DALI_PROPERTY_REGISTRATION( TextField, "font-style", STRING, FONT_STYLE )
DALI_PROPERTY_REGISTRATION( TextField, "point-size", FLOAT, POINT_SIZE )
DALI_PROPERTY_REGISTRATION( TextField, "exceed-policy", INTEGER, EXCEED_POLICY )
-DALI_PROPERTY_REGISTRATION( TextField, "cursor-image", STRING, CURSOR_IMAGE )
DALI_PROPERTY_REGISTRATION( TextField, "primary-cursor-color", VECTOR4, PRIMARY_CURSOR_COLOR )
DALI_PROPERTY_REGISTRATION( TextField, "secondary-cursor-color", VECTOR4, SECONDARY_CURSOR_COLOR )
DALI_PROPERTY_REGISTRATION( TextField, "enable-cursor-blink", BOOLEAN, ENABLE_CURSOR_BLINK )
impl.mExceedPolicy = value.Get< int >();
break;
}
- case Toolkit::TextField::Property::CURSOR_IMAGE:
- {
- ResourceImage image = ResourceImage::New( value.Get< std::string >() );
-
- if( impl.mDecorator )
- {
- impl.mDecorator->SetCursorImage( image );
- }
- break;
- }
case Toolkit::TextField::Property::PRIMARY_CURSOR_COLOR:
{
if( impl.mDecorator )
value = impl.mExceedPolicy;
break;
}
- case Toolkit::TextField::Property::CURSOR_IMAGE:
- {
- if( impl.mDecorator )
- {
- ResourceImage image = ResourceImage::DownCast( impl.mDecorator->GetCursorImage() );
- if( image )
- {
- value = image.GetUrl();
- }
- }
- break;
- }
case Toolkit::TextField::Property::PRIMARY_CURSOR_COLOR:
{
if( impl.mDecorator )
}
break;
}
- case Toolkit::TextField::Property::GRAB_HANDLE_IMAGE:
- {
- if( impl.mDecorator )
- {
- ResourceImage image = ResourceImage::DownCast( impl.mDecorator->GetCursorImage() );
- if( image )
- {
- value = image.GetUrl();
- }
- }
- break;
- }
case Toolkit::TextField::Property::DECORATION_BOUNDING_BOX:
{
if( impl.mDecorator )
// Forward input events to controller
EnableGestureDetection(Gesture::Tap);
GetTapGestureDetector().SetMaximumTapsRequired( 2 );
+ EnableGestureDetection(Gesture::Pan);
// Set BoundingBox to stage size if not already set.
if ( mDecorator->GetBoundingBox().IsEmpty() )
{
if( mDecorator )
{
- mDecorator->Relayout( size );
+ mDecorator->Relayout( size, mController->GetScrollPosition() );
}
if( !mRenderer )
if( mRenderableActor )
{
+ const Vector2& scrollPosition = mController->GetScrollPosition();
+ mRenderableActor.SetPosition( scrollPosition.x, scrollPosition.y );
+
// Make sure the actor is parented correctly with/without clipping
if( mClipper )
{
mController->TapEvent( gesture.numberOfTaps, gesture.localPoint.x, gesture.localPoint.y );
}
+void TextField::OnPan( const PanGesture& gesture )
+{
+ mController->PanEvent( gesture.state, gesture.displacement );
+}
+
bool TextField::OnKeyEvent( const KeyEvent& event )
{
if( Dali::DALI_KEY_ESCAPE == event.keyCode )
return mController->KeyEvent( event );
}
-ImfManager::ImfCallbackData TextField::OnImfEvent( Dali::ImfManager& imfManager, const ImfManager::ImfEventData& imfEvent )
+ImfManager::ImfCallbackData TextField::OnImfEvent( Dali::ImfManager& imfManager, const ImfManager::ImfEventData& imfEvent )
{
switch ( imfEvent.eventName )
{
- case ImfManager::PREEDIT:
- {
- // TODO
- break;
- }
case ImfManager::COMMIT:
{
- // TODO
+ KeyEvent event( "", imfEvent.predictiveString, 0, 0, 0, KeyEvent::Down );
+ mController->KeyEvent( event );
break;
}
+ case ImfManager::PREEDIT: // fall through
case ImfManager::DELETESURROUNDING:
- {
- // TODO
- break;
- }
case ImfManager::GETSURROUNDING:
- {
- // TODO
- break;
- }
case ImfManager::VOID:
{
// do nothing
#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/buttons/push-button.h>
+#include <dali-toolkit/public-api/controls/default-controls/solid-color-actor.h>
#ifdef DEBUG_ENABLED
#define DECORATOR_DEBUG
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_CURSOR_IMAGE( DALI_IMAGE_DIR "decorator-cursor.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 );
* 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.
