLE];
+ const HandleImpl& secondaryHandle = mHandle[RIGHT_SELECTION_HANDLE];
+ const HandleImpl& grabHandle = mHandle[GRAB_HANDLE];
- Vector3 popupPosition( mCursor[PRIMARY_CURSOR].position.x, mCursor[PRIMARY_CURSOR].position.y -100.0f , 0.0f); //todo 100 to be an offset Property
+ if( primaryHandle.active || secondaryHandle.active )
+ {
+ // The origin of the decorator's coordinate system in world coords.
+ const Vector3 originWorldCoords = mActiveLayer.GetCurrentWorldPosition() - mActiveLayer.GetCurrentSize() * ACTIVE_LAYER_ANCHOR_POINT;
- Vector3 popupSize = Vector3( mCopyPastePopup.GetRelayoutSize( Dimension::WIDTH ), mCopyPastePopup.GetRelayoutSize( Dimension::HEIGHT ), 0.0f );
+ 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;
+ }
- GetConstrainedPopupPosition( popupPosition, popupSize, AnchorPoint::CENTER, mActiveLayer, mBoundingBox );
+ if( originWorldCoords.y + yPosition > mBoundingBox.w )
+ {
+ yPosition = mBoundingBox.w - originWorldCoords.y - halfHeight;
+ }
+ }
+ } // preferBelow
+ else
+ {
+ // 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;
- SetUpPopUpPositionNotifications();
+ float minY = std::min( primaryTopY, secondaryTopY );
- mCopyPastePopup.SetPosition( popupPosition ); //todo grabhandle(cursor) or selection handle positions to be used
+ 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
+ {
+ yPosition = -halfHeight + grabHandle.position.y - POPUP_PADDING;
+ }
+ }
+
+ return yPosition;
+ }
+
+ void ConstrainPopupPosition( const Vector3& popupHalfSize )
+ {
+ // Check if the popup is within the boundaries of the decoration box.
+
+ // Check first the horizontal dimension. If is not within the boundaries, it calculates the offset.
+
+ // The origin of the decorator's coordinate system in world coords.
+ const Vector3 originWorldCoords = mActiveLayer.GetCurrentWorldPosition() - mActiveLayer.GetCurrentSize() * ACTIVE_LAYER_ANCHOR_POINT;
+
+ // 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 SetPopupPosition( Actor actor )
+ {
+ 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 );
+
+ mCopyPastePopup.actor.SetPosition( mCopyPastePopup.position );
+ mPopupSetNewPosition = false;
}
- void CreateCursor( ImageActor& cursor, const Vector4& color )
+ void CreateCursor( Control& cursor, const Vector4& color )
{
- cursor = CreateSolidColorActor( color );
- cursor.SetParentOrigin( ParentOrigin::TOP_LEFT ); // Need to set the default parent origin as CreateSolidColorActor() sets a different one.
- cursor.SetAnchorPoint( AnchorPoint::TOP_CENTER );
+ cursor = Control::New();
+ cursor.SetBackgroundColor( color );
+ cursor.SetParentOrigin( ParentOrigin::TOP_LEFT );
+ cursor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
}
// Add or Remove cursor(s) from parent
{
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 )
{
#ifdef DECORATOR_DEBUG
mPrimaryCursor.SetName( "PrimaryCursorActor" );
#endif
+ }
+
+ if( !mPrimaryCursor.GetParent() )
+ {
mActiveLayer.Add( mPrimaryCursor );
}
}
#ifdef DECORATOR_DEBUG
mSecondaryCursor.SetName( "SecondaryCursorActor" );
#endif
+ }
+
+ if( !mSecondaryCursor.GetParent() )
+ {
mActiveLayer.Add( mSecondaryCursor );
}
}
else
{
- UnparentAndReset( mSecondaryCursor );
+ if( mSecondaryCursor )
+ {
+ mSecondaryCursor.Unparent();
+ }
}
}
}
bool OnCursorBlinkTimerTick()
{
- // Cursor blinking
- if ( mPrimaryCursor )
+ if( !mDelayCursorBlink )
{
- mPrimaryCursor.SetVisible( mPrimaryCursorVisible && mCursorBlinkStatus );
+ // Cursor blinking
+ if ( mPrimaryCursor )
+ {
+ mPrimaryCursor.SetVisible( mPrimaryCursorVisible && mCursorBlinkStatus );
+ }
+ if ( mSecondaryCursor )
+ {
+ mSecondaryCursor.SetVisible( mSecondaryCursorVisible && mCursorBlinkStatus );
+ }
+
+ mCursorBlinkStatus = !mCursorBlinkStatus;
}
- if ( mSecondaryCursor )
+ else
{
- mSecondaryCursor.SetVisible( mSecondaryCursorVisible && mCursorBlinkStatus );
+ // Resume blinking
+ mDelayCursorBlink = false;
}
- mCursorBlinkStatus = !mCursorBlinkStatus;
-
return true;
}
- void SetupTouchEvents()
+ void SetupGestures()
{
- if ( !mTapDetector )
- {
- mTapDetector = TapGestureDetector::New();
- mTapDetector.DetectedSignal().Connect( this, &Decorator::Impl::OnTap );
- }
+ // Will consume tap gestures on handles.
