2 * Copyright (c) 2022 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include "keyboard-focus-manager-impl.h"
22 #include <dali/devel-api/actors/actor-devel.h>
23 #include <dali/devel-api/adaptor-framework/lifecycle-controller.h>
24 #include <dali/devel-api/common/singleton-service.h>
25 #include <dali/integration-api/adaptor-framework/adaptor.h>
26 #include <dali/integration-api/adaptor-framework/scene-holder.h>
27 #include <dali/integration-api/debug.h>
28 #include <dali/public-api/actors/layer.h>
29 #include <dali/public-api/animation/constraints.h>
30 #include <dali/public-api/events/key-event.h>
31 #include <dali/public-api/events/touch-event.h>
32 #include <dali/public-api/events/wheel-event.h>
33 #include <dali/public-api/object/property-map.h>
34 #include <dali/public-api/object/type-registry-helper.h>
35 #include <dali/public-api/object/type-registry.h>
36 #include <cstring> // for strcmp
39 #include <dali-toolkit/devel-api/asset-manager/asset-manager.h>
40 #include <dali-toolkit/devel-api/controls/control-devel.h>
41 #include <dali-toolkit/devel-api/focus-manager/focus-finder.h>
42 #include <dali-toolkit/devel-api/styling/style-manager-devel.h>
43 #include <dali-toolkit/public-api/controls/control-impl.h>
44 #include <dali-toolkit/public-api/controls/control.h>
45 #include <dali-toolkit/public-api/controls/image-view/image-view.h>
46 #include <dali-toolkit/public-api/styling/style-manager.h>
47 #include <dali/devel-api/adaptor-framework/accessibility.h>
55 namespace // Unnamed namespace
57 #if defined(DEBUG_ENABLED)
58 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_KEYBOARD_FOCUS_MANAGER");
61 const char* const IS_FOCUS_GROUP_PROPERTY_NAME = "isKeyboardFocusGroup"; // This property will be replaced by a flag in Control.
63 const char* const FOCUS_BORDER_IMAGE_FILE_NAME = "keyboard_focus.9.png";
67 BaseHandle handle = KeyboardFocusManager::Get();
71 SingletonService singletonService(SingletonService::Get());
74 Toolkit::KeyboardFocusManager manager = Toolkit::KeyboardFocusManager(new Internal::KeyboardFocusManager());
75 singletonService.Register(typeid(manager), manager);
83 DALI_TYPE_REGISTRATION_BEGIN_CREATE(Toolkit::KeyboardFocusManager, Dali::BaseHandle, Create, true)
85 DALI_SIGNAL_REGISTRATION(Toolkit, KeyboardFocusManager, "keyboardPreFocusChange", SIGNAL_PRE_FOCUS_CHANGE)
86 DALI_SIGNAL_REGISTRATION(Toolkit, KeyboardFocusManager, "keyboardFocusChanged", SIGNAL_FOCUS_CHANGED)
87 DALI_SIGNAL_REGISTRATION(Toolkit, KeyboardFocusManager, "keyboardFocusGroupChanged", SIGNAL_FOCUS_GROUP_CHANGED)
88 DALI_SIGNAL_REGISTRATION(Toolkit, KeyboardFocusManager, "keyboardFocusedActorEnterKey", SIGNAL_FOCUSED_ACTOR_ENTER_KEY)
90 DALI_TYPE_REGISTRATION_END()
92 const unsigned int MAX_HISTORY_AMOUNT = 30; ///< Max length of focus history stack
94 } // unnamed namespace
96 Toolkit::KeyboardFocusManager KeyboardFocusManager::Get()
98 Toolkit::KeyboardFocusManager manager;
100 SingletonService singletonService(SingletonService::Get());
103 // Check whether the keyboard focus manager is already created
104 Dali::BaseHandle handle = singletonService.GetSingleton(typeid(Toolkit::KeyboardFocusManager));
107 // If so, downcast the handle of singleton to keyboard focus manager
108 manager = Toolkit::KeyboardFocusManager(dynamic_cast<KeyboardFocusManager*>(handle.GetObjectPtr()));
115 KeyboardFocusManager::KeyboardFocusManager()
116 : mPreFocusChangeSignal(),
117 mFocusChangedSignal(),
118 mFocusGroupChangedSignal(),
119 mFocusedActorEnterKeySignal(),
120 mCurrentFocusActor(),
121 mFocusIndicatorActor(),
122 mFocusFinderRootActor(),
125 mCustomAlgorithmInterface(NULL),
126 mCurrentFocusedWindow(),
127 mIsFocusIndicatorShown(UNKNOWN),
128 mEnableFocusIndicator(ENABLE),
129 mAlwaysShowIndicator(ALWAYS_SHOW),
130 mFocusGroupLoopEnabled(false),
131 mIsWaitingKeyboardFocusChangeCommit(false),
132 mClearFocusOnTouch(true),
133 mEnableDefaultAlgorithm(false)
135 // TODO: Get FocusIndicatorEnable constant from stylesheet to set mIsFocusIndicatorShown.
