namespace Text
{
+struct Controller::FontDefaults
+{
+ FontDefaults()
+ : mDefaultPointSize(0.0f),
+ mFontId(0u)
+ {
+ }
+
+ FontId GetFontId( TextAbstraction::FontClient& fontClient )
+ {
+ if( !mFontId )
+ {
+ Dali::TextAbstraction::PointSize26Dot6 pointSize = mDefaultPointSize*64;
+ mFontId = fontClient.GetFontId( mDefaultFontFamily, mDefaultFontStyle, pointSize );
+ }
+
+ return mFontId;
+ }
+
+ std::string mDefaultFontFamily;
+ std::string mDefaultFontStyle;
+ float mDefaultPointSize;
+ FontId mFontId;
+};
+
struct Controller::TextInput
{
// Used to queue input events until DoRelayout()
{
INACTIVE,
SELECTING,
- EDITING
+ EDITING,
+ EDITING_WITH_POPUP
};
TextInput( LogicalModelPtr logicalModel,
mSecondaryCursorPosition( 0u ),
mDecoratorUpdated( false ),
mCursorBlinkEnabled( true ),
- mGrabHandleEnabled( false ),
- mGrabHandlePopupEnabled( false ),
- mSelectionEnabled( false ),
+ mGrabHandleEnabled( true ),
+ mGrabHandlePopupEnabled( true ),
+ mSelectionEnabled( true ),
mHorizontalScrollingEnabled( true ),
mVerticalScrollingEnabled( false ),
mUpdateCursorPosition( false )
/**
* @brief Helper to move the cursor, grab handle etc.
*/
- bool ProcessInputEvents( const Vector2& controlSize )
+ bool ProcessInputEvents( const Vector2& controlSize,
+ const Vector2& alignmentOffset )
{
mDecoratorUpdated = false;
}
case TAP_EVENT:
{
- OnTapEvent( *iter );
+ OnTapEvent( *iter, alignmentOffset );
break;
}
case PAN_EVENT:
{
- OnPanEvent( *iter, controlSize );
+ OnPanEvent( *iter, controlSize, alignmentOffset );
break;
}
case GRAB_HANDLE_EVENT:
// TODO
}
- void OnTapEvent( const Event& event )
+ void OnTapEvent( const Event& event,
+ const Vector2& alignmentOffset )
{
unsigned int tapCount = event.p1.mUint;
{
ChangeState( EDITING );
- float xPosition = event.p2.mFloat;
- float yPosition = event.p3.mFloat;
+ float xPosition = event.p2.mFloat - alignmentOffset.x;
+ float yPosition = event.p3.mFloat - alignmentOffset.y;
float height(0.0f);
GetClosestCursorPosition( mPrimaryCursorPosition, xPosition, yPosition, height );
- mDecorator->SetPosition( PRIMARY_CURSOR, xPosition, yPosition, height );
+ mDecorator->SetPosition( PRIMARY_CURSOR, xPosition, yPosition, height, height ); // TODO: To be fixed in the next patch.
mUpdateCursorPosition = false;
mDecoratorUpdated = true;
2u == tapCount )
{
ChangeState( SELECTING );
+
+ RepositionSelectionHandles( event.p2.mFloat, event.p3.mFloat );
}
}
- void OnPanEvent( const Event& event, const Vector2& controlSize )
+ void OnPanEvent( const Event& event,
+ const Vector2& controlSize,
+ const Vector2& alignmentOffset )
{
int state = event.p1.mInt;
if( mHorizontalScrollingEnabled )
{
- float displacementX = event.p2.mFloat;
+ const float displacementX = event.p2.mFloat;
mScrollPosition.x += displacementX;
- // Clamp between -space & 0
- float contentWidth = actualSize.width;
- float space = (contentWidth > controlSize.width) ? contentWidth - controlSize.width : 0.0f;
- mScrollPosition.x = ( mScrollPosition.x < -space ) ? -space : mScrollPosition.x;
- mScrollPosition.x = ( mScrollPosition.x > 0 ) ? 0 : mScrollPosition.x;
+ // Clamp between -space & 0 (and the text alignment).