+ mTapDetector = TapGestureDetector::New();
- if ( !mPanGestureDetector )
- {
- 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 )
{
- Actor parent = mTextControlParent.Self();
-
mActiveLayer = Layer::New();
#ifdef DECORATOR_DEBUG
mActiveLayer.SetName ( "ActiveLayerActor" );
mActiveLayer.SetParentOrigin( ParentOrigin::CENTER );
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.SetSize( 0, handle.lineHeight );
+ }
+ }
+
void CreateGrabHandle()
{
HandleImpl& grabHandle = mHandle[GRAB_HANDLE];
if( !grabHandle.actor )
{
- if( !mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_RELEASED] )
+ if( mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_RELEASED] )
{
- mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_RELEASED] = ResourceImage::New( DEFAULT_GRAB_HANDLE_IMAGE_RELEASED );
- }
- if( !mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_PRESSED] )
- {
- mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_PRESSED] = ResourceImage::New( DEFAULT_GRAB_HANDLE_IMAGE_PRESSED );
- }
+ grabHandle.actor = ImageView::New( mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_RELEASED] );
+ GetImpl( grabHandle.actor).SetDepthIndex( DepthIndex::DECORATION );
+ grabHandle.actor.SetAnchorPoint( AnchorPoint::TOP_CENTER );
- grabHandle.actor = ImageActor::New( mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_RELEASED] );
- grabHandle.actor.SetAnchorPoint( AnchorPoint::TOP_CENTER );
- grabHandle.actor.SetDrawMode( DrawMode::OVERLAY );
- // Area that Grab handle responds to, larger than actual handle so easier to move
+ // 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.SetName( "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.SetName( "GrabArea" );
+ }
+ else
+ {
+ grabHandle.grabArea = Actor::New();
+ grabHandle.grabArea.SetName( "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.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.TouchSignal().Connect( this, &Decorator::Impl::OnGrabHandleTouched );
+
+ // 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 );
- grabHandle.grabArea.TouchedSignal().Connect( this, &Decorator::Impl::OnGrabHandleTouched );
- mTapDetector.Attach( grabHandle.grabArea );
- mPanGestureDetector.Attach( grabHandle.grabArea );
+ // 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 && !grabHandle.actor.GetParent() )
+ {
mActiveLayer.Add( grabHandle.actor );
}
}
+ void CreateHandleMarker( HandleImpl& handle, Image& image, HandleType handleType )
+ {
+ if( image )
+ {
+ handle.markerActor = ImageView::New( image );
+ handle.markerActor.SetColor( mHandleColor );
+ handle.actor.Add( handle.markerActor );
+
+ handle.markerActor.SetResizePolicy ( ResizePolicy::FIXED, Dimension::HEIGHT );
+
+ if( LEFT_SELECTION_HANDLE == handleType )
+ {
+ 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 );
+ }
+ }
+ }
+
void CreateSelectionHandles()
{
HandleImpl& primary = mHandle[ LEFT_SELECTION_HANDLE ];
if( !primary.actor )
{
- if( !mHandleImages[LEFT_SELECTION_HANDLE][HANDLE_IMAGE_RELEASED] )
+ if( mHandleImages[LEFT_SELECTION_HANDLE][HANDLE_IMAGE_RELEASED] )
{
- mHandleImages[LEFT_SELECTION_HANDLE][HANDLE_IMAGE_RELEASED] = ResourceImage::New( DEFAULT_SELECTION_HANDLE_ONE );
- }
-
- primary.actor = ImageActor::New( mHandleImages[LEFT_SELECTION_HANDLE][HANDLE_IMAGE_RELEASED] );
+ primary.actor = ImageView::New( mHandleImages[LEFT_SELECTION_HANDLE][HANDLE_IMAGE_RELEASED] );
#ifdef DECORATOR_DEBUG
- primary.actor.SetName("SelectionHandleOne");
+ 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.flipped = false;
+ primary.actor.SetAnchorPoint( AnchorPoint::TOP_RIGHT ); // Change to BOTTOM_RIGHT if Look'n'Feel requires handle above text.
+ GetImpl( primary.actor ).SetDepthIndex( DepthIndex::DECORATION );
+ primary.actor.SetColor( 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.SetName("SelectionHandleOneGrabArea");
#endif
- primary.grabArea.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS );
- primary.grabArea.SetSizeModeFactor( DEFAULT_SELECTION_HANDLE_RELATIVE_SIZE );
- primary.grabArea.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION );
+ 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 );
- mTapDetector.Attach( primary.grabArea );
- mPanGestureDetector.Attach( primary.grabArea );
- primary.grabArea.TouchedSignal().Connect( this, &Decorator::Impl::OnHandleOneTouched );
+ primary.grabArea.TouchSignal().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 );
+
+ // 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 );
+
+ CreateHandleMarker( primary, mHandleImages[LEFT_SELECTION_HANDLE_MARKER][HANDLE_IMAGE_RELEASED], LEFT_SELECTION_HANDLE );
+ }
+ }
- primary.actor.Add( primary.grabArea );
+ if( primary.actor && !primary.actor.GetParent() )
+ {
mActiveLayer.Add( primary.actor );
}
HandleImpl& secondary = mHandle[ RIGHT_SELECTION_HANDLE ];
if( !secondary.actor )
{
- if( !mHandleImages[RIGHT_SELECTION_HANDLE][HANDLE_IMAGE_RELEASED] )
+ if( mHandleImages[RIGHT_SELECTION_HANDLE][HANDLE_IMAGE_RELEASED] )
{
- mHandleImages[RIGHT_SELECTION_HANDLE][HANDLE_IMAGE_RELEASED] = ResourceImage::New( DEFAULT_SELECTION_HANDLE_TWO );
- }
-
- secondary.actor = ImageActor::New( mHandleImages[RIGHT_SELECTION_HANDLE][HANDLE_IMAGE_RELEASED] );
+ secondary.actor = ImageView::New( mHandleImages[RIGHT_SELECTION_HANDLE][HANDLE_IMAGE_RELEASED] );
#ifdef DECORATOR_DEBUG
- secondary.actor.SetName("SelectionHandleTwo");
+ 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.flipped = false;
+ secondary.actor.SetAnchorPoint( AnchorPoint::TOP_LEFT ); // Change to BOTTOM_LEFT if Look'n'Feel requires handle above text.
