/*
- * Copyright (c) 2014 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-toolkit/dali-toolkit.h>
#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;
namespace
{
+const std::string DEFAULT_DEVICE_NAME("hwKeyboard");
+
+// Functors to test whether GetNextFocusableActor() method of CustomAlgorithmInterface is called when the keyboard focus is about to change
+class CustomAlgorithm : public Dali::Toolkit::DevelKeyboardFocusManager::CustomAlgorithmInterface
+{
+public:
+ CustomAlgorithm(bool& interfaceVerified)
+ : mInterfaceVerified(interfaceVerified),
+ mCurrentFocusedActor(),
+ mProposedActorToFocus(),
+ mDirection(Control::KeyboardFocus::LEFT)
+ {
+ }
+
+ Actor GetNextFocusableActor(Actor currentFocusedActor, Actor proposedActorToFocus, Control::KeyboardFocus::Direction direction)
+ {
+ tet_infoline("Verifying CustomAlgorithm()");
+
+ mInterfaceVerified = true;
+
+ mCurrentFocusedActor = currentFocusedActor;
+ mProposedActorToFocus = proposedActorToFocus;
+ mDirection = direction;
+
+ return mProposedActorToFocus;
+ }
+
+ void Reset()
+ {
+ mInterfaceVerified = false;
+ mCurrentFocusedActor = Actor();
+ mProposedActorToFocus = Actor();
+ mDirection = Control::KeyboardFocus::LEFT;
+ }
+
+ bool& mInterfaceVerified;
+ Actor mCurrentFocusedActor;
+ Actor mProposedActorToFocus;
+ Control::KeyboardFocus::Direction mDirection;
+};
+
// Functors to test whether PreFocusChange signal is emitted when the keyboard focus is about to change
class PreFocusChangeCallback : public Dali::ConnectionTracker
{
: mSignalVerified(signalReceived),
mCurrentFocusedActor(),
mProposedActorToFocus(),
- mDirection(Control::Left)
+ mDirection(Control::KeyboardFocus::LEFT)
{
}
- Actor Callback(Actor currentFocusedActor, Actor proposedActorToFocus, Control::KeyboardFocusNavigationDirection direction)
+ Actor Callback(Actor currentFocusedActor, Actor proposedActorToFocus, Control::KeyboardFocus::Direction direction)
{
tet_infoline("Verifying PreFocusChangeCallback()");
mSignalVerified = false;
mCurrentFocusedActor = Actor();
mProposedActorToFocus = Actor();
- mDirection = Control::Left;
+ mDirection = Control::KeyboardFocus::LEFT;
}
bool& mSignalVerified;
Actor mCurrentFocusedActor;
Actor mProposedActorToFocus;
- Control::KeyboardFocusNavigationDirection mDirection;
+ Control::KeyboardFocus::Direction mDirection;
};
// Functors to test whether focus changed signal is emitted when the keyboard focus is changed
Actor mActivatedActor;
};
-} // namespace
+class KeyEventCallback : public Dali::ConnectionTracker
+{
+public:
+ /**
+ * Constructor
+ * @param[in] returnValue Set return value of KeyEvent callback.
+ * */
+ KeyEventCallback( bool consumed )
+ : mConsumed( consumed ),
+ mIsCalled( false )
+ {
+ }
+
+ bool Callback( Control control, const KeyEvent& keyEvent )
+ {
+ mIsCalled = true;
+ return mConsumed;
+ }
+
+ void Callback( const KeyEvent& keyEvent )
+ {
+ mIsCalled = true;
+ }
+
+ bool mConsumed;
+ bool mIsCalled;
+};
+
+// Used to connect to signals via the ConnectSignal Handle method
+struct CallbackFunctor
+{
+ CallbackFunctor()
+ {
+ }
+
+ void operator()()
+ {
+ }
+};
+} // namespace
int UtcDaliKeyboardFocusManagerGet(void)
{
tet_infoline(" UtcDaliKeyboardKeyboardFocusManagerGet");
+ // Register Type
+ TypeInfo type;
+ type = TypeRegistry::Get().GetTypeInfo( "KeyboardFocusManager" );
+ DALI_TEST_CHECK( type );
+ BaseHandle handle = type.CreateInstance();
+ DALI_TEST_CHECK( handle );
+
KeyboardFocusManager manager;
manager = KeyboardFocusManager::Get();
// 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);
tet_infoline(" UtcDaliKeyboardFocusManagerMoveFocus");
+ // 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);
// 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::Right) == false);
+ DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::RIGHT) == false);
// Because no layout control in the stage and no actor is focused, it should emit the PreFocusChange signal
DALI_TEST_CHECK(preFocusChangeCallback.mSignalVerified);
DALI_TEST_CHECK(preFocusChangeCallback.mCurrentFocusedActor == Actor());
DALI_TEST_CHECK(preFocusChangeCallback.mProposedActorToFocus == Actor());
- DALI_TEST_CHECK(preFocusChangeCallback.mDirection == Control::Right);
+ DALI_TEST_CHECK(preFocusChangeCallback.mDirection == Control::KeyboardFocus::RIGHT);
preFocusChangeCallback.Reset();
// Check that the focus is set on the first actor