+ const float contentWidth = actualSize.width;
+ if( contentWidth > controlSize.width )
+ {
+ const float space = ( contentWidth - controlSize.width ) + alignmentOffset.x;
+ mScrollPosition.x = ( mScrollPosition.x < -space ) ? -space : mScrollPosition.x;
+ mScrollPosition.x = ( mScrollPosition.x > -alignmentOffset.x ) ? -alignmentOffset.x : mScrollPosition.x;
- mDecoratorUpdated = true;
+ mDecoratorUpdated = true;
+ }
+ else
+ {
+ mScrollPosition.x = 0.f;
+ }
}
+
if( mVerticalScrollingEnabled )
{
- float displacementY = event.p3.mFloat;
+ const float displacementY = event.p3.mFloat;
mScrollPosition.y += displacementY;
- // Clamp between -space & 0
- float space = (actualSize.height > controlSize.height) ? actualSize.height - controlSize.height : 0.0f;
- mScrollPosition.y = ( mScrollPosition.y < -space ) ? -space : mScrollPosition.y;
- mScrollPosition.y = ( mScrollPosition.y > 0 ) ? 0 : mScrollPosition.y;
+ // Clamp between -space & 0 (and the text alignment).
+ if( actualSize.height > controlSize.height )
+ {
+ const float space = ( actualSize.height - controlSize.height ) + alignmentOffset.y;
+ mScrollPosition.y = ( mScrollPosition.y < -space ) ? -space : mScrollPosition.y;
+ mScrollPosition.y = ( mScrollPosition.y > -alignmentOffset.y ) ? -alignmentOffset.y : mScrollPosition.y;
- mDecoratorUpdated = true;
+ mDecoratorUpdated = true;
+ }
+ else
+ {
+ mScrollPosition.y = 0.f;
+ }
}
}
}
GetClosestCursorPosition( mPrimaryCursorPosition, xPosition, yPosition, height );
- mDecorator->SetPosition( PRIMARY_CURSOR, xPosition, yPosition, height );
- mDecorator->HidePopup();
+ mDecorator->SetPosition( PRIMARY_CURSOR, xPosition, yPosition, height, height ); // TODO: To be fixed in the next patch.
+
+ //mDecorator->HidePopup();
+ ChangeState ( EDITING );
mDecoratorUpdated = true;
}
else if ( mGrabHandlePopupEnabled &&
GRAB_HANDLE_RELEASED == state )
{
- mDecorator->ShowPopup();
+ //mDecorator->ShowPopup();
+ ChangeState ( EDITING_WITH_POPUP );
+ mDecoratorUpdated = true;
+ }
+ }
+
+ void RepositionSelectionHandles( float visualX, float visualY )
+ {
+ // TODO - Find which word was selected
+
+ const Vector<GlyphInfo>& glyphs = mVisualModel->mGlyphs;
+ const Vector<Vector2>::SizeType glyphCount = glyphs.Count();
+
+ const Vector<Vector2>& positions = mVisualModel->mGlyphPositions;
+ const Vector<Vector2>::SizeType positionCount = positions.Count();
+
+ // Guard against glyphs which did not fit inside the layout
+ const Vector<Vector2>::SizeType count = (positionCount < glyphCount) ? positionCount : glyphCount;
+
+ if( count )
+ {
+ float primaryX = positions[0].x;
+ float secondaryX = positions[count-1].x + glyphs[count-1].width;
+
+ // TODO - multi-line selection
+ const Vector<LineRun>& lines = mVisualModel->mLines;
+ float height = lines.Count() ? lines[0].ascender + -lines[0].descender : 0.0f;
+
+ mDecorator->SetPosition( PRIMARY_SELECTION_HANDLE, primaryX, 0.0f, height );
+ mDecorator->SetPosition( SECONDARY_SELECTION_HANDLE, secondaryX, 0.0f, height );
+
+ mDecorator->ClearHighlights();
+ mDecorator->AddHighlight( primaryX, 0.0f, secondaryX, height );
}
}
mDecorator->StopCursorBlink();
mDecorator->SetGrabHandleActive( false );
mDecorator->SetSelectionActive( false );
- mDecorator->HidePopup();
+ mDecorator->SetPopupActive( false );
mDecoratorUpdated = true;
}
else if ( SELECTING == mState )
{
mDecorator->SetGrabHandleActive( true );
