/**************************************************************************** ** ** Copyright (C) 2016 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the Qt Quick Controls module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 3 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL3 included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 3 requirements ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 2.0 or (at your option) the GNU General ** Public license version 3 or any later version approved by the KDE Free ** Qt Foundation. The licenses are as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-2.0.html and ** https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ import QtQuick 2.2 import QtQuick.Window 2.2 import QtQuick.Controls.Private 1.0 TextInput { id: input property Item control property alias cursorHandle: cursorHandle.delegate property alias selectionHandle: selectionHandle.delegate property bool blockRecursion: false property bool hasSelection: selectionStart !== selectionEnd readonly property int selectionPosition: selectionStart !== cursorPosition ? selectionStart : selectionEnd readonly property alias containsMouse: mouseArea.containsMouse property alias editMenu: editMenu cursorDelegate: __style && __style.__cursorDelegate ? __style.__cursorDelegate : null selectByMouse: control.selectByMouse && (!Settings.isMobile || !cursorHandle.delegate || !selectionHandle.delegate) // force re-evaluation when selection moves: // - cursorRectangle changes => content scrolled // - contentWidth changes => text layout changed property rect selectionRectangle: cursorRectangle.x && contentWidth ? positionToRectangle(selectionPosition) : positionToRectangle(selectionPosition) onSelectionStartChanged: syncHandlesWithSelection() onCursorPositionChanged: syncHandlesWithSelection() function syncHandlesWithSelection() { if (!blockRecursion && selectionHandle.delegate) { blockRecursion = true // We cannot use property selectionPosition since it gets updated after onSelectionStartChanged cursorHandle.position = cursorPosition selectionHandle.position = (selectionStart !== cursorPosition) ? selectionStart : selectionEnd blockRecursion = false } } function activate() { if (activeFocusOnPress) { forceActiveFocus() if (!readOnly) Qt.inputMethod.show() } cursorHandle.activate() selectionHandle.activate() } function moveHandles(cursor, selection) { blockRecursion = true cursorPosition = cursor if (selection === -1) { selectWord() selection = selectionStart } selectionHandle.position = selection cursorHandle.position = cursorPosition blockRecursion = false } MouseArea { id: mouseArea anchors.fill: parent hoverEnabled: Settings.hoverEnabled cursorShape: Qt.IBeamCursor acceptedButtons: (input.selectByMouse ? Qt.NoButton : Qt.LeftButton) | (control.menu ? Qt.RightButton : Qt.NoButton) onClicked: { if (editMenu.item) return; var pos = input.positionAt(mouse.x, mouse.y) input.moveHandles(pos, pos) input.activate() } onPressAndHold: { if (editMenu.item) return; var pos = input.positionAt(mouse.x, mouse.y) input.moveHandles(pos, control.selectByMouse ? -1 : pos) input.activate() } } EditMenu { id: editMenu input: parent mouseArea: mouseArea control: parent.control cursorHandle: cursorHandle selectionHandle: selectionHandle anchors.fill: parent } ScenePosListener { id: listener item: input enabled: input.activeFocus && Qt.platform.os !== "ios" && Settings.isMobile } TextHandle { id: selectionHandle editor: input z: 1000001 // DefaultWindowDecoration+1 parent: !input.activeFocus || Qt.platform.os === "ios" ? control : Window.contentItem // float (QTBUG-42538) control: input.control active: control.selectByMouse && Settings.isMobile maximum: cursorHandle.position - 1 readonly property var mappedOrigin: editor.mapToItem(parent, 0,0) // Mention scenePos in the mappedPos binding to force re-evaluation if it changes readonly property var mappedPos: listener.scenePos.x !== listener.scenePos.y !== Number.MAX_VALUE ? editor.mapToItem(parent, editor.selectionRectangle.x, editor.selectionRectangle.y) : -1 x: mappedPos.x y: mappedPos.y visible: pressed || (input.hasSelection && handleX + handleWidth >= -1 && handleX - mappedOrigin.x <= control.width + 1) onPositionChanged: { if (!input.blockRecursion) { input.blockRecursion = true input.select(selectionHandle.position, cursorHandle.position) if (pressed) input.ensureVisible(position) input.blockRecursion = false } } } TextHandle { id: cursorHandle editor: input z: 1000001 // DefaultWindowDecoration+1 parent: !input.activeFocus || Qt.platform.os === "ios" ? control : Window.contentItem // float (QTBUG-42538) control: input.control active: control.selectByMouse && Settings.isMobile minimum: input.hasSelection ? selectionHandle.position + 1 : -1 readonly property var mappedOrigin: editor.mapToItem(parent, 0,0) // Mention scenePos in the mappedPos binding to force re-evaluation if it changes readonly property var mappedPos: listener.scenePos.x !== listener.scenePos.y !== Number.MAX_VALUE ? editor.mapToItem(parent, editor.cursorRectangle.x, editor.cursorRectangle.y) : -1 x: mappedPos.x y: mappedPos.y visible: pressed || ((input.cursorVisible || input.hasSelection) && handleX + handleWidth >= -1 && handleX - mappedOrigin.x <= control.width + 1) onPositionChanged: { if (!input.blockRecursion) { input.blockRecursion = true if (!input.hasSelection) selectionHandle.position = cursorHandle.position input.select(selectionHandle.position, cursorHandle.position) input.blockRecursion = false } } } }