*/
- void Relayout( const Vector2& size )
+ void Relayout( const Vector2& size, const Vector2& scrollPosition )
{
// TODO - Remove this if nothing is active
CreateActiveLayer();
CreateCursors();
if( mPrimaryCursor )
{
- mPrimaryCursor.SetPosition( mCursor[PRIMARY_CURSOR].x, mCursor[PRIMARY_CURSOR].y );
+ mPrimaryCursor.SetPosition( mCursor[PRIMARY_CURSOR].x + scrollPosition.x,
+ mCursor[PRIMARY_CURSOR].y + scrollPosition.y );
+ mPrimaryCursor.SetSize( 1.0f, mCursor[PRIMARY_CURSOR].height );
}
if( mSecondaryCursor )
{
- mSecondaryCursor.SetPosition( mCursor[SECONDARY_CURSOR].x, mCursor[SECONDARY_CURSOR].y );
+ mSecondaryCursor.SetPosition( mCursor[SECONDARY_CURSOR].x + scrollPosition.x,
+ mCursor[SECONDARY_CURSOR].y + scrollPosition.y );
+ mSecondaryCursor.SetSize( 1.0f, mCursor[SECONDARY_CURSOR].height );
}
// Show or hide the grab handle
CreateGrabHandle();
- mGrabHandle.SetPosition( mCursor[PRIMARY_CURSOR].x, mCursor[PRIMARY_CURSOR].y + mCursor[PRIMARY_CURSOR].height );
+ mGrabHandle.SetPosition( mCursor[PRIMARY_CURSOR].x + scrollPosition.x,
+ mCursor[PRIMARY_CURSOR].y + scrollPosition.y + mCursor[PRIMARY_CURSOR].height );
}
else if( mGrabHandle )
{
CreateSelectionHandles();
SelectionHandleImpl& primary = mSelectionHandle[ PRIMARY_SELECTION_HANDLE ];
- primary.actor.SetPosition( primary.x, primary.y + primary.cursorHeight );
+ primary.actor.SetPosition( primary.x + scrollPosition.x,
+ primary.y + scrollPosition.y + primary.cursorHeight );
SelectionHandleImpl& secondary = mSelectionHandle[ SECONDARY_SELECTION_HANDLE ];
- secondary.actor.SetPosition( secondary.x, secondary.y + secondary.cursorHeight );
+ secondary.actor.SetPosition( secondary.x + scrollPosition.x,
+ secondary.y + scrollPosition.y + secondary.cursorHeight );
//CreateHighlight(); TODO
}
void CreateCursor( ImageActor& cursor )
{
- if ( !mCursorImage )
- {
- mCursorImage = ResourceImage::New( DEFAULT_CURSOR_IMAGE );
- }
- cursor = ImageActor::New( mCursorImage );
+ cursor = CreateSolidColorActor( Color::WHITE );
+ cursor.SetParentOrigin( ParentOrigin::TOP_LEFT );
cursor.SetAnchorPoint( AnchorPoint::TOP_CENTER );
}
return mImpl->mBoundingBox;
}
-void Decorator::Relayout( const Vector2& size )
+void Decorator::Relayout( const Vector2& size, const Vector2& scrollPosition )
{
- mImpl->Relayout( size );
+ mImpl->Relayout( size, scrollPosition );
}
/** Cursor **/
height = mImpl->mCursor[cursor].height;
}
-void Decorator::SetCursorImage( Dali::Image image )
-{
- mImpl->mCursorImage = image;
-}
-
-Dali::Image Decorator::GetCursorImage() const
-{
- return mImpl->mCursorImage;
-}
-
void Decorator::SetColor( Cursor cursor, const Dali::Vector4& color )
{
mImpl->mCursor[cursor].color = color;
KEYBOARD_FOCUS_LOST_EVENT,
CURSOR_KEY_EVENT,
TAP_EVENT,
+ PAN_EVENT,
GRAB_HANDLE_EVENT
};
mPrimaryCursorPosition( 0u ),
mSecondaryCursorPosition( 0u ),
mDecoratorUpdated( false ),
- mCursorBlinkEnabled( true )
+ mCursorBlinkEnabled( true ),
+ mGrabHandleEnabled( false ),
+ mGrabHandlePopupEnabled( false ),
+ mSelectionEnabled( false ),
+ mHorizontalScrollingEnabled( true ),
+ mVerticalScrollingEnabled( false ),
+ mUpdateCursorPosition( false )
{
}
/**
* @brief Helper to move the cursor, grab handle etc.