focusChangedCallback.Reset();
// Move the focus towards right
- DALI_TEST_CHECK(manager.MoveFocus(Control::Right) == false);
+ DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::RIGHT) == false);
// Because no layout control in the stage and the first actor is focused, it should emit the PreFocusChange signal
DALI_TEST_CHECK(preFocusChangeCallback.mSignalVerified);
DALI_TEST_CHECK(preFocusChangeCallback.mCurrentFocusedActor == first);
DALI_TEST_CHECK(preFocusChangeCallback.mProposedActorToFocus == Actor());
- DALI_TEST_CHECK(preFocusChangeCallback.mDirection == Control::Right);
+ DALI_TEST_CHECK(preFocusChangeCallback.mDirection == Control::KeyboardFocus::RIGHT);
preFocusChangeCallback.Reset();
// Check that the focus is set on the second actor
focusChangedCallback.Reset();
// Move the focus towards up
- DALI_TEST_CHECK(manager.MoveFocus(Control::Up) == false);
+ DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::UP) == false);
// Because no layout control in the stage and no actor is focused, it should emit the PreFocusChange signal
DALI_TEST_CHECK(preFocusChangeCallback.mSignalVerified);
DALI_TEST_CHECK(preFocusChangeCallback.mCurrentFocusedActor == second);
DALI_TEST_CHECK(preFocusChangeCallback.mProposedActorToFocus == Actor());
- DALI_TEST_CHECK(preFocusChangeCallback.mDirection == Control::Up);
+ DALI_TEST_CHECK(preFocusChangeCallback.mDirection == Control::KeyboardFocus::UP);
+ preFocusChangeCallback.Reset();
+ DALI_TEST_CHECK(!focusChangedCallback.mSignalVerified);
+
+ // Create a 2x2 table view and try to move focus inside it
+ TableView tableView = TableView::New( 2, 2 );
+ application.GetScene().Add(tableView);
+
+ // Create the third actor
+ Actor third = Actor::New();
+ third.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+
+ // Create the fourth actor
+ Actor fourth = Actor::New();
+ fourth.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+
+ // Add the four children to table view
+ tableView.AddChild(first, TableView::CellPosition(0, 0));
+ tableView.AddChild(second, TableView::CellPosition(0, 1));
+ tableView.AddChild(third, TableView::CellPosition(1, 0));
+ tableView.AddChild(fourth, TableView::CellPosition(1, 1));
+
+ // 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 == second);
+ DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == first);
+ focusChangedCallback.Reset();
+
+ // Move the focus towards right
+ DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::RIGHT) == true);
+ 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();
+
+ // Move the focus towards down
+ DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::DOWN) == true);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == fourth);
+ DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
+ DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == second);
+ DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == fourth);
+ focusChangedCallback.Reset();
+
+ // Move the focus towards left
+ DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::LEFT) == true);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == third);
+ DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
+ DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == fourth);
+ DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == third);
+ focusChangedCallback.Reset();
+
+ // Move the focus towards up
+ DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::UP) == true);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == first);
+ DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
+ DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == third);
+ DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == first);
+ 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);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == first);
+ DALI_TEST_CHECK(preFocusChangeCallback.mSignalVerified);
+ DALI_TEST_CHECK(preFocusChangeCallback.mCurrentFocusedActor == first);
+ DALI_TEST_CHECK(preFocusChangeCallback.mProposedActorToFocus == Actor());
+ DALI_TEST_CHECK(preFocusChangeCallback.mDirection == Control::KeyboardFocus::LEFT);
+ preFocusChangeCallback.Reset();
+ DALI_TEST_CHECK(!focusChangedCallback.mSignalVerified);
+
+ // Enable the loop
+ manager.SetFocusGroupLoop(true);
+ DALI_TEST_CHECK(manager.GetFocusGroupLoop() == true);
+
+ // Move the focus towards left again. The focus should move to the fourth actor.
+ DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::LEFT) == true);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == fourth);
+ DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
+ DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == first);
+ DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == fourth);
+ focusChangedCallback.Reset();
+ END_TEST;
+}
+
+int UtcDaliKeyboardFocusManagerCustomAlgorithmMoveFocus(void)
+{
+ ToolkitTestApplication application;
+
+ tet_infoline(" UtcDaliKeyboardFocusManagerCustomAlgorithmMoveFocus");
+
+ // 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 preFocusChangeSignalVerified = false;
+ PreFocusChangeCallback preFocusChangeCallback(preFocusChangeSignalVerified);
+ manager.PreFocusChangeSignal().Connect( &preFocusChangeCallback, &PreFocusChangeCallback::Callback );
+
+ bool focusChangedSignalVerified = false;
+ FocusChangedCallback focusChangedCallback(focusChangedSignalVerified);
+ manager.FocusChangedSignal().Connect( &focusChangedCallback, &FocusChangedCallback::Callback );
+
+ // 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 stage
+ Actor second = Actor::New();
+ 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);
+
+ // Because no layout control in the stage and no actor is focused, it should emit the PreFocusChange signal
+ DALI_TEST_CHECK(preFocusChangeCallback.mSignalVerified);
+ DALI_TEST_CHECK(preFocusChangeCallback.mCurrentFocusedActor == Actor());
+ DALI_TEST_CHECK(preFocusChangeCallback.mProposedActorToFocus == Actor());
+ DALI_TEST_CHECK(preFocusChangeCallback.mDirection == Control::KeyboardFocus::RIGHT);
preFocusChangeCallback.Reset();
+
+ bool customAlgorithmInterfaceVerified = false;
+ CustomAlgorithm customAlgorithm(customAlgorithmInterfaceVerified);
+ Toolkit::DevelKeyboardFocusManager::SetCustomAlgorithm(manager, customAlgorithm);
+
+ // Move the focus towards right
+ DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::RIGHT) == false);
+
+ // Because no layout control in the stage and the first actor is focused, it should invoke CustomAlgorithm
+ DALI_TEST_CHECK(customAlgorithm.mInterfaceVerified);
+ DALI_TEST_CHECK(customAlgorithm.mCurrentFocusedActor == Actor());
+ DALI_TEST_CHECK(customAlgorithm.mProposedActorToFocus == Actor());
+ DALI_TEST_CHECK(customAlgorithm.mDirection == Control::KeyboardFocus::RIGHT);
+ customAlgorithm.Reset();
+
+ // Check that the focus is set on 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();
+
+ // Move the focus towards right
+ DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::RIGHT) == false);
+
+ // Because no layout control in the stage and the first actor is focused, it should invoke CustomAlgorithm
+ DALI_TEST_CHECK(customAlgorithm.mInterfaceVerified);
+ DALI_TEST_CHECK(customAlgorithm.mCurrentFocusedActor == first);
+ DALI_TEST_CHECK(customAlgorithm.mProposedActorToFocus == Actor());
+ DALI_TEST_CHECK(customAlgorithm.mDirection == Control::KeyboardFocus::RIGHT);
+ customAlgorithm.Reset();
+
+ // Check that the focus is set on the second actor
+ DALI_TEST_CHECK(manager.SetCurrentFocusActor(second) == true);
+ 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();
+
+ // Move the focus towards up
+ DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::UP) == false);
+
+ // Because no layout control in the stage and no actor is focused, it should invoke CustomAlgorithm
+ DALI_TEST_CHECK(customAlgorithm.mInterfaceVerified);
+ DALI_TEST_CHECK(customAlgorithm.mCurrentFocusedActor == second);
+ DALI_TEST_CHECK(customAlgorithm.mProposedActorToFocus == Actor());
+ DALI_TEST_CHECK(customAlgorithm.mDirection == Control::KeyboardFocus::UP);
+ customAlgorithm.Reset();
DALI_TEST_CHECK(!focusChangedCallback.mSignalVerified);
END_TEST;
}
+int UtcDaliKeyboardFocusManagerFocusablePropertiesMoveFocus(void)
+{
+ ToolkitTestApplication application;
+
+ tet_infoline(" UtcDaliKeyboardFocusManagerCustomAlgorithmMoveFocus");
+
+ // 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::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);
+ 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();
+
+ // set the navigation properties of button1
+ 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.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);
+
+ // 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 right
+ 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 == button2);
+ DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == button1);
+ focusChangedCallback.Reset();
+
+ // Move the focus towards up
+ DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::UP) == 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
+ DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::DOWN) == 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();
+
+ // Create a 1x1 table view and try to move focus inside it
+ TableView tableView = TableView::New( 1, 1 );
+ application.GetScene().Add(tableView);
+
+ PushButton button = PushButton::New();
+ 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.GetProperty< int >( Actor::Property::ID )));
+
+ // Set the focus to the button
+ DALI_TEST_CHECK(manager.SetCurrentFocusActor(button) == true);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == button);
+ DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
+ DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == button1);
+ DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == button);
+ focusChangedCallback.Reset();
+
+ // Move the focus towards left
+ 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 == button);
+ DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == button1);
+ focusChangedCallback.Reset();
+
+ END_TEST;
+}
int UtcDaliKeyboardFocusManagerClearFocus(void)
{
// 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();
bool focusedActorActivatedSignalVerified = false;
FocusedActorActivatedCallback focusedActorActivatedCallback(focusedActorActivatedSignalVerified);
- manager.FocusedActorActivatedSignal().Connect( &focusedActorActivatedCallback, &FocusedActorActivatedCallback::Callback );
+ 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);
+ // Press Any key to notice physical keyboard event is comming to KeyboardFocusManager
+ // It makes mIsFocusIndicatorEnabled true
+ application.ProcessEvent(returnEvent);
// 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);
focusedActorActivatedCallback.Reset();
END_TEST;
}
+
+int UtcDaliKeyboardFocusManagerSignalFocusGroupChanged(void)
+{
+ ToolkitTestApplication application;
+
+ tet_infoline(" UtcDaliKeyboardFocusManagerSignalFocusGroupChanged");
+
+ // 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 focusGroupChangedSignalVerified = false;
+ 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 );
+
+ // Press Any key to notice physical keyboard event is comming to KeyboardFocusManager
+ // It makes mIsFocusIndicatorEnabled true
+ application.ProcessEvent(tabEvent);
+
+ // Send the tab event to change focus group in the forward direction
+ application.ProcessEvent(tabEvent);
+ DALI_TEST_CHECK(focusGroupChangedCallback.mSignalVerified);
+ DALI_TEST_CHECK(focusGroupChangedCallback.mCurrentFocusedActor == Actor());
+ DALI_TEST_CHECK(focusGroupChangedCallback.mForward == true);
+ focusGroupChangedCallback.Reset();
+
+ // Send the shift tab event to change focus group in the backward direction
+ application.ProcessEvent(shiftTabEvent);
+ DALI_TEST_CHECK(focusGroupChangedCallback.mSignalVerified);
+ DALI_TEST_CHECK(focusGroupChangedCallback.mCurrentFocusedActor == Actor());
+ DALI_TEST_CHECK(focusGroupChangedCallback.mForward == false);
+ focusGroupChangedCallback.Reset();
+ END_TEST;
+}
+
+int UtcDaliKeyboardFocusManagerSignals(void)
+{
+ ToolkitTestApplication application;
+
+ KeyboardFocusManager manager = KeyboardFocusManager::Get();
+ DALI_TEST_CHECK( manager );
+
+ ConnectionTracker* testTracker = new ConnectionTracker();
+ DALI_TEST_EQUALS( true, manager.ConnectSignal( testTracker, "keyboardPreFocusChange", CallbackFunctor() ), TEST_LOCATION );
+ DALI_TEST_EQUALS( true, manager.ConnectSignal( testTracker, "keyboardFocusChanged", CallbackFunctor() ), TEST_LOCATION );
+ DALI_TEST_EQUALS( true, manager.ConnectSignal( testTracker, "keyboardFocusGroupChanged", CallbackFunctor() ), TEST_LOCATION );
+ DALI_TEST_EQUALS( true, manager.ConnectSignal( testTracker, "keyboardFocusedActorEnterKey", CallbackFunctor() ), TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliKeyboardFocusManagerMoveFocusBackward(void)
+{
+ ToolkitTestApplication application;
+
+ tet_infoline(" UtcDaliKeyboardFocusManagerMoveFocusBackward");
+
+ 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 stage
+ Actor second = Actor::New();
+ 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.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.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);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == first);
+
+ // Check that the focus is set on the second actor
+ DALI_TEST_CHECK(manager.SetCurrentFocusActor(second) == true);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == second);
+
+ // Check that the focus is set on the third actor
+ DALI_TEST_CHECK(manager.SetCurrentFocusActor(third) == true);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == third);
+
+ // Check that the focus is set on the third actor
+ DALI_TEST_CHECK(manager.SetCurrentFocusActor(fourth) == true);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == fourth);
+
+ // Move the focus backward
+ manager.MoveFocusBackward();
+
+ // Check that it current focused actor is third actor
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == third);
+
+ // Remove the second actor on stage
+ second.Unparent();
+
+ // Reset the first actor
+ first.Unparent();
+ first.Reset();
+
+ // Move the focus backward
+ manager.MoveFocusBackward();
+
+ // Check that it current focused actor is third actor
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == third);
+
+ // Make history stack full
+ for(int i = 0 ; i < 31 ; i ++)
+ {
+ Actor actor = Actor::New();
+ actor.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+ application.GetScene().Add(actor);
+ manager.SetCurrentFocusActor(actor);
+ }
+
+ for(int i = 0 ; i < 31 ; i ++)
+ {
+ manager.MoveFocusBackward();
+ }
+
+ // Check that it current focused actor is not second actor
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() != second);
+
+ END_TEST;
+}
+
+int UtcDaliKeyboardFocusManagerChangeFocusDirectionByKeyEvents(void)
+{
+ ToolkitTestApplication application;
+
+ tet_infoline(" UtcDaliKeyboardFocusManagerChangeFocusDirectionByKeyEvents");
+
