// Should not be a renderer.
DALI_TEST_EQUALS( stencil.GetChildCount(), 0u, TEST_LOCATION );
+ // Chanege exceed policy (EXCEED_POLICY_ORIGINAL doesn't use stencil )
+ field.SetProperty( TextField::Property::TEXT, "This is a long text for the size of the text-field." );
+ field.SetProperty( TextField::Property::EXCEED_POLICY, Dali::Toolkit::TextField::EXCEED_POLICY_ORIGINAL );
+
+ application.SendNotification();
+ application.Render();
+
+ // There are renderer and decorator layer
+ DALI_TEST_EQUALS( field.GetChildCount(), 2u, TEST_LOCATION );
+
END_TEST;
}
// Creates an extra control to be used as stencil buffer.
mStencil = Control::New();
- mStencil.SetAnchorPoint( AnchorPoint::CENTER );
- mStencil.SetParentOrigin( ParentOrigin::CENTER );
+ mStencil.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ mStencil.SetParentOrigin( ParentOrigin::TOP_LEFT );
// Creates a background visual. Even if the color is transparent it updates the stencil.
mStencil.SetProperty( Toolkit::Control::Property::BACKGROUND,
float TextEditor::GetHeightForWidth( float width )
{
- return mController->GetHeightForWidth( width );
+ Padding padding;
+ Self().GetPadding( padding );
+ return mController->GetHeightForWidth( width ) + padding.top + padding.bottom;
}
void TextEditor::OnRelayout( const Vector2& size, RelayoutContainer& container )
{
DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextEditor OnRelayout\n");
- const Text::Controller::UpdateTextType updateTextType = mController->Relayout( size );
+ Actor self = Self();
+ Padding padding;
+
+ self.GetPadding( padding );
+ Vector2 contentSize( size.x - ( padding.left + padding.right ), size.y - ( padding.top + padding.bottom ) );
+
+ if( mStencil )
+ {
+ mStencil.SetPosition( padding.left , padding.top );
+ }
+ if( mActiveLayer )
+ {
+ mActiveLayer.SetPosition( padding.left , padding.top );
+ }
+
+
+ const Text::Controller::UpdateTextType updateTextType = mController->Relayout( contentSize );
if( ( Text::Controller::NONE_UPDATED != updateTextType ) ||
!mRenderer )
}
RenderText( updateTextType );
+
}
// The text-editor emits signals when the input style changes. These changes of style are
mImfManager.Activate();
// Deliver the tap before the focus event to controller; this allows us to detect when focus is gained due to tap-gestures
- mController->TapEvent( gesture.numberOfTaps, gesture.localPoint.x, gesture.localPoint.y );
+ Padding padding;
+ Self().GetPadding( padding );
+ mController->TapEvent( gesture.numberOfTaps, gesture.localPoint.x - padding.left, gesture.localPoint.y - padding.top );
SetKeyInputFocus();
}
{
mImfManager.Activate();
- mController->LongPressEvent( gesture.state, gesture.localPoint.x, gesture.localPoint.y );
+ Padding padding;
+ Self().GetPadding( padding );
+ mController->LongPressEvent( gesture.state, gesture.localPoint.x - padding.left, gesture.localPoint.y - padding.top );
SetKeyInputFocus();
}
}
else
{
+ actor.SetParentOrigin( ParentOrigin::TOP_LEFT );
+ actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
Self().Add( actor );
+ mActiveLayer = actor;
}
}
}
std::vector<Actor> mClippingDecorationActors; ///< Decoration actors which need clipping.
