// EXTERNAL INCLUDES
#include <dali/integration-api/debug.h>
-#include <dali/public-api/actors/actor.h>
+
#include <dali/public-api/adaptor-framework/timer.h>
-#include <dali/public-api/actors/image-actor.h>
#include <dali/public-api/actors/layer.h>
-#include <dali/public-api/animation/constraint.h>
-#include <dali/public-api/common/constants.h>
#include <dali/public-api/common/stage.h>
-#include <dali/public-api/events/tap-gesture.h>
-#include <dali/public-api/events/tap-gesture-detector.h>
#include <dali/public-api/events/touch-event.h>
#include <dali/public-api/events/pan-gesture.h>
-#include <dali/public-api/events/pan-gesture-detector.h>
#include <dali/public-api/images/resource-image.h>
-#include <dali/public-api/math/rect.h>
-#include <dali/public-api/math/vector2.h>
-#include <dali/public-api/math/vector4.h>
#include <dali/public-api/object/property-notification.h>
-#include <dali/public-api/signals/connection-tracker.h>
-#include <dali/devel-api/object/property-buffer.h>
#include <dali/devel-api/rendering/geometry.h>
-#include <dali/devel-api/rendering/material.h>
#include <dali/devel-api/rendering/renderer.h>
-#include <dali/devel-api/rendering/shader.h>
// INTERNAL INCLUDES
-#include <dali-toolkit/public-api/controls/control.h>
#include <dali-toolkit/public-api/controls/control-depth-index-ranges.h>
-#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>
#ifdef DEBUG_ENABLED
#define DECORATOR_DEBUG
namespace
{
-const char* DEFAULT_GRAB_HANDLE_IMAGE_RELEASED( DALI_IMAGE_DIR "insertpoint-icon.png" );
-const char* DEFAULT_GRAB_HANDLE_IMAGE_PRESSED( DALI_IMAGE_DIR "insertpoint-icon-pressed.png" );
-const char* DEFAULT_SELECTION_HANDLE_ONE_RELEASED( DALI_IMAGE_DIR "text-input-selection-handle-left.png" );
-const char* DEFAULT_SELECTION_HANDLE_ONE_PRESSED( DALI_IMAGE_DIR "text-input-selection-handle-left-press.png" );
-const char* DEFAULT_SELECTION_HANDLE_TWO_RELEASED( DALI_IMAGE_DIR "text-input-selection-handle-right.png" );
-const char* DEFAULT_SELECTION_HANDLE_TWO_PRESSED( DALI_IMAGE_DIR "text-input-selection-handle-right-press.png" );
+const char* DEFAULT_GRAB_HANDLE_IMAGE_RELEASED( DALI_IMAGE_DIR "cursor_handler_center.png" );
+const char* DEFAULT_SELECTION_HANDLE_ONE_RELEASED( DALI_IMAGE_DIR "selection_handle_left.png" );
+const char* DEFAULT_SELECTION_HANDLE_TWO_RELEASED( DALI_IMAGE_DIR "selection_handle_right.png" );
const int DEFAULT_POPUP_OFFSET( -100.0f ); // Vertical offset of Popup from cursor or handles position.
const Dali::Vector3 DEFAULT_GRAB_HANDLE_RELATIVE_SIZE( 1.25f, 1.5f, 1.0f );
const Dali::Vector3 DEFAULT_SELECTION_HANDLE_RELATIVE_SIZE( 1.25f, 1.5f, 1.0f );
-const Dali::Vector4 LIGHT_BLUE( (0xb2 / 255.0f), (0xeb / 255.0f), (0xf2 / 255.0f), 0.5f ); // The text highlight color.
+const Dali::Vector4 LIGHT_BLUE( 0.75f, 0.96f, 1.f, 1.f ); // The text highlight color. TODO: due some problems, maybe with the blending function in the text clipping, the color is fully opaque.
