// EXTERNAL INCLUDES
#include <dali/integration-api/debug.h>
-#include <dali/public-api/actors/actor.h>
+
#include <dali/public-api/adaptor-framework/timer.h>
-#include <dali/public-api/actors/image-actor.h>
#include <dali/public-api/actors/layer.h>
-#include <dali/devel-api/actors/mesh-actor.h>
-#include <dali/public-api/animation/constraint.h>
-#include <dali/public-api/common/constants.h>
#include <dali/public-api/common/stage.h>
-#include <dali/public-api/events/tap-gesture.h>
-#include <dali/public-api/events/tap-gesture-detector.h>
#include <dali/public-api/events/touch-event.h>
#include <dali/public-api/events/pan-gesture.h>
-#include <dali/public-api/events/pan-gesture-detector.h>
-#include <dali/devel-api/geometry/mesh.h>
-#include <dali/devel-api/geometry/mesh-data.h>
#include <dali/public-api/images/resource-image.h>
-#include <dali/public-api/math/rect.h>
-#include <dali/public-api/math/vector2.h>
-#include <dali/public-api/math/vector4.h>
#include <dali/public-api/object/property-notification.h>
-#include <dali/public-api/signals/connection-tracker.h>
+
+#include <dali/devel-api/rendering/geometry.h>
+#include <dali/devel-api/rendering/renderer.h>
// INTERNAL INCLUDES
-#include <dali-toolkit/public-api/controls/control.h>
-#include <dali-toolkit/public-api/controls/control-impl.h>
-#include <dali-toolkit/public-api/controls/buttons/push-button.h>
+#include <dali-toolkit/public-api/controls/control-depth-index-ranges.h>
#include <dali-toolkit/public-api/controls/default-controls/solid-color-actor.h>
-#include <dali-toolkit/public-api/controls/text-controls/text-label.h>
-#include <dali-toolkit/devel-api/controls/text-controls/text-selection-popup.h>
#ifdef DEBUG_ENABLED
#define DECORATOR_DEBUG
#endif
+#define MAKE_SHADER(A)#A
+
+namespace
+{
+const char* VERTEX_SHADER = MAKE_SHADER(
+attribute mediump vec2 aPosition;
+uniform mediump mat4 uMvpMatrix;
+uniform mediump vec3 uSize;
+
+void main()
+{
+ mediump vec4 position = vec4( aPosition, 0.0, 1.0 );
+ position.xyz *= uSize;
+ gl_Position = uMvpMatrix * position;
+}
+);
+
+const char* FRAGMENT_SHADER = MAKE_SHADER(
+uniform lowp vec4 uColor;
+
+void main()
+{
+ gl_FragColor = uColor;
+}
+);
+}
+
namespace Dali
{
namespace Internal
namespace
{
-const char* DEFAULT_GRAB_HANDLE_IMAGE_RELEASED( DALI_IMAGE_DIR "insertpoint-icon.png" );
-const char* DEFAULT_GRAB_HANDLE_IMAGE_PRESSED( DALI_IMAGE_DIR "insertpoint-icon-pressed.png" );
-const char* DEFAULT_SELECTION_HANDLE_ONE_RELEASED( DALI_IMAGE_DIR "text-input-selection-handle-left.png" );
-const char* DEFAULT_SELECTION_HANDLE_ONE_PRESSED( DALI_IMAGE_DIR "text-input-selection-handle-left-press.png" );
-const char* DEFAULT_SELECTION_HANDLE_TWO_RELEASED( DALI_IMAGE_DIR "text-input-selection-handle-right.png" );
-const char* DEFAULT_SELECTION_HANDLE_TWO_PRESSED( DALI_IMAGE_DIR "text-input-selection-handle-right-press.png" );
+const char* DEFAULT_GRAB_HANDLE_IMAGE_RELEASED( DALI_IMAGE_DIR "cursor_handler_center.png" );
const int DEFAULT_POPUP_OFFSET( -100.0f ); // Vertical offset of Popup from cursor or handles position.
const Dali::Vector3 DEFAULT_GRAB_HANDLE_RELATIVE_SIZE( 1.25f, 1.5f, 1.0f );
const Dali::Vector3 DEFAULT_SELECTION_HANDLE_RELATIVE_SIZE( 1.25f, 1.5f, 1.0f );
-const Dali::Vector4 LIGHT_BLUE( (0xb2 / 255.0f), (0xeb / 255.0f), (0xf2 / 255.0f), 0.5f ); // The text highlight color.
+const Dali::Vector4 LIGHT_BLUE( 0.75f, 0.96f, 1.f, 1.f ); // The text highlight color. TODO: due some problems, maybe with the blending function in the text clipping, the color is fully opaque.
+
+const Dali::Vector4 HANDLE_COLOR( 0.0f, (183.0f / 255.0f), (229.0f / 255.0f), 1.0f );
const unsigned int CURSOR_BLINK_INTERVAL = 500u; // Cursor blink interval
const float TO_MILLISECONDS = 1000.f;
const float TO_SECONDS = 1.f / TO_MILLISECONDS;
-const float DISPLAYED_HIGHLIGHT_Z_OFFSET( -0.05f );
-
const unsigned int SCROLL_TICK_INTERVAL = 50u;
const float SCROLL_THRESHOLD = 10.f;
const float SCROLL_SPEED = 300.f;
const float SCROLL_DISTANCE = SCROLL_SPEED * SCROLL_TICK_INTERVAL * TO_SECONDS;
+const float CURSOR_WIDTH = 1.f;
+
/**
* structure to hold coordinates of each quad, which will make up the mesh.
*/
originY + boundingRectangle.height );
}
+void WorldToLocalCoordinatesBoundingBox( const Dali::Vector4& boundingBox, Dali::Rect<int>& boundingRectangle )
+{
+ // Convert to local coordinates and store as a Dali::Rect.
+ Dali::Vector2 stageSize = Dali::Stage::GetCurrent().GetSize();
+
+ boundingRectangle.x = boundingBox.x + 0.5f * stageSize.width;
+ boundingRectangle.y = boundingBox.y + 0.5f * stageSize.height;
+ boundingRectangle.width = boundingBox.z - boundingBox.x;
+ boundingRectangle.height = boundingBox.w - boundingBox.y;
+}
} // end of namespace
{
HandleImpl()
: position(),
+ size(),
lineHeight( 0.0f ),
grabDisplacementX( 0.f ),
grabDisplacementY( 0.f ),
active( false ),
visible( false ),
pressed( false ),
- flipped( false )
+ horizontallyFlipped( false ),
+ verticallyFlipped( false )
{
}
ImageActor actor;
Actor grabArea;
+ ImageActor markerActor;
Vector2 position;
- float lineHeight; ///< Not the handle height
- float grabDisplacementX;
- float grabDisplacementY;
- bool active : 1;
- bool visible : 1;
- bool pressed : 1;
- bool flipped : 1;
+ Size size;
+ float lineHeight; ///< Not the handle height
+ float grabDisplacementX;
+ float grabDisplacementY;
+ bool active : 1;
+ bool visible : 1;
+ bool pressed : 1;
+ bool horizontallyFlipped : 1; ///< Whether the handle has been horizontally flipped.
