/*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
#include <dali/integration-api/events/key-event-integ.h>
#include <dali-toolkit/devel-api/focus-manager/keyboard-focus-manager-devel.h>
#include <dali-toolkit/devel-api/controls/control-devel.h>
+#include <dali-toolkit/devel-api/controls/table-view/table-view.h>
using namespace Dali;
using namespace Dali::Toolkit;
// Create the first actor and add it to the stage
Actor first = Actor::New();
- first.SetKeyboardFocusable(true);
- Stage::GetCurrent().Add(first);
+ first.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+ application.GetScene().Add(first);
// Create the second actor and add it to the stage
Actor second = Actor::New();
- second.SetKeyboardFocusable(true);
- Stage::GetCurrent().Add(second);
+ second.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+ application.GetScene().Add(second);
// Create the third actor but don't add it to the stage
Actor third = Actor::New();
DALI_TEST_CHECK(manager.GetCurrentFocusActor() == second);
// Add the third actor to the stage
- Stage::GetCurrent().Add(third);
+ application.GetScene().Add(third);
// Check that it will fail to set focus on the third actor as it's not focusable
DALI_TEST_CHECK(manager.SetCurrentFocusActor(third) == false);
DALI_TEST_CHECK(manager.GetCurrentFocusActor() == second);
// Make the third actor focusable
- third.SetKeyboardFocusable(true);
+ third.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
// Check that the focus is successfully moved to the third actor
DALI_TEST_CHECK(manager.SetCurrentFocusActor(third) == true);
// Create the first actor and add it to the stage
Actor first = Actor::New();
- first.SetKeyboardFocusable(true);
- Stage::GetCurrent().Add(first);
+ first.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+ application.GetScene().Add(first);
// Create the second actor and add it to the stage
Actor second = Actor::New();
- second.SetKeyboardFocusable(true);
- Stage::GetCurrent().Add(second);
+ second.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+ application.GetScene().Add(second);
// Move the focus to the right
DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::RIGHT) == false);
// Create a 2x2 table view and try to move focus inside it
TableView tableView = TableView::New( 2, 2 );
- Stage::GetCurrent().Add(tableView);
+ application.GetScene().Add(tableView);
// Create the third actor
Actor third = Actor::New();
- third.SetKeyboardFocusable(true);
+ third.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
// Create the fourth actor
Actor fourth = Actor::New();
- fourth.SetKeyboardFocusable(true);
+ fourth.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
// Add the four children to table view
tableView.AddChild(first, TableView::CellPosition(0, 0));
// Create the first actor and add it to the stage
Actor first = Actor::New();
- first.SetKeyboardFocusable(true);
- Stage::GetCurrent().Add(first);
+ first.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+ application.GetScene().Add(first);
// Create the second actor and add it to the stage
Actor second = Actor::New();
- second.SetKeyboardFocusable(true);
- Stage::GetCurrent().Add(second);
+ second.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+ application.GetScene().Add(second);
// Move the focus to the right
DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::RIGHT) == false);
PushButton button1 = PushButton::New();
PushButton button2 = PushButton::New();
- button1.SetKeyboardFocusable(true);
- button2.SetKeyboardFocusable(true);
- Stage::GetCurrent().Add(button1);
- Stage::GetCurrent().Add(button2);
+ button1.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+ button2.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+ application.GetScene().Add(button1);
+ application.GetScene().Add(button2);
// Set the focus to the button1
DALI_TEST_CHECK(manager.SetCurrentFocusActor(button1) == true);
focusChangedCallback.Reset();
// set the navigation properties of button1