+ GetImpl( secondary.actor ).SetDepthIndex( DepthIndex::DECORATION );
+ secondary.actor.SetColor( 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.SetName("SelectionHandleTwoGrabArea");
#endif
- secondary.grabArea.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS );
- secondary.grabArea.SetSizeModeFactor( DEFAULT_SELECTION_HANDLE_RELATIVE_SIZE );
- secondary.grabArea.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION );
+ 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.TouchSignal().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 );
- mTapDetector.Attach( secondary.grabArea );
- mPanGestureDetector.Attach( secondary.grabArea );
- secondary.grabArea.TouchedSignal().Connect( this, &Decorator::Impl::OnHandleTwoTouched );
+ // 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 );
- secondary.actor.Add( secondary.grabArea );
+ secondary.actor.Add( secondary.grabArea );
+
+ CreateHandleMarker( secondary, mHandleImages[RIGHT_SELECTION_HANDLE_MARKER][HANDLE_IMAGE_RELEASED], RIGHT_SELECTION_HANDLE );
+ }
+ }
+
+ if( secondary.actor && !secondary.actor.GetParent() )
+ {
mActiveLayer.Add( secondary.actor );
}
}
- void CreateHighlight()
+ void CalculateHandleWorldCoordinates( HandleImpl& handle, Vector2& position )
+ {
+ // Gets the world position of the active layer. The active layer is where the handles are added.
+ const Vector3 parentWorldPosition = mActiveLayer.GetCurrentWorldPosition();
+
+ // The grab handle position in world coords.
+ // 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()
{
- if ( !mHighlightMeshActor )
+ // Reference to the grab handle.
+ HandleImpl& grabHandle = mHandle[GRAB_HANDLE];
+
+ // Transforms the handle position into world coordinates.
+ // @note This is not the same value as grabHandle.actor.GetCurrentWorldPosition()
+ // 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 GetCurrentWorldPosition()
+ // 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 = ( 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,
+ // set the 'y' position to the top of the line.
+ // The SetGrabHandleImage() method will change the orientation.
+ const float yLocalPosition = grabHandle.verticallyFlipped ? grabHandle.position.y : grabHandle.position.y + grabHandle.lineHeight;
+
+ if( grabHandle.actor )
{
- mHighlightMaterial = Material::New( "HighlightMaterial" );
- mHighlightMaterial.SetDiffuseColor( mHighlightColor );
+ grabHandle.actor.SetPosition( grabHandle.position.x + floor( 0.5f * mCursorWidth ) + ( mSmoothHandlePanEnabled ? grabHandle.grabDisplacementX : 0.f ),
+ yLocalPosition + ( mSmoothHandlePanEnabled ? grabHandle.grabDisplacementY : 0.f ) );
+ }
+ }
- mHighlightMeshData.SetMaterial( mHighlightMaterial );
- mHighlightMeshData.SetHasNormals( true );
+ void SetSelectionHandlePosition( HandleType type )
+ {
+ const bool isPrimaryHandle = LEFT_SELECTION_HANDLE == type;
+
+ // Reference to the selection handle.
+ HandleImpl& handle = mHandle[type];
+
+ // Transforms the handle position into world coordinates.
+ // @note This is not the same value as handle.actor.GetCurrentWorldPosition()
+ // 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 GetCurrentWorldPosition()
+ // 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 (horizontally).
+ bool flipHandle = isPrimaryHandle ? mFlipLeftSelectionHandleDirection : mFlipRightSelectionHandleDirection;
+
+ // Whether to flip the handles if they are crossed.
+ bool crossFlip = false;
+ if( mFlipSelectionHandlesOnCross || !mIsHandlePanning )
+ {
+ crossFlip = mIsHandleCurrentlyCrossed;
+ }
- mHighlightMesh = Mesh::New( mHighlightMeshData );
+ // Whether the handle was crossed before start the panning.
+ const bool isHandlePreviouslyCrossed = mFlipSelectionHandlesOnCross ? false : mIsHandlePreviouslyCrossed;
- mHighlightMeshActor = MeshActor::New( mHighlightMesh );
-#ifdef DECORATOR_DEBUG
- mHighlightMeshActor.SetName( "HighlightMeshActor" );
-#endif
- mHighlightMeshActor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
- mHighlightMeshActor.SetPosition( 0.0f, 0.0f, DISPLAYED_HIGHLIGHT_Z_OFFSET );
+ // Does not flip if both conditions are true (double flip)
+ 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)
+ flipHandle = flipHandle != ( exceedsLeftEdge || exceedsRightEdge );
+
+ if( flipHandle )
+ {
+ if( handle.actor && !handle.horizontallyFlipped )
+ {
+ // Change the anchor point to flip the image.
+ handle.actor.SetAnchorPoint( isPrimaryHandle ? AnchorPoint::TOP_LEFT : AnchorPoint::TOP_RIGHT );
+
+ handle.horizontallyFlipped = true;
+ }
+ }
+ else
+ {
+ if( handle.actor && handle.horizontallyFlipped )
+ {
+ // Reset the anchor point.