}
+ if( mGrabHandlePopupEnabled )
+ {
+ mDecorator->SetPopupActive( false );
+ }
+ mDecorator->SetSelectionActive( false );
+ mDecoratorUpdated = true;
+ }
+ else if( EDITING_WITH_POPUP == mState )
+ {
+ mDecorator->SetActiveCursor( ACTIVE_CURSOR_PRIMARY );
+ if( mCursorBlinkEnabled )
+ {
+ mDecorator->StartCursorBlink();
+ }
+ if( mGrabHandleEnabled )
+ {
+ mDecorator->SetGrabHandleActive( true );
+ }
+ if( mGrabHandlePopupEnabled )
+ {
+ mDecorator->SetPopupActive( true );
+ }
mDecorator->SetSelectionActive( false );
mDecoratorUpdated = true;
}
const Vector<LineRun>& lines = mVisualModel->mLines;
for( float totalHeight = 0; lineIndex < lines.Count(); ++lineIndex )
{
- totalHeight += lines[lineIndex].lineSize.height;
+ const LineRun& lineRun = lines[lineIndex];
+ totalHeight += lineRun.ascender + -lineRun.descender;
if( y < totalHeight )
{
- break;
+ return lineIndex;
}
}
- return lineIndex;
+ return lineIndex-1;
}
void GetClosestCursorPosition( CharacterIndex& logical, float& visualX, float& visualY, float& height )
}
visualY = 0.0f;
- height = line.lineSize.height;
+ height = line.ascender + -line.descender;
}
void UpdateCursorPosition()
float visualX( 0.0f );
float visualY( 0.0f );
- LineIndex lineIndex( 0u );
+ float height( 0.0f );
const Vector<LineRun>& lineRuns = mVisualModel->mLines;
if( cursorGlyph > 0 )
visualX += mVisualModel->mGlyphs[ cursorGlyph ].width;
// Find the line height
- for( GlyphIndex lastGlyph = 0; lineIndex < lineRuns.Count(); ++lineIndex )
+ GlyphIndex lastGlyph( 0 );
+ for( LineIndex lineIndex = 0u; lineIndex < lineRuns.Count(); ++lineIndex )
{
lastGlyph = (lineRuns[lineIndex].glyphIndex + lineRuns[lineIndex].numberOfGlyphs);
if( cursorGlyph < lastGlyph )
{
+ const LineRun& lineRun = lineRuns[lineIndex];
+ height = lineRun.ascender + -lineRun.descender;
break;
}
}
}
- mDecorator->SetPosition( PRIMARY_CURSOR, visualX, visualY, lineRuns[lineIndex].lineSize.height );
+ mDecorator->SetPosition( PRIMARY_CURSOR, visualX, visualY, height, height ); // TODO: To be fixed in the next patch.
mDecoratorUpdated = true;
}
bool mUpdateCursorPosition : 1; ///< True if the visual position of the cursor must be recalculated
};
-struct Controller::FontDefaults
-{
- FontDefaults()
- : mDefaultPointSize(0.0f),
- mFontId(0u)
- {
- }
-
- FontId GetFontId( TextAbstraction::FontClient& fontClient )
- {
- if( !mFontId )
- {
- Dali::TextAbstraction::PointSize26Dot6 pointSize = mDefaultPointSize*64;
- mFontId = fontClient.GetFontId( mDefaultFontFamily, mDefaultFontStyle, pointSize );
- }
-
- return mFontId;
- }
-
- std::string mDefaultFontFamily;
- std::string mDefaultFontStyle;
- float mDefaultPointSize;
- FontId mFontId;
-};
-
struct Controller::Impl
{
Impl( ControlInterface& controlInterface )
mLayoutEngine(),
mModifyEvents(),
mControlSize(),
+ mAlignmentOffset(),
mOperationsPending( NO_OPERATION ),
mRecalculateNaturalSize( true )
{
mFontClient = TextAbstraction::FontClient::Get();
mView.SetVisualModel( mVisualModel );
+
+ // Set the text properties to default
+ mVisualModel->SetTextColor( Color::WHITE );
+ mVisualModel->SetShadowOffset( Vector2::ZERO );
+ mVisualModel->SetShadowColor( Vector4::ZERO );
+ mVisualModel->SetUnderlineEnabled( false );
}
~Impl()
LayoutEngine mLayoutEngine; ///< The layout engine.
std::vector<ModifyEvent> mModifyEvents; ///< Temporary stores the text set until the next relayout.
