/*
- * Copyright (c) 2021 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2022 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.
SHAPE_TEXT |
GET_GLYPH_METRICS);
+ const OperationsMask sizeOperations = static_cast<OperationsMask>(LAYOUT | ALIGN | REORDER);
+
// Set the update info to relayout the whole text.
TextUpdateInfo& textUpdateInfo = impl.mTextUpdateInfo;
if((0 == textUpdateInfo.mNumberOfCharactersToAdd) &&
textUpdateInfo.mParagraphCharacterIndex = 0u;
textUpdateInfo.mRequestedNumberOfCharacters = model->mLogicalModel->mText.Count();
- // This is to keep Index to the first character to be updated.
- // Then restore it after calling Clear method.
- auto updateInfoCharIndexBackup = textUpdateInfo.mCharacterIndex;
-
// Get a reference to the pending operations member
OperationsMask& operationsPending = impl.mOperationsPending;
- // Layout the text for the new width.
- // Apply the pending operations, requested operations and the only once operations.
- // Then remove onlyOnceOperations
- operationsPending = static_cast<OperationsMask>(operationsPending | requestedOperationsMask | onlyOnceOperations);
-
- // Make sure the model is up-to-date before layouting
- impl.UpdateModel(static_cast<OperationsMask>(operationsPending & ~UPDATE_LAYOUT_SIZE));
-
// Store the actual control's size to restore later.
const Size actualControlSize = visualModel->mControlSize;
- DoRelayout(impl,
- requestedControllerSize,
- static_cast<OperationsMask>(operationsPending & ~UPDATE_LAYOUT_SIZE),
- calculatedLayoutSize);
+ // Whether the text control is editable
+ const bool isEditable = NULL != impl.mEventData;
- // Clear the update info. This info will be set the next time the text is updated.
- textUpdateInfo.Clear();
+ if(!isEditable)
+ {
+ impl.UpdateModel(onlyOnceOperations);
+
+ DoRelayout(impl,
+ requestedControllerSize,
+ static_cast<OperationsMask>(onlyOnceOperations | requestedOperationsMask),
+ calculatedLayoutSize);
+
+ textUpdateInfo.Clear();
+ textUpdateInfo.mClearAll = true;
- //TODO: Refactor "DoRelayout" and extract common code of size calculation without modifying attributes of mVisualModel,
- //TODO: then calculate GlyphPositions. Lines, Size, Layout for Natural-Size
- //TODO: and utilize the values in OperationsPending and TextUpdateInfo without changing the original one.
- //TODO: Also it will improve performance because there is no need todo FullRelyout on the next need for layouting.
+ // Do not do again the only once operations.
+ operationsPending = static_cast<OperationsMask>(operationsPending & ~onlyOnceOperations);
+ }
+ else
+ {
+ // This is to keep Index to the first character to be updated.
+ // Then restore it after calling Clear method.
+ auto updateInfoCharIndexBackup = textUpdateInfo.mCharacterIndex;
- // FullRelayoutNeeded should be true because DoRelayout is MAX_FLOAT, MAX_FLOAT.
- // By this no need to take backup and restore it.
- textUpdateInfo.mFullRelayoutNeeded = true;
+ // Layout the text for the new width.
+ // Apply the pending operations, requested operations and the only once operations.
+ // Then remove onlyOnceOperations
+ operationsPending = static_cast<OperationsMask>(operationsPending | requestedOperationsMask | onlyOnceOperations);
- // Restore mCharacterIndex. Because "Clear" set it to the maximum integer.
- // The "CalculateTextUpdateIndices" does not work proprely because the mCharacterIndex will be greater than mPreviousNumberOfCharacters.
- // Which apply an assumption to update only the last paragraph. That could cause many of out of index crashes.
- textUpdateInfo.mCharacterIndex = updateInfoCharIndexBackup;
+ // Make sure the model is up-to-date before layouting
+ impl.UpdateModel(static_cast<OperationsMask>(operationsPending & ~UPDATE_LAYOUT_SIZE));
- // Do not do again the only once operations.