+ handle.actor.SetAnchorPoint( isPrimaryHandle ? AnchorPoint::TOP_RIGHT : AnchorPoint::TOP_LEFT );
- Actor parent = mTextControlParent.Self();
- parent.Add( mHighlightMeshActor );
+ handle.horizontallyFlipped = false;
+ }
+ }
+
+ // Whether to flip the handle vertically.
+ 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,
+ // set the 'y' position to the top of the line.
+ // The SetHandleImage() method will change the orientation.
+ const float yLocalPosition = handle.verticallyFlipped ? handle.position.y : handle.position.y + handle.lineHeight;
+
+ if( handle.actor )
+ {
+ handle.actor.SetPosition( handle.position.x + ( mSmoothHandlePanEnabled ? handle.grabDisplacementX : 0.f ),
+ yLocalPosition + ( mSmoothHandlePanEnabled ? handle.grabDisplacementY : 0.f ) );
}
}
- void UpdateHighlight()
+ void SetHandleImage( HandleType type )
{
- // 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() )
- {
- MeshData::VertexContainer vertices;
- Dali::MeshData::FaceIndices faceIndices;
-
- 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 )
+ HandleImpl& handle = mHandle[type];
+
+ HandleType markerType = HANDLE_TYPE_COUNT;
+ // If the selection handle is flipped it chooses the image of the other selection handle. Does nothing for the grab handle.
+ if( LEFT_SELECTION_HANDLE == type )
+ {
+ type = handle.horizontallyFlipped ? RIGHT_SELECTION_HANDLE : LEFT_SELECTION_HANDLE;
+ markerType = handle.horizontallyFlipped ? RIGHT_SELECTION_HANDLE_MARKER : LEFT_SELECTION_HANDLE_MARKER;
+ }
+ else if( RIGHT_SELECTION_HANDLE == type )
+ {
+ type = handle.horizontallyFlipped ? LEFT_SELECTION_HANDLE : RIGHT_SELECTION_HANDLE;
+ markerType = handle.horizontallyFlipped ? LEFT_SELECTION_HANDLE_MARKER : RIGHT_SELECTION_HANDLE_MARKER;
+ }
+
+ // Chooses between the released or pressed image. It checks whether the pressed image exists.
+ if( handle.actor )
+ {
+ const HandleImageType imageType = ( handle.pressed ? ( mHandleImages[type][HANDLE_IMAGE_PRESSED] ? HANDLE_IMAGE_PRESSED : HANDLE_IMAGE_RELEASED ) : HANDLE_IMAGE_RELEASED );
+
+ handle.actor.SetImage( mHandleImages[type][imageType] );
+ }
+
+ if( HANDLE_TYPE_COUNT != markerType )
+ {
+ if( handle.markerActor )
{
- // 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 );
+ 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] );
}
+ }
+
+ // Whether to flip the handle vertically.
+ if( handle.actor )
+ {
+ handle.actor.SetOrientation( handle.verticallyFlipped ? ANGLE_180 : ANGLE_0, Vector3::XAXIS );
+ }
+ }
+
+ void CreateHighlight()
+ {
+ if( !mHighlightActor )
+ {
+ mHighlightActor = Actor::New();
- BoneContainer bones(0); // passed empty as bones not required
- mHighlightMeshData.SetData( vertices, faceIndices, bones, mHighlightMaterial );
- mHighlightMesh.UpdateMeshData( mHighlightMeshData );
+#ifdef DECORATOR_DEBUG
+ mHighlightActor.SetName( "HighlightActor" );
+#endif
+ mHighlightActor.SetParentOrigin( ParentOrigin::TOP_LEFT );
+ mHighlightActor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ mHighlightActor.SetColor( mHighlightColor );
+ mHighlightActor.SetColorMode( USE_OWN_COLOR );
}
+
+ // Add the highlight box telling the controller it needs clipping.
+ mController.AddDecoration( mHighlightActor, true );
}
- void OnTap( Actor actor, const TapGesture& tap )
+ void UpdateHighlight()
{
- if( actor == mHandle[GRAB_HANDLE].actor )
+ if ( mHighlightActor )
{
- // TODO
+ // Sets the position of the highlight actor inside the decorator.
+ mHighlightActor.SetPosition( mHighlightPosition.x,
+ mHighlightPosition.y );
+
+ const unsigned int numberOfQuads = mHighlightQuadList.Count();
+ if( 0u != numberOfQuads )
+ {
+ // Set the size of the highlighted text to the actor.
+ mHighlightActor.SetSize( 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 );
+
+ // Index to the vertex.
+ unsigned int v = 0u;
+
+ // Traverse all quads.