137 LifecycleController::Get().InitSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnAdaptorInit);
140 void KeyboardFocusManager::OnAdaptorInit()
142 if(Adaptor::IsAvailable())
144 // Retrieve all the existing scene holders
145 Dali::SceneHolderList sceneHolders = Adaptor::Get().GetSceneHolders();
146 for(auto iter = sceneHolders.begin(); iter != sceneHolders.end(); ++iter)
148 (*iter).KeyEventSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnKeyEvent);
149 (*iter).TouchedSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnTouch);
150 (*iter).WheelEventGeneratedSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnCustomWheelEvent);
151 (*iter).WheelEventSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnWheelEvent);
152 Dali::Window window = DevelWindow::DownCast(*iter);
155 window.FocusChangeSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnWindowFocusChanged);
159 // Get notified when any new scene holder is created afterwards
160 Adaptor::Get().WindowCreatedSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnSceneHolderCreated);
164 void KeyboardFocusManager::OnSceneHolderCreated(Dali::Integration::SceneHolder& sceneHolder)
166 sceneHolder.KeyEventSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnKeyEvent);
167 sceneHolder.TouchedSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnTouch);
168 sceneHolder.WheelEventGeneratedSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnCustomWheelEvent);
169 sceneHolder.WheelEventSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnWheelEvent);
170 Dali::Window window = DevelWindow::DownCast(sceneHolder);
173 window.FocusChangeSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnWindowFocusChanged);
177 KeyboardFocusManager::~KeyboardFocusManager()
181 void KeyboardFocusManager::GetConfigurationFromStyleManger()
183 Toolkit::StyleManager styleManager = Toolkit::StyleManager::Get();
186 const Property::Map& config = Toolkit::DevelStyleManager::GetConfigurations(styleManager);
187 const auto alwaysShowFocusValue = config.Find("alwaysShowFocus", Property::Type::BOOLEAN);
189 mAlwaysShowIndicator = (alwaysShowFocusValue && alwaysShowFocusValue->Get<bool>()) ? ALWAYS_SHOW : NONE;
190 mIsFocusIndicatorShown = (mAlwaysShowIndicator == ALWAYS_SHOW) ? SHOW : HIDE;
191 mClearFocusOnTouch = (mIsFocusIndicatorShown == SHOW) ? false : true;
195 bool KeyboardFocusManager::SetCurrentFocusActor(Actor actor)
197 DALI_ASSERT_DEBUG(!mIsWaitingKeyboardFocusChangeCommit && "Calling this function in the PreFocusChangeSignal callback?");
199 if(mIsFocusIndicatorShown == UNKNOWN)
201 GetConfigurationFromStyleManger();
204 return DoSetCurrentFocusActor(actor);
207 bool KeyboardFocusManager::DoSetCurrentFocusActor(Actor actor)
209 bool success = false;
211 // Check whether the actor is in the stage and is keyboard focusable.
213 actor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) &&
214 actor.GetProperty<bool>(DevelActor::Property::USER_INTERACTION_ENABLED) &&
215 actor.GetProperty<bool>(Actor::Property::CONNECTED_TO_SCENE) &&
216 actor.GetProperty<bool>(Actor::Property::VISIBLE))
218 // If the parent's KEYBOARD_FOCUSABLE_CHILDREN is false, it cannot have focus.
219 Actor parent = actor.GetParent();
222 if(!parent.GetProperty<bool>(DevelActor::Property::KEYBOARD_FOCUSABLE_CHILDREN))
224 DALI_LOG_INFO(gLogFilter, Debug::General, "[%s:%d] Parent Actor has KEYBOARD_FOCUSABLE_CHILDREN false\n", __FUNCTION__, __LINE__);
227 parent = parent.GetParent();
230 // If developer set focus on same actor, doing nothing
231 Actor currentFocusedActor = GetCurrentFocusActor();
232 if(actor == currentFocusedActor)
237 Integration::SceneHolder currentWindow = Integration::SceneHolder::Get(actor);
238 if(currentWindow.GetRootLayer() != mCurrentFocusedWindow.GetHandle())
240 Layer rootLayer = currentWindow.GetRootLayer();
241 mCurrentFocusedWindow = rootLayer;
244 if((mIsFocusIndicatorShown == SHOW) && (mEnableFocusIndicator == ENABLE))
246 actor.Add(GetFocusIndicatorActor());
249 // Save the current focused actor
250 mCurrentFocusActor = actor;
252 bool focusedWindowFound = false;
253 for(unsigned int i = 0; i < mCurrentFocusActors.size(); i++)
255 if(mCurrentFocusActors[i].first == mCurrentFocusedWindow)
257 mCurrentFocusActors[i].second = actor;
258 focusedWindowFound = true;
262 if(!focusedWindowFound)
264 // A new window gains the focus, so store the focused actor in that window.
