Merge "Fix for selection handles." into devel/master
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / text / decorator / text-decorator.cpp
index 97aa0c8..cf450ef 100644 (file)
 #include <dali-toolkit/internal/text/decorator/text-decorator.h>
 
 // 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/public-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/public-api/geometry/mesh.h>
-#include <dali/public-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/images/nine-patch-image.h>
+#include <dali/public-api/object/property-notification.h>
 #include <dali/public-api/signals/connection-tracker.h>
 
+#include <dali/devel-api/object/property-buffer.h>
+#include <dali/devel-api/rendering/geometry.h>
+#include <dali/devel-api/rendering/material.h>
+#include <dali/devel-api/rendering/renderer.h>
+#include <dali/devel-api/rendering/shader.h>
+
 // INTERNAL INCLUDES
 #include <dali-toolkit/public-api/controls/control.h>
+#include <dali-toolkit/public-api/controls/control-depth-index-ranges.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/default-controls/solid-color-actor.h>
 #include <dali-toolkit/public-api/controls/text-controls/text-label.h>
-#include <dali-toolkit/public-api/controls/text-controls/text-selection-popup.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
+{
+#ifdef DECORATOR_DEBUG
+Integration::Log::Filter* gLogFilter( Integration::Log::Filter::New(Debug::NoLogging, false, "LOG_TEXT_DECORATOR") );
+#endif
+}
+}
+}
+
+
 // Local Data
 namespace
 {
 
-const char* DEFAULT_GRAB_HANDLE_IMAGE( DALI_IMAGE_DIR "insertpoint-icon.png" );
-const char* DEFAULT_SELECTION_HANDLE_ONE( DALI_IMAGE_DIR "text-input-selection-handle-left.png" );
-const char* DEFAULT_SELECTION_HANDLE_TWO( DALI_IMAGE_DIR "text-input-selection-handle-right.png" );
-//const char* DEFAULT_SELECTION_HANDLE_ONE_PRESSED( DALI_IMAGE_DIR "text-input-selection-handle-left-press.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 "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 Dali::Vector3 DEFAULT_GRAB_HANDLE_RELATIVE_SIZE( 1.5f, 2.0f, 1.0f );
-const Dali::Vector3 DEFAULT_SELECTION_HANDLE_RELATIVE_SIZE( 1.5f, 1.5f, 1.0f );
+const int DEFAULT_POPUP_OFFSET( -100.0f ); // Vertical offset of Popup from cursor or handles position.
 
-const std::size_t CURSOR_BLINK_INTERVAL = 500; // Cursor blink interval
-const std::size_t MILLISECONDS = 1000;
+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 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;
+
 /**
  * structure to hold coordinates of each quad, which will make up the mesh.
  */
@@ -98,6 +161,26 @@ struct QuadCoordinates
 
 typedef std::vector<QuadCoordinates> QuadContainer;
 
+/**
+ * @brief Takes a bounding rectangle in the local coordinates of an actor and returns the world coordinates Bounding Box.
+ * @param[in] boundingRectangle local bounding
+ * @param[out] Vector4 World coordinate bounding Box.
+ */
+void LocalToWorldCoordinatesBoundingBox( const Dali::Rect<int>& boundingRectangle, Dali::Vector4& boundingBox )
+{
+  // Convert to world coordinates and store as a Vector4 to be compatible with Property Notifications.
+  Dali::Vector2 stageSize = Dali::Stage::GetCurrent().GetSize();
+
+  const float originX = boundingRectangle.x - 0.5f * stageSize.width;
+  const float originY = boundingRectangle.y - 0.5f * stageSize.height;
+
+  boundingBox = Dali::Vector4( originX,
+                               originY,
+                               originX + boundingRectangle.width,
+                               originY + boundingRectangle.height );
+}
+
+
 } // end of namespace
 
 namespace Dali
@@ -111,67 +194,104 @@ namespace Text
 
 struct Decorator::Impl : public ConnectionTracker
 {
+  enum ScrollDirection
+  {
+    SCROLL_NONE,
+    SCROLL_RIGHT,
+    SCROLL_LEFT,
+    SCROLL_TOP,
+    SCROLL_BOTTOM
+  };
+
   struct CursorImpl
   {
     CursorImpl()
-    : x(0.0f),
-      y(0.0f),
-      height(0.0f),
-      color(Dali::Color::WHITE)
+    : color( Dali::Color::BLACK ),
+      position(),
+      cursorHeight( 0.0f ),
+      lineHeight( 0.0f )
     {
     }
 
-    float x;
-    float y;
-    float height;
-
     Vector4 color;
+    Vector2 position;
+    float cursorHeight;
+    float lineHeight;
   };
 
-  struct SelectionHandleImpl
+  struct HandleImpl
   {
-    SelectionHandleImpl()
-    : x(0.0f),
-      y(0.0f),
-      cursorHeight(0.0f),
-      flipped(false)
+    HandleImpl()
+    : position(),
+      lineHeight( 0.0f ),
+      grabDisplacementX( 0.f ),
+      grabDisplacementY( 0.f ),
+      active( false ),
+      visible( false ),
+      pressed( false ),
+      flipped( false )
     {
     }
 
-    float x;
-    float y;
-    float cursorHeight; ///< Not the handle height
-    bool flipped;
-
     ImageActor actor;
     Actor grabArea;
 
-    Image pressedImage;
-    Image releasedImage;
+    Vector2 position;
+    float lineHeight; ///< Not the handle height
+    float grabDisplacementX;
+    float grabDisplacementY;
+    bool active  : 1;
+    bool visible : 1;
+    bool pressed : 1;
+    bool flipped : 1;
   };
 
-  Impl( Dali::Toolkit::Internal::Control& parent, Observer& observer )
-  : mTextControlParent(parent),
-    mObserver(observer),
-    mActiveCursor(ACTIVE_CURSOR_NONE),
-    mActiveGrabHandle(false),
-    mActiveSelection( false ),
-    mActiveCopyPastePopup( false ),
+  struct PopupImpl
+  {
+    PopupImpl()
+    : position(),
+      offset( DEFAULT_POPUP_OFFSET )
+    {
+    }
+
+    TextSelectionPopup actor;
+    Vector3 position;
+    int offset;
+  };
+
+  Impl( ControllerInterface& controller,
+        TextSelectionPopupCallbackInterface& callbackInterface )
+  : mController( controller ),
+    mEnabledPopupButtons( TextSelectionPopup::NONE ),
+    mTextSelectionPopupCallbackInterface( callbackInterface ),
+    mBoundingBox( Rect<int>() ),
+    mHighlightColor( LIGHT_BLUE ),
+    mHighlightPosition( Vector2::ZERO ),
+    mActiveCursor( ACTIVE_CURSOR_NONE ),
     mCursorBlinkInterval( CURSOR_BLINK_INTERVAL ),
     mCursorBlinkDuration( 0.0f ),
+    mHandleScrolling( HANDLE_TYPE_COUNT ),
+    mScrollDirection( SCROLL_NONE ),
+    mScrollThreshold( SCROLL_THRESHOLD ),
+    mScrollSpeed( SCROLL_SPEED ),
+    mScrollDistance( SCROLL_DISTANCE ),
+    mActiveCopyPastePopup( false ),
     mCursorBlinkStatus( true ),
-    mGrabDisplacementX( 0.0f ),
-    mGrabDisplacementY( 0.0f ),
-    mHighlightColor( 0.07f, 0.41f, 0.59f, 1.0f ), // light blue
-    mBoundingBox( Rect<int>() )
+    mPrimaryCursorVisible( false ),
+    mSecondaryCursorVisible( false ),
+    mSwapSelectionHandles( false ),
+    mNotifyEndOfScroll( false )
   {
+    mQuadVertexFormat[ "aPosition" ] = Property::VECTOR2;
+    mQuadIndexFormat[ "indices" ] = Property::UNSIGNED_INTEGER;
+    mHighlightMaterial = Material::New( Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ) );
   }
 