+ for( Vector<Vector4>::ConstIterator it = mHighlightQuadList.Begin(),
+ endIt = mHighlightQuadList.End();
+ it != endIt;
+ ++it, v += 4u )
+ {
+ const Vector4& quad = *it;
+
+ Vector2 vertex;
+
+ // top-left (v+0)
+ vertex.x = quad.x - offsetX;
+ vertex.y = quad.y - offsetY;
+ vertices.PushBack( vertex );
+
+ // top-right (v+1)
+ vertex.x = quad.z - offsetX;
+ vertex.y = quad.y - offsetY;
+ vertices.PushBack( vertex );
+
+ // bottom-left (v+2)
+ vertex.x = quad.x - offsetX;
+ vertex.y = quad.w - offsetY;
+ vertices.PushBack( vertex );
+
+ // bottom-right (v+3)
+ vertex.x = quad.z - offsetX;
+ vertex.y = quad.w - offsetY;
+ 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 = PropertyBuffer::New( mQuadVertexFormat );
+ }
+
+ mQuadVertices.SetData( &vertices[ 0 ], vertices.Size() );
+
+ if( !mQuadGeometry )
+ {
+ mQuadGeometry = Geometry::New();
+ mQuadGeometry.AddVertexBuffer( mQuadVertices );
+ }
+ mQuadGeometry.SetIndexBuffer( &indices[ 0 ], indices.Size() );
+
+ if( !mHighlightRenderer )
+ {
+ mHighlightRenderer = Dali::Renderer::New( mQuadGeometry, mHighlightShader );
+ mHighlightActor.AddRenderer( mHighlightRenderer );
+ }
+ }
+
+ mHighlightQuadList.Clear();
+
+ if( mHighlightRenderer )
+ {
+ mHighlightRenderer.SetProperty( Renderer::Property::DEPTH_INDEX, mTextDepth - 2 ); // text is rendered at mTextDepth and text's shadow at mTextDepth -1u.
+ }
}
}
{
if( Gesture::Started == gesture.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;
+ handle.grabDisplacementY += ( handle.verticallyFlipped ? -gesture.displacement.y : gesture.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( ( Gesture::Started == gesture.state ) ||
+ ( Gesture::Continuing == gesture.state ) )
{
- if( x < mScrollThreshold )
+ Vector2 targetSize;
+ mController.GetTargetSize( targetSize );
+
+ if( mHorizontalScrollingEnabled &&
+ ( x < mScrollThreshold ) )
{
mScrollDirection = SCROLL_RIGHT;
mHandleScrolling = type;
StartScrollTimer();
}
- else if( x > mTextControlParent.Self().GetTargetSize().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;
StopScrollTimer();
- mObserver.HandleEvent( type, HANDLE_PRESSED, x, y );
+ mController.DecorationEvent( type, HANDLE_PRESSED, x, y );
}
+
+ mIsHandlePanning = true;
}
- else if( Gesture::Finished == gesture.state ||
- Gesture::Cancelled == gesture.state )
+ else if( ( Gesture::Finished == gesture.state ) ||
+ ( Gesture::Cancelled == gesture.state ) )
{
- if( mScrollTimer && mScrollTimer.IsRunning() )
+ if( mScrollTimer &&
+ ( mScrollTimer.IsRunning() || mNotifyEndOfScroll ) )
{
+ mNotifyEndOfScroll = false;
mHandleScrolling = HANDLE_TYPE_COUNT;
StopScrollTimer();
- mObserver.HandleEvent( type, HANDLE_STOP_SCROLLING, x, y );
+ mController.DecorationEvent( type, HANDLE_STOP_SCROLLING, x, y );
}
else
{
- mObserver.HandleEvent( type, HANDLE_RELEASED, x, y );
+ 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;
+
+ mIsHandlePanning = false;
}
}
}
}
- bool OnGrabHandleTouched( Actor actor, const TouchEvent& event )
+ bool OnGrabHandleTouched( Actor actor, const TouchData& 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 &&
- mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_PRESSED] )
+ if( PointState::DOWN == state )
{
- mHandle[GRAB_HANDLE].actor.SetImage( mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_PRESSED] );
+ grabHandle.pressed = true;
}
- else if( TouchPoint::Up == point.state &&
- mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_RELEASED] )
+ else if( ( PointState::UP == state ) ||
+ ( PointState::INTERRUPTED == state ) )
{
- mHandle[GRAB_HANDLE].actor.SetImage( mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_RELEASED] );
+ grabHandle.pressed = false;
}
+
+ SetHandleImage( GRAB_HANDLE );
}
// 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 TouchData& touch )
{
- // TODO
+ HandleImpl& primarySelectionHandle = mHandle[LEFT_SELECTION_HANDLE];
+
+ // Switch between pressed/release selection handle images
+ if( touch.GetPointCount() > 0 &&
+ primarySelectionHandle.actor )
+ {
+ const PointState::Type state = touch.GetState( 0 );
+
+ if( PointState::DOWN == state )
+ {
+ primarySelectionHandle.pressed = true;
+ primarySelectionHandle.verticallyFlippedOnTouch = primarySelectionHandle.verticallyFlipped;
+ }
+ else if( ( PointState::UP == state ) ||
+ ( PointState::INTERRUPTED == state ) )
+ {
+ 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;
}
- bool OnHandleTwoTouched( Actor actor, const TouchEvent& touch )
+ bool OnHandleTwoTouched( Actor actor, const TouchData& touch )
{
- // TODO
+ HandleImpl& secondarySelectionHandle = mHandle[RIGHT_SELECTION_HANDLE];
+
+ // Switch between pressed/release selection handle images
+ if( touch.GetPointCount() > 0 &&
+ secondarySelectionHandle.actor )
+ {
+ const PointState::Type state = touch.GetState( 0 );
+
+ if( PointState::DOWN == state )
+ {
+ secondarySelectionHandle.pressed = true;
+ secondarySelectionHandle.verticallyFlippedOnTouch = secondarySelectionHandle.verticallyFlipped;
+ }
+ else if( ( PointState::UP == state ) ||
+ ( PointState::INTERRUPTED == state ) )
+ {
+ 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;
}
- // 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();
+
+ // 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 );
- float AlternatePopUpPositionRelativeToCursor()
+ // 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( mHandleVerticalGreaterThanNotification )
+ {
+ mHandleVerticalGreaterThanNotification.NotifySignal().Disconnect( this, &Decorator::Impl::HandleResetPosition );
+ mActiveLayer.RemovePropertyNotification( mHandleVerticalGreaterThanNotification );
+ }
+
+ const HandleImpl& grabHandle = mHandle[GRAB_HANDLE];
+ const HandleImpl& primaryHandle = mHandle[LEFT_SELECTION_HANDLE];
+ const HandleImpl& secondaryHandle = mHandle[RIGHT_SELECTION_HANDLE];
+
+ if( grabHandle.active )
+ {
+ 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::NotifyOnChanged );
+
+ // 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::NotifyOnChanged );
- if ( mPrimaryCursor ) // Secondary cursor not used for paste
+ // Connects the signals with the callbacks.