Actor mRenderableActor;
+ Actor mActiveLayer;
CallbackBase* mIdleCallback;
float mAlignmentOffset;
float TextField::GetHeightForWidth( float width )
{
- return mController->GetHeightForWidth( width );
+ Padding padding;
+ Self().GetPadding( padding );
+ return mController->GetHeightForWidth( width ) + padding.top + padding.bottom;
}
void TextField::OnRelayout( const Vector2& size, RelayoutContainer& container )
{
DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextField OnRelayout\n");
- const Text::Controller::UpdateTextType updateTextType = mController->Relayout( size );
+ Actor self = Self();
+ Padding padding;
+
+ self.GetPadding( padding );
+ Vector2 contentSize( size.x - ( padding.left + padding.right ), size.y - ( padding.top + padding.bottom ) );
+
+ if( mStencil )
+ {
+ mStencil.SetPosition( padding.left , padding.top );
+ }
+ if( mActiveLayer )
+ {
+ mActiveLayer.SetPosition( padding.left , padding.top );
+ }
+
+ const Text::Controller::UpdateTextType updateTextType = mController->Relayout( contentSize );
if( ( Text::Controller::NONE_UPDATED != updateTextType ) ||
!mRenderer )
}
RenderText( updateTextType );
+
}
// The text-field emits signals when the input style changes. These changes of style are
{
const Vector2& scrollOffset = mController->GetTextModel()->GetScrollPosition();
- mRenderableActor.SetPosition( scrollOffset.x + mAlignmentOffset, scrollOffset.y );
+ if( mStencil )
+ {
+ mRenderableActor.SetPosition( scrollOffset.x + mAlignmentOffset, scrollOffset.y );
+ }
+ else
+ {
+ Padding padding;
+ Self().GetPadding( padding );
+ mRenderableActor.SetPosition( scrollOffset.x + mAlignmentOffset + padding.left, scrollOffset.y + padding.top );
+ }
+
// Make sure the actors are parented correctly with/without clipping
Actor self = mStencil ? mStencil : Self();
mImfManager.Activate();
// Deliver the tap before the focus event to controller; this allows us to detect when focus is gained due to tap-gestures
- mController->TapEvent( gesture.numberOfTaps, gesture.localPoint.x, gesture.localPoint.y );
+ Padding padding;
+ Self().GetPadding( padding );
+ mController->TapEvent( gesture.numberOfTaps, gesture.localPoint.x - padding.left, gesture.localPoint.y - padding.top );
SetKeyInputFocus();
}
{
mImfManager.Activate();
- mController->LongPressEvent( gesture.state, gesture.localPoint.x, gesture.localPoint.y );
+ Padding padding;
+ Self().GetPadding( padding );
+ mController->LongPressEvent( gesture.state, gesture.localPoint.x - padding.left, gesture.localPoint.y - padding.top );
SetKeyInputFocus();
}
}
else
{
+ actor.SetParentOrigin( ParentOrigin::TOP_LEFT );
+ actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
Self().Add( actor );
+ mActiveLayer = actor;
}
}
}
{
// Creates an extra control to be used as stencil buffer.
mStencil = Control::New();
- mStencil.SetAnchorPoint( AnchorPoint::CENTER );
- mStencil.SetParentOrigin( ParentOrigin::CENTER );
+ mStencil.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ mStencil.SetParentOrigin( ParentOrigin::TOP_LEFT );
// Creates a background visual. Even if the color is transparent it updates the stencil.
mStencil.SetProperty( Toolkit::Control::Property::BACKGROUND,
Dali::InputMethodOptions mInputMethodOptions;
Actor mRenderableActor;
+ Actor mActiveLayer;
CallbackBase* mIdleCallback;
float mAlignmentOffset;
float TextLabel::GetHeightForWidth( float width )
{
- return mController->GetHeightForWidth( width );
+ Padding padding;
+ Self().GetPadding( padding );
+ return mController->GetHeightForWidth( width ) + padding.top + padding.bottom;
}
void TextLabel::OnRelayout( const Vector2& size, RelayoutContainer& container )
{
DALI_LOG_INFO( gLogFilter, Debug::General, "TextLabel::OnRelayout\n" );
- const Text::Controller::UpdateTextType updateTextType = mController->Relayout( size );
+ Padding padding;
+ Self().GetPadding( padding );
+ Vector2 contentSize( size.x - ( padding.left + padding.right ), size.y - ( padding.top + padding.bottom ) );
+
+
+ const Text::Controller::UpdateTextType updateTextType = mController->Relayout( contentSize );
if( ( Text::Controller::NONE_UPDATED != ( Text::Controller::MODEL_UPDATED & updateTextType ) ) ||
!mRenderer )
if( renderableActor )
{
const Vector2& scrollOffset = mController->GetTextModel()->GetScrollPosition();
- renderableActor.SetPosition( scrollOffset.x + alignmentOffset, scrollOffset.y );
+ Padding padding;
+ self.GetPadding( padding );
+ renderableActor.SetPosition( scrollOffset.x + alignmentOffset + padding.left, scrollOffset.y + padding.top );
self.Add( renderableActor );
}