+
+int UtcDaliKeyboardFocusManagerWithoutFocusablePropertiesMoveFocus(void)
+{
+ ToolkitTestApplication application;
+
+ tet_infoline(" UtcDaliKeyboardFocusManagerWithoutFocusablePropertiesMoveFocus");
+
+ // Register Type
+ TypeInfo type;
+ type = TypeRegistry::Get().GetTypeInfo("KeyboardFocusManager");
+ DALI_TEST_CHECK(type);
+ BaseHandle handle = type.CreateInstance();
+ DALI_TEST_CHECK(handle);
+
+ KeyboardFocusManager manager = KeyboardFocusManager::Get();
+ DALI_TEST_CHECK(manager);
+
+ bool focusChangedSignalVerified = false;
+ FocusChangedCallback focusChangedCallback(focusChangedSignalVerified);
+ manager.FocusChangedSignal().Connect(&focusChangedCallback, &FocusChangedCallback::Callback);
+
+ PushButton button1 = PushButton::New();
+ PushButton button2 = PushButton::New();
+ PushButton button3 = PushButton::New();
+ PushButton button4 = PushButton::New();
+ PushButton button5 = PushButton::New();
+
+ button1.SetProperty(Actor::Property::SIZE, Vector2(50, 50));
+ button2.SetProperty(Actor::Property::SIZE, Vector2(50, 50));
+ button3.SetProperty(Actor::Property::SIZE, Vector2(50, 50));
+ button4.SetProperty(Actor::Property::SIZE, Vector2(50, 50));
+ button5.SetProperty(Actor::Property::SIZE, Vector2(50, 50));
+
+ button1.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE, true);
+ button2.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE, true);
+ button3.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE, true);
+ button4.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE, true);
+ button5.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE, true);
+
+ application.GetScene().Add(button1);
+ application.GetScene().Add(button2);
+ application.GetScene().Add(button3);
+ button5.Add(button4);
+ application.GetScene().Add(button5);
+
+ // set position
+ // button1 -- button2
+ // | |
+ // | button5|
+ // button3 -- button4
+ button1.SetProperty(Actor::Property::POSITION, Vector2(0.0f, 0.0f));
+ button2.SetProperty(Actor::Property::POSITION, Vector2(100.0f, 0.0f));
+ button3.SetProperty(Actor::Property::POSITION, Vector2(0.0f, 100.0f));
+ button4.SetProperty(Actor::Property::POSITION, Vector2(40.0f, 40.0f));
+ button5.SetProperty(Actor::Property::POSITION, Vector2(60.0f, 60.0f));
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ // Set the focus to the button1
+ // [button1] -- button2
+ // | |
+ // | button5|
+ // button3 -- button4
+ DALI_TEST_CHECK(manager.SetCurrentFocusActor(button1) == true);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == button1);
+ DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
+ DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == Actor());
+ DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == button1);
+ focusChangedCallback.Reset();
+
+ // without set the navigation properties, but we can focus move
+ // enable the default algorithm
+ Dali::Toolkit::DevelKeyboardFocusManager::EnableDefaultAlgorithm(manager, true);
+ DALI_TEST_CHECK(Dali::Toolkit::DevelKeyboardFocusManager::IsDefaultAlgorithmEnabled(manager));
+
+ // Move the focus towards right
+ // button1 -- [button2]
+ // | |
+ // | button5|
+ // button3 -- button4
+ DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::RIGHT) == true);
+
+ // Confirm whether focus is moved to button2
+ DALI_TEST_EQUALS(button2.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::FOCUSED, TEST_LOCATION);
+ DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
+ DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == button1);
+ DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == button2);
+ focusChangedCallback.Reset();
+
+ // Move the focus towards down
+ // button1 -- button2
+ // | |
+ // | [button5]|
+ // button3 -- button4
+ DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::DOWN) == true);
+
+ // Confirm whether focus is moved to button5
+ DALI_TEST_EQUALS(button5.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::FOCUSED, TEST_LOCATION);
+ DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
+ DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == button2);
+ DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == button5);
+ focusChangedCallback.Reset();
+
+ // Move the focus towards right
+ // button1 -- button2
+ // | |
+ // | button5|
+ // button3 -- [button4]
+ DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::RIGHT) == true);
+
+ // Confirm whether focus is moved to button4
+ DALI_TEST_EQUALS(button4.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::FOCUSED, TEST_LOCATION);
+ DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
+ DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == button5);
+ DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == button4);
+ focusChangedCallback.Reset();
+
+ // Move the focus towards left
+ // button1 -- button2
+ // | |
+ // | [button5]|
+ // button3 -- button4
+ DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::LEFT) == true);
+
+ // Confirm whether focus is moved to button5
+ DALI_TEST_EQUALS(button5.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::FOCUSED, TEST_LOCATION);
+ DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
+ DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == button4);
+ DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == button5);
+ focusChangedCallback.Reset();
+
+ // Move the focus towards left
+ // button1 -- button2
+ // | |
+ // | button5|
+ //[button3] -- button4
+ DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::LEFT) == true);
+
+ // Confirm whether focus is moved to button3
+ DALI_TEST_EQUALS(button3.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::FOCUSED, TEST_LOCATION);
+ DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
+ DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == button5);
+ DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == button3);
+ focusChangedCallback.Reset();
+
+ // Move the focus towards right
+ // button1 -- button2
+ // | |
+ // | [button5]|
+ // button3 -- button4
+ DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::RIGHT) == true);
+
+ // Confirm whether focus is moved to button5
+ DALI_TEST_EQUALS(button5.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::FOCUSED, TEST_LOCATION);
+ DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
+ DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == button3);
+ DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == button5);
+ focusChangedCallback.Reset();
+
+ // Move the focus towards left
+ // button1 -- button2
+ // | |
+ // | button5|
+ //[button3] -- button4
+ DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::LEFT) == true);
+
+ // Confirm whether focus is moved to button3
+ DALI_TEST_EQUALS(button3.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::FOCUSED, TEST_LOCATION);
+ DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
+ DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == button5);
+ DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == button3);
+ focusChangedCallback.Reset();
+
+ // Move the focus towards up
+ //[button1]-- button2
+ // | |
+ // | button5|
+ // button3 -- button4
+ DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::UP) == true);
+
+ // Confirm whether focus is moved to button1
+ DALI_TEST_EQUALS(button1.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::FOCUSED, TEST_LOCATION);
+ DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
+ DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == button3);
+ DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == button1);
+ focusChangedCallback.Reset();
+
+ // Move the focus towards left. The focus move will fail as no way to move it upwards
+ DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::LEFT) == false);
+
+ // Move the focus toward page up/down. The focus move will fail as invalid direction.
+ DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::PAGE_UP) == false);
+ DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::PAGE_DOWN) == false);
+ focusChangedCallback.Reset();
+
+ END_TEST;
+}
+
+int UtcDaliKeyboardFocusManagerSetAndGetCurrentFocusActorInTouchMode(void)
+{
+ ToolkitTestApplication application;
+
+ tet_infoline(" UtcDaliKeyboardFocusManagerSetAndGetCurrentFocusActorInTouchMode");
+
+ KeyboardFocusManager manager = KeyboardFocusManager::Get();
+ DALI_TEST_CHECK(manager);
+
+ // Create the first actor and add it to the stage
+ Actor first = Actor::New();
+ first.SetProperty(Actor::Property::SIZE, Vector2(50, 50));
+ first.SetProperty(Actor::Property::POSITION, Vector2(0.0f, 0.0f));
+ first.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ first.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE, true);
+ first.SetProperty(DevelActor::Property::TOUCH_FOCUSABLE, true);
+ application.GetScene().Add(first);
+
+ // Create the second actor and add it to the stage
+ Actor second = Actor::New();
+ second.SetProperty(Actor::Property::SIZE, Vector2(50, 50));
+ second.SetProperty(Actor::Property::POSITION, Vector2(100.0f, 0.0f));
+ second.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ second.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE, true);
+ application.GetScene().Add(second);
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ // Check that no actor is being focused yet.
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == Actor());
+
+ // Check that it will fail to set focus on an invalid actor
+ DALI_TEST_CHECK(manager.SetCurrentFocusActor(Actor()) == false);
+
+ Dali::Integration::TouchEvent event1 = Dali::Integration::TouchEvent();
+ Dali::Integration::Point pointDown1;
+ pointDown1.SetState(PointState::DOWN);
+ pointDown1.SetDeviceId(1);
+ // touch first actor
+ pointDown1.SetScreenPosition(Vector2(10.0f, 10.0f));
+ event1.AddPoint(pointDown1);
+ application.ProcessEvent(event1);
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ // Check that the focus is successfully to the first actor
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == first);
+
+ Dali::Integration::TouchEvent event2 = Dali::Integration::TouchEvent();
+ Dali::Integration::Point pointDown2;
+ pointDown2.SetState(PointState::DOWN);
+ pointDown2.SetDeviceId(1);
+ // touch second actor
+ pointDown2.SetScreenPosition(Vector2(110.0f, 10.0f));
+ event2.AddPoint(pointDown2);
+ application.ProcessEvent(event2);
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ // Since no focus has been moved, the current focus actor is the same.