+ mHandleVerticalGreaterThanNotification.NotifySignal().Connect( this, &Decorator::Impl::HandleResetPosition );
+ }
+ }
+ else // The selection handles are active
{
- Cursor cursor = PRIMARY_CURSOR;
- alternativePosition = mCursor[cursor].position.y;
+ 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::NotifyOnChanged );
+
+ // 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::NotifyOnChanged );
+
+ // 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::NotifyOnChanged );
+
+ // 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::NotifyOnChanged );
+
+ // Connects the signals with the callbacks.
+ mHandleVerticalGreaterThanNotification.NotifySignal().Connect( this, &Decorator::Impl::HandleResetPosition );
+ }
}
- const float popupHeight = 120.0f; // todo Set as a MaxSize Property in Control or retrieve from CopyPastePopup class.
+ // Horizontal notifications.
- if( mHandle[GRAB_HANDLE].active )
+ // Disconnect any previous connected callback.
+ if( mHandleHorizontalLessThanNotification )
{
- // 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 ;
+ mHandleHorizontalLessThanNotification.NotifySignal().Disconnect( this, &Decorator::Impl::HandleResetPosition );
+ mActiveLayer.RemovePropertyNotification( mHandleHorizontalLessThanNotification );
}
- else
+
+ if( mHandleHorizontalGreaterThanNotification )
{
- alternativePosition += popupHeight;
+ mHandleHorizontalGreaterThanNotification.NotifySignal().Disconnect( this, &Decorator::Impl::HandleResetPosition );
+ mActiveLayer.RemovePropertyNotification( mHandleHorizontalGreaterThanNotification );
}
- return alternativePosition;
- }
+ 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 );
- 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();
+ 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::NotifyOnChanged );
+
+ // Connects the signals with the callbacks.
+ mHandleHorizontalLessThanNotification.NotifySignal().Connect( this, &Decorator::Impl::HandleResetPosition );
+
+ // 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 );
+
+ mHandleHorizontalGreaterThanNotification = mActiveLayer.AddPropertyNotification( Actor::Property::WORLD_POSITION_X,
+ GreaterThanCondition( mBoundingBox.z - rightWidth ) );
+
+ // Notifies the change from false to true and from true to false.
+ mHandleHorizontalGreaterThanNotification.SetNotifyMode( PropertyNotification::NotifyOnChanged );
- mCopyPastePopup.SetY( alternativeYPosition );
+ // Connects the signals with the callbacks.
+ mHandleHorizontalGreaterThanNotification.NotifySignal().Connect( this, &Decorator::Impl::HandleResetPosition );
+ }
}
+ // Popup
- void SetUpPopUpPositionNotifications( )
+ float AlternatePopUpPositionRelativeToCursor( bool topBottom )
{
- // Note Property notifications ignore any set anchor point so conditions must allow for this. Default is Top Left.
+ float alternativePosition = 0.0f;
- // Exceeding vertical boundary
+ const float halfPopupHeight = 0.5f * mCopyPastePopup.actor.GetRelayoutSize( Dimension::HEIGHT );
- Vector4 worldCoordinatesBoundingBox;
- LocalToWorldCoordinatesBoundingBox( mBoundingBox, worldCoordinatesBoundingBox );
+ 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];
- float popupHeight = mCopyPastePopup.GetRelayoutSize( Dimension::HEIGHT);
+ if( primaryHandle.active || secondaryHandle.active )
+ {
+ 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;
+ }
- PropertyNotification verticalExceedNotification = mCopyPastePopup.AddPropertyNotification( Actor::Property::WORLD_POSITION_Y,
- OutsideCondition( worldCoordinatesBoundingBox.y + popupHeight/2,
- worldCoordinatesBoundingBox.w - popupHeight/2 ) );
+ alternativePosition = handleY + ( topBottom ? halfPopupHeight + maxHandleHeight + cursor.lineHeight : -halfPopupHeight - maxHandleHeight );
+ }
+ else
+ {
+ alternativePosition = cursor.position.y + ( topBottom ? halfPopupHeight + grabHandle.size.height + cursor.lineHeight : -halfPopupHeight - grabHandle.size.height );
+ }
- verticalExceedNotification.NotifySignal().Connect( this, &Decorator::Impl::PopUpLeavesVerticalBoundary );
+ return alternativePosition;
}
- void GetConstrainedPopupPosition( Vector3& requiredPopupPosition, Vector3& popupSize, Vector3 anchorPoint, Actor& parent, Rect<int>& boundingBox )
+ void PopUpLeavesTopBoundary( PropertyNotification& source )
{
- DALI_ASSERT_DEBUG ( "Popup parent not on stage" && parent.OnStage() )
+ const float popupHeight = mCopyPastePopup.actor.GetRelayoutSize( Dimension::HEIGHT );
+
+ // Sets the position of the popup below.