265 mCurrentFocusActors.push_back(std::pair<WeakHandle<Layer>, WeakHandle<Actor> >(mCurrentFocusedWindow, actor));
268 // Send notification for the change of focus actor
269 if(!mFocusChangedSignal.Empty())
271 mFocusChangedSignal.Emit(currentFocusedActor, actor);
274 Toolkit::Control currentlyFocusedControl = Toolkit::Control::DownCast(currentFocusedActor);
275 if(currentlyFocusedControl)
277 // Do we need it to remember if it was previously DISABLED?
278 currentlyFocusedControl.SetProperty(DevelControl::Property::STATE, DevelControl::NORMAL);
279 currentlyFocusedControl.ClearKeyInputFocus();
282 Toolkit::Control newlyFocusedControl = Toolkit::Control::DownCast(actor);
283 if(newlyFocusedControl)
285 newlyFocusedControl.SetProperty(DevelControl::Property::STATE, DevelControl::FOCUSED);
286 newlyFocusedControl.SetKeyInputFocus();
289 // Push Current Focused Actor to FocusHistory
290 mFocusHistory.push_back(actor);
292 // Delete first element before add new element when Stack is full.
293 if(mFocusHistory.size() > MAX_HISTORY_AMOUNT)
295 FocusStackIterator beginPos = mFocusHistory.begin();
296 mFocusHistory.erase(beginPos);
299 DALI_LOG_INFO(gLogFilter, Debug::General, "[%s:%d] SUCCEED\n", __FUNCTION__, __LINE__);
304 DALI_LOG_WARNING("[%s:%d] FAILED\n", __FUNCTION__, __LINE__);
310 Actor KeyboardFocusManager::GetCurrentFocusActor()
312 Actor actor = mCurrentFocusActor.GetHandle();
314 if(actor && !actor.GetProperty<bool>(Actor::Property::CONNECTED_TO_SCENE))
316 // If the actor has been removed from the stage, then it should not be focused
318 mCurrentFocusActor.Reset();
323 Actor KeyboardFocusManager::GetFocusActorFromCurrentWindow()
327 for(index = 0; index < mCurrentFocusActors.size(); index++)
329 if(mCurrentFocusActors[index].first == mCurrentFocusedWindow)
331 actor = mCurrentFocusActors[index].second.GetHandle();
336 if(actor && !actor.GetProperty<bool>(Actor::Property::CONNECTED_TO_SCENE))
338 // If the actor has been removed from the window, then the window doesn't have any focused actor
340 mCurrentFocusActors.erase(mCurrentFocusActors.begin() + index);
346 Actor KeyboardFocusManager::GetCurrentFocusGroup()
348 return GetFocusGroup(GetCurrentFocusActor());
351 void KeyboardFocusManager::MoveFocusBackward()
353 // Find Pre Focused Actor when the list size is more than 1
354 if(mFocusHistory.size() > 1)
356 // Delete current focused actor in history
357 mFocusHistory.pop_back();
359 // If pre-focused actors are not on stage or deleted, remove them in stack
360 while(mFocusHistory.size() > 0)
362 // Get pre focused actor
363 Actor target = mFocusHistory[mFocusHistory.size() - 1].GetHandle();
365 // Impl of Actor is not null
366 if(target && target.GetProperty<bool>(Actor::Property::CONNECTED_TO_SCENE))
368 // Delete pre focused actor in history because it will pushed again by SetCurrentFocusActor()
369 mFocusHistory.pop_back();
370 SetCurrentFocusActor(target);
375 // Target is empty handle or off stage. Erase from queue
376 mFocusHistory.pop_back();
380 // if there is no actor which can get focus, then push current focus actor in stack again
381 if(mFocusHistory.size() == 0)
383 Actor currentFocusedActor = GetCurrentFocusActor();
384 mFocusHistory.push_back(currentFocusedActor);
389 bool KeyboardFocusManager::IsLayoutControl(Actor actor) const
391 Toolkit::Control control = Toolkit::Control::DownCast(actor);
392 return control && GetImplementation(control).IsKeyboardNavigationSupported();
395 Toolkit::Control KeyboardFocusManager::GetParentLayoutControl(Actor actor) const
397 // Get the actor's parent layout control that supports two dimensional keyboard navigation
402 Integration::SceneHolder window = Integration::SceneHolder::Get(actor);
405 rootActor = window.GetRootLayer();
408 parent = actor.GetParent();
411 while(parent && !IsLayoutControl(parent) && parent != rootActor)
413 parent = parent.GetParent();
416 return Toolkit::Control::DownCast(parent);
419 bool KeyboardFocusManager::MoveFocus(Toolkit::Control::KeyboardFocus::Direction direction, const std::string& deviceName)
421 Actor currentFocusActor = GetCurrentFocusActor();
423 bool succeed = false;
425 // Go through the actor's hierarchy until we find a layout control that knows how to move the focus
426 Toolkit::Control layoutControl = IsLayoutControl(currentFocusActor) ? Toolkit::Control::DownCast(currentFocusActor) : GetParentLayoutControl(currentFocusActor);
427 while(layoutControl && !succeed)
429 succeed = DoMoveFocusWithinLayoutControl(layoutControl, currentFocusActor, direction);
430 layoutControl = GetParentLayoutControl(layoutControl);
435 Actor nextFocusableActor;
437 Toolkit::Control currentFocusControl = Toolkit::Control::DownCast(currentFocusActor);
439 // If the current focused actor is a control, then find the next focusable actor via the focusable properties.