   /**
    * Relayout of the decorations owned by the decorator.
-   * @param[in] size The Size of the UI control the decorater is adding it's decorations to.
+   * @param[in] size The Size of the UI control the decorator is adding it's decorations to.
    */
-  void Relayout( const Vector2& size, const Vector2& scrollPosition )
+  void Relayout( const Vector2& size )
   {
     // TODO - Remove this if nothing is active
     CreateActiveLayer();
@@ -180,81 +300,179 @@ struct Decorator::Impl : public ConnectionTracker
     CreateCursors();
     if( mPrimaryCursor )
     {
-      mPrimaryCursor.SetPosition( mCursor[PRIMARY_CURSOR].x + scrollPosition.x,
-                                  mCursor[PRIMARY_CURSOR].y + scrollPosition.y );
-      mPrimaryCursor.SetSize( Vector2( 1.0f, mCursor[PRIMARY_CURSOR].height ) );
+      const CursorImpl& cursor = mCursor[PRIMARY_CURSOR];
+      mPrimaryCursorVisible = ( cursor.position.x <= size.width ) && ( cursor.position.x >= 0.f );
+      if( mPrimaryCursorVisible )
+      {
+        Vector2 position = cursor.position;
+
+        mPrimaryCursor.SetPosition( position.x,
+                                    position.y );
+        mPrimaryCursor.SetSize( Size( 1.0f, cursor.cursorHeight ) );
+      }
+      mPrimaryCursor.SetVisible( mPrimaryCursorVisible );
     }
     if( mSecondaryCursor )
     {
-      mSecondaryCursor.SetPosition( mCursor[SECONDARY_CURSOR].x + scrollPosition.x,
-                                    mCursor[SECONDARY_CURSOR].y + scrollPosition.y );
-      mSecondaryCursor.SetSize( Vector2( 1.0f, mCursor[SECONDARY_CURSOR].height ) );
+      const CursorImpl& cursor = mCursor[SECONDARY_CURSOR];
+      mSecondaryCursorVisible = ( cursor.position.x <= size.width ) && ( cursor.position.x >= 0.f );
+      if( mSecondaryCursorVisible )
+      {
+        mSecondaryCursor.SetPosition( cursor.position.x,
+                                      cursor.position.y );
+        mSecondaryCursor.SetSize( Size( 1.0f, cursor.cursorHeight ) );
+      }
+      mSecondaryCursor.SetVisible( mSecondaryCursorVisible );
     }
 
     // Show or hide the grab handle
-    if( mActiveGrabHandle )
+    HandleImpl& grabHandle = mHandle[GRAB_HANDLE];
+    if( grabHandle.active )
     {
-      SetupTouchEvents();
+      Vector2 position = grabHandle.position;
+
+      const bool isVisible = ( position.x <= size.width ) && ( position.x >= 0.f );
 
-      CreateGrabHandle();
+      if( isVisible )
+      {
+        SetupTouchEvents();
+
+        CreateGrabHandle();
 
-      mGrabHandle.SetPosition( mCursor[PRIMARY_CURSOR].x + scrollPosition.x,
-                               mCursor[PRIMARY_CURSOR].y + scrollPosition.y + mCursor[PRIMARY_CURSOR].height );
+        grabHandle.actor.SetPosition( position.x,
+                                      position.y + grabHandle.lineHeight );
+      }
+      grabHandle.actor.SetVisible( isVisible );
     }
-    else if( mGrabHandle )
+    else if( grabHandle.actor )
     {
-      UnparentAndReset( mGrabHandle );
+      UnparentAndReset( grabHandle.actor );
     }
 
     // Show or hide the selection handles/highlight
-    if( mActiveSelection )
+    HandleImpl& primary = mHandle[ LEFT_SELECTION_HANDLE ];
+    HandleImpl& secondary = mHandle[ RIGHT_SELECTION_HANDLE ];
+    if( primary.active || secondary.active )
     {
-      SetupTouchEvents();
+      Vector2 primaryPosition = primary.position;
+      Vector2 secondaryPosition = secondary.position;
 
-      CreateSelectionHandles();
+      const bool isPrimaryVisible = ( primaryPosition.x <= size.width ) && ( primaryPosition.x >= 0.f );
+      const bool isSecondaryVisible = ( secondaryPosition.x <= size.width ) && ( secondaryPosition.x >= 0.f );
 
-      SelectionHandleImpl& primary = mSelectionHandle[ PRIMARY_SELECTION_HANDLE ];
-      primary.actor.SetPosition( primary.x + scrollPosition.x,
-                                 primary.y + scrollPosition.y + primary.cursorHeight );
+      if( isPrimaryVisible || isSecondaryVisible )
+      {
+        SetupTouchEvents();
 
-      SelectionHandleImpl& secondary = mSelectionHandle[ SECONDARY_SELECTION_HANDLE ];
-      secondary.actor.SetPosition( secondary.x + scrollPosition.x,
-                                   secondary.y + scrollPosition.y + secondary.cursorHeight );
+        CreateSelectionHandles();
+
+        if( isPrimaryVisible )
+        {
+          primary.actor.SetPosition( primaryPosition.x,
+                                     primaryPosition.y + primary.lineHeight );
+        }
+
+        if( isSecondaryVisible )
+        {
+          secondary.actor.SetPosition( secondaryPosition.x,
+                                       secondaryPosition.y + secondary.lineHeight );
+        }
+      }
+      primary.actor.SetVisible( isPrimaryVisible );
+      secondary.actor.SetVisible( isSecondaryVisible );
+
+      // Shouldn't be needed......
+      UnparentAndReset( mHighlightActor );
 
       CreateHighlight();
       UpdateHighlight();
     }
     else
     {
-      UnparentAndReset( mSelectionHandle[ PRIMARY_SELECTION_HANDLE ].actor );
-      UnparentAndReset( mSelectionHandle[ SECONDARY_SELECTION_HANDLE ].actor );
-      UnparentAndReset( mHighlightMeshActor );
+      UnparentAndReset( primary.actor );
+      UnparentAndReset( secondary.actor );
+      UnparentAndReset( mHighlightActor );
     }
 
     if ( mActiveCopyPastePopup )
     {
-      if ( !mCopyPastePopup )
+      // 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 = TextSelectionPopup::New();
-        mActiveLayer.Add ( mCopyPastePopup );
+        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 );
       }
-      mCopyPastePopup.SetPosition( Vector3( 200.0f, -100.0f, 0.0f ) ); //todo grabhandle or selection handle positions to be used
     }
     else
     {
-     if ( mCopyPastePopup )
+     if ( mCopyPastePopup.actor )
      {
-       UnparentAndReset( mCopyPastePopup );
+       UnparentAndReset( mCopyPastePopup.actor );
      }
     }
   }
 