+ KeyboardFocusManager manager = KeyboardFocusManager::Get();
+ DALI_TEST_CHECK(manager);
+
+ bool preFocusChangeSignalVerified = false;
+ PreFocusChangeCallback preFocusChangeCallback(preFocusChangeSignalVerified);
+ manager.PreFocusChangeSignal().Connect( &preFocusChangeCallback, &PreFocusChangeCallback::Callback );
+
+ bool focusChangedSignalVerified = false;
+ 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 );
+
+ // Press Any key to notice physical keyboard event is comming to KeyboardFocusManager
+ // It makes mIsFocusIndicatorEnabled true
+ application.ProcessEvent(leftEvent);
+
+ // Create a 2x2 table view and try to move focus inside it
+ TableView tableView = TableView::New( 2, 2 );
+ application.GetScene().Add(tableView);
+
+ // Create the first actor
+ Actor first = Actor::New();
+ first.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+
+ // Create the second actor
+ Actor second = Actor::New();
+ second.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+
+ // Create the third actor
+ Actor third = Actor::New();
+ third.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+
+ // Create the fourth actor
+ Actor fourth = Actor::New();
+ fourth.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+
+ // Add the four children to table view
+ tableView.AddChild(first, TableView::CellPosition(0, 0));
+ tableView.AddChild(second, TableView::CellPosition(0, 1));
+ tableView.AddChild(third, TableView::CellPosition(1, 0));
+ tableView.AddChild(fourth, TableView::CellPosition(1, 1));
+
+ // 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 right key event to move the focus towards right
+ application.ProcessEvent(rightEvent);
+ 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 down key event to move the focus towards down
+ application.ProcessEvent(downEvent);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == fourth);
+ DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
+ DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == second);
+ DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == fourth);
+ focusChangedCallback.Reset();
+
+ // Send the down event to move the focus towards left
+ application.ProcessEvent(leftEvent);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == third);
+ DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
+ DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == fourth);
+ DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == third);
+ focusChangedCallback.Reset();
+
+ // Send the up event to move the focus towards up
+ application.ProcessEvent(upEvent);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == first);
+ DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
+ DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == third);
+ DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == first);
+ focusChangedCallback.Reset();
+
+ // Send the pape up event, but focus should not be moved because page up is not supported by table view
+ application.ProcessEvent(pageUpEvent);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == first);
+ DALI_TEST_CHECK(preFocusChangeCallback.mSignalVerified);
+ DALI_TEST_CHECK(preFocusChangeCallback.mCurrentFocusedActor == first);
+ DALI_TEST_CHECK(preFocusChangeCallback.mProposedActorToFocus == first);
+ DALI_TEST_CHECK(preFocusChangeCallback.mDirection == Control::KeyboardFocus::PAGE_UP);
+ preFocusChangeCallback.Reset();
+
+ // Send the pape down event, but focus should not be moved because page down is not supported by table view
+ application.ProcessEvent(pageDownEvent);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == first);
+ DALI_TEST_CHECK(preFocusChangeCallback.mSignalVerified);
+ DALI_TEST_CHECK(preFocusChangeCallback.mCurrentFocusedActor == first);
+ DALI_TEST_CHECK(preFocusChangeCallback.mProposedActorToFocus == first);
+ DALI_TEST_CHECK(preFocusChangeCallback.mDirection == Control::KeyboardFocus::PAGE_DOWN);
+ preFocusChangeCallback.Reset();
+
+ // Clear the focus
+ manager.ClearFocus();
+
+ // Send the pape up event, but nothing was focued so focus manager will try the initial focus
+ preFocusChangeCallback.Reset();
+ application.ProcessEvent(pageUpEvent);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == Actor());
+ DALI_TEST_CHECK(preFocusChangeCallback.mSignalVerified);
+ DALI_TEST_CHECK(preFocusChangeCallback.mCurrentFocusedActor == Actor());
+ DALI_TEST_CHECK(preFocusChangeCallback.mProposedActorToFocus == Actor());
+ DALI_TEST_CHECK(preFocusChangeCallback.mDirection == Control::KeyboardFocus::RIGHT);
+
+ // Clear the focus again
+ manager.ClearFocus();
+
+ // Send the pape down event, but nothing was focued so focus manager will try the initial focus
+ preFocusChangeCallback.Reset();
+ application.ProcessEvent(pageDownEvent);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == Actor());
+ DALI_TEST_CHECK(preFocusChangeCallback.mSignalVerified);
+ DALI_TEST_CHECK(preFocusChangeCallback.mCurrentFocusedActor == Actor());
+ DALI_TEST_CHECK(preFocusChangeCallback.mProposedActorToFocus == Actor());
+ DALI_TEST_CHECK(preFocusChangeCallback.mDirection == Control::KeyboardFocus::RIGHT);
+
+ // Clear the focus again
+ manager.ClearFocus();
+
+ // Send the up event for line coverage, but nothing was focued so focus manager will try the initial focus
+ preFocusChangeCallback.Reset();