*/
- bool ProcessInputEvents()
+ bool ProcessInputEvents( const Vector2& controlSize )
{
mDecoratorUpdated = false;
OnTapEvent( *iter );
break;
}
+ case PAN_EVENT:
+ {
+ OnPanEvent( *iter, controlSize );
+ break;
+ }
case GRAB_HANDLE_EVENT:
{
OnGrabHandleEvent( *iter );
}
}
+ // The cursor must also be repositioned after inserts into the model
+ if( mUpdateCursorPosition )
+ {
+ UpdateCursorPosition();
+ mUpdateCursorPosition = false;
+ }
+
mEventQueue.clear();
return mDecoratorUpdated;
}
}
- void HandleBackspaceKey()
- {
- // TODO
- }
-
void HandleCursorKey( int keyCode )
{
// TODO
}
- void HandleKeyString( const char* keyString )
- {
- // TODO
- }
-
void OnTapEvent( const Event& event )
{
unsigned int tapCount = event.p1.mUint;
float xPosition = event.p2.mFloat;
float yPosition = event.p3.mFloat;
float height(0.0f);
- GetClosestCursorPosition( xPosition, yPosition, height );
+ GetClosestCursorPosition( mPrimaryCursorPosition, xPosition, yPosition, height );
mDecorator->SetPosition( PRIMARY_CURSOR, xPosition, yPosition, height );
+ mUpdateCursorPosition = false;
mDecoratorUpdated = true;
}
- else if( 2u == tapCount )
+ else if( mSelectionEnabled &&
+ 2u == tapCount )
{
ChangeState( SELECTING );
}
}
+ void OnPanEvent( const Event& event, const Vector2& controlSize )
+ {
+ int state = event.p1.mInt;
+
+ if( Gesture::Started == state ||
+ Gesture::Continuing == state )
+ {
+ const Vector2& actualSize = mVisualModel->GetActualSize();
+
+ if( mHorizontalScrollingEnabled )
+ {
+ 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;
+
+ mDecoratorUpdated = true;
+ }
+ if( mVerticalScrollingEnabled )
+ {
+ 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;
+
+ mDecoratorUpdated = true;
+ }
+ }
+ }
+
void OnGrabHandleEvent( const Event& event )
{
unsigned int state = event.p1.mUint;
float yPosition = event.p3.mFloat;
float height(0.0f);
- GetClosestCursorPosition( xPosition, yPosition, height );
+ GetClosestCursorPosition( mPrimaryCursorPosition, xPosition, yPosition, height );
mDecorator->SetPosition( PRIMARY_CURSOR, xPosition, yPosition, height );
mDecorator->HidePopup();
mDecoratorUpdated = true;
}
- else if ( GRAB_HANDLE_RELEASED == state )
+ else if ( mGrabHandlePopupEnabled &&
+ GRAB_HANDLE_RELEASED == state )
{
mDecorator->ShowPopup();
}
-
}
void ChangeState( State newState )
{
mDecorator->StartCursorBlink();
}
- mDecorator->SetGrabHandleActive( true );
+ if( mGrabHandleEnabled )
+ {
+ mDecorator->SetGrabHandleActive( true );
+ }
mDecorator->SetSelectionActive( false );
mDecoratorUpdated = true;
}
}
}
- void GetClosestCursorPosition( float& x, float& y, float& height )
+ LineIndex GetClosestLine( float y )
{
- // TODO - Look at LineRuns first
+ LineIndex lineIndex( 0u );
+
+ const Vector<LineRun>& lines = mVisualModel->mLines;
+ for( float totalHeight = 0; lineIndex < lines.Count(); ++lineIndex )
+ {
+ totalHeight += lines[lineIndex].lineSize.height;
+ if( y < totalHeight )
+ {
+ break;
+ }
+ }
- Text::Length numberOfGlyphs = mVisualModel->GetNumberOfGlyphs();
- if( 0 == numberOfGlyphs )
+ return lineIndex;
+ }
+
+ void GetClosestCursorPosition( CharacterIndex& logical, float& visualX, float& visualY, float& height )
+ {
+ Length numberOfGlyphs = mVisualModel->mGlyphs.Count();
+ Length numberOfLines = mVisualModel->mLines.Count();
+ if( 0 == numberOfGlyphs ||
+ 0 == numberOfLines )
{
return;
}
- Vector<GlyphInfo>& glyphs = mVisualModel->mGlyphs;
+ // Transform to visual model coords
+ visualX -= mScrollPosition.x;
+ visualY -= mScrollPosition.y;
+
+ // Find which line is closest
+ LineIndex lineIndex( GetClosestLine( visualY ) );
+
+ const Vector<GlyphInfo>& glyphs = mVisualModel->mGlyphs;
const GlyphInfo* const glyphsBuffer = glyphs.Begin();
- Vector<Vector2>& positions = mVisualModel->mGlyphPositions;
+ const Vector<Vector2>& positions = mVisualModel->mGlyphPositions;
const Vector2* const positionsBuffer = positions.Begin();
unsigned int closestGlyph = 0;
+ bool leftOfGlyph( false ); // which side of the glyph?