+ mCopyPastePopup.actor.SetY( floorf( CalculateVerticalPopUpPosition( 0.5f * popupHeight, true ) ) );
+ }
- // 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;
+ void PopUpLeavesBottomBoundary( PropertyNotification& source )
+ {
+ const float popupHeight = mCopyPastePopup.actor.GetRelayoutSize( Dimension::HEIGHT );
- // Bounding rectangle is supplied as screen coordinates, bounding will be done in world coordinates.
- Vector4 boundingRectangleWorld;
- LocalToWorldCoordinatesBoundingBox( boundingBox, boundingRectangleWorld );
+ // Sets the position of the popup above.
+ mCopyPastePopup.actor.SetY( floorf( CalculateVerticalPopUpPosition( 0.5f * popupHeight, false ) ) );
+ }
- // Calculate distance to move popup (in local space) so fits within the boundary
- float xOffSetToKeepWithinBounds = 0.0f;
- if( popupWorldPosition.x - popupDistanceFromAnchorPoint.x < boundingRectangleWorld.x )
- {
- xOffSetToKeepWithinBounds = boundingRectangleWorld.x - ( popupWorldPosition.x - popupDistanceFromAnchorPoint.x );
- }
- else if ( popupWorldPosition.x + popupDistanceFromAnchorPoint.x > boundingRectangleWorld.z )
+ void SetUpPopupPositionNotifications( const Vector3& popupHalfSize )
+ {
+ // Disconnect any previous connected callback.
+ if( mPopupTopExceedNotification )
{
- xOffSetToKeepWithinBounds = boundingRectangleWorld.z - ( popupWorldPosition.x + popupDistanceFromAnchorPoint.x );
+ mPopupTopExceedNotification.NotifySignal().Disconnect( this, &Decorator::Impl::PopUpLeavesTopBoundary );
+ mCopyPastePopup.actor.RemovePropertyNotification( mPopupTopExceedNotification );
}
- // 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 )
+ if( mPopupBottomExceedNotification )
{
- requiredPopupPosition.y = AlternatePopUpPositionRelativeToCursor();
+ mPopupBottomExceedNotification.NotifySignal().Disconnect( this, &Decorator::Impl::PopUpLeavesBottomBoundary );
+ mCopyPastePopup.actor.RemovePropertyNotification( mPopupBottomExceedNotification );
}
- requiredPopupPosition.x = requiredPopupPosition.x + xOffSetToKeepWithinBounds;
+ // 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::NotifyOnChanged );
+ mPopupBottomExceedNotification.SetNotifyMode( PropertyNotification::NotifyOnChanged );
+
+ mPopupTopExceedNotification.NotifySignal().Connect( this, &Decorator::Impl::PopUpLeavesTopBoundary );
+ mPopupBottomExceedNotification.NotifySignal().Connect( this, &Decorator::Impl::PopUpLeavesBottomBoundary );
+ }
+
+ void SetHandleImage( HandleType handleType, HandleImageType handleImageType, Dali::Image image )
+ {
+ HandleImpl& handle = mHandle[handleType];
+ handle.size = Size( image.GetWidth(), image.GetHeight() );
+
+ mHandleImages[handleType][handleImageType] = image;
}
void SetScrollThreshold( float threshold )
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.
*
{
if( HANDLE_TYPE_COUNT != mHandleScrolling )
{
- mObserver.HandleEvent( mHandleScrolling,
- HANDLE_SCROLLING,
- mScrollDirection == SCROLL_RIGHT ? mScrollDistance : -mScrollDistance,
- 0.f );
+ 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,
+ x,
+ y );
}
return true;
}
- Internal::Control& mTextControlParent;
- Observer& mObserver;
+ ControllerInterface& mController;
+
+ TapGestureDetector mTapDetector;
+ PanGestureDetector mPanDetector;
+ LongPressGestureDetector mLongPressDetector;
- 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;
- MeshActor mHighlightMeshActor; ///< Mesh Actor to display highlight
- TextSelectionPopup mCopyPastePopup;
+ Layer mActiveLayer; ///< Layer 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;
+ Shader mHighlightShader; ///< Shader used for highlight
+ Property::Map mQuadVertexFormat;
+ PopupImpl mCopyPastePopup;
+ TextSelectionPopup::Buttons mEnabledPopupButtons; /// Bit mask of currently enabled Popup buttons
+ TextSelectionPopupCallbackInterface& mTextSelectionPopupCallbackInterface;
Image mHandleImages[HANDLE_TYPE_COUNT][HANDLE_IMAGE_TYPE_COUNT];
- Image mCursorImage;
- Mesh mHighlightMesh; ///< Mesh for highlight
- MeshData mHighlightMeshData; ///< Mesh Data for highlight
- Material mHighlightMaterial; ///< Material used for highlight
+ Vector4 mHandleColor;
CursorImpl mCursor[CURSOR_COUNT];
HandleImpl mHandle[HANDLE_TYPE_COUNT];
- QuadContainer mHighlightQuadList; ///< Sub-selections that combine to create the complete selection highlight
- Rect<int> mBoundingBox;
+ PropertyBuffer mQuadVertices;
+ Geometry mQuadGeometry;
+ 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.
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.
float mScrollDistance; ///< Distance the text scrolls during a scroll interval.