+ bool verticallyFlipped : 1; ///< Whether the handle has been vertically flipped.
};
struct PopupImpl
: mController( controller ),
mEnabledPopupButtons( TextSelectionPopup::NONE ),
mTextSelectionPopupCallbackInterface( callbackInterface ),
- mBoundingBox( Rect<int>() ),
+ mHandleColor( HANDLE_COLOR ),
+ mBoundingBox(),
mHighlightColor( LIGHT_BLUE ),
mHighlightPosition( Vector2::ZERO ),
mActiveCursor( ACTIVE_CURSOR_NONE ),
mCursorBlinkInterval( CURSOR_BLINK_INTERVAL ),
mCursorBlinkDuration( 0.0f ),
+ mCursorWidth( CURSOR_WIDTH ),
mHandleScrolling( HANDLE_TYPE_COUNT ),
mScrollDirection( SCROLL_NONE ),
mScrollThreshold( SCROLL_THRESHOLD ),
mScrollSpeed( SCROLL_SPEED ),
mScrollDistance( SCROLL_DISTANCE ),
+ mTextDepth( 0u ),
mActiveCopyPastePopup( false ),
mCursorBlinkStatus( true ),
+ mDelayCursorBlink( false ),
mPrimaryCursorVisible( false ),
mSecondaryCursorVisible( false ),
- mSwapSelectionHandles( false ),
+ mFlipSelectionHandlesOnCross( false ),
+ mFlipLeftSelectionHandleDirection( false ),
+ mFlipRightSelectionHandleDirection( false ),
+ mHandlePanning( false ),
+ mHandleCurrentCrossed( false ),
+ mHandlePreviousCrossed( false ),
mNotifyEndOfScroll( false )
{
+ mQuadVertexFormat[ "aPosition" ] = Property::VECTOR2;
+ mQuadIndexFormat[ "indices" ] = Property::INTEGER;
+ mHighlightMaterial = Material::New( Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ) );
+
+ SetupTouchEvents();
}
/**
// Show or hide the cursors
CreateCursors();
+
if( mPrimaryCursor )
{
const CursorImpl& cursor = mCursor[PRIMARY_CURSOR];
mPrimaryCursorVisible = ( cursor.position.x <= size.width ) && ( cursor.position.x >= 0.f );
if( mPrimaryCursorVisible )
{
- Vector2 position = cursor.position;
+ const Vector2& position = cursor.position;
mPrimaryCursor.SetPosition( position.x,
position.y );
- mPrimaryCursor.SetSize( Size( 1.0f, cursor.cursorHeight ) );
+ mPrimaryCursor.SetSize( Size( mCursorWidth, cursor.cursorHeight ) );
}
- mPrimaryCursor.SetVisible( mPrimaryCursorVisible );
+ mPrimaryCursor.SetVisible( mPrimaryCursorVisible && mCursorBlinkStatus );
}
if( mSecondaryCursor )
{
{
mSecondaryCursor.SetPosition( cursor.position.x,
cursor.position.y );
- mSecondaryCursor.SetSize( Size( 1.0f, cursor.cursorHeight ) );
+ mSecondaryCursor.SetSize( Size( mCursorWidth, cursor.cursorHeight ) );
}
- mSecondaryCursor.SetVisible( mSecondaryCursorVisible );
+ mSecondaryCursor.SetVisible( mSecondaryCursorVisible && mCursorBlinkStatus );
}
// Show or hide the grab handle
HandleImpl& grabHandle = mHandle[GRAB_HANDLE];
if( grabHandle.active )
{
- Vector2 position = grabHandle.position;
+ const Vector2& position = grabHandle.position;
const bool isVisible = ( position.x <= size.width ) && ( position.x >= 0.f );
if( isVisible )
{
- SetupTouchEvents();
-
CreateGrabHandle();
- grabHandle.actor.SetPosition( position.x,
- position.y + grabHandle.lineHeight );
+ // Sets the grab handle position and calculate if it needs to be vertically flipped if it exceeds the boundary box.
+ SetGrabHandlePosition();
+
+ // Sets the grab handle image according if it's pressed, flipped, etc.
+ SetHandleImage( GRAB_HANDLE );
}
grabHandle.actor.SetVisible( isVisible );
}
else if( grabHandle.actor )
{
- UnparentAndReset( grabHandle.actor );
+ grabHandle.actor.Unparent();
}
// Show or hide the selection handles/highlight
HandleImpl& secondary = mHandle[ RIGHT_SELECTION_HANDLE ];
if( primary.active || secondary.active )
{
- Vector2 primaryPosition = primary.position;
- Vector2 secondaryPosition = secondary.position;
+ const Vector2& primaryPosition = primary.position;
+ const Vector2& secondaryPosition = secondary.position;
const bool isPrimaryVisible = ( primaryPosition.x <= size.width ) && ( primaryPosition.x >= 0.f );
const bool isSecondaryVisible = ( secondaryPosition.x <= size.width ) && ( secondaryPosition.x >= 0.f );
if( isPrimaryVisible || isSecondaryVisible )
{
- SetupTouchEvents();
-
CreateSelectionHandles();
if( isPrimaryVisible )
{
- primary.actor.SetPosition( primaryPosition.x,
- primaryPosition.y + primary.lineHeight );
+ SetSelectionHandlePosition( LEFT_SELECTION_HANDLE );
+
+ // Sets the primary handle image according if it's pressed, flipped, etc.
+ SetHandleImage( LEFT_SELECTION_HANDLE );
+
+ SetSelectionHandleMarkerSize( primary );
}
if( isSecondaryVisible )
{
- secondary.actor.SetPosition( secondaryPosition.x,
- secondaryPosition.y + secondary.lineHeight );
+ SetSelectionHandlePosition( RIGHT_SELECTION_HANDLE );
+
+ // Sets the secondary handle image according if it's pressed, flipped, etc.
+ SetHandleImage( RIGHT_SELECTION_HANDLE );
+
+ SetSelectionHandleMarkerSize( secondary );
}
}
primary.actor.SetVisible( isPrimaryVisible );
}
else
{
- UnparentAndReset( primary.actor );
- UnparentAndReset( secondary.actor );
- UnparentAndReset( mHighlightMeshActor );
+ if( primary.actor )
+ {
+ primary.actor.Unparent();
+ }
+ if( secondary.actor )
+ {
+ secondary.actor.Unparent();
+ }
+ if( mHighlightActor )
+ {
+ mHighlightActor.Unparent();
+ }
}
- if ( mActiveCopyPastePopup )
+ if( mActiveCopyPastePopup )
{
- // todo Swap UnparentAndReset for DeterminePositionPopup() if mCopyPastePopup.actor valid Once the issue with the labels disappearing is fixed.