float closestDistance = MAX_FLOAT;
- for( unsigned int i = 0, numberOfGLyphs = glyphs.Count(); i < numberOfGLyphs; ++i )
+ const LineRun& line = mVisualModel->mLines[lineIndex];
+ GlyphIndex startGlyph = line.glyphIndex;
+ GlyphIndex endGlyph = line.glyphIndex + line.numberOfGlyphs;
+ DALI_ASSERT_DEBUG( endGlyph <= glyphs.Count() && "Invalid line info" );
+
+ for( GlyphIndex i = startGlyph; i < endGlyph; ++i )
{
const GlyphInfo& glyphInfo = *( glyphsBuffer + i );
const Vector2& position = *( positionsBuffer + i );
float glyphX = position.x + glyphInfo.width*0.5f;
float glyphY = position.y + glyphInfo.height*0.5f;
- float distanceToGlyph = fabsf( glyphX - x ) + fabsf( glyphY - y );
+ float distanceToGlyph = fabsf( glyphX - visualX ) + fabsf( glyphY - visualY );
if( distanceToGlyph < closestDistance )
{
closestDistance = distanceToGlyph;
closestGlyph = i;
+ leftOfGlyph = ( visualX < glyphX );
+ }
+ }
+
+ // Calculate the logical position
+ logical = mVisualModel->GetCharacterIndex( closestGlyph );
+
+ // Returns the visual position of the glyph
+ visualX = positions[closestGlyph].x;
+ if( !leftOfGlyph )
+ {
+ visualX += glyphs[closestGlyph].width;
+
+ //if( LTR ) TODO
+ ++logical;
+ }
+ else// if ( RTL ) TODO
+ {
+ //++logical;
+ }
+ visualY = 0.0f;
+
+ height = line.lineSize.height;
+ }
+
+ void UpdateCursorPosition()
+ {
+ if( 0 == mVisualModel->mGlyphs.Count() )
+ {
+ return;
+ }
+
+ // FIXME GetGlyphIndex() is behaving strangely
+#if 0
+ GlyphIndex cursorGlyph = mVisualModel->GetGlyphIndex( mPrimaryCursorPosition );
+#else
+ GlyphIndex cursorGlyph( 0u );
+ for( cursorGlyph = 0; cursorGlyph < mVisualModel->mGlyphs.Count(); ++cursorGlyph )
+ {
+ if( mPrimaryCursorPosition == mVisualModel->GetCharacterIndex( cursorGlyph ) )
+ {
+ break;
}
}
+#endif
+
+ float visualX( 0.0f );
+ float visualY( 0.0f );
+ LineIndex lineIndex( 0u );
+ const Vector<LineRun>& lineRuns = mVisualModel->mLines;
+
+ if( cursorGlyph > 0 )
+ {
+ --cursorGlyph;
- // TODO - Consider RTL languages
- x = positions[closestGlyph].x + glyphs[closestGlyph].width;
- y = 0.0f;
+ visualX = mVisualModel->mGlyphPositions[ cursorGlyph ].x;
+ //if( LTR ) TODO
+ visualX += mVisualModel->mGlyphs[ cursorGlyph ].width;
+
+ // Find the line height
+ for( GlyphIndex lastGlyph = 0; lineIndex < lineRuns.Count(); ++lineIndex )
+ {
+ lastGlyph = (lineRuns[lineIndex].glyphIndex + lineRuns[lineIndex].numberOfGlyphs);
+ if( cursorGlyph < lastGlyph )
+ {
+ break;
+ }
+ }
+ }
- FontMetrics metrics;
- TextAbstraction::FontClient::Get().GetFontMetrics( glyphs[closestGlyph].fontId, metrics );
- height = metrics.height; // TODO - Fix for multi-line
+ mDecorator->SetPosition( PRIMARY_CURSOR, visualX, visualY, lineRuns[lineIndex].lineSize.height );
+ mDecoratorUpdated = true;
}
LogicalModelPtr mLogicalModel;
CharacterIndex mPrimaryCursorPosition; ///< Index into logical model for primary cursor
CharacterIndex mSecondaryCursorPosition; ///< Index into logical model for secondary cursor
- bool mDecoratorUpdated : 1; ///< True if the decorator was updated during event processing
- bool mCursorBlinkEnabled : 1; ///< True if cursor should blink when active
+ /**
+ * 0,0 means that the top-left corner of the layout matches the top-left corner of the UI control.