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == first);
+
+ // Make the second actor focusableInTouchMode
+ second.SetProperty(DevelActor::Property::TOUCH_FOCUSABLE, true);
+
+ // touch second actor
+ application.ProcessEvent(event2);
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ // Check that the focus is successfully to the second actor
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == second);
+
+ END_TEST;
+}
+
+int UtcDaliKeyboardFocusManagerEnableDefaultAlgorithm(void)
+{
+ ToolkitTestApplication application;
+
+ tet_infoline(" UtcDaliKeyboardFocusManagerEnableDefaultAlgorithm");
+
+ // Register Type
+ TypeInfo type;
+ type = TypeRegistry::Get().GetTypeInfo("KeyboardFocusManager");
+ DALI_TEST_CHECK(type);
+ BaseHandle handle = type.CreateInstance();
+ DALI_TEST_CHECK(handle);
+
+ KeyboardFocusManager manager = KeyboardFocusManager::Get();
+ DALI_TEST_CHECK(manager);
+
+ bool focusChangedSignalVerified = false;
+ FocusChangedCallback focusChangedCallback(focusChangedSignalVerified);
+ manager.FocusChangedSignal().Connect(&focusChangedCallback, &FocusChangedCallback::Callback);
+
+ PushButton button1 = PushButton::New();
+ PushButton button2 = PushButton::New();
+
+ button1.SetProperty(Actor::Property::SIZE, Vector2(50, 50));
+ button2.SetProperty(Actor::Property::SIZE, Vector2(50, 50));
+
+ button1.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE, true);
+ button2.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE, true);
+
+ application.GetScene().Add(button1);
+ application.GetScene().Add(button2);
+
+ // set position
+ // button1 -- button2
+ button1.SetProperty(Actor::Property::POSITION, Vector2(0.0f, 0.0f));
+ button2.SetProperty(Actor::Property::POSITION, Vector2(100.0f, 0.0f));
+ button1.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ button2.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ // Set the focus to the button1
+ // [button1] -- button2
+ DALI_TEST_CHECK(manager.SetCurrentFocusActor(button1) == true);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == button1);
+ DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
+ DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == Actor());
+ DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == button1);
+ focusChangedCallback.Reset();
+
+ // without set the navigation properties, but we can focus move
+ // enable the default algorithm
+ Dali::Toolkit::DevelKeyboardFocusManager::EnableDefaultAlgorithm(manager, true);
+ DALI_TEST_CHECK(Dali::Toolkit::DevelKeyboardFocusManager::IsDefaultAlgorithmEnabled(manager));
+
+ // Move the focus towards right
+ // button1 -- [button2]
+ DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::RIGHT) == true);
+
+ // Confirm whether focus is moved to button2
+ DALI_TEST_EQUALS(button2.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::FOCUSED, TEST_LOCATION);
+ DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
+ DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == button1);
+ DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == button2);
+ focusChangedCallback.Reset();
+
+ // disable the default algorithm
+ Dali::Toolkit::DevelKeyboardFocusManager::EnableDefaultAlgorithm(manager, false);
+ DALI_TEST_CHECK(!Dali::Toolkit::DevelKeyboardFocusManager::IsDefaultAlgorithmEnabled(manager));
+
+ // Move the focus towards left, The focus move will fail because the default algorithm is disabled.
+ DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::LEFT) == false);
+
+ // enable the default algorithm
+ Dali::Toolkit::DevelKeyboardFocusManager::EnableDefaultAlgorithm(manager, true);
+ DALI_TEST_CHECK(Dali::Toolkit::DevelKeyboardFocusManager::IsDefaultAlgorithmEnabled(manager));
+
+ // Move the focus towards left, The focus move will success because the default algorithm is enabled.
+ // [button1] -- button2
+ DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::LEFT) == true);
+ // Confirm whether focus is moved to button1
+ DALI_TEST_EQUALS(button1.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::FOCUSED, TEST_LOCATION);
+ DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
+ DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == button2);
+ DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == button1);
+ focusChangedCallback.Reset();
+
+ // Clears focus.
+ manager.ClearFocus();
+ // There is no actor focused.
+ // button1 -- button2
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == Actor());
+
+ // Move the focus towards right, The focus is on the actor closest to the top left of the window.