+
+const Dali::Vector4 HANDLE_COLOR( 0.0f, (183.0f / 255.0f), (229.0f / 255.0f), 1.0f );
const unsigned int CURSOR_BLINK_INTERVAL = 500u; // Cursor blink interval
const float TO_MILLISECONDS = 1000.f;
const float TO_SECONDS = 1.f / TO_MILLISECONDS;
-const float DISPLAYED_HIGHLIGHT_Z_OFFSET( -0.05f );
-
const unsigned int SCROLL_TICK_INTERVAL = 50u;
const float SCROLL_THRESHOLD = 10.f;
: mController( controller ),
mEnabledPopupButtons( TextSelectionPopup::NONE ),
mTextSelectionPopupCallbackInterface( callbackInterface ),
+ mHandleColor( HANDLE_COLOR ),
mBoundingBox( Rect<int>() ),
mHighlightColor( LIGHT_BLUE ),
mHighlightPosition( Vector2::ZERO ),
mScrollThreshold( SCROLL_THRESHOLD ),
mScrollSpeed( SCROLL_SPEED ),
mScrollDistance( SCROLL_DISTANCE ),
+ mTextDepth( 0u ),
mActiveCopyPastePopup( false ),
mCursorBlinkStatus( true ),
mPrimaryCursorVisible( false ),
mNotifyEndOfScroll( false )
{
mQuadVertexFormat[ "aPosition" ] = Property::VECTOR2;
- mQuadIndexFormat[ "indices" ] = Property::UNSIGNED_INTEGER;
+ mQuadIndexFormat[ "indices" ] = Property::INTEGER;
mHighlightMaterial = Material::New( Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ) );
}
// TODO - Remove this if nothing is active
CreateActiveLayer();
- /*
// Show or hide the cursors
CreateCursors();
+
if( mPrimaryCursor )
{
const CursorImpl& cursor = mCursor[PRIMARY_CURSOR];
}
mSecondaryCursor.SetVisible( mSecondaryCursorVisible );
}
- */
+
// Show or hide the grab handle
HandleImpl& grabHandle = mHandle[GRAB_HANDLE];
if( grabHandle.active )
CreateGrabHandle();
grabHandle.actor.SetPosition( position.x,
- position.y + grabHandle.lineHeight );
+ grabHandle.lineHeight ); // TODO : Fix for multiline.
}
grabHandle.actor.SetVisible( isVisible );
}
else if( grabHandle.actor )
{
- UnparentAndReset( grabHandle.actor );
+ grabHandle.actor.Unparent();
}
// Show or hide the selection handles/highlight
if( isPrimaryVisible )
{
primary.actor.SetPosition( primaryPosition.x,
- primaryPosition.y + primary.lineHeight );
+ primary.lineHeight ); // TODO : Fix for multiline.
}
if( isSecondaryVisible )
{
secondary.actor.SetPosition( secondaryPosition.x,
- secondaryPosition.y + secondary.lineHeight );
+ secondary.lineHeight ); // TODO : Fix for multiline.
}
}
primary.actor.SetVisible( isPrimaryVisible );
secondary.actor.SetVisible( isSecondaryVisible );
- // Shouldn't be needed......
- UnparentAndReset( mHighlightActor );
-
CreateHighlight();
UpdateHighlight();
}
else
{
- UnparentAndReset( primary.actor );
- UnparentAndReset( secondary.actor );
- UnparentAndReset( mHighlightActor );
+ if( primary.actor )
+ {
+ primary.actor.Unparent();
+ }
+ if( secondary.actor )
+ {
+ secondary.actor.Unparent();
+ }
+ if( mHighlightActor )
+ {
+ mHighlightActor.Unparent();
+ }
}
- if ( mActiveCopyPastePopup )
+ if( mActiveCopyPastePopup )
{
- // todo Swap UnparentAndReset for DeterminePositionPopup() if mCopyPastePopup.actor valid Once the issue with the labels disappearing is fixed.