- UnparentAndReset( mCopyPastePopup.actor );
- if ( !mCopyPastePopup.actor )
- {
- mCopyPastePopup.actor = TextSelectionPopup::New( mEnabledPopupButtons, &mTextSelectionPopupCallbackInterface );
-#ifdef DECORATOR_DEBUG
- mCopyPastePopup.actor.SetName("mCopyPastePopup");
-#endif
- mCopyPastePopup.actor.SetAnchorPoint( AnchorPoint::CENTER );
- mCopyPastePopup.actor.OnRelayoutSignal().Connect( this, &Decorator::Impl::PopupRelayoutComplete ); // Position popup after size negotiation
- mActiveLayer.Add ( mCopyPastePopup.actor );
- }
+ ShowPopup();
}
else
{
- if ( mCopyPastePopup.actor )
- {
- UnparentAndReset( mCopyPastePopup.actor );
- }
+ if( mCopyPastePopup.actor )
+ {
+ mCopyPastePopup.actor.HidePopup();
+ }
}
}
mHighlightPosition += scrollOffset;
}
+ void ShowPopup()
+ {
+ if ( !mCopyPastePopup.actor )
+ {
+ return;
+ }
+
+ if( !mCopyPastePopup.actor.GetParent() )
+ {
+ mActiveLayer.Add( mCopyPastePopup.actor );
+ }
+
+ mCopyPastePopup.actor.RaiseAbove( mActiveLayer );
+ mCopyPastePopup.actor.ShowPopup();
+ }
+
void DeterminePositionPopup()
{
if ( !mActiveCopyPastePopup )
void PopupRelayoutComplete( Actor actor )
{
// Size negotiation for CopyPastePopup complete so can get the size and constrain position within bounding box.
- mCopyPastePopup.actor.OnRelayoutSignal().Disconnect( this, &Decorator::Impl::PopupRelayoutComplete );
DeterminePositionPopup();
}
void CreateCursor( ImageActor& cursor, const Vector4& color )
{
cursor = CreateSolidColorActor( color );
+ cursor.SetSortModifier( DECORATION_DEPTH_INDEX );
cursor.SetParentOrigin( ParentOrigin::TOP_LEFT ); // Need to set the default parent origin as CreateSolidColorActor() sets a different one.
- cursor.SetAnchorPoint( AnchorPoint::TOP_CENTER );
+ cursor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
}
// Add or Remove cursor(s) from parent
{
if( mActiveCursor == ACTIVE_CURSOR_NONE )
{
- UnparentAndReset( mPrimaryCursor );
- UnparentAndReset( mSecondaryCursor );
+ if( mPrimaryCursor )
+ {
+ mPrimaryCursor.Unparent();
+ }
+ if( mSecondaryCursor )
+ {
+ mSecondaryCursor.Unparent();
+ }
}
else
{
- /* Create Primary and or Secondary Cursor(s) if active and add to parent */
+ // Create Primary and or Secondary Cursor(s) if active and add to parent
if ( mActiveCursor == ACTIVE_CURSOR_PRIMARY ||
mActiveCursor == ACTIVE_CURSOR_BOTH )
{
#ifdef DECORATOR_DEBUG
mPrimaryCursor.SetName( "PrimaryCursorActor" );
#endif
+ }
+
+ if( !mPrimaryCursor.GetParent() )
+ {
mActiveLayer.Add( mPrimaryCursor );
}
}
#ifdef DECORATOR_DEBUG
mSecondaryCursor.SetName( "SecondaryCursorActor" );
#endif
+ }
+
+ if( !mSecondaryCursor.GetParent() )
+ {
mActiveLayer.Add( mSecondaryCursor );
}
}
else
{
- UnparentAndReset( mSecondaryCursor );
+ if( mSecondaryCursor )
+ {
+ mSecondaryCursor.Unparent();
+ }
}
}
}
bool OnCursorBlinkTimerTick()
{
- // Cursor blinking
- if ( mPrimaryCursor )
+ if( !mDelayCursorBlink )
{
- mPrimaryCursor.SetVisible( mPrimaryCursorVisible && mCursorBlinkStatus );
+ // Cursor blinking
+ if ( mPrimaryCursor )
+ {
+ mPrimaryCursor.SetVisible( mPrimaryCursorVisible && mCursorBlinkStatus );
+ }
+ if ( mSecondaryCursor )
+ {
+ mSecondaryCursor.SetVisible( mSecondaryCursorVisible && mCursorBlinkStatus );
+ }
+
+ mCursorBlinkStatus = !mCursorBlinkStatus;
}
- if ( mSecondaryCursor )
+ else
{
- mSecondaryCursor.SetVisible( mSecondaryCursorVisible && mCursorBlinkStatus );
+ // Resume blinking
+ mDelayCursorBlink = false;
}
- mCursorBlinkStatus = !mCursorBlinkStatus;
-
return true;
}
void SetupTouchEvents()
{
- if ( !mTapDetector )
- {
- mTapDetector = TapGestureDetector::New();
- mTapDetector.DetectedSignal().Connect( this, &Decorator::Impl::OnTap );
- }
+ mTapDetector = TapGestureDetector::New();
+ mTapDetector.DetectedSignal().Connect( this, &Decorator::Impl::OnTap );
- if ( !mPanGestureDetector )
- {
- mPanGestureDetector = PanGestureDetector::New();
- mPanGestureDetector.DetectedSignal().Connect( this, &Decorator::Impl::OnPan );
- }
+ mPanGestureDetector = PanGestureDetector::New();
+ mPanGestureDetector.DetectedSignal().Connect( this, &Decorator::Impl::OnPan );
}
void CreateActiveLayer()
mActiveLayer.RaiseToTop();
}
+ void SetSelectionHandleMarkerSize( HandleImpl& handle )
+ {
+ if ( handle.markerActor )
+ {
+ handle.markerActor.SetSize( 0, handle.lineHeight );
+ }
+ }
+
void CreateGrabHandle()
{
HandleImpl& grabHandle = mHandle[GRAB_HANDLE];
{
if( !mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_RELEASED] )
{
- mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_RELEASED] = ResourceImage::New( DEFAULT_GRAB_HANDLE_IMAGE_RELEASED );
- }
- if( !mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_PRESSED] )
- {
- mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_PRESSED] = ResourceImage::New( DEFAULT_GRAB_HANDLE_IMAGE_PRESSED );
+ SetHandleImage( GRAB_HANDLE, HANDLE_IMAGE_RELEASED, ResourceImage::New( DEFAULT_GRAB_HANDLE_IMAGE_RELEASED ) );
}
grabHandle.actor = ImageActor::New( mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_RELEASED] );
+ grabHandle.actor.SetSortModifier( DECORATION_DEPTH_INDEX );
grabHandle.actor.SetAnchorPoint( AnchorPoint::TOP_CENTER );
- grabHandle.actor.SetDrawMode( DrawMode::OVERLAY );
// Area that Grab handle responds to, larger than actual handle so easier to move
#ifdef DECORATOR_DEBUG
grabHandle.actor.SetName( "GrabHandleActor" );
grabHandle.grabArea.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS );
grabHandle.grabArea.SetSizeModeFactor( DEFAULT_GRAB_HANDLE_RELATIVE_SIZE );
grabHandle.actor.Add( grabHandle.grabArea );
+ grabHandle.actor.SetColor( mHandleColor );
grabHandle.grabArea.TouchedSignal().Connect( this, &Decorator::Impl::OnGrabHandleTouched );