+ // [button1] -- button2
+ DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::RIGHT) == true);
+
+ // Confirm whether focus is moved to button1
+ DALI_TEST_EQUALS(button1.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::FOCUSED, TEST_LOCATION);
+ DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
+ DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == Actor());
+ DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == button1);
+ focusChangedCallback.Reset();
+
+
+ END_TEST;
+}
+
+int UtcDaliKeyboardFocusManagerWithKeyboardFocusableChildren(void)
+{
+ ToolkitTestApplication application;
+
+ tet_infoline(" UtcDaliKeyboardFocusManagerWithKeyboardFocusableChildren");
+
+ KeyboardFocusManager manager = KeyboardFocusManager::Get();
+ DALI_TEST_CHECK(manager);
+
+ // Create the first actor and add it to the stage
+ Actor first = Actor::New();
+ first.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE, true);
+ application.GetScene().Add(first);
+
+ // Create the second actor and add it to the first actor.
+ Actor second = Actor::New();
+ second.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE, true);
+ first.Add(second);
+
+ // Check that no actor is being focused yet.
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == Actor());
+
+ // Check that the focus is set on the first actor
+ DALI_TEST_CHECK(manager.SetCurrentFocusActor(first) == true);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == first);
+
+ // Set KeyboardFocusableChildren false.
+ first.SetProperty(DevelActor::Property::KEYBOARD_FOCUSABLE_CHILDREN, false);
+
+ // Check that it will fail to set focus on the second actor as it's not focusable
+ DALI_TEST_CHECK(manager.SetCurrentFocusActor(second) == false);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == first);
+
+ // Set KeyboardFocusableChildren true.
+ first.SetProperty(DevelActor::Property::KEYBOARD_FOCUSABLE_CHILDREN, true);
+
+ // Check that the focus is set on the second actor
+ DALI_TEST_CHECK(manager.SetCurrentFocusActor(second) == true);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == second);
+
+ END_TEST;
+}
+
+int UtcDaliKeyboardFocusManagerCheckWheelEvent(void)
+{
+ ToolkitTestApplication application;
+
+ tet_infoline("UtcDaliKeyboardFocusManagerCheckWheelEvent");
+ Dali::Integration::Scene scene = application.GetScene();
+
+ KeyboardFocusManager manager = KeyboardFocusManager::Get();
+ DALI_TEST_CHECK(!manager.GetCurrentFocusActor());
+
+ // Create the first actor and add it to the stage
+ Actor parent = Actor::New();
+ parent.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE, true);
+
+ Actor child = Actor::New();
+ child.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE, true);
+
+ parent.Add(child);
+ scene.Add(parent);
+
+ WheelEventCallback childCallback(false);
+ child.WheelEventSignal().Connect(&childCallback, &WheelEventCallback::Callback);
+
+ WheelEventCallback parentCallback(true);
+ parent.WheelEventSignal().Connect(&parentCallback, &WheelEventCallback::Callback);
+
+ WheelEventCallback sceneCallback(false);
+ scene.WheelEventSignal().Connect(&sceneCallback, &WheelEventCallback::Callback);
+
+ manager.SetCurrentFocusActor(child);
+
+ // Emit custom wheel event is comming to KeyboardFocusManager
+ Integration::WheelEvent event(Integration::WheelEvent::CUSTOM_WHEEL, 0, 0u, Vector2(0.0f, 0.0f), 1, 1000u);
+ application.ProcessEvent(event);
+
+ DALI_TEST_CHECK(childCallback.mIsCalled);
+ DALI_TEST_CHECK(parentCallback.mIsCalled);
+ DALI_TEST_CHECK(!sceneCallback.mIsCalled);
+
+ END_TEST;
+}
+
+int UtcDaliKeyboardFocusManagerChangeFocusDirectionByCustomWheelEvent(void)
+{
+ ToolkitTestApplication application;
+
+ tet_infoline(" UtcDaliKeyboardFocusManagerChangeFocusDirectionByCustomWheelEvent");
+ Dali::Integration::Scene scene = application.GetScene();
+
+ KeyboardFocusManager manager = KeyboardFocusManager::Get();
+ DALI_TEST_CHECK(manager);
+
+ bool focusChangedSignalVerified = false;
+ FocusChangedCallback focusChangedCallback(focusChangedSignalVerified);
+ manager.FocusChangedSignal().Connect( &focusChangedCallback, &FocusChangedCallback::Callback );
+
+ Integration::WheelEvent clockwiseEvent(Integration::WheelEvent::CUSTOM_WHEEL, 0, 0u, Vector2(0.0f, 0.0f), 1, 1000u);
+ Integration::WheelEvent counterClockwiseEvent(Integration::WheelEvent::CUSTOM_WHEEL, 0, 0u, Vector2(0.0f, 0.0f), -1, 1100u);
+
+ // Create the first button
+ PushButton first = PushButton::New();
+ first.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+ scene.Add(first);
+
+ // Create the second button
+ PushButton second = PushButton::New();
+ second.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+ scene.Add(second);
+
+ // set the navigation properties
+ first.SetProperty(Toolkit::DevelControl::Property::CLOCKWISE_FOCUSABLE_ACTOR_ID, Property::Value((int)second.GetProperty< int >( Actor::Property::ID )));