- UnparentAndReset( mCopyPastePopup.actor );
- if ( !mCopyPastePopup.actor )
+ if( !mCopyPastePopup.actor.GetParent() )
{
- mCopyPastePopup.actor = TextSelectionPopup::New( mEnabledPopupButtons, &mTextSelectionPopupCallbackInterface );
-#ifdef DECORATOR_DEBUG
- mCopyPastePopup.actor.SetName("mCopyPastePopup");
-#endif
- mCopyPastePopup.actor.SetAnchorPoint( AnchorPoint::CENTER );
- mCopyPastePopup.actor.OnRelayoutSignal().Connect( this, &Decorator::Impl::PopupRelayoutComplete ); // Position popup after size negotiation
- mActiveLayer.Add ( mCopyPastePopup.actor );
+ mActiveLayer.Add( mCopyPastePopup.actor );
}
+
+ mCopyPastePopup.actor.RaiseAbove( mActiveLayer );
}
else
{
- if ( mCopyPastePopup.actor )
- {
- UnparentAndReset( mCopyPastePopup.actor );
- }
+ if( mCopyPastePopup.actor )
+ {
+ mCopyPastePopup.actor.Unparent();
+ }
}
}
mHandle[ LEFT_SELECTION_HANDLE ].position += scrollOffset;
mHandle[ RIGHT_SELECTION_HANDLE ].position += scrollOffset;
mHighlightPosition += scrollOffset;
+ DeterminePositionPopup();
}
void DeterminePositionPopup()
// Add or Remove cursor(s) from parent
void CreateCursors()
{
- /*
if( mActiveCursor == ACTIVE_CURSOR_NONE )
{
- UnparentAndReset( mPrimaryCursor );
- UnparentAndReset( mSecondaryCursor );
+ if( mPrimaryCursor )
+ {
+ mPrimaryCursor.Unparent();
+ }
+ if( mSecondaryCursor )
+ {
+ mSecondaryCursor.Unparent();
+ }
}
else
{
#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 )
{
}
mCursorBlinkStatus = !mCursorBlinkStatus;
- */
+
return true;
}
{
mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_RELEASED] = ResourceImage::New( DEFAULT_GRAB_HANDLE_IMAGE_RELEASED );
}
- if( !mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_PRESSED] )
- {
- mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_PRESSED] = ResourceImage::New( DEFAULT_GRAB_HANDLE_IMAGE_PRESSED );
- }
grabHandle.actor = ImageActor::New( mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_RELEASED] );
grabHandle.actor.SetSortModifier( DECORATION_DEPTH_INDEX );
grabHandle.grabArea.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS );
grabHandle.grabArea.SetSizeModeFactor( DEFAULT_GRAB_HANDLE_RELATIVE_SIZE );
grabHandle.actor.Add( grabHandle.grabArea );
+ grabHandle.actor.SetColor( mHandleColor );
grabHandle.grabArea.TouchedSignal().Connect( this, &Decorator::Impl::OnGrabHandleTouched );
mTapDetector.Attach( grabHandle.grabArea );
mActiveLayer.Add( grabHandle.actor );
}
+
+ if( !grabHandle.actor.GetParent() )
+ {
+ mActiveLayer.Add( grabHandle.actor );
+ }
}
void CreateSelectionHandles()
{
mHandleImages[LEFT_SELECTION_HANDLE][HANDLE_IMAGE_RELEASED] = ResourceImage::New( DEFAULT_SELECTION_HANDLE_ONE_RELEASED );
}
- if( !mHandleImages[LEFT_SELECTION_HANDLE][HANDLE_IMAGE_PRESSED] )
- {
- mHandleImages[LEFT_SELECTION_HANDLE][HANDLE_IMAGE_PRESSED] = ResourceImage::New( DEFAULT_SELECTION_HANDLE_ONE_PRESSED );
- }
primary.actor = ImageActor::New( mHandleImages[LEFT_SELECTION_HANDLE][HANDLE_IMAGE_RELEASED] );
#ifdef DECORATOR_DEBUG
primary.actor.SetAnchorPoint( AnchorPoint::TOP_RIGHT ); // Change to BOTTOM_RIGHT if Look'n'Feel requires handle above text.