mTapDetector.Attach( grabHandle.grabArea );
mActiveLayer.Add( grabHandle.actor );
}
+
+ if( !grabHandle.actor.GetParent() )
+ {
+ mActiveLayer.Add( grabHandle.actor );
+ }
}
- void CreateSelectionHandles()
+ void CreateHandleMarker( HandleImpl& handle, Image& image, HandleType handleType )
{
- HandleImpl& primary = mHandle[ LEFT_SELECTION_HANDLE ];
- if( !primary.actor )
+ if ( image )
{
- if( !mHandleImages[LEFT_SELECTION_HANDLE][HANDLE_IMAGE_RELEASED] )
+ handle.markerActor = ImageActor::New( image );
+ handle.markerActor.SetColor( mHandleColor );
+ handle.actor.Add( handle.markerActor );
+
+ handle.markerActor.SetResizePolicy ( ResizePolicy::FIXED, Dimension::HEIGHT );
+
+ if ( LEFT_SELECTION_HANDLE == handleType )
{
- mHandleImages[LEFT_SELECTION_HANDLE][HANDLE_IMAGE_RELEASED] = ResourceImage::New( DEFAULT_SELECTION_HANDLE_ONE_RELEASED );
+ handle.markerActor.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
+ handle.markerActor.SetParentOrigin( ParentOrigin::TOP_RIGHT );
}
- if( !mHandleImages[LEFT_SELECTION_HANDLE][HANDLE_IMAGE_PRESSED] )
+ else if ( RIGHT_SELECTION_HANDLE == handleType )
{
- mHandleImages[LEFT_SELECTION_HANDLE][HANDLE_IMAGE_PRESSED] = ResourceImage::New( DEFAULT_SELECTION_HANDLE_ONE_PRESSED );
+ handle.markerActor.SetAnchorPoint( AnchorPoint::BOTTOM_LEFT );
+ handle.markerActor.SetParentOrigin( ParentOrigin::TOP_LEFT );
}
+ }
+ }
+ void CreateSelectionHandles()
+ {
+ HandleImpl& primary = mHandle[ LEFT_SELECTION_HANDLE ];
+ if( !primary.actor )
+ {
primary.actor = ImageActor::New( mHandleImages[LEFT_SELECTION_HANDLE][HANDLE_IMAGE_RELEASED] );
#ifdef DECORATOR_DEBUG
primary.actor.SetName("SelectionHandleOne");
#endif
primary.actor.SetAnchorPoint( AnchorPoint::TOP_RIGHT ); // Change to BOTTOM_RIGHT if Look'n'Feel requires handle above text.
- primary.actor.SetDrawMode( DrawMode::OVERLAY ); // ensure grab handle above text
- primary.flipped = false;
+ primary.actor.SetSortModifier( DECORATION_DEPTH_INDEX );
+ primary.actor.SetColor( mHandleColor );
primary.grabArea = Actor::New(); // Area that Grab handle responds to, larger than actual handle so easier to move
#ifdef DECORATOR_DEBUG
primary.grabArea.TouchedSignal().Connect( this, &Decorator::Impl::OnHandleOneTouched );
primary.actor.Add( primary.grabArea );
+
+ CreateHandleMarker( primary, mHandleImages[LEFT_SELECTION_HANDLE_MARKER][HANDLE_IMAGE_RELEASED], LEFT_SELECTION_HANDLE );
+ }
+
+ if( !primary.actor.GetParent() )
+ {
mActiveLayer.Add( primary.actor );
}
HandleImpl& secondary = mHandle[ RIGHT_SELECTION_HANDLE ];
if( !secondary.actor )
{
- if( !mHandleImages[RIGHT_SELECTION_HANDLE][HANDLE_IMAGE_RELEASED] )
- {
- mHandleImages[RIGHT_SELECTION_HANDLE][HANDLE_IMAGE_RELEASED] = ResourceImage::New( DEFAULT_SELECTION_HANDLE_TWO_RELEASED );
- }
- if( !mHandleImages[RIGHT_SELECTION_HANDLE][HANDLE_IMAGE_PRESSED] )
- {
- mHandleImages[RIGHT_SELECTION_HANDLE][HANDLE_IMAGE_PRESSED] = ResourceImage::New( DEFAULT_SELECTION_HANDLE_TWO_PRESSED );
- }
-
secondary.actor = ImageActor::New( mHandleImages[RIGHT_SELECTION_HANDLE][HANDLE_IMAGE_RELEASED] );
#ifdef DECORATOR_DEBUG
secondary.actor.SetName("SelectionHandleTwo");
#endif
secondary.actor.SetAnchorPoint( AnchorPoint::TOP_LEFT ); // Change to BOTTOM_LEFT if Look'n'Feel requires handle above text.
- secondary.actor.SetDrawMode( DrawMode::OVERLAY ); // ensure grab handle above text
- secondary.flipped = false;
+ secondary.actor.SetSortModifier( DECORATION_DEPTH_INDEX );
+ secondary.actor.SetColor( mHandleColor );
secondary.grabArea = Actor::New(); // Area that Grab handle responds to, larger than actual handle so easier to move
#ifdef DECORATOR_DEBUG
secondary.grabArea.TouchedSignal().Connect( this, &Decorator::Impl::OnHandleTwoTouched );
secondary.actor.Add( secondary.grabArea );
+
+ CreateHandleMarker( secondary, mHandleImages[RIGHT_SELECTION_HANDLE_MARKER][HANDLE_IMAGE_RELEASED], RIGHT_SELECTION_HANDLE );
+ }
+
+ if( !secondary.actor.GetParent() )
+ {
mActiveLayer.Add( secondary.actor );
}
}
- void CreateHighlight()
+ void CalculateHandleWorldCoordinates( HandleImpl& handle, Vector2& position )
+ {
+ // Get the world position of the active layer
+ const Vector3 parentWorldPosition = mActiveLayer.GetCurrentWorldPosition();
+
+ // Get the size of the UI control.
+ Vector2 targetSize;
+ mController.GetTargetSize( targetSize );
+
+ // The grab handle position in world coords.
+ position.x = parentWorldPosition.x - 0.5f * targetSize.width + handle.position.x;
+ position.y = parentWorldPosition.y - 0.5f * targetSize.height + handle.position.y + handle.lineHeight;
+ }
+
+ void SetGrabHandlePosition()
+ {
+ // Reference to the grab handle.
+ HandleImpl& grabHandle = mHandle[GRAB_HANDLE];
+
+ // The grab handle position in world coords.
+ Vector2 grabHandleWorldPosition;
+ CalculateHandleWorldCoordinates( grabHandle, grabHandleWorldPosition );
+
+ // Check if the grab handle exceeds the boundaries of the decoration box.
+ // At the moment only the height is checked for the grab handle.
+ grabHandle.verticallyFlipped = ( grabHandleWorldPosition.y + grabHandle.size.height > mBoundingBox.w );
+
+ // The grab handle 'y' position in local coords.
+ // If the grab handle exceeds the bottom of the decoration box,
+ // set the 'y' position to the top of the line.
+ // The SetGrabHandleImage() method will change the orientation.
+ const float yLocalPosition = grabHandle.verticallyFlipped ? grabHandle.position.y : grabHandle.position.y + grabHandle.lineHeight;
+
+ grabHandle.actor.SetPosition( grabHandle.position.x - floor( 0.5f * mCursorWidth ),
+ yLocalPosition ); // TODO : Fix for multiline.
