+ void CreateHighlight()
+ {
+ if ( !mHighlightMeshActor )
+ {
+ mHighlightMaterial = Material::New( "HighlightMaterial" );
+ mHighlightMaterial.SetDiffuseColor( mHighlightColor );
+
+ mHighlightMeshData.SetMaterial( mHighlightMaterial );
+ mHighlightMeshData.SetHasNormals( true );
+
+ mHighlightMesh = Mesh::New( mHighlightMeshData );
+
+ mHighlightMeshActor = MeshActor::New( mHighlightMesh );
+#ifdef DECORATOR_DEBUG
+ mHighlightMeshActor.SetName( "HighlightMeshActor" );
+#endif
+ mHighlightMeshActor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ mHighlightMeshActor.SetPosition( 0.0f, 0.0f, DISPLAYED_HIGHLIGHT_Z_OFFSET );
+
+ Actor parent = mTextControlParent.Self();
+ parent.Add( mHighlightMeshActor );
+ }
+ }
+
+ void UpdateHighlight()
+ {
+ // Construct a Mesh with a texture to be used as the highlight 'box' for selected text
+ //
+ // Example scenarios where mesh is made from 3, 1, 2, 2 ,3 or 3 quads.
+ //
+ // [ TOP ] [ TOP ] [TOP ] [ TOP ] [ TOP ] [ TOP ]
+ // [ MIDDLE ] [BOTTOM] [BOTTOM] [ MIDDLE ] [ MIDDLE ]
+ // [ BOTTOM] [ MIDDLE ] [ MIDDLE ]
+ // [BOTTOM] [ MIDDLE ]
+ // [BOTTOM]
+ //
+ // Each quad is created as 2 triangles.
+ // Middle is just 1 quad regardless of its size.
+ //
+ // (0,0) (0,0)
+ // 0* *2 0* *2
+ // TOP TOP
+ // 3* *1 3* *1
+ // 4* *1 4* *6
+ // MIDDLE BOTTOM
+ // 6* *5 7* *5
+ // 6* *8
+ // BOTTOM
+ // 9* *7
+ //
+
+ if ( mHighlightMesh && mHighlightMaterial && !mHighlightQuadList.empty() )
+ {
+ MeshData::VertexContainer vertices;
+ Dali::MeshData::FaceIndices faceIndices;
+
+ std::vector<QuadCoordinates>::iterator iter = mHighlightQuadList.begin();
+ std::vector<QuadCoordinates>::iterator endIter = mHighlightQuadList.end();
+
+ // vertex position defaults to (0 0 0)
+ MeshData::Vertex vertex;
+ // set normal for all vertices as (0 0 1) pointing outward from TextInput Actor.
+ vertex.nZ = 1.0f;
+
+ for(std::size_t v = 0; iter != endIter; ++iter,v+=4 )
+ {
+ // Add each quad geometry (a sub-selection) to the mesh data.
+
+ // 0-----1
+ // |\ |
+ // | \ A |
+ // | \ |
+ // | B \ |
+ // | \|
+ // 2-----3
+
+ QuadCoordinates& quad = *iter;
+ // top-left (v+0)
+ vertex.x = quad.min.x;
+ vertex.y = quad.min.y;
+ vertices.push_back( vertex );
+
+ // top-right (v+1)
+ vertex.x = quad.max.x;
+ vertex.y = quad.min.y;
+ vertices.push_back( vertex );
+
+ // bottom-left (v+2)
+ vertex.x = quad.min.x;
+ vertex.y = quad.max.y;
+ vertices.push_back( vertex );
+
+ // bottom-right (v+3)
+ vertex.x = quad.max.x;
+ vertex.y = quad.max.y;
+ vertices.push_back( vertex );
+
+ // triangle A (3, 1, 0)
+ faceIndices.push_back( v + 3 );
+ faceIndices.push_back( v + 1 );
+ faceIndices.push_back( v );
+
+ // triangle B (0, 2, 3)
+ faceIndices.push_back( v );
+ faceIndices.push_back( v + 2 );
+ faceIndices.push_back( v + 3 );
+
+ mHighlightMeshData.SetFaceIndices( faceIndices );
+ }
+
+ BoneContainer bones(0); // passed empty as bones not required
+ mHighlightMeshData.SetData( vertices, faceIndices, bones, mHighlightMaterial );
+ mHighlightMesh.UpdateMeshData( mHighlightMeshData );
+ }
+ }
+