- unsigned int mScrollInterval; ///< Time in milliseconds of a scroll interval.
-
- bool mActiveCopyPastePopup : 1;
- bool mCursorBlinkStatus : 1; ///< Flag to switch between blink on and blink off.
- bool mPrimaryCursorVisible : 1; ///< Whether the primary cursor is visible.
- bool mSecondaryCursorVisible : 1; ///< Whether the secondary cursor is visible.
+ int mTextDepth; ///< The depth used to render the text.
+
+ bool mActiveCopyPastePopup : 1;
+ bool mPopupSetNewPosition : 1;
+ bool mCursorBlinkStatus : 1; ///< Flag to switch between blink on and blink off.
+ bool mDelayCursorBlink : 1; ///< Used to avoid cursor blinking when entering text.
+ bool mPrimaryCursorVisible : 1; ///< Whether the primary cursor is visible.
+ bool mSecondaryCursorVisible : 1; ///< Whether the secondary cursor is visible.
+ 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 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( 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 )
{
- mImpl->mBoundingBox = boundingBox;
+ LocalToWorldCoordinatesBoundingBox( boundingBox, mImpl->mBoundingBox );
}
-const Rect<int>& Decorator::GetBoundingBox() const
+void Decorator::GetBoundingBox( Rect<int>& boundingBox ) const
{
- return mImpl->mBoundingBox;
+ WorldToLocalCoordinatesBoundingBox( mImpl->mBoundingBox, boundingBox );
}
void Decorator::Relayout( const Vector2& size )
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::SetColor( Cursor cursor, const Dali::Vector4& color )
+void Decorator::SetCursorColor( Cursor cursor, const Dali::Vector4& color )
{
mImpl->mCursor[cursor].color = color;
}
{
mImpl->mCursorBlinkTimer.Stop();
}
+
+ mImpl->mCursorBlinkStatus = true; // Keep cursor permanently shown
+}
+
+void Decorator::DelayCursorBlink()
+{
+ mImpl->mCursorBlinkStatus = true; // Show cursor for a bit longer
+ mImpl->mDelayCursorBlink = true;
}
void Decorator::SetCursorBlinkInterval( float seconds )
return mImpl->mCursorBlinkDuration;
}
+void Decorator::SetCursorWidth( int width )
+{
+ mImpl->mCursorWidth = static_cast<float>( width );
+}
+
+int Decorator::GetCursorWidth() const
+{
+ return static_cast<int>( mImpl->mCursorWidth );
+}
+
/** Handles **/
void Decorator::SetHandleActive( HandleType handleType, bool active )
{
mImpl->mHandle[handleType].active = active;
+
+ if( !active )
+ {
+ if( ( LEFT_SELECTION_HANDLE == handleType ) || ( RIGHT_SELECTION_HANDLE == handleType ) )
+ {
+ 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];
+ ImageView imageView = mImpl->mHandle[handleType].actor;
+ if( imageReleased && imageView )
+ {
+ imageView.SetImage( imageReleased );
+ }
+ }
+
}
bool Decorator::IsHandleActive( HandleType handleType ) const
void Decorator::SetHandleImage( HandleType handleType, HandleImageType handleImageType, Dali::Image image )
{
- mImpl->mHandleImages[handleType][handleImageType] = image;
+ mImpl->SetHandleImage( handleType, handleImageType, image );
}
Dali::Image Decorator::GetHandleImage( HandleType handleType, HandleImageType handleImageType ) const
return mImpl->mHandleImages[handleType][handleImageType];
}
+void Decorator::SetHandleColor( const Vector4& color )
+{
+ mImpl->mHandleColor = color;
+}
+
+const Vector4& Decorator::GetHandleColor() const
+{
+ return mImpl->mHandleColor;
+}
+
void Decorator::SetPosition( HandleType handleType, float x, float y, float height )
{
- // Adjust grab handle displacement
+ // 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
height = handle.lineHeight;
}
-void Decorator::AddHighlight( float x1, float y1, float x2, float y2 )
+const Vector2& Decorator::GetPosition( HandleType handleType ) 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->mIsHandleCurrentlyCrossed = indicesSwapped;
+ mImpl->mFlipLeftSelectionHandleDirection = left;
+ mImpl->mFlipRightSelectionHandleDirection = right;
+}
+
+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 )
+{
+ mImpl->mHighlightPosition = position;
+ mImpl->mHighlightSize = size;
}
void Decorator::ClearHighlights()
{
- mImpl->mHighlightQuadList.clear();
+ mImpl->mHighlightQuadList.Clear();
+ mImpl->mHighlightPosition = Vector2::ZERO;
+}
+
+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;
+}
+
+void Decorator::SetTextDepth( int textDepth )
+{
+ mImpl->mTextDepth = textDepth;
+}
+
void Decorator::SetPopupActive( bool active )
{
mImpl->mActiveCopyPastePopup = active;
bool Decorator::IsPopupActive() const
{
- return mImpl->mActiveCopyPastePopup ;
+ 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::SetPopupPosition ); // Position popup after size negotiation
+ }
+
+ mImpl->mCopyPastePopup.actor.EnableButtons( mImpl->mEnabledPopupButtons );
+}
+
+TextSelectionPopup::Buttons& Decorator::GetEnabledPopupButtons()
+{
+ return mImpl->mEnabledPopupButtons;
}
/** Scroll **/
return mImpl->GetScrollSpeed();
}
+void Decorator::NotifyEndOfScroll()
+{
+ 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;
}
-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