- button1.SetProperty(Toolkit::DevelControl::Property::LEFT_FOCUSABLE_ACTOR_ID, Property::Value((int)button2.GetId()));
- button1.SetProperty(Toolkit::DevelControl::Property::RIGHT_FOCUSABLE_ACTOR_ID, Property::Value((int)button2.GetId()));
- button1.SetProperty(Toolkit::DevelControl::Property::UP_FOCUSABLE_ACTOR_ID, Property::Value((int)button2.GetId()));
- button1.SetProperty(Toolkit::DevelControl::Property::DOWN_FOCUSABLE_ACTOR_ID, Property::Value((int)button2.GetId()));
+ button1.SetProperty(Toolkit::DevelControl::Property::LEFT_FOCUSABLE_ACTOR_ID, Property::Value((int)button2.GetProperty< int >( Actor::Property::ID )));
+ button1.SetProperty(Toolkit::DevelControl::Property::RIGHT_FOCUSABLE_ACTOR_ID, Property::Value((int)button2.GetProperty< int >( Actor::Property::ID )));
+ button1.SetProperty(Toolkit::DevelControl::Property::UP_FOCUSABLE_ACTOR_ID, Property::Value((int)button2.GetProperty< int >( Actor::Property::ID )));
+ button1.SetProperty(Toolkit::DevelControl::Property::DOWN_FOCUSABLE_ACTOR_ID, Property::Value((int)button2.GetProperty< int >( Actor::Property::ID )));
// set the navigation properties of button2
- button2.SetProperty(Toolkit::DevelControl::Property::LEFT_FOCUSABLE_ACTOR_ID, Property::Value((int)button1.GetId()));
- button2.SetProperty(Toolkit::DevelControl::Property::RIGHT_FOCUSABLE_ACTOR_ID, Property::Value((int)button1.GetId()));
- button2.SetProperty(Toolkit::DevelControl::Property::UP_FOCUSABLE_ACTOR_ID, Property::Value((int)button1.GetId()));
- button2.SetProperty(Toolkit::DevelControl::Property::DOWN_FOCUSABLE_ACTOR_ID, Property::Value((int)button1.GetId()));
+ button2.SetProperty(Toolkit::DevelControl::Property::LEFT_FOCUSABLE_ACTOR_ID, Property::Value((int)button1.GetProperty< int >( Actor::Property::ID )));
+ button2.SetProperty(Toolkit::DevelControl::Property::RIGHT_FOCUSABLE_ACTOR_ID, Property::Value((int)button1.GetProperty< int >( Actor::Property::ID )));
+ button2.SetProperty(Toolkit::DevelControl::Property::UP_FOCUSABLE_ACTOR_ID, Property::Value((int)button1.GetProperty< int >( Actor::Property::ID )));
+ button2.SetProperty(Toolkit::DevelControl::Property::DOWN_FOCUSABLE_ACTOR_ID, Property::Value((int)button1.GetProperty< int >( Actor::Property::ID )));
// Move the focus towards left
DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::LEFT) == true);
// Create a 1x1 table view and try to move focus inside it
TableView tableView = TableView::New( 1, 1 );
- Stage::GetCurrent().Add(tableView);
+ application.GetScene().Add(tableView);
PushButton button = PushButton::New();
- button.SetKeyboardFocusable(true);
+ button.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
tableView.AddChild(button, TableView::CellPosition(0, 0));
// set the navigation properties of button3
- button.SetProperty(Toolkit::DevelControl::Property::LEFT_FOCUSABLE_ACTOR_ID, Property::Value((int)button1.GetId()));
+ button.SetProperty(Toolkit::DevelControl::Property::LEFT_FOCUSABLE_ACTOR_ID, Property::Value((int)button1.GetProperty< int >( Actor::Property::ID )));
// Set the focus to the button
DALI_TEST_CHECK(manager.SetCurrentFocusActor(button) == true);
// Create the first actor and add it to the stage
Actor first = Actor::New();
- first.SetKeyboardFocusable(true);
- Stage::GetCurrent().Add(first);
+ first.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+ application.GetScene().Add(first);
// Create the second actor and add it to the stage
Actor second = Actor::New();
- second.SetKeyboardFocusable(true);
- Stage::GetCurrent().Add(second);
+ second.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+ application.GetScene().Add(second);
// Check that the focus is set on the first actor
DALI_TEST_CHECK(manager.SetCurrentFocusActor(first) == true);
Actor parent = Actor::New();
Actor child = Actor::New();
parent.Add(child);
- Stage::GetCurrent().Add(parent);
+ application.GetScene().Add(parent);
// Create three actors and add them as the children of the first child actor
Actor grandChild = Actor::New();
