float TextField::GetHeightForWidth( float width )
{
- return mController->GetHeightForWidth( width );
+ Padding padding;
+ Self().GetPadding( padding );
+ return mController->GetHeightForWidth( width ) + padding.top + padding.bottom;
}
void TextField::OnRelayout( const Vector2& size, RelayoutContainer& container )
{
DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextField OnRelayout\n");
- const Text::Controller::UpdateTextType updateTextType = mController->Relayout( size );
+ Actor self = Self();
+ Padding padding;
+
+ self.GetPadding( padding );
+ Vector2 contentSize( size.x - ( padding.left + padding.right ), size.y - ( padding.top + padding.bottom ) );
+
+ if( mStencil )
+ {
+ mStencil.SetPosition( padding.left , padding.top );
+ }
+ if( mActiveLayer )
+ {
+ mActiveLayer.SetPosition( padding.left , padding.top );
+ }
+
+ const Text::Controller::UpdateTextType updateTextType = mController->Relayout( contentSize );
if( ( Text::Controller::NONE_UPDATED != updateTextType ) ||
!mRenderer )
}
RenderText( updateTextType );
+
}
// The text-field emits signals when the input style changes. These changes of style are
{
if( mRenderer )
{
+ Dali::Toolkit::TextField handle = Dali::Toolkit::TextField( GetOwner() );
+
renderableActor = mRenderer->Render( mController->GetView(),
+ handle,
+ Property::INVALID_INDEX, // Animatable property not supported
mAlignmentOffset,
DepthIndex::CONTENT );
}
{
const Vector2& scrollOffset = mController->GetTextModel()->GetScrollPosition();
- mRenderableActor.SetPosition( scrollOffset.x + mAlignmentOffset, scrollOffset.y );
+ if( mStencil )
+ {
+ mRenderableActor.SetPosition( scrollOffset.x + mAlignmentOffset, scrollOffset.y );
+ }
+ else
+ {
+ Padding padding;
+ Self().GetPadding( padding );
+ mRenderableActor.SetPosition( scrollOffset.x + mAlignmentOffset + padding.left, scrollOffset.y + padding.top );
+ }
+
// Make sure the actors are parented correctly with/without clipping
Actor self = mStencil ? mStencil : Self();
mImfManager.Activate();
// Deliver the tap before the focus event to controller; this allows us to detect when focus is gained due to tap-gestures
- mController->TapEvent( gesture.numberOfTaps, gesture.localPoint.x, gesture.localPoint.y );
+ Padding padding;
+ Self().GetPadding( padding );
+ mController->TapEvent( gesture.numberOfTaps, gesture.localPoint.x - padding.left, gesture.localPoint.y - padding.top );
SetKeyInputFocus();
}
{
mImfManager.Activate();
- mController->LongPressEvent( gesture.state, gesture.localPoint.x, gesture.localPoint.y );
+ Padding padding;
+ Self().GetPadding( padding );
+ mController->LongPressEvent( gesture.state, gesture.localPoint.x - padding.left, gesture.localPoint.y - padding.top );
SetKeyInputFocus();
}
{
DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextField::OnKeyEvent %p keyCode %d\n", mController.Get(), event.keyCode );
- if( Dali::DALI_KEY_ESCAPE == event.keyCode ) // Make a Dali key code for this
+ if( Dali::DALI_KEY_ESCAPE == event.keyCode && mController->ShouldClearFocusOnEscape() )
{
// Make sure ClearKeyInputFocus when only key is up
if( event.state == KeyEvent::Up )
}
else
{
+ actor.SetParentOrigin( ParentOrigin::TOP_LEFT );
+ actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
Self().Add( actor );
+ mActiveLayer = actor;
}
}
}
{
// Creates an extra control to be used as stencil buffer.
mStencil = Control::New();
- mStencil.SetAnchorPoint( AnchorPoint::CENTER );
- mStencil.SetParentOrigin( ParentOrigin::CENTER );
+ mStencil.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ mStencil.SetParentOrigin( ParentOrigin::TOP_LEFT );
// Creates a background visual. Even if the color is transparent it updates the stencil.
mStencil.SetProperty( Toolkit::Control::Property::BACKGROUND,