440 if(currentFocusControl)
443 Property::Index index = Property::INVALID_INDEX;
444 Property::Value value;
446 // Find property index based upon focus direction
449 case Toolkit::Control::KeyboardFocus::LEFT:
451 index = Toolkit::DevelControl::Property::LEFT_FOCUSABLE_ACTOR_ID;
454 case Toolkit::Control::KeyboardFocus::RIGHT:
456 index = Toolkit::DevelControl::Property::RIGHT_FOCUSABLE_ACTOR_ID;
459 case Toolkit::Control::KeyboardFocus::UP:
461 index = Toolkit::DevelControl::Property::UP_FOCUSABLE_ACTOR_ID;
464 case Toolkit::Control::KeyboardFocus::DOWN:
466 index = Toolkit::DevelControl::Property::DOWN_FOCUSABLE_ACTOR_ID;
469 case Toolkit::Control::KeyboardFocus::CLOCKWISE:
471 index = Toolkit::DevelControl::Property::CLOCKWISE_FOCUSABLE_ACTOR_ID;
474 case Toolkit::Control::KeyboardFocus::COUNTER_CLOCKWISE:
476 index = Toolkit::DevelControl::Property::COUNTER_CLOCKWISE_FOCUSABLE_ACTOR_ID;
483 // If the focusable property is set then determine next focusable actor
484 if(index != Property::INVALID_INDEX)
486 value = currentFocusActor.GetProperty(index);
487 actorId = value.Get<int>();
489 // If actor's id is valid then find actor form actor's id. The actor should be on the stage.
492 if(currentFocusActor.GetParent())
494 nextFocusableActor = currentFocusActor.GetParent().FindChildById(actorId);
497 if(!nextFocusableActor)
499 Integration::SceneHolder window = Integration::SceneHolder::Get(currentFocusActor);
502 nextFocusableActor = window.GetRootLayer().FindChildById(actorId);
509 if(!nextFocusableActor)
511 // If the implementation of CustomAlgorithmInterface is provided then the PreFocusChangeSignal is no longer emitted.
512 if(mCustomAlgorithmInterface)
514 mIsWaitingKeyboardFocusChangeCommit = true;
515 nextFocusableActor = mCustomAlgorithmInterface->GetNextFocusableActor(currentFocusActor, Actor(), direction, deviceName);
516 mIsWaitingKeyboardFocusChangeCommit = false;
518 else if(!mPreFocusChangeSignal.Empty())
520 // Don't know how to move the focus further. The application needs to tell us which actor to move the focus to
521 mIsWaitingKeyboardFocusChangeCommit = true;
522 nextFocusableActor = mPreFocusChangeSignal.Emit(currentFocusActor, Actor(), direction);
523 mIsWaitingKeyboardFocusChangeCommit = false;
525 else if(mEnableDefaultAlgorithm)
527 Actor rootActor = mFocusFinderRootActor.GetHandle();
530 if(currentFocusActor)
532 // Find the window of the focused actor.
533 Integration::SceneHolder window = Integration::SceneHolder::Get(currentFocusActor);
536 rootActor = window.GetRootLayer();
541 // Searches from the currently focused window.
542 rootActor = mCurrentFocusedWindow.GetHandle();
547 // We should find it among the actors nearby.
548 nextFocusableActor = Toolkit::FocusFinder::GetNearestFocusableActor(rootActor, currentFocusActor, direction);
553 if(nextFocusableActor && nextFocusableActor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) && nextFocusableActor.GetProperty<bool>(DevelActor::Property::USER_INTERACTION_ENABLED))
555 // Whether the next focusable actor is a layout control
556 if(IsLayoutControl(nextFocusableActor))
558 // If so, move the focus inside it.
