bool IsFocusable(Actor& actor)\r
{\r
return (actor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) &&\r
bool IsFocusable(Actor& actor)\r
{\r
return (actor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) &&\r
actor.GetProperty<bool>(Actor::Property::VISIBLE) &&\r
actor.GetProperty<Vector4>(Actor::Property::WORLD_COLOR).a > FULLY_TRANSPARENT);\r
}\r
actor.GetProperty<bool>(Actor::Property::VISIBLE) &&\r
actor.GetProperty<Vector4>(Actor::Property::WORLD_COLOR).a > FULLY_TRANSPARENT);\r
}\r
Dali::Actor child = actor.GetChildAt(i-1);\r
if(child && child != focusedActor && IsFocusable(child))\r
{\r
Dali::Actor child = actor.GetChildAt(i-1);\r
if(child && child != focusedActor && IsFocusable(child))\r
{\r
\r
// convert x, y, width, height -> left, right, bottom, top\r
ConvertCoordinate(candidateRect);\r
\r
// convert x, y, width, height -> left, right, bottom, top\r
ConvertCoordinate(candidateRect);\r
focusedRect = Rect<float>(rootRect.x, rootRect.y, 0.f, 0.f);\r
}\r
else\r
{\r
focusedRect = Rect<float>(rootRect.x, rootRect.y, 0.f, 0.f);\r
}\r
else\r
{\r