editor: add support for invoke_action
Call invoke_action request when a currently composed word is clicked. Signed-off-by: Jan Arne Petersen <jpetersen@openismus.com>
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adfedc1965
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@ -633,6 +633,36 @@ text_entry_set_preedit(struct text_entry *entry,
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widget_schedule_redraw(entry->widget);
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}
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static uint32_t
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text_entry_try_invoke_preedit_action(struct text_entry *entry,
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int32_t x, int32_t y,
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uint32_t button,
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enum wl_pointer_button_state state)
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{
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int index, trailing;
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uint32_t cursor;
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if (!entry->preedit.text)
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return 0;
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pango_layout_xy_to_index(entry->layout,
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x * PANGO_SCALE, y * PANGO_SCALE,
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&index, &trailing);
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cursor = index + trailing;
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if (cursor < entry->cursor ||
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cursor > entry->cursor + strlen(entry->preedit.text)) {
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return 0;
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}
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if (state == WL_POINTER_BUTTON_STATE_RELEASED)
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text_model_invoke_action(entry->model,
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button,
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cursor - entry->cursor);
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return 1;
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}
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static void
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text_entry_set_cursor_position(struct text_entry *entry,
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int32_t x, int32_t y)
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@ -650,11 +680,6 @@ text_entry_set_cursor_position(struct text_entry *entry,
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text_model_reset(entry->model, entry->serial);
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if (entry->preedit.cursor > 0 &&
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entry->cursor >= (uint32_t)entry->preedit.cursor) {
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entry->cursor -= entry->preedit.cursor;
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}
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text_entry_update_layout(entry);
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widget_schedule_redraw(entry->widget);
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@ -817,19 +842,26 @@ text_entry_button_handler(struct widget *widget,
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struct rectangle allocation;
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struct editor *editor;
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int32_t x, y;
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uint32_t result;
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widget_get_allocation(entry->widget, &allocation);
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input_get_position(input, &x, &y);
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x -= allocation.x + text_offset_left;
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y -= allocation.y + text_offset_left;
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editor = window_get_user_data(entry->window);
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result = text_entry_try_invoke_preedit_action(entry, x, y, button, state);
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if (result)
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return;
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if (button != BTN_LEFT) {
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return;
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}
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text_entry_set_cursor_position(entry,
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x - allocation.x - text_offset_left,
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y - allocation.y - text_offset_left);
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text_entry_set_cursor_position(entry, x, y);
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if (state == WL_POINTER_BUTTON_STATE_PRESSED) {
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struct wl_seat *seat = input_get_seat(input);
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@ -837,9 +869,7 @@ text_entry_button_handler(struct widget *widget,
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text_entry_activate(entry, seat);
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editor->active_entry = entry;
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text_entry_set_anchor_position(entry,
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x - allocation.x - text_offset_left,
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y - allocation.y - text_offset_left);
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text_entry_set_anchor_position(entry, x, y);
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widget_set_motion_handler(entry->widget, text_entry_motion_handler);
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} else {
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