559 Toolkit::Control layoutControl = Toolkit::Control::DownCast(nextFocusableActor);
560 succeed = DoMoveFocusWithinLayoutControl(layoutControl, currentFocusActor, direction);
564 // Just set focus to the next focusable actor
565 succeed = SetCurrentFocusActor(nextFocusableActor);
573 bool KeyboardFocusManager::DoMoveFocusWithinLayoutControl(Toolkit::Control control, Actor actor, Toolkit::Control::KeyboardFocus::Direction direction)
575 // Ask the control for the next actor to focus
576 Actor nextFocusableActor = GetImplementation(control).GetNextKeyboardFocusableActor(actor, direction, mFocusGroupLoopEnabled);
577 if(nextFocusableActor)
579 if(!(nextFocusableActor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) || nextFocusableActor.GetProperty<bool>(DevelActor::Property::USER_INTERACTION_ENABLED)))
581 // If the actor is not focusable, ask the same layout control for the next actor to focus
582 return DoMoveFocusWithinLayoutControl(control, nextFocusableActor, direction);
586 Actor currentFocusActor = GetCurrentFocusActor();
587 Actor committedFocusActor = nextFocusableActor;
589 // We will try to move the focus to the actor. Emit a signal to notify the proposed actor to focus
590 // Signal handler can check the proposed actor and return a different actor if it wishes.
591 if(!mPreFocusChangeSignal.Empty())
593 mIsWaitingKeyboardFocusChangeCommit = true;
594 committedFocusActor = mPreFocusChangeSignal.Emit(currentFocusActor, nextFocusableActor, direction);
595 mIsWaitingKeyboardFocusChangeCommit = false;
598 if(committedFocusActor && committedFocusActor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) && committedFocusActor.GetProperty<bool>(DevelActor::Property::USER_INTERACTION_ENABLED))
600 // Whether the commited focusable actor is a layout control
601 if(IsLayoutControl(committedFocusActor) && committedFocusActor != control)
603 // If so, move the focus inside it.
604 Toolkit::Control layoutControl = Toolkit::Control::DownCast(committedFocusActor);
605 return DoMoveFocusWithinLayoutControl(layoutControl, currentFocusActor, direction);
609 // Otherwise, just set focus to the next focusable actor
610 if(committedFocusActor == nextFocusableActor)
612 // If the application hasn't changed our proposed actor, we informs the layout control we will
613 // move the focus to what the control returns. The control might wish to perform some actions
614 // before the focus is actually moved.
615 GetImplementation(control).OnKeyboardFocusChangeCommitted(committedFocusActor);
618 return SetCurrentFocusActor(committedFocusActor);
629 // No more actor can be focused in the given direction within the same layout control.
634 bool KeyboardFocusManager::DoMoveFocusToNextFocusGroup(bool forward)
636 bool succeed = false;
638 // Get the parent layout control of the current focus group
639 Toolkit::Control parentLayoutControl = GetParentLayoutControl(GetCurrentFocusGroup());
641 while(parentLayoutControl && !succeed)
643 // If the current focus group has a parent layout control, we can probably automatically
644 // move the focus to the next focus group in the forward or backward direction.
645 Toolkit::Control::KeyboardFocus::Direction direction = forward ? Toolkit::Control::KeyboardFocus::RIGHT : Toolkit::Control::KeyboardFocus::LEFT;
646 succeed = DoMoveFocusWithinLayoutControl(parentLayoutControl, GetCurrentFocusActor(), direction);
647 parentLayoutControl = GetParentLayoutControl(parentLayoutControl);
650 if(!mFocusGroupChangedSignal.Empty())
652 // Emit a focus group changed signal. The applicaton can move the focus to a new focus group
653 mFocusGroupChangedSignal.Emit(GetCurrentFocusActor(), forward);
659 void KeyboardFocusManager::DoKeyboardEnter(Actor actor)
663 Toolkit::Control control = Toolkit::Control::DownCast(actor);
666 // Notify the control that enter has been pressed on it.
667 GetImplementation(control).KeyboardEnter();
670 // Send a notification for the actor.
671 if(!mFocusedActorEnterKeySignal.Empty())
673 mFocusedActorEnterKeySignal.Emit(actor);
678 void KeyboardFocusManager::ClearFocus()
680 ClearFocusIndicator();
681 Actor actor = GetCurrentFocusActor();
684 // Send notification for the change of focus actor
685 if(!mFocusChangedSignal.Empty())
687 mFocusChangedSignal.Emit(actor, Actor());
690 Toolkit::Control currentlyFocusedControl = Toolkit::Control::DownCast(actor);
691 if(currentlyFocusedControl)
693 currentlyFocusedControl.SetProperty(DevelControl::Property::STATE, DevelControl::NORMAL);
694 currentlyFocusedControl.ClearKeyInputFocus();
697 mCurrentFocusActor.Reset();
700 void KeyboardFocusManager::ClearFocusIndicator()
702 Actor actor = GetCurrentFocusActor();
705 if(mFocusIndicatorActor)
707 actor.Remove(mFocusIndicatorActor);
710 mIsFocusIndicatorShown = (mAlwaysShowIndicator == ALWAYS_SHOW) ? SHOW : HIDE;
713 void KeyboardFocusManager::SetFocusGroupLoop(bool enabled)
715 mFocusGroupLoopEnabled = enabled;
718 bool KeyboardFocusManager::GetFocusGroupLoop() const
720 return mFocusGroupLoopEnabled;
723 void KeyboardFocusManager::SetAsFocusGroup(Actor actor, bool isFocusGroup)
727 // Create/Set focus group property.