+ }
+
+ void SetSelectionHandlePosition( HandleType type )
+ {
+ const bool isPrimaryHandle = LEFT_SELECTION_HANDLE == type;
+
+ // Reference to the selection handle.
+ HandleImpl& handle = mHandle[type];
+
+ // Get the world coordinates of the handle position.
+ Vector2 handleWorldPosition;
+ CalculateHandleWorldCoordinates( handle, handleWorldPosition );
+
+ // Whether to flip the handle.
+ bool flipHandle = isPrimaryHandle ? mFlipLeftSelectionHandleDirection : mFlipRightSelectionHandleDirection;
+
+ // Whether to flip the handles if they are crossed.
+ bool crossFlip = false;
+ if( mFlipSelectionHandlesOnCross || !mHandlePanning )
+ {
+ crossFlip = mHandleCurrentCrossed;
+ }
+
+ // Does not flip if both conditions are true (double flip)
+ flipHandle = flipHandle != ( crossFlip || mHandlePreviousCrossed );
+
+ // Check if the selection handle exceeds the boundaries of the decoration box.
+ const bool exceedsLeftEdge = ( isPrimaryHandle ? !flipHandle : flipHandle ) && ( handleWorldPosition.x - handle.size.width < mBoundingBox.x );
+
+ const bool exceedsRightEdge = ( isPrimaryHandle ? flipHandle : !flipHandle ) && ( handleWorldPosition.x + handle.size.width > mBoundingBox.z );
+
+ // Does not flip if both conditions are true (double flip)
+ flipHandle = flipHandle != ( exceedsLeftEdge || exceedsRightEdge );
+
+ if( flipHandle )
+ {
+ if( !handle.horizontallyFlipped )
+ {
+ // Change the anchor point to flip the image.
+ handle.actor.SetAnchorPoint( isPrimaryHandle ? AnchorPoint::TOP_LEFT : AnchorPoint::TOP_RIGHT );
+
+ handle.horizontallyFlipped = true;
+ }
+ }
+ else
+ {
+ if( handle.horizontallyFlipped )
+ {
+ // Reset the anchor point.
+ handle.actor.SetAnchorPoint( isPrimaryHandle ? AnchorPoint::TOP_RIGHT : AnchorPoint::TOP_LEFT );
+
+ handle.horizontallyFlipped = false;
+ }
+ }
+
+ // Whether to flip the handle vertically.
+ handle.verticallyFlipped = ( handleWorldPosition.y + handle.size.height > mBoundingBox.w );
+
+ // The primary selection handle 'y' position in local coords.
+ // If the handle exceeds the bottom of the decoration box,
+ // set the 'y' position to the top of the line.
+ // The SetHandleImage() method will change the orientation.
+ const float yLocalPosition = handle.verticallyFlipped ? handle.position.y : handle.position.y + handle.lineHeight;
+
+ handle.actor.SetPosition( handle.position.x,
+ yLocalPosition ); // TODO : Fix for multiline.
+ }
+
+ void SetHandleImage( HandleType type )
{
- if ( !mHighlightMeshActor )
+ HandleImpl& handle = mHandle[type];
+
+ HandleType markerType = HANDLE_TYPE_COUNT;
+ // If the selection handle is flipped it chooses the image of the other selection handle. Does nothing for the grab handle.
+ if( LEFT_SELECTION_HANDLE == type )
+ {
+ type = handle.horizontallyFlipped ? RIGHT_SELECTION_HANDLE : LEFT_SELECTION_HANDLE;
+ markerType = handle.horizontallyFlipped ? RIGHT_SELECTION_HANDLE_MARKER : LEFT_SELECTION_HANDLE_MARKER;
+ }
+ else if( RIGHT_SELECTION_HANDLE == type )
{
- mHighlightMaterial = Material::New( "HighlightMaterial" );
- mHighlightMaterial.SetDiffuseColor( mHighlightColor );
+ type = handle.horizontallyFlipped ? LEFT_SELECTION_HANDLE : RIGHT_SELECTION_HANDLE;
+ markerType = handle.horizontallyFlipped ? LEFT_SELECTION_HANDLE_MARKER : RIGHT_SELECTION_HANDLE_MARKER;
+ }
+
+ // Chooses between the released or pressed image. It checks whether the pressed image exists.
+ const HandleImageType imageType = ( handle.pressed ? ( mHandleImages[type][HANDLE_IMAGE_PRESSED] ? HANDLE_IMAGE_PRESSED : HANDLE_IMAGE_RELEASED ) : HANDLE_IMAGE_RELEASED );
+
+ handle.actor.SetImage( mHandleImages[type][imageType] );
+
+ if( HANDLE_TYPE_COUNT != markerType )
+ {
+ const HandleImageType markerImageType = ( handle.pressed ? ( mHandleImages[markerType][HANDLE_IMAGE_PRESSED] ? HANDLE_IMAGE_PRESSED : HANDLE_IMAGE_RELEASED ) : HANDLE_IMAGE_RELEASED );
+ handle.markerActor.SetImage( mHandleImages[markerType][markerImageType] );
+ }
- mHighlightMeshData.SetMaterial( mHighlightMaterial );
- mHighlightMeshData.SetHasNormals( true );
+ // Whether to flip the handle vertically.
+ handle.actor.SetOrientation( handle.verticallyFlipped ? ANGLE_180 : ANGLE_0, Vector3::XAXIS );
+ }
- mHighlightMesh = Mesh::New( mHighlightMeshData );
+ void CreateHighlight()
+ {
+ if( !mHighlightActor )
+ {
+ mHighlightActor = Actor::New();
- mHighlightMeshActor = MeshActor::New( mHighlightMesh );
#ifdef DECORATOR_DEBUG
- mHighlightMeshActor.SetName( "HighlightMeshActor" );
+ mHighlightActor.SetName( "HighlightActor" );
#endif
- mHighlightMeshActor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
-
- // Add the highlight box telling the controller it needs clipping.
- mController.AddDecoration( mHighlightMeshActor, true );
+ mHighlightActor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ mHighlightActor.SetSize( 1.0f, 1.0f );
+ mHighlightActor.SetColor( mHighlightColor );
+ mHighlightActor.SetColorMode( USE_OWN_COLOR );
}
- mHighlightMeshActor.SetPosition( mHighlightPosition.x, mHighlightPosition.y, DISPLAYED_HIGHLIGHT_Z_OFFSET );
+ // Add the highlight box telling the controller it needs clipping.