FocusedActorActivatedCallback focusedActorActivatedCallback(focusedActorActivatedSignalVerified);
manager.FocusedActorEnterKeySignal().Connect( &focusedActorActivatedCallback, &FocusedActorActivatedCallback::Callback );
- Integration::KeyEvent returnEvent( "Return", "", "", 0, 0, 0, Integration::KeyEvent::Up, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE );
+ Integration::KeyEvent returnEvent( "Return", "", "", 0, 0, 0, Integration::KeyEvent::UP, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE );
// Press Any key to notice physical keyboard event is comming to KeyboardFocusManager
// It makes mIsFocusIndicatorEnabled true
// Create the first button and add it to the stage
PushButton firstPushButton = PushButton::New();
- firstPushButton.SetKeyboardFocusable(true);
- Stage::GetCurrent().Add(firstPushButton);
+ firstPushButton.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+ application.GetScene().Add(firstPushButton);
// Create the second button and add it to the stage
PushButton secondPushButton = PushButton::New();
- secondPushButton.SetKeyboardFocusable(true);
- Stage::GetCurrent().Add(secondPushButton);
+ secondPushButton.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+ application.GetScene().Add(secondPushButton);
// Check that the focus is set on the first button
DALI_TEST_CHECK(manager.SetCurrentFocusActor(firstPushButton) == true);
FocusGroupChangedCallback focusGroupChangedCallback(focusGroupChangedSignalVerified);
manager.FocusGroupChangedSignal().Connect( &focusGroupChangedCallback, &FocusGroupChangedCallback::Callback );
- Integration::KeyEvent tabEvent( "Tab", "", "", 0, 0, 0, Integration::KeyEvent::Down, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE );
- Integration::KeyEvent shiftTabEvent( "Tab", "", "", 0, 1, 0, Integration::KeyEvent::Down, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE );
+ Integration::KeyEvent tabEvent( "Tab", "", "", 0, 0, 0, Integration::KeyEvent::DOWN, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE );
+ Integration::KeyEvent shiftTabEvent( "Tab", "", "", 0, 1, 0, Integration::KeyEvent::DOWN, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE );
// Press Any key to notice physical keyboard event is comming to KeyboardFocusManager
// It makes mIsFocusIndicatorEnabled true
// Create the first actor and add it to the stage
Actor first = Actor::New();
- first.SetKeyboardFocusable(true);
- Stage::GetCurrent().Add(first);
+ first.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+ application.GetScene().Add(first);
// Create the second actor and add it to the stage
Actor second = Actor::New();
- second.SetKeyboardFocusable(true);
- Stage::GetCurrent().Add(second);
+ second.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+ application.GetScene().Add(second);
// Create the third actor and add it to the stage
Actor third = Actor::New();
- third.SetKeyboardFocusable(true);
- Stage::GetCurrent().Add(third);
+ third.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+ application.GetScene().Add(third);
// Create the fourth actor and add it to the stage
Actor fourth = Actor::New();
- fourth.SetKeyboardFocusable(true);
- Stage::GetCurrent().Add(fourth);
+ fourth.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+ application.GetScene().Add(fourth);
// Check that the focus is set on the second actor
DALI_TEST_CHECK(manager.SetCurrentFocusActor(first) == true);
for(int i = 0 ; i < 31 ; i ++)
{
Actor actor = Actor::New();
- actor.SetKeyboardFocusable(true);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+ application.GetScene().Add(actor);
manager.SetCurrentFocusActor(actor);
}
FocusChangedCallback focusChangedCallback(focusChangedSignalVerified);
manager.FocusChangedSignal().Connect( &focusChangedCallback, &FocusChangedCallback::Callback );
- Integration::KeyEvent leftEvent( "Left", "", "", 0, 0, 0, Integration::KeyEvent::Down, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE );
- Integration::KeyEvent rightEvent( "Right", "", "", 0, 0, 0, Integration::KeyEvent::Down, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE );
- Integration::KeyEvent upEvent( "Up", "", "", 0, 0, 0, Integration::KeyEvent::Down, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE );
- Integration::KeyEvent downEvent( "Down", "", "", 0, 0, 0, Integration::KeyEvent::Down, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE );
- Integration::KeyEvent pageUpEvent( "Prior", "", "", 0, 0, 0, Integration::KeyEvent::Down, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE );
- Integration::KeyEvent pageDownEvent( "Next", "", "", 0, 0, 0, Integration::KeyEvent::Down, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE );
+ Integration::KeyEvent leftEvent( "Left", "", "", 0, 0, 0, Integration::KeyEvent::DOWN, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE );
+ Integration::KeyEvent rightEvent( "Right", "", "", 0, 0, 0, Integration::KeyEvent::DOWN, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE );
+ Integration::KeyEvent upEvent( "Up", "", "", 0, 0, 0, Integration::KeyEvent::DOWN, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE );
+ Integration::KeyEvent downEvent( "Down", "", "", 0, 0, 0, Integration::KeyEvent::DOWN, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE );
+ Integration::KeyEvent pageUpEvent( "Prior", "", "", 0, 0, 0, Integration::KeyEvent::DOWN, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE );
+ Integration::KeyEvent pageDownEvent( "Next", "", "", 0, 0, 0, Integration::KeyEvent::DOWN, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE );
// Press Any key to notice physical keyboard event is comming to KeyboardFocusManager
// It makes mIsFocusIndicatorEnabled true
// Create a 2x2 table view and try to move focus inside it
TableView tableView = TableView::New( 2, 2 );
- Stage::GetCurrent().Add(tableView);
+ application.GetScene().Add(tableView);
// Create the first actor
Actor first = Actor::New();
- first.SetKeyboardFocusable(true);
+ first.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
// Create the second actor
Actor second = Actor::New();
- second.SetKeyboardFocusable(true);
+ second.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
// Create the third actor
Actor third = Actor::New();
- third.SetKeyboardFocusable(true);
+ third.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
// Create the fourth actor
Actor fourth = Actor::New();
- fourth.SetKeyboardFocusable(true);
+ fourth.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
// Add the four children to table view
tableView.AddChild(first, TableView::CellPosition(0, 0));
PreFocusChangeCallback preFocusChangeCallback(preFocusChangeSignalVerified);
manager.PreFocusChangeSignal().Connect( &preFocusChangeCallback, &PreFocusChangeCallback::Callback );
- Integration::KeyEvent spaceEvent( "space", "", "", 0, 0, 0, Integration::KeyEvent::Down, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE );
+ Integration::KeyEvent spaceEvent( "space", "", "", 0, 0, 0, Integration::KeyEvent::DOWN, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE );
// Press Any key to notice physical keyboard event is comming to KeyboardFocusManager
// It makes mIsFocusIndicatorEnabled true
// Create the first actor and add it to the stage
Control first = Control::New();
- first.SetKeyboardFocusable(true);
- Stage::GetCurrent().Add(first);
+ first.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+ application.GetScene().Add(first);
// Create the second actor and add it to the stage
Control second = Control::New();
- second.SetKeyboardFocusable(true);
- Stage::GetCurrent().Add(second);
+ second.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+ application.GetScene().Add(second);
// Move the focus to the right
DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::RIGHT) == false);
// Create a 2x2 table view and try to move focus inside it
TableView tableView = TableView::New( 2, 2 );
- Stage::GetCurrent().Add(tableView);
+ application.GetScene().Add(tableView);
// Create the third actor