728 actor.RegisterProperty(IS_FOCUS_GROUP_PROPERTY_NAME, isFocusGroup, Property::READ_WRITE);
732 bool KeyboardFocusManager::IsFocusGroup(Actor actor) const
734 // Check whether the actor is a focus group
735 bool isFocusGroup = false;
739 Property::Index propertyIsFocusGroup = actor.GetPropertyIndex(IS_FOCUS_GROUP_PROPERTY_NAME);
740 if(propertyIsFocusGroup != Property::INVALID_INDEX)
742 isFocusGroup = actor.GetProperty<bool>(propertyIsFocusGroup);
749 Actor KeyboardFocusManager::GetFocusGroup(Actor actor)
751 // Go through the actor's hierarchy to check which focus group the actor belongs to
752 while(actor && !IsFocusGroup(actor))
754 actor = actor.GetParent();
760 void KeyboardFocusManager::SetFocusIndicatorActor(Actor indicator)
762 if(mFocusIndicatorActor != indicator)
764 Actor currentFocusActor = GetCurrentFocusActor();
765 if(currentFocusActor)
767 // The new focus indicator should be added to the current focused actor immediately
768 if(mFocusIndicatorActor)
770 currentFocusActor.Remove(mFocusIndicatorActor);
775 currentFocusActor.Add(indicator);
779 mFocusIndicatorActor = indicator;
783 Actor KeyboardFocusManager::GetFocusIndicatorActor()
785 if(!mFocusIndicatorActor)
787 // Create the default if it hasn't been set and one that's shared by all the keyboard focusable actors
788 const std::string imageDirPath = AssetManager::GetDaliImagePath();
789 mFocusIndicatorActor = Toolkit::ImageView::New(imageDirPath + FOCUS_BORDER_IMAGE_FILE_NAME);
791 // Apply size constraint to the focus indicator
792 mFocusIndicatorActor.SetResizePolicy(ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS);
795 mFocusIndicatorActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
796 mFocusIndicatorActor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
797 mFocusIndicatorActor.SetProperty(Actor::Property::POSITION, Vector2(0.0f, 0.0f));
799 return mFocusIndicatorActor;
802 void KeyboardFocusManager::OnKeyEvent(const KeyEvent& event)
804 const std::string& keyName = event.GetKeyName();
805 const std::string& deviceName = event.GetDeviceName();
807 if(mIsFocusIndicatorShown == UNKNOWN)
809 GetConfigurationFromStyleManger();
812 bool isFocusStartableKey = false;
814 if(event.GetState() == KeyEvent::DOWN)
816 if(keyName == "Left")
818 if(mIsFocusIndicatorShown == HIDE)
820 // Show focus indicator
821 mIsFocusIndicatorShown = SHOW;
825 // Move the focus towards left
826 MoveFocus(Toolkit::Control::KeyboardFocus::LEFT, deviceName);
829 isFocusStartableKey = true;
831 else if(keyName == "Right")
833 if(mIsFocusIndicatorShown == HIDE)
835 // Show focus indicator
836 mIsFocusIndicatorShown = SHOW;
840 // Move the focus towards right
841 MoveFocus(Toolkit::Control::KeyboardFocus::RIGHT, deviceName);
844 isFocusStartableKey = true;
846 else if(keyName == "Up")
848 if(mIsFocusIndicatorShown == HIDE)
850 // Show focus indicator
851 mIsFocusIndicatorShown = SHOW;
855 // Move the focus towards up
856 MoveFocus(Toolkit::Control::KeyboardFocus::UP, deviceName);
859 isFocusStartableKey = true;
861 else if(keyName == "Down")
863 if(mIsFocusIndicatorShown == HIDE)
865 // Show focus indicator
866 mIsFocusIndicatorShown = SHOW;
870 // Move the focus towards down
871 MoveFocus(Toolkit::Control::KeyboardFocus::DOWN, deviceName);
874 isFocusStartableKey = true;
876 else if(keyName == "Prior")
878 if(mIsFocusIndicatorShown == HIDE)
880 // Show focus indicator
881 mIsFocusIndicatorShown = SHOW;
885 // Move the focus towards the previous page
886 MoveFocus(Toolkit::Control::KeyboardFocus::PAGE_UP, deviceName);
889 isFocusStartableKey = true;
891 else if(keyName == "Next")
893 if(mIsFocusIndicatorShown == HIDE)
895 // Show focus indicator
896 mIsFocusIndicatorShown = SHOW;
900 // Move the focus towards the next page
901 MoveFocus(Toolkit::Control::KeyboardFocus::PAGE_DOWN, deviceName);
904 isFocusStartableKey = true;
906 else if(keyName == "Tab")
908 if(mIsFocusIndicatorShown == HIDE)
910 // Show focus indicator
911 mIsFocusIndicatorShown = SHOW;
915 // "Tab" key changes the focus group in the forward direction and
916 // "Shift-Tab" key changes it in the backward direction.