-  void CreateCursor( ImageActor& cursor )
+  void UpdatePositions( const Vector2& scrollOffset )
+  {
+    mCursor[PRIMARY_CURSOR].position += scrollOffset;
+    mCursor[SECONDARY_CURSOR].position += scrollOffset;
+    mHandle[ GRAB_HANDLE ].position += scrollOffset;
+    mHandle[ LEFT_SELECTION_HANDLE ].position += scrollOffset;
+    mHandle[ RIGHT_SELECTION_HANDLE ].position += scrollOffset;
+    mHighlightPosition += scrollOffset;
+  }
+
+  void DeterminePositionPopup()
+  {
+    if ( !mActiveCopyPastePopup )
+    {
+      return;
+    }
+
+    if ( mHandle[LEFT_SELECTION_HANDLE].active || mHandle[RIGHT_SELECTION_HANDLE].active )
+    {
+      float minHandleXPosition = std::min (  mHandle[LEFT_SELECTION_HANDLE].position.x, mHandle[RIGHT_SELECTION_HANDLE].position.x );
+      float maxHandleXPosition = std::max (  mHandle[LEFT_SELECTION_HANDLE].position.x, mHandle[RIGHT_SELECTION_HANDLE].position.x );
+
+      float minHandleYPosition = std::min (  mHandle[LEFT_SELECTION_HANDLE].position.y, mHandle[RIGHT_SELECTION_HANDLE].position.y );
+
+      mCopyPastePopup.position.x = minHandleXPosition + ( ( maxHandleXPosition - minHandleXPosition ) *0.5f );
+      mCopyPastePopup.position.y = minHandleYPosition + mCopyPastePopup.offset;
+    }
+    else
+    {
+      mCopyPastePopup.position = Vector3( mCursor[PRIMARY_CURSOR].position.x, mCursor[PRIMARY_CURSOR].position.y -100.0f , 0.0f ); //todo 100 to be an offset Property
+    }
+
+    Vector3 popupSize = Vector3( mCopyPastePopup.actor.GetRelayoutSize( Dimension::WIDTH ), mCopyPastePopup.actor.GetRelayoutSize( Dimension::HEIGHT ), 0.0f );
+
+    GetConstrainedPopupPosition( mCopyPastePopup.position, popupSize, AnchorPoint::CENTER, mActiveLayer, mBoundingBox );
+
+    SetUpPopupPositionNotifications();
+
+    mCopyPastePopup.actor.SetPosition( mCopyPastePopup.position );
+  }
+
+  void PopupRelayoutComplete( Actor actor )
   {
-    cursor = CreateSolidColorActor( Color::WHITE );
+    // 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.SetRelayoutEnabled( false );
   }
 
   // Add or Remove cursor(s) from parent
@@ -267,17 +485,17 @@ struct Decorator::Impl : public ConnectionTracker
     }
     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 )
       {
         if ( !mPrimaryCursor )
         {
-          CreateCursor( mPrimaryCursor );
+          CreateCursor( mPrimaryCursor, mCursor[PRIMARY_CURSOR].color );
 #ifdef DECORATOR_DEBUG
           mPrimaryCursor.SetName( "PrimaryCursorActor" );
 #endif
-          mActiveLayer.Add( mPrimaryCursor);
+          mActiveLayer.Add( mPrimaryCursor );
         }
       }
 
@@ -285,13 +503,17 @@ struct Decorator::Impl : public ConnectionTracker
       {
         if ( !mSecondaryCursor )
         {
-          CreateCursor( mSecondaryCursor );
+          CreateCursor( mSecondaryCursor, mCursor[SECONDARY_CURSOR].color );
 #ifdef DECORATOR_DEBUG
           mSecondaryCursor.SetName( "SecondaryCursorActor" );
 #endif
-          mActiveLayer.Add( mSecondaryCursor);
+          mActiveLayer.Add( mSecondaryCursor );
         }
       }
+      else
+      {
+        UnparentAndReset( mSecondaryCursor );
+      }
     }
   }
 
@@ -300,11 +522,11 @@ struct Decorator::Impl : public ConnectionTracker
     // Cursor blinking
     if ( mPrimaryCursor )
     {
-      mPrimaryCursor.SetVisible( mCursorBlinkStatus );
+      mPrimaryCursor.SetVisible( mPrimaryCursorVisible && mCursorBlinkStatus );
     }
     if ( mSecondaryCursor )
     {
-      mSecondaryCursor.SetVisible( mCursorBlinkStatus );
+      mSecondaryCursor.SetVisible( mSecondaryCursorVisible && mCursorBlinkStatus );
     }
 
     mCursorBlinkStatus = !mCursorBlinkStatus;
@@ -331,18 +553,17 @@ struct Decorator::Impl : public ConnectionTracker
   {
     if( !mActiveLayer )
     {
-      Actor parent = mTextControlParent.Self();
-
       mActiveLayer = Layer::New();
 #ifdef DECORATOR_DEBUG
       mActiveLayer.SetName ( "ActiveLayerActor" );
 #endif
 
       mActiveLayer.SetParentOrigin( ParentOrigin::CENTER );
-      mActiveLayer.SetResizePolicy( FILL_TO_PARENT, ALL_DIMENSIONS );
+      mActiveLayer.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
       mActiveLayer.SetPositionInheritanceMode( USE_PARENT_POSITION );
 
-      parent.Add( mActiveLayer );
+      // Add the active layer telling the controller it doesn't need clipping.
+      mController.AddDecoration( mActiveLayer, false );
     }
 
     mActiveLayer.RaiseToTop();
@@ -350,67 +571,82 @@ struct Decorator::Impl : public ConnectionTracker
 
   void CreateGrabHandle()
   {
-    if( !mGrabHandle )
+    HandleImpl& grabHandle = mHandle[GRAB_HANDLE];
+    if( !grabHandle.actor )
     {
-      if ( !mGrabHandleImage )
+      if( !mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_RELEASED] )
       {
-        mGrabHandleImage = ResourceImage::New( DEFAULT_GRAB_HANDLE_IMAGE );
+        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 );
       }
 
