#include <dali-toolkit/internal/text/cursor-helper-functions.h>
#include <dali-toolkit/internal/text/line-run.h>
#include <dali-toolkit/internal/text/visual-model-impl.h>
+#include <algorithm>
using namespace Dali;
return {characterX, characterY, characterWidth, characterHeight};
}
+int GetCharIndexAtPosition(ModelPtr textModel, float visualX, float visualY)
+{
+ if(textModel == nullptr)
+ {
+ return -1;
+ }
+
+ VisualModelPtr& visualModel = textModel->mVisualModel;
+
+ const int totalNumberOfGlyphs = visualModel->mGlyphs.Count();
+ const int totalNumberOfLines = visualModel->mLines.Count();
+
+ if((0 == totalNumberOfGlyphs) ||
+ (0 == totalNumberOfLines))
+ {
+ return -1;
+ }
+
+ //The top point of the view = 0.
+ if(visualY < 0)
+ {
+ return -1;
+ }
+
+ const Vector<LineRun>& lines = visualModel->mLines;
+
+ float lineTop = 0.f;
+ int lineIndex = 0;
+ int high = totalNumberOfLines;
+ int low = -1;
+ int guess;
+
+ // Searching for the correct line.
+ while(high - low > 1)
+ {
+ guess = (high + low) / 2;
+ Vector<LineRun>::ConstIterator it = lines.Begin() + guess;
+
+ lineTop = GetLineTop(lines, *it);
+
+ if(lineTop > visualY)
+ {
+ high = guess;
+ }
+ else
+ {
+ low = guess;
+ }
+ }
+
+ if(low < 0)
+ {
+ lineIndex = 0;
+ }
+ else
+ {
+ lineIndex = low;
+ }
+
+ bool isLastLine = lineIndex + 1 == totalNumberOfLines;
+
+ if(isLastLine)
+ {
+ const LineRun& line = *(visualModel->mLines.Begin() + lineIndex);
+ float lineHeight = GetLineHeight(line, isLastLine);
+
+ // If the visualY is placed after the last line.
+ if(visualY > lineTop + lineHeight)
+ {
+ return -1;
+ }
+ }
+
+ // Start searching for the visualX
+ const LineRun& line = *(visualModel->mLines.Begin() + lineIndex);
+
+ visualX -= line.alignmentOffset;
+
+ // Positions of the glyphs
+ const Vector2* const positionsBuffer = visualModel->mGlyphPositions.Begin();
+
+ const CharacterIndex startCharacter = line.characterRun.characterIndex;
+ const CharacterIndex endCharacter = line.characterRun.characterIndex + line.characterRun.numberOfCharacters - 1;
+
+ CharacterIndex characterIndexAtPosition = -1;
+ CharacterIndex characterIndex = startCharacter;
+ float characterPosition;
+ float rightMostCharacterPosition;
+
+ for(; characterIndex != endCharacter; characterIndex++)
+ {
+ characterPosition = positionsBuffer[characterIndex].x;
+ rightMostCharacterPosition = positionsBuffer[characterIndex+1].x;
+
+ if(visualX < rightMostCharacterPosition && visualX >= characterPosition)
+ {
+ characterIndexAtPosition = characterIndex;
+ break;
+ }
+ }
+
+ if(characterIndex == endCharacter)
+ {
+ // If the visualX is within the last character position or it comes after the last character; we return the last character.
+ rightMostCharacterPosition = positionsBuffer[endCharacter].x + GetCharacterWidth(visualModel->mGlyphs[endCharacter]);
+
+ if(visualX >= positionsBuffer[endCharacter].x && visualX < rightMostCharacterPosition)
+ {
+ characterIndexAtPosition = endCharacter;
+ }
+ }
+
+ return characterIndexAtPosition;
+}
} // namespace Text
} // namespace Toolkit