917 if(!DoMoveFocusToNextFocusGroup(!event.IsShiftModifier()))
919 // If the focus group is not changed, Move the focus towards forward, "Shift-Tap" key moves the focus towards backward.
920 MoveFocus(event.IsShiftModifier() ? Toolkit::Control::KeyboardFocus::BACKWARD : Toolkit::Control::KeyboardFocus::FORWARD, deviceName);
924 isFocusStartableKey = true;
926 else if(keyName == "space")
928 if(mIsFocusIndicatorShown == HIDE)
930 // Show focus indicator
931 mIsFocusIndicatorShown = SHOW;
934 isFocusStartableKey = true;
936 else if(keyName == "")
938 // Check the fake key event for evas-plugin case
939 if(mIsFocusIndicatorShown == HIDE)
941 // Show focus indicator
942 mIsFocusIndicatorShown = SHOW;
945 isFocusStartableKey = true;
947 else if(keyName == "Backspace")
949 // Emit signal to go back to the previous view???
951 else if(keyName == "Escape")
955 else if(event.GetState() == KeyEvent::UP)
957 if(keyName == "Return")
959 if(mIsFocusIndicatorShown == HIDE)
961 // Show focus indicator
962 mIsFocusIndicatorShown = SHOW;
966 // The focused actor has enter pressed on it
967 Actor actor = GetCurrentFocusActor();
970 DoKeyboardEnter(actor);
974 isFocusStartableKey = true;
978 if(isFocusStartableKey && mIsFocusIndicatorShown == SHOW)
980 Actor actor = GetCurrentFocusActor();
983 if(mEnableFocusIndicator == ENABLE)
985 // Make sure the focused actor is highlighted
986 actor.Add(GetFocusIndicatorActor());
989 else if(!mEnableDefaultAlgorithm)
991 // No actor is focused but keyboard focus is activated by the key press
992 // Let's try to move the initial focus
993 MoveFocus(Toolkit::Control::KeyboardFocus::RIGHT, deviceName);
998 void KeyboardFocusManager::OnTouch(const TouchEvent& touch)
1000 // if mIsFocusIndicatorShown is UNKNOWN, it means Configuration is not loaded.
1001 // Try to load configuration.
1002 if(mIsFocusIndicatorShown == UNKNOWN)
1004 GetConfigurationFromStyleManger();
1007 // Clear the focus when user touch the screen.
1008 // We only do this on a Down event, otherwise the clear action may override a manually focused actor.
1009 if(((touch.GetPointCount() < 1) || (touch.GetState(0) == PointState::DOWN)))
1011 // If you touch the currently focused actor again, you don't need to do SetCurrentFocusActor again.
1012 Actor hitActor = touch.GetHitActor(0);
1013 if(hitActor && hitActor == GetCurrentFocusActor())
1017 // If KEYBOARD_FOCUSABLE and TOUCH_FOCUSABLE is true, set focus actor
1018 if(hitActor && hitActor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) && hitActor.GetProperty<bool>(DevelActor::Property::TOUCH_FOCUSABLE))
1020 // If mClearFocusOnTouch is false, do not clear the focus
1021 if(mClearFocusOnTouch)
1025 SetCurrentFocusActor(hitActor);
1029 // If mClearFocusOnTouch is false, do not clear the focus indicator even if user touch the screen.
1030 if(mClearFocusOnTouch)
1032 ClearFocusIndicator();
1038 void KeyboardFocusManager::OnWheelEvent(const WheelEvent& event)
1040 if(event.GetType() == Dali::WheelEvent::CUSTOM_WHEEL)
1042 Toolkit::Control::KeyboardFocus::Direction direction = (event.GetDelta() > 0) ? Toolkit::Control::KeyboardFocus::CLOCKWISE : Toolkit::Control::KeyboardFocus::COUNTER_CLOCKWISE;
1044 MoveFocus(direction);
1048 bool KeyboardFocusManager::OnCustomWheelEvent(const WheelEvent& event)
1050 bool consumed = false;
1051 Actor actor = GetCurrentFocusActor();
1054 // Notify the actor about the wheel event
1055 consumed = EmitCustomWheelSignals(actor, event);
1060 bool KeyboardFocusManager::EmitCustomWheelSignals(Actor actor, const WheelEvent& event)
1062 bool consumed = false;
1066 Dali::Actor oldParent(actor.GetParent());
1068 // Only do the conversion and emit the signal if the actor's wheel signal has connections.
