const std::string& newFont = GetImpl( styleManager ).GetDefaultFontFamily();
// Property system did not set the font so should update it.
mController->UpdateAfterFontChange( newFont );
+ RelayoutRequest();
break;
}
case StyleChange::DEFAULT_FONT_SIZE_CHANGE:
{
GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) );
+ RelayoutRequest();
break;
}
case StyleChange::THEME_CHANGE:
{
GetImpl( styleManager ).ApplyThemeStyle( Toolkit::Control( GetOwner() ) );
+ RelayoutRequest();
break;
}
}
{
if( mRenderer )
{
- renderableActor = mRenderer->Render( mController->GetView(), DepthIndex::TEXT );
+ renderableActor = mRenderer->Render( mController->GetView(),
+ mAlignmentOffset,
+ DepthIndex::TEXT );
}
if( renderableActor != mRenderableActor )
{
const Vector2& scrollOffset = mController->GetScrollPosition();
- mRenderableActor.SetPosition( scrollOffset.x, scrollOffset.y );
+ mRenderableActor.SetPosition( scrollOffset.x + mAlignmentOffset, scrollOffset.y );
// Make sure the actors are parented correctly with/without clipping
Actor self = mStencil ? mStencil : Self();
if( Dali::DALI_KEY_ESCAPE == event.keyCode ) // Make a Dali key code for this
{
- ClearKeyInputFocus();
+ // Make sure ClearKeyInputFocus when only key is up
+ if( event.state == KeyEvent::Up )
+ {
+ ClearKeyInputFocus();
+ }
+
return true;
}
TextEditor::TextEditor()
: Control( ControlBehaviour( CONTROL_BEHAVIOUR_DEFAULT ) ),
mIdleCallback( NULL ),
+ mAlignmentOffset( 0.f ),
mRenderingBackend( DEFAULT_RENDERING_BACKEND ),
mHasBeenStaged( false )
{