SHAPE_TEXT |
GET_GLYPH_METRICS);
+ const OperationsMask sizeOperations = static_cast<OperationsMask>(LAYOUT | ALIGN | REORDER);
+
// Set the update info to relayout the whole text.
TextUpdateInfo& textUpdateInfo = impl.mTextUpdateInfo;
if((0 == textUpdateInfo.mNumberOfCharactersToAdd) &&
textUpdateInfo.mParagraphCharacterIndex = 0u;
textUpdateInfo.mRequestedNumberOfCharacters = model->mLogicalModel->mText.Count();
- // This is to keep Index to the first character to be updated.
- // Then restore it after calling Clear method.
- auto updateInfoCharIndexBackup = textUpdateInfo.mCharacterIndex;
-
// Get a reference to the pending operations member
OperationsMask& operationsPending = impl.mOperationsPending;
- // Layout the text for the new width.
- // Apply the pending operations, requested operations and the only once operations.
- // Then remove onlyOnceOperations
- operationsPending = static_cast<OperationsMask>(operationsPending | requestedOperationsMask | onlyOnceOperations);
-
- // Make sure the model is up-to-date before layouting
- impl.UpdateModel(static_cast<OperationsMask>(operationsPending & ~UPDATE_LAYOUT_SIZE));
-
// Store the actual control's size to restore later.
const Size actualControlSize = visualModel->mControlSize;
- DoRelayout(impl,
- requestedControllerSize,
- static_cast<OperationsMask>(operationsPending & ~UPDATE_LAYOUT_SIZE),
- calculatedLayoutSize);
+ // Whether the text control is editable
+ const bool isEditable = NULL != impl.mEventData;
- // Clear the update info. This info will be set the next time the text is updated.
- textUpdateInfo.Clear();
+ if(!isEditable)
+ {
+ impl.UpdateModel(onlyOnceOperations);
- //TODO: Refactor "DoRelayout" and extract common code of size calculation without modifying attributes of mVisualModel,
- //TODO: then calculate GlyphPositions. Lines, Size, Layout for Natural-Size
- //TODO: and utilize the values in OperationsPending and TextUpdateInfo without changing the original one.
- //TODO: Also it will improve performance because there is no need todo FullRelyout on the next need for layouting.
+ DoRelayout(impl,
+ requestedControllerSize,
+ static_cast<OperationsMask>(onlyOnceOperations | requestedOperationsMask),
+ calculatedLayoutSize);
- // FullRelayoutNeeded should be true because DoRelayout is MAX_FLOAT, MAX_FLOAT.
- // By this no need to take backup and restore it.
- textUpdateInfo.mFullRelayoutNeeded = true;
+ textUpdateInfo.Clear();
+ textUpdateInfo.mClearAll = true;
- // Restore mCharacterIndex. Because "Clear" set it to the maximum integer.
- // The "CalculateTextUpdateIndices" does not work proprely because the mCharacterIndex will be greater than mPreviousNumberOfCharacters.
- // Which apply an assumption to update only the last paragraph. That could cause many of out of index crashes.
- textUpdateInfo.mCharacterIndex = updateInfoCharIndexBackup;
+ // Do not do again the only once operations.
+ operationsPending = static_cast<OperationsMask>(operationsPending & ~onlyOnceOperations);
+ }
+ else
+ {
+ // This is to keep Index to the first character to be updated.
+ // Then restore it after calling Clear method.
+ auto updateInfoCharIndexBackup = textUpdateInfo.mCharacterIndex;
- // Do not do again the only once operations.
- operationsPending = static_cast<OperationsMask>(operationsPending & ~onlyOnceOperations);
+ // Layout the text for the new width.
+ // Apply the pending operations, requested operations and the only once operations.
+ // Then remove onlyOnceOperations
+ operationsPending = static_cast<OperationsMask>(operationsPending | requestedOperationsMask | onlyOnceOperations);
- // Do the size related operations again.
+ // Make sure the model is up-to-date before layouting
+ impl.UpdateModel(static_cast<OperationsMask>(operationsPending & ~UPDATE_LAYOUT_SIZE));
+
+ DoRelayout(impl,
+ requestedControllerSize,
+ static_cast<OperationsMask>(operationsPending & ~UPDATE_LAYOUT_SIZE),
+ calculatedLayoutSize);
+
+ // Clear the update info. This info will be set the next time the text is updated.
+ textUpdateInfo.Clear();
+
+ //TODO: Refactor "DoRelayout" and extract common code of size calculation without modifying attributes of mVisualModel,
+ //TODO: then calculate GlyphPositions. Lines, Size, Layout for Natural-Size
+ //TODO: and utilize the values in OperationsPending and TextUpdateInfo without changing the original one.
+ //TODO: Also it will improve performance because there is no need todo FullRelyout on the next need for layouting.
+
+ // FullRelayoutNeeded should be true because DoRelayout is MAX_FLOAT, MAX_FLOAT.
+ // By this no need to take backup and restore it.
+ textUpdateInfo.mFullRelayoutNeeded = true;
- const OperationsMask sizeOperations = static_cast<OperationsMask>(LAYOUT |
- ALIGN |
- REORDER);
+ // Restore mCharacterIndex. Because "Clear" set it to the maximum integer.
+ // The "CalculateTextUpdateIndices" does not work proprely because the mCharacterIndex will be greater than mPreviousNumberOfCharacters.
+ // Which apply an assumption to update only the last paragraph. That could cause many of out of index crashes.
+ textUpdateInfo.mCharacterIndex = updateInfoCharIndexBackup;
+ }
+ // Do the size related operations again.
operationsPending = static_cast<OperationsMask>(operationsPending | sizeOperations);
// Restore the actual control's size.
if(!isEditable || !controller.IsMultiLineEnabled())
{
// After doing the text layout, the vertical offset to place the actor in the desired position can be calculated.
- CalculateVerticalOffset(controller, size);
+ CalculateVerticalOffset(impl, size);
+ }
+ else // TextEditor
+ {
+ // If layoutSize is bigger than size, vertical align has no meaning.
+ if(layoutSize.y < size.y)
+ {
+ CalculateVerticalOffset(impl, size);
+ if(impl.mEventData)
+ {
+ impl.mEventData->mScrollAfterDelete = false;
+ }
+ }
}
if(isEditable)
}
}
-void Controller::Relayouter::CalculateVerticalOffset(Controller& controller, const Size& controlSize)
+void Controller::Relayouter::CalculateVerticalOffset(Controller::Impl& impl, const Size& controlSize)
{
- Controller::Impl& impl = *controller.mImpl;
- ModelPtr& model = impl.mModel;
- VisualModelPtr& visualModel = model->mVisualModel;
- Size layoutSize = model->mVisualModel->GetLayoutSize();
- Size oldLayoutSize = layoutSize;
- float offsetY = 0.f;
- bool needRecalc = false;
- float defaultFontLineHeight = impl.GetDefaultFontLineHeight();
+ ModelPtr& model = impl.mModel;
+ VisualModelPtr& visualModel = model->mVisualModel;
+ Size layoutSize = model->mVisualModel->GetLayoutSize();
+ Size oldLayoutSize = layoutSize;
+ float offsetY = 0.f;
+ bool needRecalc = false;
+ float defaultFontLineHeight = impl.GetDefaultFontLineHeight();
if(fabsf(layoutSize.height) < Math::MACHINE_EPSILON_1000)
{