1069 if(!actor.WheelEventSignal().Empty())
1071 // Emit the signal to the parent
1072 consumed = actor.WheelEventSignal().Emit(actor, event);
1074 // if actor doesn't consume WheelEvent, give WheelEvent to its parent.
1077 // The actor may have been removed/reparented during the signal callbacks.
1078 Dali::Actor parent = actor.GetParent();
1081 (parent == oldParent))
1083 consumed = EmitCustomWheelSignals(parent, event);
1091 void KeyboardFocusManager::OnWindowFocusChanged(Window window, bool focusIn)
1093 if(focusIn && mCurrentFocusedWindow.GetHandle() != window.GetRootLayer())
1095 // Change Current Focused Window
1096 Layer rootLayer = window.GetRootLayer();
1097 mCurrentFocusedWindow = rootLayer;
1099 // Get Current Focused Actor from window
1100 Actor currentFocusedActor = GetFocusActorFromCurrentWindow();
1101 SetCurrentFocusActor(currentFocusedActor);
1103 if(currentFocusedActor && (mEnableFocusIndicator == ENABLE))
1105 // Make sure the focused actor is highlighted
1106 currentFocusedActor.Add(GetFocusIndicatorActor());
1107 mIsFocusIndicatorShown = SHOW;
1112 Toolkit::KeyboardFocusManager::PreFocusChangeSignalType& KeyboardFocusManager::PreFocusChangeSignal()
1114 return mPreFocusChangeSignal;
1117 Toolkit::KeyboardFocusManager::FocusChangedSignalType& KeyboardFocusManager::FocusChangedSignal()
1119 return mFocusChangedSignal;
1122 Toolkit::KeyboardFocusManager::FocusGroupChangedSignalType& KeyboardFocusManager::FocusGroupChangedSignal()
1124 return mFocusGroupChangedSignal;
1127 Toolkit::KeyboardFocusManager::FocusedActorEnterKeySignalType& KeyboardFocusManager::FocusedActorEnterKeySignal()
1129 return mFocusedActorEnterKeySignal;
1132 bool KeyboardFocusManager::DoConnectSignal(BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor)
1134 Dali::BaseHandle handle(object);
1136 bool connected(true);
1137 KeyboardFocusManager* manager = static_cast<KeyboardFocusManager*>(object); // TypeRegistry guarantees that this is the correct type.
1139 if(0 == strcmp(signalName.c_str(), SIGNAL_PRE_FOCUS_CHANGE))
1141 manager->PreFocusChangeSignal().Connect(tracker, functor);
1143 else if(0 == strcmp(signalName.c_str(), SIGNAL_FOCUS_CHANGED))
1145 manager->FocusChangedSignal().Connect(tracker, functor);
1147 else if(0 == strcmp(signalName.c_str(), SIGNAL_FOCUS_GROUP_CHANGED))
1149 manager->FocusGroupChangedSignal().Connect(tracker, functor);
1151 else if(0 == strcmp(signalName.c_str(), SIGNAL_FOCUSED_ACTOR_ENTER_KEY))
1153 manager->FocusedActorEnterKeySignal().Connect(tracker, functor);
1157 // signalName does not match any signal
1164 void KeyboardFocusManager::SetCustomAlgorithm(CustomAlgorithmInterface& interface)
1166 mCustomAlgorithmInterface = &interface;
1169 void KeyboardFocusManager::EnableFocusIndicator(bool enable)
1171 if(!enable && mFocusIndicatorActor)
1173 mFocusIndicatorActor.Unparent();
1176 mEnableFocusIndicator = enable ? ENABLE : DISABLE;
1179 bool KeyboardFocusManager::IsFocusIndicatorEnabled() const
1181 return (mEnableFocusIndicator == ENABLE);
1184 void KeyboardFocusManager::EnableDefaultAlgorithm(bool enable)
1186 mEnableDefaultAlgorithm = enable;
1189 bool KeyboardFocusManager::IsDefaultAlgorithmEnabled() const
1191 return mEnableDefaultAlgorithm;
1194 void KeyboardFocusManager::SetFocusFinderRootActor(Actor actor)
1196 mFocusFinderRootActor = actor;
1199 void KeyboardFocusManager::ResetFocusFinderRootActor()
1201 mFocusFinderRootActor.Reset();
1204 } // namespace Internal
1206 } // namespace Toolkit