+ mController.AddDecoration( mHighlightActor, true );
}
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() )
+ if ( mHighlightActor )
{
- MeshData::VertexContainer vertices;
- Dali::MeshData::FaceIndices faceIndices;
+ if( !mHighlightQuadList.empty() )
+ {
+ Vector< Vector2 > vertices;
+ Vector< unsigned int> indices;
+ Vector2 vertex;
- std::vector<QuadCoordinates>::iterator iter = mHighlightQuadList.begin();
- std::vector<QuadCoordinates>::iterator endIter = mHighlightQuadList.end();
+ 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 )
+ {
+ QuadCoordinates& quad = *iter;
+
+ // top-left (v+0)
+ vertex.x = quad.min.x;
+ vertex.y = quad.min.y;
+ vertices.PushBack( vertex );
+
+ // top-right (v+1)
+ vertex.x = quad.max.x;
+ vertex.y = quad.min.y;
+ vertices.PushBack( vertex );
+
+ // bottom-left (v+2)
+ vertex.x = quad.min.x;
+ vertex.y = quad.max.y;
+ vertices.PushBack( vertex );
+
+ // bottom-right (v+3)
+ vertex.x = quad.max.x;
+ vertex.y = quad.max.y;
+ vertices.PushBack( vertex );
+
+ // triangle A (3, 1, 0)
+ indices.PushBack( v + 3 );
+ indices.PushBack( v + 1 );
+ indices.PushBack( v );
+
+ // triangle B (0, 2, 3)
+ indices.PushBack( v );
+ indices.PushBack( v + 2 );
+ indices.PushBack( v + 3 );
+ }
- 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 );
+ if( mQuadVertices )
+ {
+ mQuadVertices.SetSize( vertices.Size() );
+ }
+ else
+ {
+ mQuadVertices = PropertyBuffer::New( mQuadVertexFormat, vertices.Size() );
+ }
+
+ if( mQuadIndices )
+ {
+ mQuadIndices.SetSize( indices.Size() );
+ }
+ else
+ {
+ mQuadIndices = PropertyBuffer::New( mQuadIndexFormat, indices.Size() );
+ }
+
+ mQuadVertices.SetData( &vertices[ 0 ] );
+ mQuadIndices.SetData( &indices[ 0 ] );
+
+ if( !mQuadGeometry )
+ {
+ mQuadGeometry = Geometry::New();
+ mQuadGeometry.AddVertexBuffer( mQuadVertices );
+ }
+ mQuadGeometry.SetIndexBuffer( mQuadIndices );
+
+ if( !mHighlightRenderer )
+ {
+ mHighlightRenderer = Dali::Renderer::New( mQuadGeometry, mHighlightMaterial );
+ mHighlightActor.AddRenderer( mHighlightRenderer );
+ }
}
- BoneContainer bones(0); // passed empty as bones not required
- mHighlightMeshData.SetData( vertices, faceIndices, bones, mHighlightMaterial );
- mHighlightMesh.UpdateMeshData( mHighlightMeshData );
+ mHighlightActor.SetPosition( mHighlightPosition.x,
+ mHighlightPosition.y );
+
+ mHighlightQuadList.clear();
+
+ if( mHighlightRenderer )
+ {
+ mHighlightRenderer.SetDepthIndex( mTextDepth - 2u ); // text is rendered at mTextDepth and text's shadow at mTextDepth -1u.
+ }
}
}
StopScrollTimer();
mController.DecorationEvent( type, HANDLE_PRESSED, x, y );
}
+
+ mHandlePanning = true;
}
else if( Gesture::Finished == gesture.state ||
Gesture::Cancelled == gesture.state )
mController.DecorationEvent( type, HANDLE_RELEASED, x, y );
}
- if( GRAB_HANDLE == type )
- {
- handle.actor.SetImage( mHandleImages[type][HANDLE_IMAGE_RELEASED] );
- }
- else
- {
- HandleType selectionHandleType = type;
-
- if( mSwapSelectionHandles != handle.flipped )
- {
- selectionHandleType = ( LEFT_SELECTION_HANDLE == type ) ? RIGHT_SELECTION_HANDLE : LEFT_SELECTION_HANDLE;
- }
-
- handle.actor.SetImage( mHandleImages[selectionHandleType][HANDLE_IMAGE_RELEASED] );
- }
+ handle.actor.SetImage( mHandleImages[type][HANDLE_IMAGE_RELEASED] );
handle.pressed = false;
+
+ mHandlePanning = false;
}
}
if( TouchPoint::Down == point.state )
{
mHandle[GRAB_HANDLE].pressed = true;
- Image imagePressed = mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_PRESSED];
- if( imagePressed )
- {
- mHandle[GRAB_HANDLE].actor.SetImage( imagePressed );
- }
}
- else if( TouchPoint::Up == point.state )
+ else if( ( TouchPoint::Up == point.state ) ||
+ ( TouchPoint::Interrupted == point.state ) )
{
mHandle[GRAB_HANDLE].pressed = false;
- Image imageReleased = mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_RELEASED];
- if( imageReleased )
- {
- mHandle[GRAB_HANDLE].actor.SetImage( imageReleased );
- }
}
+
+ SetHandleImage( GRAB_HANDLE );
}
// Consume to avoid pop-ups accidentally closing, when handle is outside of pop-up area
{
const TouchPoint& point = event.GetPoint(0);
- const bool flip = mSwapSelectionHandles != mHandle[LEFT_SELECTION_HANDLE].flipped;
if( TouchPoint::Down == point.state )
{
mHandle[LEFT_SELECTION_HANDLE].pressed = true;
- Image imagePressed = mHandleImages[flip ? RIGHT_SELECTION_HANDLE : LEFT_SELECTION_HANDLE][HANDLE_IMAGE_PRESSED];
- if( imagePressed )
- {
- mHandle[LEFT_SELECTION_HANDLE].actor.SetImage( imagePressed );
- }
}
- else if( TouchPoint::Up == point.state )
+ else if( ( TouchPoint::Up == point.state ) ||
+ ( TouchPoint::Interrupted == point.state ) )
{
mHandle[LEFT_SELECTION_HANDLE].pressed = false;
- Image imageReleased = mHandleImages[flip ? RIGHT_SELECTION_HANDLE : LEFT_SELECTION_HANDLE][HANDLE_IMAGE_RELEASED];
- if( imageReleased )
- {
- mHandle[LEFT_SELECTION_HANDLE].actor.SetImage( imageReleased );
- }
+ mHandlePreviousCrossed = mHandleCurrentCrossed;
+ mHandlePanning = false;
}
+
+ SetHandleImage( LEFT_SELECTION_HANDLE );
}
// Consume to avoid pop-ups accidentally closing, when handle is outside of pop-up area
{
const TouchPoint& point = event.GetPoint(0);
- const bool flip = mSwapSelectionHandles != mHandle[RIGHT_SELECTION_HANDLE].flipped;
if( TouchPoint::Down == point.state )
{
- Image imagePressed = mHandleImages[flip ? LEFT_SELECTION_HANDLE : RIGHT_SELECTION_HANDLE][HANDLE_IMAGE_PRESSED];
mHandle[RIGHT_SELECTION_HANDLE].pressed = true;
- if( imagePressed )
- {
- mHandle[RIGHT_SELECTION_HANDLE].actor.SetImage( imagePressed );
- }
}
- else if( TouchPoint::Up == point.state )
+ else if( ( TouchPoint::Up == point.state ) ||
+ ( TouchPoint::Interrupted == point.state ) )
{
- Image imageReleased = mHandleImages[flip ? LEFT_SELECTION_HANDLE : RIGHT_SELECTION_HANDLE][HANDLE_IMAGE_RELEASED];