- operationsPending = static_cast<OperationsMask>(operationsPending & ~onlyOnceOperations);
+ DoRelayout(impl,
+ requestedControllerSize,
+ static_cast<OperationsMask>(operationsPending & ~UPDATE_LAYOUT_SIZE),
+ calculatedLayoutSize);
- // Do the size related operations again.
+ // Clear the update info. This info will be set the next time the text is updated.
+ textUpdateInfo.Clear();
+
+ //TODO: Refactor "DoRelayout" and extract common code of size calculation without modifying attributes of mVisualModel,
+ //TODO: then calculate GlyphPositions. Lines, Size, Layout for Natural-Size
+ //TODO: and utilize the values in OperationsPending and TextUpdateInfo without changing the original one.
+ //TODO: Also it will improve performance because there is no need todo FullRelyout on the next need for layouting.
+
+ // FullRelayoutNeeded should be true because DoRelayout is MAX_FLOAT, MAX_FLOAT.
+ // By this no need to take backup and restore it.
+ textUpdateInfo.mFullRelayoutNeeded = true;
- const OperationsMask sizeOperations = static_cast<OperationsMask>(LAYOUT |
- ALIGN |
- REORDER);
+ // Restore mCharacterIndex. Because "Clear" set it to the maximum integer.
+ // The "CalculateTextUpdateIndices" does not work proprely because the mCharacterIndex will be greater than mPreviousNumberOfCharacters.
+ // Which apply an assumption to update only the last paragraph. That could cause many of out of index crashes.
+ textUpdateInfo.mCharacterIndex = updateInfoCharIndexBackup;
+ }
+ // Do the size related operations again.
operationsPending = static_cast<OperationsMask>(operationsPending | sizeOperations);
// Restore the actual control's size.
if(!isEditable || !controller.IsMultiLineEnabled())
{
// After doing the text layout, the vertical offset to place the actor in the desired position can be calculated.
- CalculateVerticalOffset(controller, size);
+ CalculateVerticalOffset(impl, size);
+ }
+ else // TextEditor
+ {
+ // If layoutSize is bigger than size, vertical align has no meaning.
+ if(layoutSize.y < size.y)
+ {
+ CalculateVerticalOffset(impl, size);
+ if(impl.mEventData)
+ {
+ impl.mEventData->mScrollAfterDelete = false;
+ }
+ }
}
if(isEditable)
if(EventData::IsEditingState(impl.mEventData->mState))
{
impl.mEventData->mScrollAfterUpdatePosition = true;
- impl.mEventData->mUpdateCursorPosition = true;
- impl.mEventData->mUpdateGrabHandlePosition = true;
+ impl.mEventData->mUpdateCursorPosition = true;
+ impl.mEventData->mUpdateGrabHandlePosition = true;
}
else if(impl.mEventData->mState == EventData::SELECTING)
{
if(NO_OPERATION != (ALIGN & operations))
{
- // The laid-out lines.
- Vector<LineRun>& lines = visualModel->mLines;
+ DoRelayoutHorizontalAlignment(impl, size, startIndex, requestedNumberOfCharacters);
+ viewUpdated = true;
+ }
+#if defined(DEBUG_ENABLED)
+ std::string currentText;
+ impl.GetText(currentText);
+ DALI_LOG_INFO(gLogFilter, Debug::Concise, "Controller::Relayouter::DoRelayout [%p] mImpl->mIsTextDirectionRTL[%s] [%s]\n", &impl, (impl.mIsTextDirectionRTL) ? "true" : "false", currentText.c_str());
+#endif
+ DALI_LOG_INFO(gLogFilter, Debug::Verbose, "<--Controller::Relayouter::DoRelayout, view updated %s\n", (viewUpdated ? "true" : "false"));
+ return viewUpdated;
+}
+
+void Controller::Relayouter::DoRelayoutHorizontalAlignment(Controller::Impl& impl,
+ const Size& size,
+ const CharacterIndex startIndex,
+ const Length requestedNumberOfCharacters)
+{
+ // The visualModel
+ VisualModelPtr& visualModel = impl.mModel->mVisualModel;
- CharacterIndex alignStartIndex = startIndex;
- Length alignRequestedNumberOfCharacters = requestedNumberOfCharacters;
+ // The laid-out lines.