primary.actor.SetSortModifier( DECORATION_DEPTH_INDEX );
primary.flipped = false;
+ primary.actor.SetColor( mHandleColor );
primary.grabArea = Actor::New(); // Area that Grab handle responds to, larger than actual handle so easier to move
#ifdef DECORATOR_DEBUG
primary.grabArea.TouchedSignal().Connect( this, &Decorator::Impl::OnHandleOneTouched );
primary.actor.Add( primary.grabArea );
+ }
+
+ if( !primary.actor.GetParent() )
+ {
mActiveLayer.Add( primary.actor );
}
{
mHandleImages[RIGHT_SELECTION_HANDLE][HANDLE_IMAGE_RELEASED] = ResourceImage::New( DEFAULT_SELECTION_HANDLE_TWO_RELEASED );
}
- if( !mHandleImages[RIGHT_SELECTION_HANDLE][HANDLE_IMAGE_PRESSED] )
- {
- mHandleImages[RIGHT_SELECTION_HANDLE][HANDLE_IMAGE_PRESSED] = ResourceImage::New( DEFAULT_SELECTION_HANDLE_TWO_PRESSED );
- }
secondary.actor = ImageActor::New( mHandleImages[RIGHT_SELECTION_HANDLE][HANDLE_IMAGE_RELEASED] );
#ifdef DECORATOR_DEBUG
secondary.actor.SetAnchorPoint( AnchorPoint::TOP_LEFT ); // Change to BOTTOM_LEFT if Look'n'Feel requires handle above text.
secondary.actor.SetSortModifier( DECORATION_DEPTH_INDEX );
secondary.flipped = false;
+ secondary.actor.SetColor( mHandleColor );
secondary.grabArea = Actor::New(); // Area that Grab handle responds to, larger than actual handle so easier to move
#ifdef DECORATOR_DEBUG
secondary.grabArea.TouchedSignal().Connect( this, &Decorator::Impl::OnHandleTwoTouched );
secondary.actor.Add( secondary.grabArea );
+ }
+
+ if( !secondary.actor.GetParent() )
+ {
mActiveLayer.Add( secondary.actor );
}
}
void CreateHighlight()
{
- if ( !mHighlightActor )
+ if( !mHighlightActor )
{
mHighlightActor = Actor::New();
mHighlightActor.SetName( "HighlightActor" );
#endif
mHighlightActor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
- mHighlightActor.SetPosition( 0.0f, 0.0f, DISPLAYED_HIGHLIGHT_Z_OFFSET );
mHighlightActor.SetSize( 1.0f, 1.0f );
mHighlightActor.SetColor( mHighlightColor );
mHighlightActor.SetColorMode( USE_OWN_COLOR );
-
- // Add the highlight box telling the controller it needs clipping.
- mController.AddDecoration( mHighlightActor, true );
}
+
+ // Add the highlight box telling the controller it needs clipping.