mHandle[RIGHT_SELECTION_HANDLE].pressed = false;
- if( imageReleased )
- {
- mHandle[RIGHT_SELECTION_HANDLE].actor.SetImage( imageReleased );
- }
+ mHandlePreviousCrossed = mHandleCurrentCrossed;
+ mHandlePanning = false;
}
+
+ SetHandleImage( RIGHT_SELECTION_HANDLE );
}
// Consume to avoid pop-ups accidentally closing, when handle is outside of pop-up area
// Exceeding vertical boundary
- Vector4 worldCoordinatesBoundingBox;
- LocalToWorldCoordinatesBoundingBox( mBoundingBox, worldCoordinatesBoundingBox );
-
float popupHeight = mCopyPastePopup.actor.GetRelayoutSize( Dimension::HEIGHT);
PropertyNotification verticalExceedNotification = mCopyPastePopup.actor.AddPropertyNotification( Actor::Property::WORLD_POSITION_Y,
- OutsideCondition( worldCoordinatesBoundingBox.y + popupHeight * 0.5f,
- worldCoordinatesBoundingBox.w - popupHeight * 0.5f ) );
+ OutsideCondition( mBoundingBox.y + popupHeight * 0.5f,
+ mBoundingBox.w - popupHeight * 0.5f ) );
verticalExceedNotification.NotifySignal().Connect( this, &Decorator::Impl::PopUpLeavesVerticalBoundary );
}
- void GetConstrainedPopupPosition( Vector3& requiredPopupPosition, Vector3& popupSize, Vector3 anchorPoint, Actor& parent, Rect<int>& boundingBox )
+ void GetConstrainedPopupPosition( Vector3& requiredPopupPosition, Vector3& popupSize, Vector3 anchorPoint, Actor& parent, const Vector4& boundingRectangleWorld )
{
DALI_ASSERT_DEBUG ( "Popup parent not on stage" && parent.OnStage() )
Vector3 popupWorldPosition = parentWorldPositionLeftAnchor + requiredPopupPosition; // Parent World position plus popup local position gives World Position
Vector3 popupDistanceFromAnchorPoint = popupSize*anchorPoint;
- // Bounding rectangle is supplied as screen coordinates, bounding will be done in world coordinates.
- Vector4 boundingRectangleWorld;
- LocalToWorldCoordinatesBoundingBox( boundingBox, boundingRectangleWorld );
-
// Calculate distance to move popup (in local space) so fits within the boundary
float xOffSetToKeepWithinBounds = 0.0f;
if( popupWorldPosition.x - popupDistanceFromAnchorPoint.x < boundingRectangleWorld.x )
// Prevent pixel mis-alignment by rounding down.
requiredPopupPosition.x = static_cast<int>( requiredPopupPosition.x );
requiredPopupPosition.y = static_cast<int>( requiredPopupPosition.y );
-
}
- void FlipSelectionHandleImages()
+ void SetHandleImage( HandleType handleType, HandleImageType handleImageType, Dali::Image image )
{
- SetupTouchEvents();
-
- CreateSelectionHandles();
-
- HandleImpl& leftHandle = mHandle[LEFT_SELECTION_HANDLE];
- HandleImpl& rightHandle = mHandle[RIGHT_SELECTION_HANDLE];
-
- const HandleImageType leftImageType = leftHandle.pressed ? HANDLE_IMAGE_PRESSED : HANDLE_IMAGE_RELEASED;
- const HandleImageType rightImageType = rightHandle.pressed ? HANDLE_IMAGE_PRESSED : HANDLE_IMAGE_RELEASED;
- const bool leftFlipped = mSwapSelectionHandles != leftHandle.flipped;
- const bool rightFlipped = mSwapSelectionHandles != rightHandle.flipped;
+ HandleImpl& handle = mHandle[handleType];
+ handle.size = Size( image.GetWidth(), image.GetHeight() );
- leftHandle.actor.SetImage( leftFlipped ? mHandleImages[RIGHT_SELECTION_HANDLE][leftImageType] : mHandleImages[LEFT_SELECTION_HANDLE][leftImageType] );
-
- leftHandle.actor.SetAnchorPoint( leftFlipped ? AnchorPoint::TOP_LEFT : AnchorPoint::TOP_RIGHT );
-
- rightHandle.actor.SetImage( rightFlipped ? mHandleImages[LEFT_SELECTION_HANDLE][rightImageType] : mHandleImages[RIGHT_SELECTION_HANDLE][rightImageType] );
-
- rightHandle.actor.SetAnchorPoint( rightFlipped ? AnchorPoint::TOP_RIGHT : AnchorPoint::TOP_LEFT );
+ mHandleImages[handleType][handleImageType] = image;
}
void SetScrollThreshold( float threshold )
Layer mActiveLayer; ///< Layer for active handles and alike that ensures they are above all else.
ImageActor mPrimaryCursor;
ImageActor mSecondaryCursor;
- MeshActor mHighlightMeshActor; ///< Mesh Actor to display highlight
+ Actor mHighlightActor; ///< Actor to display highlight
+ Renderer mHighlightRenderer;
+ Material mHighlightMaterial; ///< Material used for highlight
+ Property::Map mQuadVertexFormat;
+ Property::Map mQuadIndexFormat;
PopupImpl mCopyPastePopup;
TextSelectionPopup::Buttons mEnabledPopupButtons; /// Bit mask of currently enabled Popup buttons
TextSelectionPopupCallbackInterface& mTextSelectionPopupCallbackInterface;
Image mHandleImages[HANDLE_TYPE_COUNT][HANDLE_IMAGE_TYPE_COUNT];
- Image mCursorImage;
- Mesh mHighlightMesh; ///< Mesh for highlight
- MeshData mHighlightMeshData; ///< Mesh Data for highlight
- Material mHighlightMaterial; ///< Material used for highlight
+ Vector4 mHandleColor;
CursorImpl mCursor[CURSOR_COUNT];
HandleImpl mHandle[HANDLE_TYPE_COUNT];
+
+ PropertyBuffer mQuadVertices;
+ PropertyBuffer mQuadIndices;
+ Geometry mQuadGeometry;
QuadContainer mHighlightQuadList; ///< Sub-selections that combine to create the complete selection highlight
- Rect<int> mBoundingBox;
+ Vector4 mBoundingBox; ///< The bounding box in world coords.
Vector4 mHighlightColor; ///< Color of the highlight
Vector2 mHighlightPosition; ///< The position of the highlight actor.
unsigned int mActiveCursor;
unsigned int mCursorBlinkInterval;
float mCursorBlinkDuration;
+ float mCursorWidth; ///< The width of the cursors in pixels.
HandleType mHandleScrolling; ///< The handle which is scrolling.
ScrollDirection mScrollDirection; ///< The direction of the scroll.
float mScrollThreshold; ///< Defines a square area inside the control, close to the edge. A cursor entering this area will trigger scroll events.
float mScrollSpeed; ///< The scroll speed in pixels per second.
float mScrollDistance; ///< Distance the text scrolls during a scroll interval.
-
- bool mActiveCopyPastePopup : 1;
- bool mCursorBlinkStatus : 1; ///< Flag to switch between blink on and blink off.