+ Vector<LineRun>& lines = visualModel->mLines;
- // the whole text needs to be full aligned.
- // If you do not do a full aligned, only the last line of the multiline input is aligned.
- if(impl.mEventData && impl.mEventData->mUpdateAlignment)
- {
- alignStartIndex = 0u;
- alignRequestedNumberOfCharacters = impl.mModel->mLogicalModel->mText.Count();
- impl.mEventData->mUpdateAlignment = false;
- }
+ CharacterIndex alignStartIndex = startIndex;
+ Length alignRequestedNumberOfCharacters = requestedNumberOfCharacters;
+
+ // the whole text needs to be full aligned.
+ // If you do not do a full aligned, only the last line of the multiline input is aligned.
+ if(impl.mEventData && impl.mEventData->mUpdateAlignment)
+ {
+ alignStartIndex = 0u;
+ alignRequestedNumberOfCharacters = impl.mModel->mLogicalModel->mText.Count();
+ impl.mEventData->mUpdateAlignment = false;
+ }
+
+ // If there is no BoundedParagraphRuns then apply the alignment of controller.
+ // Check whether the layout is single line. It's needed to apply one alignment for single-line.
+ // In single-line layout case we need to check whether to follow the alignment of controller or the first BoundedParagraph.
+ // Apply BoundedParagraph's alignment if and only if there is one BoundedParagraph contains all characters. Otherwise follow controller's alignment.
+ const bool isFollowControllerAlignment = ((impl.mModel->GetNumberOfBoundedParagraphRuns() == 0u) ||
+ ((Layout::Engine::SINGLE_LINE_BOX == impl.mLayoutEngine.GetLayout()) &&
+ (impl.mModel->GetBoundedParagraphRuns()[0].characterRun.numberOfCharacters != impl.mModel->mLogicalModel->mText.Count())));
+ if(isFollowControllerAlignment)
+ {
// Need to align with the control's size as the text may contain lines
// starting either with left to right text or right to left.
impl.mLayoutEngine.Align(size,
impl.mModel->mAlignmentOffset,
impl.mLayoutDirection,
(impl.mModel->mMatchLayoutDirection != DevelText::MatchLayoutDirection::CONTENTS));
+ }
+ else
+ {
+ //Override the controller horizontal-alignment by horizontal-alignment of bounded paragraph.
+ const Length& numberOfBoundedParagraphRuns = impl.mModel->GetNumberOfBoundedParagraphRuns();
+ const Vector<BoundedParagraphRun>& boundedParagraphRuns = impl.mModel->GetBoundedParagraphRuns();
+ const CharacterIndex alignEndIndex = alignStartIndex + alignRequestedNumberOfCharacters - 1u;
- viewUpdated = true;
+ Length alignIndex = alignStartIndex;
+ Length boundedParagraphRunIndex = 0u;
+
+ while(alignIndex <= alignEndIndex && boundedParagraphRunIndex < numberOfBoundedParagraphRuns)
+ {
+ //BP: BoundedParagraph
+ const BoundedParagraphRun& boundedParagraphRun = boundedParagraphRuns[boundedParagraphRunIndex];
+ const CharacterIndex& characterStartIndexBP = boundedParagraphRun.characterRun.characterIndex;
+ const Length& numberOfCharactersBP = boundedParagraphRun.characterRun.numberOfCharacters;
+ const CharacterIndex characterEndIndexBP = characterStartIndexBP + numberOfCharactersBP - 1u;
+
+ CharacterIndex decidedAlignStartIndex = alignIndex;
+ Length decidedAlignNumberOfCharacters = alignEndIndex - alignIndex + 1u;
+ Text::HorizontalAlignment::Type decidedHorizontalAlignment = impl.mModel->mHorizontalAlignment;