-      mGrabHandle = ImageActor::New( mGrabHandleImage );
-#ifdef DECORATOR_DEBUG
-      mGrabHandle.SetName( "GrabHandleActor" );
-#endif
-      mGrabHandle.SetAnchorPoint( AnchorPoint::TOP_CENTER );
-      mGrabHandle.SetDrawMode( DrawMode::OVERLAY );
+      grabHandle.actor = ImageActor::New( mHandleImages[GRAB_HANDLE][HANDLE_IMAGE_RELEASED] );
+      grabHandle.actor.SetSortModifier( DECORATION_DEPTH_INDEX );
+      grabHandle.actor.SetAnchorPoint( AnchorPoint::TOP_CENTER );
       // Area that Grab handle responds to, larger than actual handle so easier to move
 #ifdef DECORATOR_DEBUG
-     mGrabArea = Toolkit::CreateSolidColorActor( Vector4(0.0f, 0.0f, 0.0f, 0.0f), true, Color::RED, 1 );
-     mGrabArea.SetName( "GrabArea" );
+      grabHandle.actor.SetName( "GrabHandleActor" );
+      if ( Dali::Internal::gLogFilter->IsEnabledFor( Debug::Verbose ) )
+      {
+        grabHandle.grabArea = Toolkit::CreateSolidColorActor( Vector4(0.0f, 0.0f, 0.0f, 0.0f), true, Color::RED, 1 );
+        grabHandle.grabArea.SetName( "GrabArea" );
+      }
+      else
+      {
+        grabHandle.grabArea = Actor::New();
+        grabHandle.grabArea.SetName( "GrabArea" );
+      }
 #else
-      mGrabArea = Actor::New();
-      mGrabArea.SetRelayoutEnabled( true );
+      grabHandle.grabArea = Actor::New();
 #endif
-      mGrabArea.SetParentOrigin( ParentOrigin::TOP_CENTER );
-      mGrabArea.SetAnchorPoint( AnchorPoint::TOP_CENTER );
-      mGrabArea.SetResizePolicy( FILL_TO_PARENT, ALL_DIMENSIONS );
-      mGrabArea.SetSizeMode( SIZE_RELATIVE_TO_PARENT );
-      mGrabArea.SetSizeModeFactor( DEFAULT_GRAB_HANDLE_RELATIVE_SIZE );
-      mGrabHandle.Add( mGrabArea );
 
-      mTapDetector.Attach( mGrabArea );
-      mPanGestureDetector.Attach( mGrabArea );
+      grabHandle.grabArea.SetParentOrigin( ParentOrigin::TOP_CENTER );
+      grabHandle.grabArea.SetAnchorPoint( AnchorPoint::TOP_CENTER );
+      grabHandle.grabArea.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS );
+      grabHandle.grabArea.SetSizeModeFactor( DEFAULT_GRAB_HANDLE_RELATIVE_SIZE );
+      grabHandle.actor.Add( grabHandle.grabArea );
 
-      mActiveLayer.Add(mGrabHandle);
+      grabHandle.grabArea.TouchedSignal().Connect( this, &Decorator::Impl::OnGrabHandleTouched );
+      mTapDetector.Attach( grabHandle.grabArea );
+      mPanGestureDetector.Attach( grabHandle.grabArea );
+
+      mActiveLayer.Add( grabHandle.actor );
     }
   }
 
   void CreateSelectionHandles()
   {
-    SelectionHandleImpl& primary = mSelectionHandle[ PRIMARY_SELECTION_HANDLE ];
-    if ( !primary.actor )
+    HandleImpl& primary = mHandle[ LEFT_SELECTION_HANDLE ];
+    if( !primary.actor )
     {
-      if ( !primary.releasedImage )
+      if( !mHandleImages[LEFT_SELECTION_HANDLE][HANDLE_IMAGE_RELEASED] )
+      {
+        mHandleImages[LEFT_SELECTION_HANDLE][HANDLE_IMAGE_RELEASED] = ResourceImage::New( DEFAULT_SELECTION_HANDLE_ONE_RELEASED );
+      }
+      if( !mHandleImages[LEFT_SELECTION_HANDLE][HANDLE_IMAGE_PRESSED] )
       {
-        primary.releasedImage = ResourceImage::New( DEFAULT_SELECTION_HANDLE_ONE );
+        mHandleImages[LEFT_SELECTION_HANDLE][HANDLE_IMAGE_PRESSED] = ResourceImage::New( DEFAULT_SELECTION_HANDLE_ONE_PRESSED );
       }
 
-      primary.actor = ImageActor::New( primary.releasedImage );
+      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.actor.SetSortModifier( DECORATION_DEPTH_INDEX );
       primary.flipped = false;
 
       primary.grabArea = Actor::New(); // Area that Grab handle responds to, larger than actual handle so easier to move
-      primary.grabArea.SetRelayoutEnabled( true );
 #ifdef DECORATOR_DEBUG
       primary.grabArea.SetName("SelectionHandleOneGrabArea");
 #endif
-      primary.grabArea.SetSizeMode( SIZE_RELATIVE_TO_PARENT );
+      primary.grabArea.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS );
+      primary.grabArea.SetParentOrigin( ParentOrigin::TOP_CENTER );
+      primary.grabArea.SetAnchorPoint( AnchorPoint::TOP_CENTER );
       primary.grabArea.SetSizeModeFactor( DEFAULT_SELECTION_HANDLE_RELATIVE_SIZE );
-      primary.grabArea.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION );
 
       mTapDetector.Attach( primary.grabArea );
       mPanGestureDetector.Attach( primary.grabArea );
@@ -420,30 +656,34 @@ struct Decorator::Impl : public ConnectionTracker
       mActiveLayer.Add( primary.actor );
     }
 
-    SelectionHandleImpl& secondary = mSelectionHandle[ SECONDARY_SELECTION_HANDLE ];
-    if ( !secondary.actor )
+    HandleImpl& secondary = mHandle[ RIGHT_SELECTION_HANDLE ];
+    if( !secondary.actor )
     {
-      if ( !secondary.releasedImage )
+      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] )
       {
-        secondary.releasedImage = ResourceImage::New( DEFAULT_SELECTION_HANDLE_TWO );
+        mHandleImages[RIGHT_SELECTION_HANDLE][HANDLE_IMAGE_PRESSED] = ResourceImage::New( DEFAULT_SELECTION_HANDLE_TWO_PRESSED );
       }
 
-      secondary.actor = ImageActor::New( secondary.releasedImage );
+      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.actor.SetSortModifier( DECORATION_DEPTH_INDEX );
       secondary.flipped = false;
 
       secondary.grabArea = Actor::New(); // Area that Grab handle responds to, larger than actual handle so easier to move
-      secondary.grabArea.SetRelayoutEnabled( true );
 #ifdef DECORATOR_DEBUG
       secondary.grabArea.SetName("SelectionHandleTwoGrabArea");
 #endif
-      secondary.grabArea.SetSizeMode( SIZE_RELATIVE_TO_PARENT );
+      secondary.grabArea.SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS );
+      secondary.grabArea.SetParentOrigin( ParentOrigin::TOP_CENTER );
+      secondary.grabArea.SetAnchorPoint( AnchorPoint::TOP_CENTER );
       secondary.grabArea.SetSizeModeFactor( DEFAULT_SELECTION_HANDLE_RELATIVE_SIZE );
-      secondary.grabArea.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION );
 
       mTapDetector.Attach( secondary.grabArea );
       mPanGestureDetector.Attach( secondary.grabArea );
@@ -452,223 +692,553 @@ struct Decorator::Impl : public ConnectionTracker
       secondary.actor.Add( secondary.grabArea );
       mActiveLayer.Add( secondary.actor );
     }
-
-    //SetUpHandlePropertyNotifications(); TODO
   }
 
   void CreateHighlight()
   {
-    if ( !mHighlightMeshActor )
+    if ( !mHighlightActor )
     {
-      mHighlightMaterial = Material::New( "HighlightMaterial" );
-      mHighlightMaterial.SetDiffuseColor( mHighlightColor );
-
-      mHighlightMeshData.SetMaterial( mHighlightMaterial );
-      mHighlightMeshData.SetHasNormals( true );
+      mHighlightActor = Actor::New();
 