Size mControlSize; ///< The size of the control.
+ Vector2 mAlignmentOffset; ///< Vertical and horizontal offset of the whole text inside the control due to alignment.
OperationsMask mOperationsPending; ///< Operations pending to be done to layout the text.
bool mRecalculateNaturalSize:1; ///< Whether the natural size needs to be recalculated.
};
mImpl->mFontDefaults->mFontId = 0u; // Remove old font ID
mImpl->mOperationsPending = ALL_OPERATIONS;
mImpl->mRecalculateNaturalSize = true;
+
+ // Clear the font-specific data
+ mImpl->mLogicalModel->mFontRuns.Clear();
+ mImpl->mVisualModel->mGlyphs.Clear();
+ mImpl->mVisualModel->mGlyphsToCharacters.Clear();
+ mImpl->mVisualModel->mCharactersToGlyph.Clear();
+ mImpl->mVisualModel->mCharactersPerGlyph.Clear();
+ mImpl->mVisualModel->mGlyphsPerCharacter.Clear();
+ mImpl->mVisualModel->mGlyphPositions.Clear();
+ mImpl->mVisualModel->mLines.Clear();
+
+ RequestRelayout();
}
const std::string& Controller::GetDefaultFontFamily() const
mImpl->mFontDefaults->mFontId = 0u; // Remove old font ID
mImpl->mOperationsPending = ALL_OPERATIONS;
mImpl->mRecalculateNaturalSize = true;
+
+ // Clear the font-specific data
+ mImpl->mLogicalModel->mFontRuns.Clear();
+ mImpl->mVisualModel->mGlyphs.Clear();
+ mImpl->mVisualModel->mGlyphsToCharacters.Clear();
+ mImpl->mVisualModel->mCharactersToGlyph.Clear();
+ mImpl->mVisualModel->mCharactersPerGlyph.Clear();
+ mImpl->mVisualModel->mGlyphsPerCharacter.Clear();
+ mImpl->mVisualModel->mGlyphPositions.Clear();
+ mImpl->mVisualModel->mLines.Clear();
+
+ RequestRelayout();
}
const std::string& Controller::GetDefaultFontStyle() const
mImpl->mFontDefaults->mFontId = 0u; // Remove old font ID
mImpl->mOperationsPending = ALL_OPERATIONS;
mImpl->mRecalculateNaturalSize = true;
+
+ // Clear the font-specific data
+ mImpl->mLogicalModel->mFontRuns.Clear();
+ mImpl->mVisualModel->mGlyphs.Clear();
+ mImpl->mVisualModel->mGlyphsToCharacters.Clear();
+ mImpl->mVisualModel->mCharactersToGlyph.Clear();
+ mImpl->mVisualModel->mCharactersPerGlyph.Clear();
+ mImpl->mVisualModel->mGlyphsPerCharacter.Clear();
+ mImpl->mVisualModel->mGlyphPositions.Clear();
+ mImpl->mVisualModel->mLines.Clear();
+
+ RequestRelayout();
}
float Controller::GetDefaultPointSize() const
}
}
+const Vector4& Controller::GetTextColor() const
+{
+ return mImpl->mVisualModel->GetTextColor();
+}
+
+const Vector2& Controller::GetShadowOffset() const
+{
+ return mImpl->mVisualModel->GetShadowOffset();
+}
+
+const Vector4& Controller::GetShadowColor() const
+{
+ return mImpl->mVisualModel->GetShadowColor();
+}
+
+const Vector4& Controller::GetUnderlineColor() const
+{
+ return mImpl->mVisualModel->GetUnderlineColor();
+}
+
+bool Controller::IsUnderlineEnabled() const
+{
+ return mImpl->mVisualModel->IsUnderlineEnabled();
+}
+
+void Controller::SetTextColor( const Vector4& textColor )
+{
+ mImpl->mVisualModel->SetTextColor( textColor );
+}
+
+void Controller::SetShadowOffset( const Vector2& shadowOffset )
+{
+ mImpl->mVisualModel->SetShadowOffset( shadowOffset );
+}
+
+void Controller::SetShadowColor( const Vector4& shadowColor )
+{
+ mImpl->mVisualModel->SetShadowColor( shadowColor );
+}
+
+void Controller::SetUnderlineColor( const Vector4& color )
+{
+ mImpl->mVisualModel->SetUnderlineColor( color );
+}
+
+void Controller::SetUnderlineEnabled( bool enabled )
+{
+ mImpl->mVisualModel->SetUnderlineEnabled( enabled );
+}
+
void Controller::EnableTextInput( DecoratorPtr decorator )
{
if( !mImpl->mTextInput )
return Vector2::ZERO;
}
+const Vector2& Controller::GetAlignmentOffset() const
+{
+ return mImpl->mAlignmentOffset;
+}
+
Vector3 Controller::GetNaturalSize()
{
Vector3 naturalSize;
return layoutSize.height;
}
-bool Controller::Relayout( const Vector2& size )
+bool Controller::Relayout( const Size& size )
{
if( ( size.width < Math::MACHINE_EPSILON_1000 ) || ( size.height < Math::MACHINE_EPSILON_1000 ) )
{
// Do not re-do any operation until something changes.