+
+ /*
+ * Shortcuts to explain indexes cases:
+ *
+ * AS: Alignment Start Index
+ * AE: Alignment End Index
+ * PS: Paragraph Start Index
+ * PE: Paragraph End Index
+ * B: BoundedParagraph Alignment
+ * M: Model Alignment
+ *
+ */
+
+ if(alignIndex < characterStartIndexBP && characterStartIndexBP <= alignEndIndex) /// AS.MMMMMM.PS--------AE
+ {
+ // Alignment from "Alignment Start Index" to index before "Paragraph Start Index" according to "Model Alignment"
+ decidedAlignStartIndex = alignIndex;
+ decidedAlignNumberOfCharacters = characterStartIndexBP - alignIndex;
+ decidedHorizontalAlignment = impl.mModel->mHorizontalAlignment;
+
+ // Need to re-heck the case of current bounded paragraph
+ alignIndex = characterStartIndexBP; // Shift AS to be PS
+ }
+ else if((characterStartIndexBP <= alignIndex && alignIndex <= characterEndIndexBP) || /// ---PS.BBBBBBB.AS.BBBBBBB.PE---
+ (characterStartIndexBP <= alignEndIndex && alignEndIndex <= characterEndIndexBP)) /// ---PS.BBBBBB.AE.BBBBBBB.PE---
+ {
+ // Alignment from "Paragraph Start Index" to "Paragraph End Index" according to "BoundedParagraph Alignment"
+ decidedAlignStartIndex = characterStartIndexBP;
+ decidedAlignNumberOfCharacters = numberOfCharactersBP;
+ decidedHorizontalAlignment = boundedParagraphRun.horizontalAlignmentDefined ? boundedParagraphRun.horizontalAlignment : impl.mModel->mHorizontalAlignment;
+
+ alignIndex = characterEndIndexBP + 1u; // Shift AS to be after PE direct
+ boundedParagraphRunIndex++; // Align then check the case of next bounded paragraph
+ }
+ else
+ {
+ boundedParagraphRunIndex++; // Check the case of next bounded paragraph
+ continue;
+ }
+
+ impl.mLayoutEngine.Align(size,
+ decidedAlignStartIndex,
+ decidedAlignNumberOfCharacters,
+ decidedHorizontalAlignment,
+ lines,
+ impl.mModel->mAlignmentOffset,
+ impl.mLayoutDirection,
+ (impl.mModel->mMatchLayoutDirection != DevelText::MatchLayoutDirection::CONTENTS));
+ }
+
+ //Align the remaining that is not aligned
+ if(alignIndex <= alignEndIndex)
+ {
+ impl.mLayoutEngine.Align(size,
+ alignIndex,
+ (alignEndIndex - alignIndex + 1u),
+ impl.mModel->mHorizontalAlignment,
+ lines,
+ impl.mModel->mAlignmentOffset,
+ impl.mLayoutDirection,
+ (impl.mModel->mMatchLayoutDirection != DevelText::MatchLayoutDirection::CONTENTS));
+ }
}
-#if defined(DEBUG_ENABLED)
- std::string currentText;
- impl.GetText(currentText);
- DALI_LOG_INFO(gLogFilter, Debug::Concise, "Controller::Relayouter::DoRelayout [%p] mImpl->mIsTextDirectionRTL[%s] [%s]\n", &impl, (impl.mIsTextDirectionRTL) ? "true" : "false", currentText.c_str());
-#endif
- DALI_LOG_INFO(gLogFilter, Debug::Verbose, "<--Controller::Relayouter::DoRelayout, view updated %s\n", (viewUpdated ? "true" : "false"));
- return viewUpdated;
}
-void Controller::Relayouter::CalculateVerticalOffset(Controller& controller, const Size& controlSize)
+void Controller::Relayouter::CalculateVerticalOffset(Controller::Impl& impl, const Size& controlSize)
{
- Controller::Impl& impl = *controller.mImpl;
ModelPtr& model = impl.mModel;
VisualModelPtr& visualModel = model->mVisualModel;
Size layoutSize = model->mVisualModel->GetLayoutSize();