+ mController.AddDecoration( mHighlightActor, true );
}
void UpdateHighlight()
{
-
- if ( mHighlightActor && !mHighlightQuadList.empty() )
+ if ( mHighlightActor )
{
- Vector< Vector2 > vertices;
- Vector< unsigned int> indices;
- Vector2 vertex;
+ if( !mHighlightQuadList.empty() )
+ {
+ Vector< Vector2 > vertices;
+ Vector< unsigned int> indices;
+ Vector2 vertex;
- std::vector<QuadCoordinates>::iterator iter = mHighlightQuadList.begin();
- std::vector<QuadCoordinates>::iterator endIter = mHighlightQuadList.end();
+ std::vector<QuadCoordinates>::iterator iter = mHighlightQuadList.begin();
+ std::vector<QuadCoordinates>::iterator endIter = mHighlightQuadList.end();
- for(std::size_t v = 0; iter != endIter; ++iter,v+=4 )
- {
+ for( std::size_t v = 0; iter != endIter; ++iter,v+=4 )
+ {
- QuadCoordinates& quad = *iter;
-
- // top-left (v+0)
- vertex.x = quad.min.x;
- vertex.y = quad.min.y;
- vertices.PushBack( vertex );
-
- // top-right (v+1)
- vertex.x = quad.max.x;
- vertex.y = quad.min.y;
- vertices.PushBack( vertex );
-
- // bottom-left (v+2)
- vertex.x = quad.min.x;
- vertex.y = quad.max.y;
- vertices.PushBack( vertex );
-
- // bottom-right (v+3)
- vertex.x = quad.max.x;
- vertex.y = quad.max.y;
- vertices.PushBack( vertex );
-
- // triangle A (3, 1, 0)
- indices.PushBack( v + 3 );
- indices.PushBack( v + 1 );
- indices.PushBack( v );
-
- // triangle B (0, 2, 3)
- indices.PushBack( v );
- indices.PushBack( v + 2 );
- indices.PushBack( v + 3 );
+ QuadCoordinates& quad = *iter;
+
+ // top-left (v+0)
+ vertex.x = quad.min.x;
+ vertex.y = quad.min.y;
+ vertices.PushBack( vertex );
+
+ // top-right (v+1)
+ vertex.x = quad.max.x;
+ vertex.y = quad.min.y;
+ vertices.PushBack( vertex );
+
+ // bottom-left (v+2)
+ vertex.x = quad.min.x;
+ vertex.y = quad.max.y;
+ vertices.PushBack( vertex );
+
+ // bottom-right (v+3)
+ vertex.x = quad.max.x;
+ vertex.y = quad.max.y;
+ vertices.PushBack( vertex );
+
+ // triangle A (3, 1, 0)
+ indices.PushBack( v + 3 );
+ indices.PushBack( v + 1 );
+ indices.PushBack( v );
+
+ // triangle B (0, 2, 3)
+ indices.PushBack( v );
+ indices.PushBack( v + 2 );
+ indices.PushBack( v + 3 );
+ }
+
+ if( mQuadVertices )
+ {
+ mQuadVertices.SetSize( vertices.Size() );
+ }
+ else
+ {
+ mQuadVertices = PropertyBuffer::New( mQuadVertexFormat, vertices.Size() );
+ }
+
+ if( mQuadIndices )
+ {
+ mQuadIndices.SetSize( indices.Size() );
+ }
+ else
+ {
+ mQuadIndices = PropertyBuffer::New( mQuadIndexFormat, indices.Size() );
+ }
+
+ mQuadVertices.SetData( &vertices[ 0 ] );
+ mQuadIndices.SetData( &indices[ 0 ] );
+
+ if( !mQuadGeometry )
+ {
+ mQuadGeometry = Geometry::New();
+ mQuadGeometry.AddVertexBuffer( mQuadVertices );
+ }
+ mQuadGeometry.SetIndexBuffer( mQuadIndices );
+
+ if( !mHighlightRenderer )
+ {
+ mHighlightRenderer = Dali::Renderer::New( mQuadGeometry, mHighlightMaterial );
+ mHighlightActor.AddRenderer( mHighlightRenderer );
+ }
}
- PropertyBuffer quadVertices = PropertyBuffer::New( mQuadVertexFormat, vertices.Size() );
- PropertyBuffer quadIndices = PropertyBuffer::New( mQuadIndexFormat, indices.Size() );
-
- quadVertices.SetData( &vertices[ 0 ] );
- quadIndices.SetData( &indices[ 0 ] );
-
- Geometry quadGeometry = Geometry::New();
- quadGeometry.AddVertexBuffer( quadVertices );
- quadGeometry.SetIndexBuffer( quadIndices );
-
- // if ( mHighlightRenderer )
- // {
- // mHighlightRenderer.SetGeometry( quadGeometry );
- // }
- // else
- // {
- mHighlightRenderer = Dali::Renderer::New( quadGeometry, mHighlightMaterial );
- mHighlightRenderer.SetDepthIndex( DECORATION_DEPTH_INDEX - 1 );
- // }
- mHighlightActor.AddRenderer( mHighlightRenderer );
+ mHighlightActor.SetPosition( mHighlightPosition.x,
+ mHighlightPosition.y );
+
+ mHighlightQuadList.clear();
+
+ mHighlightRenderer.SetDepthIndex( mTextDepth - 2u ); // text is rendered at mTextDepth and text's shadow at mTextDepth -1u.