-      mHighlightMesh = Mesh::New( mHighlightMeshData );
-
-      mHighlightMeshActor = MeshActor::New( mHighlightMesh );
 #ifdef DECORATOR_DEBUG
-      mHighlightMeshActor.SetName( "HighlightMeshActor" );
+      mHighlightActor.SetName( "HighlightActor" );
 #endif
-      mHighlightMeshActor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
-      mHighlightMeshActor.SetPosition( 0.0f, 0.0f, DISPLAYED_HIGHLIGHT_Z_OFFSET );
-
-      Actor parent = mTextControlParent.Self();
-      parent.Add( mHighlightMeshActor );
+      mHighlightActor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+      mHighlightActor.SetPosition( 0.0f, 0.0f, DISPLAYED_HIGHLIGHT_Z_OFFSET );
+      mHighlightActor.SetSize( 1.0f, 1.0f );
+      mHighlightActor.SetColor( mHighlightColor );
+      mHighlightActor.SetColorMode( USE_OWN_COLOR );
+
+      // 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() )
-    {
-      MeshData::VertexContainer vertices;
-      Dali::MeshData::FaceIndices faceIndices;
+
+    if ( mHighlightActor && !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();
 
-      // 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 );
+        vertices.PushBack( vertex );
 
         // top-right (v+1)
         vertex.x = quad.max.x;
         vertex.y = quad.min.y;
-        vertices.push_back( vertex );
+        vertices.PushBack( vertex );
 
         // bottom-left (v+2)
         vertex.x = quad.min.x;
         vertex.y = quad.max.y;
-        vertices.push_back( vertex );
+        vertices.PushBack( vertex );
 
         // bottom-right (v+3)
         vertex.x = quad.max.x;
         vertex.y = quad.max.y;
-        vertices.push_back( vertex );
+        vertices.PushBack( vertex );
 
         // triangle A (3, 1, 0)
-        faceIndices.push_back( v + 3 );
-        faceIndices.push_back( v + 1 );
-        faceIndices.push_back( v );
+        indices.PushBack( v + 3 );
+        indices.PushBack( v + 1 );
+        indices.PushBack( v );
 
         // triangle B (0, 2, 3)
-        faceIndices.push_back( v );
-        faceIndices.push_back( v + 2 );
-        faceIndices.push_back( v + 3 );
-
-        mHighlightMeshData.SetFaceIndices( faceIndices );
+        indices.PushBack( v );
+        indices.PushBack( v + 2 );
+        indices.PushBack( v + 3 );
       }
 
-      BoneContainer bones(0); // passed empty as bones not required
-      mHighlightMeshData.SetData( vertices, faceIndices, bones, mHighlightMaterial );
-      mHighlightMesh.UpdateMeshData( mHighlightMeshData );
+      PropertyBuffer quadVertices = PropertyBuffer::New( mQuadVertexFormat, vertices.Size() );
+      PropertyBuffer quadIndices = PropertyBuffer::New( mQuadIndexFormat, indices.Size() );
+
+      quadVertices.SetData( &vertices[ 0 ] );
+      quadIndices.SetData( &indices[ 0 ] );
+
+      Geometry quadGeometry = Geometry::New();
+      quadGeometry.AddVertexBuffer( quadVertices );
+      quadGeometry.SetIndexBuffer( quadIndices );
+
+ //     if ( mHighlightRenderer )
+ //     {
+ //       mHighlightRenderer.SetGeometry( quadGeometry );
+ //     }
+ //     else
+ //     {
+        mHighlightRenderer = Dali::Renderer::New( quadGeometry, mHighlightMaterial );
+        mHighlightRenderer.SetDepthIndex( DECORATION_DEPTH_INDEX - 1 );
+ //     }
+      mHighlightActor.AddRenderer( mHighlightRenderer );
     }
   }
 
   void OnTap( Actor actor, const TapGesture& tap )
   {
-    if( actor == mGrabHandle )
+    if( actor == mHandle[GRAB_HANDLE].actor )
     {
       // TODO
     }
   }
 
+  void DoPan( HandleImpl& handle, HandleType type, const PanGesture& gesture )
+  {
+    if( Gesture::Started == gesture.state )
+    {
+      handle.grabDisplacementX = handle.grabDisplacementY = 0;
+    }
+
+    handle.grabDisplacementX += gesture.displacement.x;
+    handle.grabDisplacementY += gesture.displacement.y;
+
+    const float x = handle.position.x + handle.grabDisplacementX;
+    const float y = handle.position.y + handle.lineHeight*0.5f + handle.grabDisplacementY;
+
+    if( Gesture::Started    == gesture.state ||
+        Gesture::Continuing == gesture.state )
+    {
+      Vector2 targetSize;
+      mController.GetTargetSize( targetSize );
+
+      if( x < mScrollThreshold )
+      {
+        mScrollDirection = SCROLL_RIGHT;
+        mHandleScrolling = type;
+        StartScrollTimer();
+      }
+      else if( x > targetSize.width - mScrollThreshold )
+      {
+        mScrollDirection = SCROLL_LEFT;
+        mHandleScrolling = type;
+        StartScrollTimer();
+      }
+      else
+      {
+        mHandleScrolling = HANDLE_TYPE_COUNT;
+        StopScrollTimer();
+        mController.DecorationEvent( type, HANDLE_PRESSED, x, y );
+      }
+    }
+    else if( Gesture::Finished  == gesture.state ||
+             Gesture::Cancelled == gesture.state )
+    {
+      if( mScrollTimer &&
+          ( mScrollTimer.IsRunning() || mNotifyEndOfScroll ) )
+      {
+        mNotifyEndOfScroll = false;
+        mHandleScrolling = HANDLE_TYPE_COUNT;
+        StopScrollTimer();
+        mController.DecorationEvent( type, HANDLE_STOP_SCROLLING, x, y );
+      }
+      else
+      {
+        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.pressed = false;
+    }
+  }
+
   void OnPan( Actor actor, const PanGesture& gesture )
   {
-    if( actor == mGrabArea )
+    HandleImpl& grabHandle = mHandle[GRAB_HANDLE];
+    HandleImpl& primarySelectionHandle = mHandle[LEFT_SELECTION_HANDLE];
+    HandleImpl& secondarySelectionHandle = mHandle[RIGHT_SELECTION_HANDLE];
+
+    if( actor == grabHandle.grabArea )
+    {
+      DoPan( grabHandle, GRAB_HANDLE, gesture );
+    }
+    else if( actor == primarySelectionHandle.grabArea )
+    {
+      DoPan( primarySelectionHandle, LEFT_SELECTION_HANDLE, gesture );
+    }
+    else if( actor == secondarySelectionHandle.grabArea )
+    {
+      DoPan( secondarySelectionHandle, RIGHT_SELECTION_HANDLE, gesture );
+    }
+  }
+
+  bool OnGrabHandleTouched( Actor actor, const TouchEvent& event )
+  {
+    // Switch between pressed/release grab-handle images
+    if( event.GetPointCount() > 0 &&
+        mHandle[GRAB_HANDLE].actor )
+    {
+      const TouchPoint& point = event.GetPoint(0);
+
+      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 ) ||
+               ( 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 );
+        }
+      }
+    }
+
+    // Consume to avoid pop-ups accidentally closing, when handle is outside of pop-up area
+    return true;
+  }
+
+  bool OnHandleOneTouched( Actor actor, const TouchEvent& event )
+  {
+    // Switch between pressed/release selection handle images
+    if( event.GetPointCount() > 0 &&
+        mHandle[LEFT_SELECTION_HANDLE].actor )
     {
-      if( Gesture::Started == gesture.state )
+      const TouchPoint& point = event.GetPoint(0);
+
+      const bool flip = mSwapSelectionHandles != mHandle[LEFT_SELECTION_HANDLE].flipped;
+      if( TouchPoint::Down == point.state )
       {
-        mGrabDisplacementX = mGrabDisplacementY = 0;
+        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 ) ||
+               ( 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 );
+        }
+      }
+    }
 