+ application.ProcessEvent(upEvent);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == Actor());
+ DALI_TEST_CHECK(preFocusChangeCallback.mSignalVerified);
+ DALI_TEST_CHECK(preFocusChangeCallback.mCurrentFocusedActor == Actor());
+ DALI_TEST_CHECK(preFocusChangeCallback.mProposedActorToFocus == Actor());
+
+ // Clear the focus again
+ manager.ClearFocus();
+
+ // Send the down event for line coverage, but nothing was focued so focus manager will try the initial focus
+ preFocusChangeCallback.Reset();
+ application.ProcessEvent(downEvent);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == Actor());
+ DALI_TEST_CHECK(preFocusChangeCallback.mSignalVerified);
+ DALI_TEST_CHECK(preFocusChangeCallback.mCurrentFocusedActor == Actor());
+ DALI_TEST_CHECK(preFocusChangeCallback.mProposedActorToFocus == Actor());
+
+ END_TEST;
+}
+
+int UtcDaliKeyboardFocusManagerSignalChangedBySpaceKeyEvent(void)
+{
+ ToolkitTestApplication application;
+
+ tet_infoline(" UtcDaliKeyboardFocusManagerSignalChangedBySpaceKeyEvent");
+
+ KeyboardFocusManager manager = KeyboardFocusManager::Get();
+ DALI_TEST_CHECK(manager);
+
+ bool preFocusChangeSignalVerified = false;
+ 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 );
+
+ // Press Any key to notice physical keyboard event is comming to KeyboardFocusManager
+ // It makes mIsFocusIndicatorEnabled true
+ application.ProcessEvent(spaceEvent);
+
+ // Send the space event
+ application.ProcessEvent(spaceEvent);
+ DALI_TEST_CHECK(preFocusChangeCallback.mSignalVerified);
+ DALI_TEST_CHECK(preFocusChangeCallback.mCurrentFocusedActor == Actor());
+
+ // Clear the focus again
+ manager.ClearFocus();
+
+ // Send the space event again for line coverage
+ preFocusChangeCallback.Reset();
+ application.ProcessEvent(spaceEvent);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == Actor());
+ DALI_TEST_CHECK(preFocusChangeCallback.mSignalVerified);
+ DALI_TEST_CHECK(preFocusChangeCallback.mCurrentFocusedActor == Actor());
+ DALI_TEST_CHECK(preFocusChangeCallback.mProposedActorToFocus == Actor());
+
+ END_TEST;
+}
+
+
+
+int UtcDaliKeyboardFocusManagerMoveFocusTestStateChange(void)
+{
+ ToolkitTestApplication application;
+
+ tet_infoline(" UtcDaliKeyboardFocusManagerMoveFocusTestStateChange");
+
+ // 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 preFocusChangeSignalVerified = false;
+ PreFocusChangeCallback preFocusChangeCallback(preFocusChangeSignalVerified);
+ manager.PreFocusChangeSignal().Connect( &preFocusChangeCallback, &PreFocusChangeCallback::Callback );
+
+ bool focusChangedSignalVerified = false;
+ FocusChangedCallback focusChangedCallback(focusChangedSignalVerified);
+ manager.FocusChangedSignal().Connect( &focusChangedCallback, &FocusChangedCallback::Callback );
+
+ // Create the first actor and add it to the stage
+ Control first = Control::New();
+ 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.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);
+
+ // Because no layout control in the stage and no actor is focused, it should emit the PreFocusChange signal
+ DALI_TEST_CHECK(preFocusChangeCallback.mSignalVerified);
+ DALI_TEST_CHECK(preFocusChangeCallback.mCurrentFocusedActor == Actor());
+ DALI_TEST_CHECK(preFocusChangeCallback.mProposedActorToFocus == Actor());
+ DALI_TEST_CHECK(preFocusChangeCallback.mDirection == Control::KeyboardFocus::RIGHT);
+ preFocusChangeCallback.Reset();
+
+ // Check that the focus is set on 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);
+ DALI_TEST_EQUALS(first.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::FOCUSED, TEST_LOCATION );
+ focusChangedCallback.Reset();
+
+ // Move the focus towards right
+ DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::RIGHT) == false);
+
+ // Because no layout control in the stage and the first actor is focused, it should emit the PreFocusChange signal
+ DALI_TEST_CHECK(preFocusChangeCallback.mSignalVerified);
+ DALI_TEST_CHECK(preFocusChangeCallback.mCurrentFocusedActor == first);
+ DALI_TEST_CHECK(preFocusChangeCallback.mProposedActorToFocus == Actor());
+ DALI_TEST_CHECK(preFocusChangeCallback.mDirection == Control::KeyboardFocus::RIGHT);
+ preFocusChangeCallback.Reset();
+
+ // Check that the focus is set on the second actor
+ DALI_TEST_CHECK(manager.SetCurrentFocusActor(second) == true);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == second);
+ DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
+ DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == first);
+ DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == second);
+ DALI_TEST_EQUALS(first.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::NORMAL, TEST_LOCATION );
+ DALI_TEST_EQUALS(second.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::FOCUSED, TEST_LOCATION );
+ focusChangedCallback.Reset();
+
+ // Move the focus towards up
+ DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::UP) == false);
+
+ // Because no layout control in the stage and no actor is focused, it should emit the PreFocusChange signal
+ DALI_TEST_CHECK(preFocusChangeCallback.mSignalVerified);
+ DALI_TEST_CHECK(preFocusChangeCallback.mCurrentFocusedActor == second);
+ DALI_TEST_CHECK(preFocusChangeCallback.mProposedActorToFocus == Actor());
+ DALI_TEST_CHECK(preFocusChangeCallback.mDirection == Control::KeyboardFocus::UP);
+ preFocusChangeCallback.Reset();