}
}
mHandle[GRAB_HANDLE].actor.SetImage( imagePressed );
}
}
- else if( TouchPoint::Up == point.state )
+ else if( ( TouchPoint::Up == point.state ) ||
+ ( TouchPoint::Interrupted == point.state ) )
{
mHandle[GRAB_HANDLE].pressed = false;
Image imageReleased = mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_RELEASED];
mHandle[LEFT_SELECTION_HANDLE].actor.SetImage( imagePressed );
}
}
- else if( TouchPoint::Up == point.state )
+ else if( ( TouchPoint::Up == point.state ) ||
+ ( TouchPoint::Interrupted == point.state ) )
{
mHandle[LEFT_SELECTION_HANDLE].pressed = false;
Image imageReleased = mHandleImages[flip ? RIGHT_SELECTION_HANDLE : LEFT_SELECTION_HANDLE][HANDLE_IMAGE_RELEASED];
mHandle[RIGHT_SELECTION_HANDLE].actor.SetImage( imagePressed );
}
}
- else if( TouchPoint::Up == point.state )
+ else if( ( TouchPoint::Up == point.state ) ||
+ ( TouchPoint::Interrupted == point.state ) )
{
Image imageReleased = mHandleImages[flip ? LEFT_SELECTION_HANDLE : RIGHT_SELECTION_HANDLE][HANDLE_IMAGE_RELEASED];
mHandle[RIGHT_SELECTION_HANDLE].pressed = false;
{
float alternativePosition=0.0f;;
- /*
if ( mPrimaryCursor ) // Secondary cursor not used for paste
{
Cursor cursor = PRIMARY_CURSOR;
alternativePosition = mCursor[cursor].position.y;
}
- */
+
const float popupHeight = 120.0f; // todo Set as a MaxSize Property in Control or retrieve from CopyPastePopup class.
if( mHandle[GRAB_HANDLE].active )
HandleImpl& leftHandle = mHandle[LEFT_SELECTION_HANDLE];
HandleImpl& rightHandle = mHandle[RIGHT_SELECTION_HANDLE];
- const HandleImageType leftImageType = leftHandle.pressed ? HANDLE_IMAGE_PRESSED : HANDLE_IMAGE_RELEASED;
- const HandleImageType rightImageType = rightHandle.pressed ? HANDLE_IMAGE_PRESSED : HANDLE_IMAGE_RELEASED;
+ // If handle pressed and pressed image exists then use pressed image else stick with released image
+ const HandleImageType leftImageType = ( leftHandle.pressed && mHandleImages[LEFT_SELECTION_HANDLE][HANDLE_IMAGE_PRESSED] ) ? HANDLE_IMAGE_PRESSED : HANDLE_IMAGE_RELEASED;
+ const HandleImageType rightImageType = ( rightHandle.pressed && mHandleImages[RIGHT_SELECTION_HANDLE][HANDLE_IMAGE_PRESSED] ) ? HANDLE_IMAGE_PRESSED : HANDLE_IMAGE_RELEASED;
+
const bool leftFlipped = mSwapSelectionHandles != leftHandle.flipped;
const bool rightFlipped = mSwapSelectionHandles != rightHandle.flipped;
Timer mScrollTimer; ///< Timer used to scroll the text when the grab handle is moved close to the edges.
Layer mActiveLayer; ///< Layer for active handles and alike that ensures they are above all else.