Control third = Control::New();
- third.SetKeyboardFocusable(true);
+ third.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
// Create the fourth actor
Control fourth = Control::New();
- fourth.SetKeyboardFocusable(true);
+ fourth.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
// Add the four children to table view
tableView.AddChild(first, TableView::CellPosition(0, 0));
DALI_TEST_CHECK( ! manager.GetCurrentFocusActor() );
Actor actor = Actor::New();
- actor.SetKeyboardFocusable( true );
+ actor.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE, true );
tet_infoline( "Attempt to set unstaged actor, no actor should be returned from KeyboardFocusManager" );
manager.SetCurrentFocusActor( actor );
DALI_TEST_CHECK( ! manager.GetCurrentFocusActor() );
tet_infoline( "Add actor to stage and attempt to set, our actor should be returned from KeyboardFocusManager" );
- Stage::GetCurrent().Add( actor );
+ application.GetScene().Add( actor );
manager.SetCurrentFocusActor( actor );
DALI_TEST_CHECK( manager.GetCurrentFocusActor() == actor );
DALI_TEST_CHECK( ! manager.GetCurrentFocusActor() );
Actor actor = Actor::New();
- actor.SetKeyboardFocusable( true );
- Stage::GetCurrent().Add( actor );
+ actor.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE, true );
+ application.GetScene().Add( actor );
manager.SetCurrentFocusActor( actor );
// Press Any key to notice physical keyboard event is comming to KeyboardFocusManager
// It makes mIsFocusIndicatorEnabled true and add focus indicator to focused actor.
- Integration::KeyEvent rightEvent( "Right", "", "", 0, 0, 0, Integration::KeyEvent::Down, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE );
+ Integration::KeyEvent rightEvent( "Right", "", "", 0, 0, 0, Integration::KeyEvent::DOWN, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE );
application.ProcessEvent(rightEvent);
Actor indicatorActor = manager.GetFocusIndicatorActor();
// Create the first actor and add it to the stage
Control control = Control::New();
- control.SetKeyboardFocusable(true);
+ control.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
scene.Add(control);
KeyEventCallback controlCallback( true );
// Press Any key to notice physical keyboard event is comming to KeyboardFocusManager
// It makes mIsFocusIndicatorEnabled true and add focus indicator to focused actor.
- Integration::KeyEvent event1( "Right", "", "", 0, 0, 0, Integration::KeyEvent::Down, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE );
+ Integration::KeyEvent event1( "Right", "", "", 0, 0, 0, Integration::KeyEvent::DOWN, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE );
application.ProcessEvent(event1);
DALI_TEST_CHECK( controlCallback.mIsCalled );
END_TEST;
}
+int UtcDaliKeyboardFocusManagerFocusPerWindow(void)
+{
+ ToolkitTestApplication application;
+
+ tet_infoline( "Ensure Memory focus actors for each window ");
+ KeyboardFocusManager manager = KeyboardFocusManager::Get();
+ DALI_TEST_CHECK( ! manager.GetCurrentFocusActor() );
+
+ Window firstWindow = Window::New(PositionSize(0,0,300,500) ,"", false);
+ DALI_TEST_CHECK( firstWindow );
+ Control first = Control::New();
+ first.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+ firstWindow.Add(first);
+
+ Window secondWindow = Window::New(PositionSize(0,0,400,600) ,"", false);
+ DALI_TEST_CHECK( secondWindow );
+ Control second = Control::New();
+ second.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+ secondWindow.Add( second );
+
+ DALI_TEST_CHECK(manager.SetCurrentFocusActor(first) == true);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == first);
+
+ DALI_TEST_CHECK(manager.SetCurrentFocusActor(second) == true);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == second);
+ firstWindow.Raise();
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == first);
+
+ secondWindow.Remove( second );
+ secondWindow.Raise();
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() != second);
+
+ secondWindow.Reset();
+ END_TEST;
+}
+