+ * Typically this will have a negative value with scrolling occurs.
+ */
+ Vector2 mScrollPosition; ///< The text is offset by this position when scrolling.
+
+ bool mDecoratorUpdated : 1; ///< True if the decorator was updated during event processing
+ bool mCursorBlinkEnabled : 1; ///< True if cursor should blink when active
+ bool mGrabHandleEnabled : 1; ///< True if grab handle is enabled
+ bool mGrabHandlePopupEnabled : 1; ///< True if the grab handle popu-up should be shown
+ bool mSelectionEnabled : 1; ///< True if selection handles, highlight etc. are enabled
+ bool mHorizontalScrollingEnabled : 1; ///< True if horizontal scrolling is enabled
+ bool mVerticalScrollingEnabled : 1; ///< True if vertical scrolling is enabled
+ bool mUpdateCursorPosition : 1; ///< True if the visual position of the cursor must be recalculated
};
struct Controller::FontDefaults
return false;
}
+const Vector2& Controller::GetScrollPosition() const
+{
+ if( mImpl->mTextInput )
+ {
+ return mImpl->mTextInput->mScrollPosition;
+ }
+
+ return Vector2::ZERO;
+}
+
Vector3 Controller::GetNaturalSize()
{
Vector3 naturalSize;
if( mImpl->mTextInput )
{
// Move the cursor, grab handle etc.
- updated = mImpl->mTextInput->ProcessInputEvents() || updated;
+ updated = mImpl->mTextInput->ProcessInputEvents( mImpl->mControlSize ) || updated;
}
return updated;
mImpl->mLogicalModel->mLineBreakInfo.Clear();
mImpl->mLogicalModel->mWordBreakInfo.Clear();
mImpl->mLogicalModel->mBidirectionalParagraphInfo.Clear();
+ mImpl->mLogicalModel->mBidirectionalLineInfo.Clear();
+ mImpl->mLogicalModel->mLogicalToVisualMap.Clear();
+ mImpl->mLogicalModel->mVisualToLogicalMap.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();
// Convert text into UTF-32
Vector<Character> utf32Characters;
ALIGN |
UPDATE_ACTUAL_SIZE |
REORDER );
+
+ // Queue a cursor reposition event; this must wait until after DoRelayout()
+ mImpl->mTextInput->mUpdateCursorPosition = true;
}
void Controller::DeleteTextEvent()
mImpl->mLogicalModel->mLineBreakInfo.Clear();
mImpl->mLogicalModel->mWordBreakInfo.Clear();
mImpl->mLogicalModel->mBidirectionalParagraphInfo.Clear();
+ mImpl->mLogicalModel->mBidirectionalLineInfo.Clear();
+ mImpl->mLogicalModel->mLogicalToVisualMap.Clear();
+ mImpl->mLogicalModel->mVisualToLogicalMap.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();
// Delte at current cursor position
Vector<Character>& modifyText = mImpl->mLogicalModel->mText;
ALIGN |
UPDATE_ACTUAL_SIZE |
REORDER );
+
+ // Queue a cursor reposition event; this must wait until after DoRelayout()
+ mImpl->mTextInput->mUpdateCursorPosition = true;
}
void Controller::UpdateModel( OperationsMask operationsRequired )
}
}
+void Controller::PanEvent( Gesture::State state, const Vector2& displacement )
+{
+ DALI_ASSERT_DEBUG( mImpl->mTextInput && "Unexpected PanEvent" );
+
+ if( mImpl->mTextInput )
+ {
+ TextInput::Event event( TextInput::PAN_EVENT );
+ event.p1.mInt = state;
+ event.p2.mFloat = displacement.x;
+ event.p3.mFloat = displacement.y;
+ mImpl->mTextInput->mEventQueue.push_back( event );
+
+ RequestRelayout();
+ }
+}
+
void Controller::GrabHandleEvent( GrabHandleState state, float x, float y )
{
DALI_ASSERT_DEBUG( mImpl->mTextInput && "Unexpected GrabHandleEvent" );