+ ImageActor mPrimaryCursor;
+ ImageActor mSecondaryCursor;
Actor mHighlightActor; ///< Actor to display highlight
Renderer mHighlightRenderer;
TextSelectionPopupCallbackInterface& mTextSelectionPopupCallbackInterface;
Image mHandleImages[HANDLE_TYPE_COUNT][HANDLE_IMAGE_TYPE_COUNT];
- Image mCursorImage;
+ Vector4 mHandleColor;
CursorImpl mCursor[CURSOR_COUNT];
HandleImpl mHandle[HANDLE_TYPE_COUNT];
+
+ PropertyBuffer mQuadVertices;
+ PropertyBuffer mQuadIndices;
+ Geometry mQuadGeometry;
QuadContainer mHighlightQuadList; ///< Sub-selections that combine to create the complete selection highlight
Rect<int> mBoundingBox;
float mScrollThreshold; ///< Defines a square area inside the control, close to the edge. A cursor entering this area will trigger scroll events.
float mScrollSpeed; ///< The scroll speed in pixels per second.
float mScrollDistance; ///< Distance the text scrolls during a scroll interval.
+ int mTextDepth; ///< The depth used to render the text.
bool mActiveCopyPastePopup : 1;
bool mCursorBlinkStatus : 1; ///< Flag to switch between blink on and blink off.
return mImpl->mCursor[cursor].position;
}
-void Decorator::SetColor( Cursor cursor, const Dali::Vector4& color )
+void Decorator::SetCursorColor( Cursor cursor, const Dali::Vector4& color )
{
mImpl->mCursor[cursor].color = color;
}
void Decorator::SetHandleActive( HandleType handleType, bool active )
{
mImpl->mHandle[handleType].active = active;
+
+ if( !active )
+ {
+ // TODO: this is a work-around.
+ // The problem is the handle actor does not receive the touch event with the Interrupt
+ // state when the power button is pressed and the application goes to background.
+ mImpl->mHandle[handleType].pressed = false;
+ Image imageReleased = mImpl->mHandleImages[handleType][HANDLE_IMAGE_RELEASED];
+ ImageActor imageActor = mImpl->mHandle[handleType].actor;
+ if( imageReleased && imageActor )
+ {
+ imageActor.SetImage( imageReleased );
+ }
+ }
}
bool Decorator::IsHandleActive( HandleType handleType ) const
return mImpl->mHandleImages[handleType][handleImageType];
}
+void Decorator::SetHandleColor( const Vector4& color )
+{
+ mImpl->mHandleColor = color;
+}
+
+const Vector4& Decorator::GetHandleColor() const
+{
+ return mImpl->mHandleColor;
+}
+
void Decorator::SetPosition( HandleType handleType, float x, float y, float height )
{
// Adjust grab handle displacement
return mImpl->mHighlightColor;
}
+void Decorator::SetTextDepth( int textDepth )
+{
+ mImpl->mTextDepth = textDepth;
+}
+
void Decorator::SetPopupActive( bool active )
{
mImpl->mActiveCopyPastePopup = active;
void Decorator::SetEnabledPopupButtons( TextSelectionPopup::Buttons& enabledButtonsBitMask )
{
mImpl->mEnabledPopupButtons = enabledButtonsBitMask;
+
+ UnparentAndReset( mImpl->mCopyPastePopup.actor );
+ mImpl->mCopyPastePopup.actor = TextSelectionPopup::New( mImpl->mEnabledPopupButtons,
+ &mImpl->mTextSelectionPopupCallbackInterface );
+#ifdef DECORATOR_DEBUG
+ mImpl->mCopyPastePopup.actor.SetName("mCopyPastePopup");
+#endif
+ mImpl->mCopyPastePopup.actor.SetAnchorPoint( AnchorPoint::CENTER );
+ mImpl->mCopyPastePopup.actor.OnRelayoutSignal().Connect( mImpl, &Decorator::Impl::PopupRelayoutComplete ); // Position popup after size negotiation
+
+ if( mImpl->mActiveLayer )
+ {
+ mImpl->mActiveLayer.Add( mImpl->mCopyPastePopup.actor );
+ mImpl->mCopyPastePopup.actor.ShowPopup();
+ }
}
TextSelectionPopup::Buttons& Decorator::GetEnabledPopupButtons()