+ DALI_TEST_CHECK(!focusChangedCallback.mSignalVerified);
+
+ // Create a 2x2 table view and try to move focus inside it
+ TableView tableView = TableView::New( 2, 2 );
+ application.GetScene().Add(tableView);
+
+ // Create the third actor
+ Control third = Control::New();
+ third.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+
+ // Create the fourth actor
+ Control fourth = Control::New();
+ fourth.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+
+ // Add the four children to table view
+ tableView.AddChild(first, TableView::CellPosition(0, 0));
+ tableView.AddChild(second, TableView::CellPosition(0, 1));
+ tableView.AddChild(third, TableView::CellPosition(1, 0));
+ tableView.AddChild(fourth, TableView::CellPosition(1, 1));
+
+ // 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 == second);
+ DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == first);
+
+ DALI_TEST_EQUALS(first.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::FOCUSED, TEST_LOCATION );
+ DALI_TEST_EQUALS(second.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::NORMAL, TEST_LOCATION );
+
+ focusChangedCallback.Reset();
+
+ // Move the focus towards right
+ DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::RIGHT) == true);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == second);
+ DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
+ DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == first);
+ DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == second);
+ DALI_TEST_EQUALS(first.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::NORMAL, TEST_LOCATION );
+ DALI_TEST_EQUALS(second.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::FOCUSED, TEST_LOCATION );
+
+ focusChangedCallback.Reset();
+
+ // Move the focus towards down
+ DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::DOWN) == true);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == fourth);
+ DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
+ DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == second);
+ DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == fourth);
+
+ DALI_TEST_EQUALS(first.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::NORMAL, TEST_LOCATION );
+ DALI_TEST_EQUALS(second.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::NORMAL, TEST_LOCATION );
+ DALI_TEST_EQUALS(third.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::NORMAL, TEST_LOCATION );
+ DALI_TEST_EQUALS(fourth.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::FOCUSED, TEST_LOCATION );
+
+ focusChangedCallback.Reset();
+
+ // Move the focus towards left
+ DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::LEFT) == true);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == third);
+ DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
+ DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == fourth);
+ DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == third);
+
+ DALI_TEST_EQUALS(first.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::NORMAL, TEST_LOCATION );
+ DALI_TEST_EQUALS(second.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::NORMAL, TEST_LOCATION );
+ DALI_TEST_EQUALS(third.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::FOCUSED, TEST_LOCATION );
+ DALI_TEST_EQUALS(fourth.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::NORMAL, TEST_LOCATION );
+
+ focusChangedCallback.Reset();
+
+ // Move the focus towards up
+ DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::UP) == true);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == first);
+ DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
+ DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == third);
+ DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == first);
+ DALI_TEST_EQUALS(first.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::FOCUSED, TEST_LOCATION );
+ DALI_TEST_EQUALS(second.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::NORMAL, TEST_LOCATION );
+ DALI_TEST_EQUALS(third.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::NORMAL, TEST_LOCATION );
+ DALI_TEST_EQUALS(fourth.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::NORMAL, TEST_LOCATION );
+ 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);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == first);
+ DALI_TEST_CHECK(preFocusChangeCallback.mSignalVerified);
+ DALI_TEST_CHECK(preFocusChangeCallback.mCurrentFocusedActor == first);
+ DALI_TEST_CHECK(preFocusChangeCallback.mProposedActorToFocus == Actor());
+ DALI_TEST_CHECK(preFocusChangeCallback.mDirection == Control::KeyboardFocus::LEFT);
+ DALI_TEST_EQUALS(first.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::FOCUSED, TEST_LOCATION );
+ DALI_TEST_EQUALS(second.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::NORMAL, TEST_LOCATION );
+ DALI_TEST_EQUALS(third.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::NORMAL, TEST_LOCATION );
+ DALI_TEST_EQUALS(fourth.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::NORMAL, TEST_LOCATION );
+
+ preFocusChangeCallback.Reset();
+ DALI_TEST_CHECK(!focusChangedCallback.mSignalVerified);
+
+ // Enable the loop
+ manager.SetFocusGroupLoop(true);
+ DALI_TEST_CHECK(manager.GetFocusGroupLoop() == true);
+
+ // Move the focus towards left again. The focus should move to the fourth actor.
+ DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::LEFT) == true);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == fourth);
+ DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
+ DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == first);
+ DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == fourth);
+
+ DALI_TEST_EQUALS(first.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::NORMAL, TEST_LOCATION );
+ DALI_TEST_EQUALS(second.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::NORMAL, TEST_LOCATION );
+ DALI_TEST_EQUALS(third.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::NORMAL, TEST_LOCATION );
+ DALI_TEST_EQUALS(fourth.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::FOCUSED, TEST_LOCATION );
+
+ focusChangedCallback.Reset();
+
+ // Clear the focus
+ manager.ClearFocus();
+ DALI_TEST_EQUALS(first.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::NORMAL, TEST_LOCATION );
+ DALI_TEST_EQUALS(second.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::NORMAL, TEST_LOCATION );
+ DALI_TEST_EQUALS(third.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::NORMAL, TEST_LOCATION );
+ DALI_TEST_EQUALS(fourth.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::NORMAL, TEST_LOCATION );
+
+
+ END_TEST;
+}
+
+int UtcDaliKeyboardFocusManagerFocusedActorUnstaged(void)
+{
+ ToolkitTestApplication application;
+
+ tet_infoline( "Ensure we cannot set an actor to be focused if it is not staged and that we do not retrieve an actor if it has been unstaged" );
+
+ KeyboardFocusManager manager = KeyboardFocusManager::Get();
+ DALI_TEST_CHECK( ! manager.GetCurrentFocusActor() );
+
+ Actor actor = Actor::New();
+ 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" );
+ application.GetScene().Add( actor );
+ manager.SetCurrentFocusActor( actor );
+ DALI_TEST_CHECK( manager.GetCurrentFocusActor() == actor );
+
+ tet_infoline( "Remove actor from stage and attempt to retrieve, no actor should be returned from KeyboardFocusManager" );
+ actor.Unparent();
+ DALI_TEST_CHECK( ! manager.GetCurrentFocusActor() );
+
+ END_TEST;
+}
+
+int UtcDaliKeyboardFocusManagerEnableFocusIndicator(void)
+{
+ ToolkitTestApplication application;
+
+ tet_infoline( "Ensure we cannot set an actor to be focused if it is not staged and that we do not retrieve an actor if it has been unstaged" );
+
+ KeyboardFocusManager manager = KeyboardFocusManager::Get();
+ DALI_TEST_CHECK( ! manager.GetCurrentFocusActor() );
+
+ Actor actor = Actor::New();
+ 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 );
+ application.ProcessEvent(rightEvent);
+
+ Actor indicatorActor = manager.GetFocusIndicatorActor();
+
+ tet_infoline( "Indicator is added to focused actor" );
+ DALI_TEST_CHECK( actor == indicatorActor.GetParent() );
+
+ Dali::Toolkit::DevelKeyboardFocusManager::EnableFocusIndicator(manager, false);
+ DALI_TEST_CHECK( !Dali::Toolkit::DevelKeyboardFocusManager::IsFocusIndicatorEnabled(manager) );
+
+ tet_infoline( "Indicator is removed from focused actor because mUseFocusIndicator is false" );
+ DALI_TEST_CHECK( !indicatorActor.GetParent() );
+
+ END_TEST;
+}
+
+int UtcDaliKeyboardFocusManagerCheckConsumedKeyEvent(void)
+{
+ ToolkitTestApplication application;
+
+ tet_infoline( "Ensure Window can't receive KeyEvent when Control already consumed it" );
+ 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
+ Control control = Control::New();
+ control.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+ scene.Add(control);
+
+ KeyEventCallback controlCallback( true );
+ control.KeyEventSignal().Connect( &controlCallback, &KeyEventCallback::Callback );
+
+ KeyEventCallback sceneCallback( false );
+ scene.KeyEventSignal().Connect( &sceneCallback, &KeyEventCallback::Callback );
+
+ manager.SetCurrentFocusActor( control );
+
+ // 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 );
+ application.ProcessEvent(event1);
+
+ DALI_TEST_CHECK( controlCallback.mIsCalled );
+ DALI_TEST_CHECK( !sceneCallback.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;
+}
+
+