-      mGrabDisplacementX += gesture.displacement.x;
-      mGrabDisplacementY += gesture.displacement.y;
+    // Consume to avoid pop-ups accidentally closing, when handle is outside of pop-up area
+    return true;
+  }
 
-      float x = mCursor[PRIMARY_CURSOR].x + mGrabDisplacementX;
-      float y = mCursor[PRIMARY_CURSOR].y + mCursor[PRIMARY_CURSOR].height*0.5f + mGrabDisplacementY;
+  bool OnHandleTwoTouched( Actor actor, const TouchEvent& event )
+  {
+    // Switch between pressed/release selection handle images
+    if( event.GetPointCount() > 0 &&
+        mHandle[RIGHT_SELECTION_HANDLE].actor )
+    {
+      const TouchPoint& point = event.GetPoint(0);
 
-      if( Gesture::Started    == gesture.state ||
-          Gesture::Continuing == gesture.state )
+      const bool flip = mSwapSelectionHandles != mHandle[RIGHT_SELECTION_HANDLE].flipped;
+      if( TouchPoint::Down == point.state )
       {
-        mObserver.GrabHandleEvent( GRAB_HANDLE_PRESSED, x, y );
+        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( Gesture::Finished  == gesture.state ||
-               Gesture::Cancelled == gesture.state )
+      else if( ( TouchPoint::Up == point.state ) ||
+               ( TouchPoint::Interrupted == point.state ) )
       {
-        mObserver.GrabHandleEvent( GRAB_HANDLE_RELEASED, x, y );
+        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 );
+        }
       }
     }
+
+    // Consume to avoid pop-ups accidentally closing, when handle is outside of pop-up area
+    return true;
+  }
+
+  // Popup
+
+  float AlternatePopUpPositionRelativeToCursor()
+  {
+    float alternativePosition=0.0f;;
+
+    if ( mPrimaryCursor ) // Secondary cursor not used for paste
+    {
+      Cursor cursor = PRIMARY_CURSOR;
+      alternativePosition = mCursor[cursor].position.y;
+    }
+
+    const float popupHeight = 120.0f; // todo Set as a MaxSize Property in Control or retrieve from CopyPastePopup class.
+
+    if( mHandle[GRAB_HANDLE].active )
+    {
+      // If grab handle enabled then position pop-up below the grab handle.
+      const Vector2 grabHandleSize( 59.0f, 56.0f ); // todo
+      const float BOTTOM_HANDLE_BOTTOM_OFFSET = 1.5; //todo Should be a property
+      alternativePosition +=  grabHandleSize.height  + popupHeight + BOTTOM_HANDLE_BOTTOM_OFFSET ;
+    }
+    else
+    {
+      alternativePosition += popupHeight;
+    }
+
+    return alternativePosition;
   }
 
-  bool OnHandleOneTouched( Actor actor, const TouchEvent& touch )
+  void PopUpLeavesVerticalBoundary( PropertyNotification& source )
   {
-    // TODO
-    return false;
+    float alternativeYPosition=0.0f;
+    // todo use AlternatePopUpPositionRelativeToSelectionHandles() if text is highlighted
+    // if can't be positioned above, then position below row.
+    alternativeYPosition = AlternatePopUpPositionRelativeToCursor();
+
+    mCopyPastePopup.actor.SetY( alternativeYPosition );
   }
 
-  bool OnHandleTwoTouched( Actor actor, const TouchEvent& touch )
+
+  void SetUpPopupPositionNotifications( )
   {
-    // TODO
-    return false;
+    // Note Property notifications ignore any set anchor point so conditions must allow for this.  Default is Top Left.
+
+    // 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 ) );
+
+    verticalExceedNotification.NotifySignal().Connect( this, &Decorator::Impl::PopUpLeavesVerticalBoundary );
   }
 
+  void GetConstrainedPopupPosition( Vector3& requiredPopupPosition, Vector3& popupSize, Vector3 anchorPoint, Actor& parent, Rect<int>& boundingBox )
+  {
+    DALI_ASSERT_DEBUG ( "Popup parent not on stage" && parent.OnStage() )
+
+    // Parent must already by added to Stage for these Get calls to work
+    Vector3 parentAnchorPoint = parent.GetCurrentAnchorPoint();
+    Vector3 parentWorldPositionLeftAnchor = parent.GetCurrentWorldPosition() - parent.GetCurrentSize()*parentAnchorPoint;
+    Vector3 popupWorldPosition = parentWorldPositionLeftAnchor + requiredPopupPosition;  // Parent World position plus popup local position gives World Position
+    Vector3 popupDistanceFromAnchorPoint = popupSize*anchorPoint;
 
-  Internal::Control& mTextControlParent;
-  Observer& mObserver;
+    // Bounding rectangle is supplied as screen coordinates, bounding will be done in world coordinates.
+    Vector4 boundingRectangleWorld;
+    LocalToWorldCoordinatesBoundingBox( boundingBox, boundingRectangleWorld );
 
-  Layer mActiveLayer; // Layer for active handles and alike that ensures they are above all else.
+    // Calculate distance to move popup (in local space) so fits within the boundary
+    float xOffSetToKeepWithinBounds = 0.0f;
+    if( popupWorldPosition.x - popupDistanceFromAnchorPoint.x < boundingRectangleWorld.x )
+    {
+      xOffSetToKeepWithinBounds = boundingRectangleWorld.x - ( popupWorldPosition.x - popupDistanceFromAnchorPoint.x );
+    }
+    else if ( popupWorldPosition.x +  popupDistanceFromAnchorPoint.x > boundingRectangleWorld.z )
+    {
+      xOffSetToKeepWithinBounds = boundingRectangleWorld.z - ( popupWorldPosition.x +  popupDistanceFromAnchorPoint.x );
+    }
 
-  unsigned int mActiveCursor;
-  bool         mActiveGrabHandle;
-  bool         mActiveSelection;
-  bool         mActiveCopyPastePopup;
+    // Ensure initial display of Popup is in alternative position if can not fit above. As Property notification will be a frame behind.
+    if ( popupWorldPosition.y - popupDistanceFromAnchorPoint.y < boundingRectangleWorld.y )
+    {
+      requiredPopupPosition.y = AlternatePopUpPositionRelativeToCursor();
+    }
+
+    requiredPopupPosition.x = requiredPopupPosition.x + xOffSetToKeepWithinBounds;
+
+    // Prevent pixel mis-alignment by rounding down.
+    requiredPopupPosition.x = static_cast<int>( requiredPopupPosition.x );
+    requiredPopupPosition.y = static_cast<int>( requiredPopupPosition.y );
+
+  }
+
+  void FlipSelectionHandleImages()
+  {
+    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;
+
+    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 );
+  }
+
+  void SetScrollThreshold( float threshold )
+  {
+    mScrollThreshold = threshold;
+  }
+
+  float GetScrollThreshold() const
+  {
+    return mScrollThreshold;
+  }
 