mImpl->mOperationsPending = NO_OPERATION;
+ // After doing the text layout, the alignment offset to place the actor in the desired position can be calculated.
+ CalculateTextAlignment( size );
+
if( mImpl->mTextInput )
{
// Move the cursor, grab handle etc.
- updated = mImpl->mTextInput->ProcessInputEvents( mImpl->mControlSize ) || updated;
+ updated = mImpl->mTextInput->ProcessInputEvents( mImpl->mControlSize, mImpl->mAlignmentOffset ) || updated;
}
return updated;
mImpl->mLogicalModel->mLineBreakInfo.Clear();
mImpl->mLogicalModel->mWordBreakInfo.Clear();
mImpl->mLogicalModel->mBidirectionalParagraphInfo.Clear();
+ mImpl->mLogicalModel->mCharacterDirections.Clear();
mImpl->mLogicalModel->mBidirectionalLineInfo.Clear();
mImpl->mLogicalModel->mLogicalToVisualMap.Clear();
mImpl->mLogicalModel->mVisualToLogicalMap.Clear();
mImpl->mLogicalModel->mLineBreakInfo.Clear();
mImpl->mLogicalModel->mWordBreakInfo.Clear();
mImpl->mLogicalModel->mBidirectionalParagraphInfo.Clear();
+ mImpl->mLogicalModel->mCharacterDirections.Clear();
mImpl->mLogicalModel->mBidirectionalLineInfo.Clear();
mImpl->mLogicalModel->mLogicalToVisualMap.Clear();
mImpl->mLogicalModel->mVisualToLogicalMap.Clear();
mImpl->mLogicalModel->mLineBreakInfo.Clear();
mImpl->mLogicalModel->mWordBreakInfo.Clear();
mImpl->mLogicalModel->mBidirectionalParagraphInfo.Clear();
+ mImpl->mLogicalModel->mCharacterDirections.Clear();
mImpl->mLogicalModel->mBidirectionalLineInfo.Clear();
mImpl->mLogicalModel->mLogicalToVisualMap.Clear();
mImpl->mLogicalModel->mVisualToLogicalMap.Clear();
// TODO: consider if the mirrored string can be stored as well.
textMirrored = GetMirroredText( utf32Characters, mirroredUtf32Characters );
+
+ // Only set the character directions if there is right to left characters.
+ Vector<CharacterDirection>& directions = mImpl->mLogicalModel->mCharacterDirections;
+ directions.Resize( numberOfCharacters );
+
+ GetCharactersDirection( bidirectionalInfo,
+ directions );
}
- }
+ else
+ {
+ // There is no right to left characters. Clear the directions vector.
+ mImpl->mLogicalModel->mCharacterDirections.Clear();
+ }
+
+ }
Vector<GlyphInfo>& glyphs = mImpl->mVisualModel->mGlyphs;
Vector<CharacterIndex>& glyphsToCharactersMap = mImpl->mVisualModel->mGlyphsToCharacters;
glyphs,
glyphsToCharactersMap,
charactersPerGlyph );
+
+ // Create the 'number of glyphs' per character and the glyph to character conversion tables.
