INACTIVE,
INTERRUPTED,
SELECTING,
- SELECTION_CHANGED,
EDITING,
EDITING_WITH_POPUP,
EDITING_WITH_GRAB_HANDLE,
return ( mEventData && mEventData->mIsShowingPlaceholderText );
}
+ /**
+ * @brief Helper to check whether active place-holder text is available.
+ */
+ bool IsFocusedPlaceholderAvailable() const
+ {
+ return ( mEventData && !mEventData->mPlaceholderTextActive.empty() );
+ }
+
bool IsShowingRealText() const
{
return ( !IsShowingPlaceholderText() &&
void ResetImfManager()
{
- // Reset incase we are in a pre-edit state.
- ImfManager imfManager = ImfManager::Get();
- if ( imfManager )
+ if( mEventData )
{
- imfManager.Reset(); // Will trigger a commit message
+ // Reset incase we are in a pre-edit state.
+ ImfManager imfManager = ImfManager::Get();
+ if ( imfManager )
+ {
+ imfManager.Reset(); // Will trigger a commit message
+ }
+
+ ClearPreEditFlag();
}
-
- ClearPreEditFlag();
}
bool IsClipboardEmpty()
void GetTextFromClipboard( unsigned int itemIndex, std::string& retreivedString );
- void RepositionSelectionHandles( CharacterIndex selectionStart, CharacterIndex selectionEnd );
+ void RepositionSelectionHandles();
void RepositionSelectionHandles( float visualX, float visualY );
void SetPopupButtons();
/**
* @brief Updates the cursor position.
*
- * Retrieves the x,y position of the cursor logical position and sets it into the decorator.
+ * Sets the cursor's position into the decorator. It transforms the cursor's position into decorator's coords.
* It sets the position of the secondary cursor if it's a valid one.
* Sets which cursors are active.
+ *
+ * @param[in] cursorInfo Contains the selection handle position in Actor's coords.
+ *
*/
- void UpdateCursorPosition();
+ void UpdateCursorPosition( const CursorInfo& cursorInfo );
/**
- * @brief Updates the position of the given selection handle.
+ * @brief Updates the position of the given selection handle. It transforms the handle's position into decorator's coords.
*
* @param[in] handleType One of the selection handles.
+ * @param[in] cursorInfo Contains the selection handle position in Actor's coords.
*/
- void UpdateSelectionHandle( HandleType handleType );
+ void UpdateSelectionHandle( HandleType handleType,
+ const CursorInfo& cursorInfo );
/**
* @biref Clamps the horizontal scrolling to get the control always filled with text.
*
* This method is called after deleting text.
*/
- void ScrollTextToMatchCursor();
+ void ScrollTextToMatchCursor( const CursorInfo& cursorInfo);
ControlInterface& mControlInterface; ///< Reference to the text controller.
LogicalModelPtr mLogicalModel; ///< Pointer to the logical model.