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()
mCursorBlinkEnabled( true ),
mGrabHandleEnabled( true ),
mGrabHandlePopupEnabled( true ),
- mSelectionEnabled( false ),
+ mSelectionEnabled( true ),
mHorizontalScrollingEnabled( true ),
mVerticalScrollingEnabled( false ),
mUpdateCursorPosition( false )
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 );
}
}
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.
+
//mDecorator->HidePopup();
ChangeState ( EDITING );
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 );
+ }
+ }
+
void ChangeState( State newState )
{
if( mState != newState )
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 )
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()
}
}
+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 )
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 Size& size,
void Controller::CalculateTextAlignment( const Size& size )
{
- // TODO : Calculate the vertical offset.
-
// 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::Alignment alignment = mImpl->mLayoutEngine.GetAlignment();
+ LayoutEngine::HorizontalAlignment horizontalAlignment = mImpl->mLayoutEngine.GetHorizontalAlignment();
if( firstParagraphDirection &&
- ( LayoutEngine::ALIGN_CENTER != alignment ) )
+ ( LayoutEngine::HORIZONTAL_ALIGN_CENTER != horizontalAlignment ) )
{
- if( LayoutEngine::ALIGN_BEGIN == alignment )
+ if( LayoutEngine::HORIZONTAL_ALIGN_BEGIN == horizontalAlignment )
{
- alignment = LayoutEngine::ALIGN_END;
+ horizontalAlignment = LayoutEngine::HORIZONTAL_ALIGN_END;
}
else
{
- alignment = LayoutEngine::ALIGN_BEGIN;
+ horizontalAlignment = LayoutEngine::HORIZONTAL_ALIGN_BEGIN;
}
}
- switch( alignment )
+ switch( horizontalAlignment )
{
- case LayoutEngine::ALIGN_BEGIN:
+ case LayoutEngine::HORIZONTAL_ALIGN_BEGIN:
{
- mImpl->mAlignmentOffset = Vector2::ZERO;
+ mImpl->mAlignmentOffset.x = 0.f;
break;
}
- case LayoutEngine::ALIGN_CENTER:
+ case LayoutEngine::HORIZONTAL_ALIGN_CENTER:
{
- mImpl->mAlignmentOffset.y = 0.f;
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::ALIGN_END:
+ case LayoutEngine::HORIZONTAL_ALIGN_END:
{
- mImpl->mAlignmentOffset.y = 0.f;
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()