-  CursorImpl mCursor[CURSOR_COUNT];
+  void SetScrollSpeed( float speed )
+  {
+    mScrollSpeed = speed;
+    mScrollDistance = speed * SCROLL_TICK_INTERVAL * TO_SECONDS;
+  }
 
-  Timer mCursorBlinkTimer; // Timer to signal cursor to blink
-  unsigned int mCursorBlinkInterval;
-  float mCursorBlinkDuration;
-  bool mCursorBlinkStatus; // Flag to switch between blink on and blink off
+  float GetScrollSpeed() const
+  {
+    return mScrollSpeed;
+  }
 
-  ImageActor mPrimaryCursor;
-  ImageActor mSecondaryCursor;
+  void NotifyEndOfScroll()
+  {
+    StopScrollTimer();
 
-  ImageActor mGrabHandle;
-  Actor mGrabArea;
-  float mGrabDisplacementX;
-  float mGrabDisplacementY;
+    if( mScrollTimer )
+    {
+      mNotifyEndOfScroll = true;
+    }
+  }
 
-  SelectionHandleImpl mSelectionHandle[SELECTION_HANDLE_COUNT];
+  /**
+   * Creates and starts a timer to scroll the text when handles are close to the edges of the text.
+   *
+   * It only starts the timer if it's already created.
+   */
+  void StartScrollTimer()
+  {
+    if( !mScrollTimer )
+    {
+      mScrollTimer = Timer::New( SCROLL_TICK_INTERVAL );
+      mScrollTimer.TickSignal().Connect( this, &Decorator::Impl::OnScrollTimerTick );
+    }
 
-  MeshActor         mHighlightMeshActor;        ///< Mesh Actor to display highlight
-  Mesh              mHighlightMesh;             ///< Mesh for highlight
-  MeshData          mHighlightMeshData;         ///< Mesh Data for highlight
-  Material          mHighlightMaterial;         ///< Material used for highlight
-  Vector4           mHighlightColor;            ///< Color of the highlight
-  QuadContainer     mHighlightQuadList;         ///< Sub-selections that combine to create the complete selection highlight
+    if( !mScrollTimer.IsRunning() )
+    {
+      mScrollTimer.Start();
+    }
+  }
 
-  TextSelectionPopup mCopyPastePopup;
+  /**
+   * Stops the timer used to scroll the text.
+   */
+  void StopScrollTimer()
+  {
+    if( mScrollTimer )
+    {
+      mScrollTimer.Stop();
+    }
+  }
 
-  Image mCursorImage;
-  Image mGrabHandleImage;
+  /**
+   * Callback called by the timer used to scroll the text.
+   *
+   * It calculates and sets a new scroll position.
+   */
+  bool OnScrollTimerTick()
+  {
+    if( HANDLE_TYPE_COUNT != mHandleScrolling )
+    {
+      mController.DecorationEvent( mHandleScrolling,
+                                   HANDLE_SCROLLING,
+                                   mScrollDirection == SCROLL_RIGHT ? mScrollDistance : -mScrollDistance,
+                                   0.f );
+    }
 
-  TapGestureDetector mTapDetector;
-  PanGestureDetector mPanGestureDetector;
+    return true;
+  }
 
-  Rect<int> mBoundingBox;
+  ControllerInterface& mController;
+
+  TapGestureDetector  mTapDetector;
+  PanGestureDetector  mPanGestureDetector;
+  Timer               mCursorBlinkTimer;          ///< Timer to signal cursor to blink
+  Timer               mScrollTimer;               ///< Timer used to scroll the text when the grab handle is moved close to the edges.
+
+  Layer               mActiveLayer;               ///< Layer for active handles and alike that ensures they are above all else.
+  ImageActor          mPrimaryCursor;
+  ImageActor          mSecondaryCursor;
+
+  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;
+
+  CursorImpl          mCursor[CURSOR_COUNT];
+  HandleImpl          mHandle[HANDLE_TYPE_COUNT];
+  QuadContainer       mHighlightQuadList;         ///< Sub-selections that combine to create the complete selection highlight
+
+  Rect<int>           mBoundingBox;
+  Vector4             mHighlightColor;            ///< Color of the highlight
+  Vector2             mHighlightPosition;         ///< The position of the highlight actor.
+
+  unsigned int        mActiveCursor;
+  unsigned int        mCursorBlinkInterval;
+  float               mCursorBlinkDuration;
+  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.
 };
 
-DecoratorPtr Decorator::New( Internal::Control& parent, Observer& observer )
+DecoratorPtr Decorator::New( ControllerInterface& controller,
+                             TextSelectionPopupCallbackInterface& callbackInterface )
 {
-  return DecoratorPtr( new Decorator(parent, observer) );
+  return DecoratorPtr( new Decorator( controller,
+                                      callbackInterface ) );
 }
 
 void Decorator::SetBoundingBox( const Rect<int>& boundingBox )
@@ -681,9 +1251,14 @@ const Rect<int>& Decorator::GetBoundingBox() const
   return mImpl->mBoundingBox;
 }
 
-void Decorator::Relayout( const Vector2& size, const Vector2& scrollPosition )
+void Decorator::Relayout( const Vector2& size )
+{
+  mImpl->Relayout( size );
+}
+
+void Decorator::UpdatePositions( const Vector2& scrollOffset )
 {
-  mImpl->Relayout( size, scrollPosition );
+  mImpl->UpdatePositions( scrollOffset );
 }
 
 /** Cursor **/
@@ -698,22 +1273,25 @@ unsigned int Decorator::GetActiveCursor() const
   return mImpl->mActiveCursor;
 }
 
-void Decorator::SetPosition( Cursor cursor, float x, float y, float height )
+void Decorator::SetPosition( Cursor cursor, float x, float y, float cursorHeight, float lineHeight )
 {
-  // Adjust grab handle displacement
-  mImpl->mGrabDisplacementX -= x - mImpl->mCursor[cursor].x;
-  mImpl->mGrabDisplacementY -= y - mImpl->mCursor[cursor].y;
+  mImpl->mCursor[cursor].position.x = x;
+  mImpl->mCursor[cursor].position.y = y;
+  mImpl->mCursor[cursor].cursorHeight = cursorHeight;
+  mImpl->mCursor[cursor].lineHeight = lineHeight;
+}
 
-  mImpl->mCursor[cursor].x = x;
-  mImpl->mCursor[cursor].y = y;
-  mImpl->mCursor[cursor].height = height;
+void Decorator::GetPosition( Cursor cursor, float& x, float& y, float& cursorHeight, float& lineHeight ) const
+{
+  x = mImpl->mCursor[cursor].position.x;
+  y = mImpl->mCursor[cursor].position.y;
+  cursorHeight = mImpl->mCursor[cursor].cursorHeight;
+  lineHeight = mImpl->mCursor[cursor].lineHeight;
 }
 