- bool mPrimaryCursorVisible : 1; ///< Whether the primary cursor is visible.
- bool mSecondaryCursorVisible : 1; ///< Whether the secondary cursor is visible.
- bool mSwapSelectionHandles : 1; ///< Whether to swap the selection handle images.
- bool mNotifyEndOfScroll : 1; ///< Whether to notify the end of the scroll.
+ int mTextDepth; ///< The depth used to render the text.
+
+ bool mActiveCopyPastePopup : 1;
+ bool mCursorBlinkStatus : 1; ///< Flag to switch between blink on and blink off.
+ bool mDelayCursorBlink : 1; ///< Used to avoid cursor blinking when entering text.
+ bool mPrimaryCursorVisible : 1; ///< Whether the primary cursor is visible.
+ bool mSecondaryCursorVisible : 1; ///< Whether the secondary cursor is visible.
+ bool mFlipSelectionHandlesOnCross : 1; ///< Whether to flip the selection handles as soon as they cross.
+ bool mFlipLeftSelectionHandleDirection : 1; ///< Whether to flip the left selection handle image because of the character's direction.
+ bool mFlipRightSelectionHandleDirection : 1; ///< Whether to flip the right selection handle image because of the character's direction.
+ bool mHandlePanning : 1; ///< Whether any of the handles is moving.
+ bool mHandleCurrentCrossed : 1; ///< Whether the handles are crossed.
+ bool mHandlePreviousCrossed : 1; ///< Whether the handles where crossed at the last handle touch up.
+ bool mNotifyEndOfScroll : 1; ///< Whether to notify the end of the scroll.
};
DecoratorPtr Decorator::New( ControllerInterface& controller,
void Decorator::SetBoundingBox( const Rect<int>& boundingBox )
{
- mImpl->mBoundingBox = boundingBox;
+ LocalToWorldCoordinatesBoundingBox( boundingBox, mImpl->mBoundingBox );
}
-const Rect<int>& Decorator::GetBoundingBox() const
+void Decorator::GetBoundingBox( Rect<int>& boundingBox ) const
{
- return mImpl->mBoundingBox;
+ WorldToLocalCoordinatesBoundingBox( mImpl->mBoundingBox, boundingBox );
}
void Decorator::Relayout( const Vector2& size )
return mImpl->mCursor[cursor].position;
}
-void Decorator::SetColor( Cursor cursor, const Dali::Vector4& color )
+void Decorator::SetCursorColor( Cursor cursor, const Dali::Vector4& color )
{
mImpl->mCursor[cursor].color = color;
}
{
mImpl->mCursorBlinkTimer.Stop();
}
+
+ mImpl->mCursorBlinkStatus = true; // Keep cursor permanently shown
+}
+
+void Decorator::DelayCursorBlink()
+{
+ mImpl->mCursorBlinkStatus = true; // Show cursor for a bit longer
+ mImpl->mDelayCursorBlink = true;
}
void Decorator::SetCursorBlinkInterval( float seconds )
return mImpl->mCursorBlinkDuration;
}
+void Decorator::SetCursorWidth( int width )
+{
+ mImpl->mCursorWidth = static_cast<float>( width );
+}
+
+int Decorator::GetCursorWidth() const
+{
+ return static_cast<int>( mImpl->mCursorWidth );
+}
+
/** Handles **/
void Decorator::SetHandleActive( HandleType handleType, bool active )
{
mImpl->mHandle[handleType].active = active;
+
+ if( !active )
+ {
+ if( ( LEFT_SELECTION_HANDLE == handleType ) || ( RIGHT_SELECTION_HANDLE == handleType ) )
+ {
+ mImpl->mHandlePreviousCrossed = false;
+ }
+
+ // TODO: this is a work-around.
+ // The problem is the handle actor does not receive the touch event with the Interrupt
+ // state when the power button is pressed and the application goes to background.
+ mImpl->mHandle[handleType].pressed = false;
+ Image imageReleased = mImpl->mHandleImages[handleType][HANDLE_IMAGE_RELEASED];
+ ImageActor imageActor = mImpl->mHandle[handleType].actor;
+ if( imageReleased && imageActor )
+ {
+ imageActor.SetImage( imageReleased );
+ }
+ }
+
}
bool Decorator::IsHandleActive( HandleType handleType ) const
void Decorator::SetHandleImage( HandleType handleType, HandleImageType handleImageType, Dali::Image image )
{
- mImpl->mHandleImages[handleType][handleImageType] = image;
+ mImpl->SetHandleImage( handleType, handleImageType, image );
}
Dali::Image Decorator::GetHandleImage( HandleType handleType, HandleImageType handleImageType ) const
return mImpl->mHandleImages[handleType][handleImageType];
}
+void Decorator::SetHandleColor( const Vector4& color )
+{
+ mImpl->mHandleColor = color;
+}
+
+const Vector4& Decorator::GetHandleColor() const
+{
+ return mImpl->mHandleColor;
+}
+
void Decorator::SetPosition( HandleType handleType, float x, float y, float height )
{
// Adjust grab handle displacement
return mImpl->mHandle[handleType].position;
}
-void Decorator::SwapSelectionHandlesEnabled( bool enable )
+void Decorator::FlipSelectionHandlesOnCrossEnabled( bool enable )
{
- mImpl->mSwapSelectionHandles = enable;
+ mImpl->mFlipSelectionHandlesOnCross = enable;
+}
- mImpl->FlipSelectionHandleImages();
+void Decorator::SetSelectionHandleFlipState( bool indicesSwapped, bool left, bool right )
+{
+ mImpl->mHandleCurrentCrossed = indicesSwapped;
+ mImpl->mFlipLeftSelectionHandleDirection = left;
+ mImpl->mFlipRightSelectionHandleDirection = right;
}
void Decorator::AddHighlight( float x1, float y1, float x2, float y2 )
return mImpl->mHighlightColor;
}
+void Decorator::SetTextDepth( int textDepth )
+{
+ mImpl->mTextDepth = textDepth;
+}
+
void Decorator::SetPopupActive( bool active )
{
mImpl->mActiveCopyPastePopup = active;
void Decorator::SetEnabledPopupButtons( TextSelectionPopup::Buttons& enabledButtonsBitMask )
{
mImpl->mEnabledPopupButtons = enabledButtonsBitMask;
+
+ if ( !mImpl->mCopyPastePopup.actor )
+ {
+ mImpl->mCopyPastePopup.actor = TextSelectionPopup::New( &mImpl->mTextSelectionPopupCallbackInterface );
+#ifdef DECORATOR_DEBUG
+ mImpl->mCopyPastePopup.actor.SetName("mCopyPastePopup");
+#endif
+ mImpl->mCopyPastePopup.actor.SetAnchorPoint( AnchorPoint::CENTER );
+ mImpl->mCopyPastePopup.actor.OnRelayoutSignal().Connect( mImpl, &Decorator::Impl::PopupRelayoutComplete ); // Position popup after size negotiation
+ }
+
+ mImpl->mCopyPastePopup.actor.EnableButtons( mImpl->mEnabledPopupButtons );
}
TextSelectionPopup::Buttons& Decorator::GetEnabledPopupButtons()