+ second.SetProperty(Toolkit::DevelControl::Property::COUNTER_CLOCKWISE_FOCUSABLE_ACTOR_ID, Property::Value((int)first.GetProperty< int >( Actor::Property::ID )));
+
+ // Set the focus to the first actor
+ DALI_TEST_CHECK(manager.SetCurrentFocusActor(first) == true);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == first);
+ DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
+ DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == Actor());
+ DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == first);
+ focusChangedCallback.Reset();
+
+ // Send the clockwise wheel event to move the focus towards clockwise
+ application.ProcessEvent(clockwiseEvent);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == second);
+ DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
+ DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == first);
+ DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == second);
+ focusChangedCallback.Reset();
+
+ // Send the counter clockwise wheel event to move the focus towards count clockwise
+ application.ProcessEvent(counterClockwiseEvent);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == first);
+ DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
+ DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == second);
+ DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == first);
+ focusChangedCallback.Reset();
+
+ // Clear the focus
+ manager.ClearFocus();
+
+ END_TEST;
+}
+
+int UtcDaliKeyboardFocusManagerWithUserInteractionEnabled(void)
+{
+ ToolkitTestApplication application;
+
+ tet_infoline(" UtcDaliKeyboardFocusManagerWithUserInteractionEnabled");
+
+ KeyboardFocusManager manager = KeyboardFocusManager::Get();
+ DALI_TEST_CHECK(manager);
+
+ // Create the first control and add it to the stage
+ Control first = Control::New();
+ first.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE, true);
+ application.GetScene().Add(first);
+
+ // Create the second control and add it to the first control.
+ Control second = Control::New();
+ second.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE, true);
+ first.Add(second);
+
+ // Check that no actor is being focused yet.
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == Actor());
+
+ // Check that the focus is set on the first actor
+ DALI_TEST_CHECK(manager.SetCurrentFocusActor(first) == true);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == first);
+
+ // Set USER_INTERACTION_ENABLED false.
+ second.SetProperty(DevelActor::Property::USER_INTERACTION_ENABLED, false);
+
+ // Check that it will fail to set focus on the second actor as it's not userInteractionEnabled
+ DALI_TEST_CHECK(manager.SetCurrentFocusActor(second) == false);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == first);
+
+ // Set KeyboardFocusableChildren true.
+ second.SetProperty(DevelActor::Property::USER_INTERACTION_ENABLED, true);
+
+ // Check that the focus is set on the second actor
+ DALI_TEST_CHECK(manager.SetCurrentFocusActor(second) == true);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == second);
+
+ // If the currently focused actor becomes USER_INTERACTION_ENABLED false, it loses focus.
+ second.SetProperty(DevelActor::Property::USER_INTERACTION_ENABLED, false);
+
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == Actor());
+
+
+ END_TEST;
+}
+
+
+int UtcDaliKeyboardFocusManagerWithHide(void)
+{
+ ToolkitTestApplication application;
+
+ tet_infoline(" UtcDaliKeyboardFocusManagerWithHide");
+
+ KeyboardFocusManager manager = KeyboardFocusManager::Get();
+ DALI_TEST_CHECK(manager);
+
+ // Create the first control and add it to the stage
+ Control first = Control::New();
+ first.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE, true);
+ application.GetScene().Add(first);
+
+ // Create the second control and add it to the first control.
+ Control second = Control::New();
+ second.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE, true);
+ first.Add(second);
+
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ // Check that no actor is being focused yet.
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == Actor());
+
+ // Check that the focus is set on the actor
+ DALI_TEST_CHECK(manager.SetCurrentFocusActor(first) == true);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == first);
+
+ // If the currently focused actor becomes VISIBLE false, it loses focus.
+ first.SetProperty(Actor::Property::VISIBLE, false);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == Actor());
+
+ first.SetProperty(Actor::Property::VISIBLE, true);
+ // Check that the focus is set on the actor
+ DALI_TEST_CHECK(manager.SetCurrentFocusActor(second) == true);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == second);
+
+ // If the currently focused actor becomes VISIBLE false, When the parent is hidden, the child also loses focus.
+ first.SetProperty(Actor::Property::VISIBLE, false);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == Actor());
+
+
+ END_TEST;
+}
\ No newline at end of file