-void Decorator::GetPosition( Cursor cursor, float& x, float& y, float& height ) const
+const Vector2& Decorator::GetPosition( Cursor cursor ) const
 {
-  x = mImpl->mCursor[cursor].x;
-  y = mImpl->mCursor[cursor].y;
-  height = mImpl->mCursor[cursor].height;
+  return mImpl->mCursor[cursor].position;
 }
 
 void Decorator::SetColor( Cursor cursor, const Dali::Vector4& color )
@@ -750,12 +1328,12 @@ void Decorator::StopCursorBlink()
 
 void Decorator::SetCursorBlinkInterval( float seconds )
 {
-  mImpl->mCursorBlinkInterval = seconds*MILLISECONDS; // Convert to milliseconds
+  mImpl->mCursorBlinkInterval = static_cast<unsigned int>( seconds * TO_MILLISECONDS ); // Convert to milliseconds
 }
 
 float Decorator::GetCursorBlinkInterval() const
 {
-  return mImpl->mCursorBlinkInterval;
+  return static_cast<float>( mImpl->mCursorBlinkInterval ) * TO_SECONDS;
 }
 
 void Decorator::SetCursorBlinkDuration( float seconds )
@@ -768,74 +1346,74 @@ float Decorator::GetCursorBlinkDuration() const
   return mImpl->mCursorBlinkDuration;
 }
 
-/** GrabHandle **/
+/** Handles **/
 
-void Decorator::SetGrabHandleActive( bool active )
+void Decorator::SetHandleActive( HandleType handleType, bool active )
 {
-  mImpl->mActiveGrabHandle = active;
-}
+  mImpl->mHandle[handleType].active = active;
 
-bool Decorator::IsGrabHandleActive() const
-{
-  return mImpl->mActiveGrabHandle;
+  if( !active )
+  {
+    // 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 );
+    }
+  }
 }
 
-void Decorator::SetGrabHandleImage( Dali::Image image )
+bool Decorator::IsHandleActive( HandleType handleType ) const
 {
-  mImpl->mGrabHandleImage = image;
+  return mImpl->mHandle[handleType].active ;
 }
 
-Dali::Image Decorator::GetGrabHandleImage() const
+void Decorator::SetHandleImage( HandleType handleType, HandleImageType handleImageType, Dali::Image image )
 {
-  return mImpl->mGrabHandleImage;
+  mImpl->mHandleImages[handleType][handleImageType] = image;
 }
 
-/** Selection **/
-
-void Decorator::SetSelectionActive( bool active )
+Dali::Image Decorator::GetHandleImage( HandleType handleType, HandleImageType handleImageType ) const
 {
-  mImpl->mActiveSelection = active;
+  return mImpl->mHandleImages[handleType][handleImageType];
 }
 
-bool Decorator::IsSelectionActive() const
+void Decorator::SetPosition( HandleType handleType, float x, float y, float height )
 {
-  return mImpl->mActiveSelection;
-}
+  // Adjust grab handle displacement
+  Impl::HandleImpl& handle = mImpl->mHandle[handleType];
 
-void Decorator::SetPosition( SelectionHandle handle, float x, float y, float height )
-{
-  mImpl->mSelectionHandle[handle].x = x;
-  mImpl->mSelectionHandle[handle].y = y;
-  mImpl->mSelectionHandle[handle].cursorHeight = height;
+  handle.grabDisplacementX -= x - handle.position.x;
+  handle.grabDisplacementY -= y - handle.position.y;
+
+  handle.position.x = x;
+  handle.position.y = y;
+  handle.lineHeight = height;
 }
 
-void Decorator::GetPosition( SelectionHandle handle, float& x, float& y, float& height ) const
+void Decorator::GetPosition( HandleType handleType, float& x, float& y, float& height ) const
 {
-  x = mImpl->mSelectionHandle[handle].x;
-  y = mImpl->mSelectionHandle[handle].y;
-  height = mImpl->mSelectionHandle[handle].cursorHeight;
+  Impl::HandleImpl& handle = mImpl->mHandle[handleType];
+
+  x = handle.position.x;
+  y = handle.position.y;
+  height = handle.lineHeight;
 }
 
-void Decorator::SetImage( SelectionHandle handle, SelectionHandleState state, Dali::Image image )
+const Vector2& Decorator::GetPosition( HandleType handleType ) const
 {
-  if( SELECTION_HANDLE_PRESSED == state )
-  {
-    mImpl->mSelectionHandle[handle].pressedImage = image;
-  }
-  else
-  {
-    mImpl->mSelectionHandle[handle].releasedImage = image;
-  }
+  return mImpl->mHandle[handleType].position;
 }
 
-Dali::Image Decorator::GetImage( SelectionHandle handle, SelectionHandleState state ) const
+void Decorator::SwapSelectionHandlesEnabled( bool enable )
 {
-  if( SELECTION_HANDLE_PRESSED == state )
-  {
-    return mImpl->mSelectionHandle[handle].pressedImage;
-  }
+  mImpl->mSwapSelectionHandles = enable;
 
-  return mImpl->mSelectionHandle[handle].releasedImage;
+  mImpl->FlipSelectionHandleImages();
 }
 
 void Decorator::AddHighlight( float x1, float y1, float x2, float y2 )
@@ -846,6 +1424,17 @@ void Decorator::AddHighlight( float x1, float y1, float x2, float y2 )
 void Decorator::ClearHighlights()
 {
   mImpl->mHighlightQuadList.clear();
+  mImpl->mHighlightPosition = Vector2::ZERO;
+}
+
+void Decorator::SetHighlightColor( const Vector4& color )
+{
+  mImpl->mHighlightColor = color;
+}
+
+const Vector4& Decorator::GetHighlightColor() const
+{
+  return mImpl->mHighlightColor;
 }
 
 void Decorator::SetPopupActive( bool active )
@@ -858,15 +1447,53 @@ bool Decorator::IsPopupActive() const
   return mImpl->mActiveCopyPastePopup ;
 }
 
+void Decorator::SetEnabledPopupButtons( TextSelectionPopup::Buttons& enabledButtonsBitMask )
+{
+   mImpl->mEnabledPopupButtons = enabledButtonsBitMask;
+}
+
+TextSelectionPopup::Buttons& Decorator::GetEnabledPopupButtons()
+{
+  return mImpl->mEnabledPopupButtons;
+}
+
+/** Scroll **/
+
+void Decorator::SetScrollThreshold( float threshold )
+{
+  mImpl->SetScrollThreshold( threshold );
+}
+
+float Decorator::GetScrollThreshold() const
+{
+  return mImpl->GetScrollThreshold();
+}
+
+void Decorator::SetScrollSpeed( float speed )
+{
+  mImpl->SetScrollSpeed( speed );
+}
+
+float Decorator::GetScrollSpeed() const
+{
+  return mImpl->GetScrollSpeed();
+}
+
+void Decorator::NotifyEndOfScroll()
+{
+  mImpl->NotifyEndOfScroll();
+}
+
 Decorator::~Decorator()
 {
   delete mImpl;
 }
 
-Decorator::Decorator( Dali::Toolkit::Internal::Control& parent, Observer& observer )
+Decorator::Decorator( ControllerInterface& controller,
+                      TextSelectionPopupCallbackInterface& callbackInterface )
 : mImpl( NULL )
 {
-  mImpl = new Decorator::Impl( parent, observer );
+  mImpl = new Decorator::Impl( controller, callbackInterface );
 }
 
 } // namespace Text