+ mImpl->mVisualModel->CreateGlyphsPerCharacterTable( numberOfCharacters );
+ mImpl->mVisualModel->CreateCharacterToGlyphTable( numberOfCharacters );
}
const Length numberOfGlyphs = glyphs.Count();
{
mImpl->mFontClient.GetGlyphMetrics( glyphs.Begin(), numberOfGlyphs );
}
-
- if( 0u != numberOfGlyphs )
- {
- // Create the glyph to character conversion table and the 'number of glyphs' per character.
- mImpl->mVisualModel->CreateCharacterToGlyphTable(numberOfCharacters );
- mImpl->mVisualModel->CreateGlyphsPerCharacterTable( numberOfCharacters );
- }
}
-bool Controller::DoRelayout( const Vector2& size,
+bool Controller::DoRelayout( const Size& size,
OperationsMask operationsRequired,
Size& layoutSize )
{
if( ALIGN & operations )
{
mImpl->mLayoutEngine.Align( layoutParameters,
+ layoutSize,
lines,
glyphPositions );
}
return viewUpdated;
}
+void Controller::CalculateTextAlignment( const Size& size )
+{
+ // Get the direction of the first character.
+ const CharacterDirection firstParagraphDirection = mImpl->mLogicalModel->GetCharacterDirection( 0u );
+
+ const Size& actualSize = mImpl->mVisualModel->GetActualSize();
+
+ // If the first paragraph is right to left swap ALIGN_BEGIN and ALIGN_END;
+ LayoutEngine::HorizontalAlignment horizontalAlignment = mImpl->mLayoutEngine.GetHorizontalAlignment();
+ if( firstParagraphDirection &&
+ ( LayoutEngine::HORIZONTAL_ALIGN_CENTER != horizontalAlignment ) )
+ {
+ if( LayoutEngine::HORIZONTAL_ALIGN_BEGIN == horizontalAlignment )
+ {
+ horizontalAlignment = LayoutEngine::HORIZONTAL_ALIGN_END;
+ }
+ else
+ {
+ horizontalAlignment = LayoutEngine::HORIZONTAL_ALIGN_BEGIN;
+ }
+ }
+
+ switch( horizontalAlignment )
+ {
+ case LayoutEngine::HORIZONTAL_ALIGN_BEGIN:
+ {
+ mImpl->mAlignmentOffset.x = 0.f;
+ break;
+ }
+ case LayoutEngine::HORIZONTAL_ALIGN_CENTER:
+ {
+ const int intOffset = static_cast<int>( 0.5f * ( size.width - actualSize.width ) ); // try to avoid pixel alignment.
+ mImpl->mAlignmentOffset.x = static_cast<float>( intOffset );
+ break;
+ }
+ case LayoutEngine::HORIZONTAL_ALIGN_END:
+ {
+ mImpl->mAlignmentOffset.x = size.width - actualSize.width;
+ break;
+ }
+ }
+
+ const LayoutEngine::VerticalAlignment verticalAlignment = mImpl->mLayoutEngine.GetVerticalAlignment();
+ switch( verticalAlignment )
+ {
+ case LayoutEngine::VERTICAL_ALIGN_TOP:
+ {
+ mImpl->mAlignmentOffset.y = 0.f;
+ break;
+ }
+ case LayoutEngine::VERTICAL_ALIGN_CENTER:
+ {
+ const int intOffset = static_cast<int>( 0.5f * ( size.height - actualSize.height ) ); // try to avoid pixel alignment.
+ mImpl->mAlignmentOffset.y = static_cast<float>( intOffset );
+ break;
+ }
+ case LayoutEngine::VERTICAL_ALIGN_BOTTOM:
+ {
+ mImpl->mAlignmentOffset.y = size.height - actualSize.height;
+ break;
+ }
+ }
+}
+
View& Controller::GetView()
{
return mImpl->mView;
mImpl->mModifyEvents.push_back( event );
}
+ mImpl->mTextInput->ChangeState( TextInput::EDITING ); // todo Confirm this is the best place to change the state of
+
RequestRelayout();
}