#include <dali-toolkit/dali-toolkit.h>
#include <dali/integration-api/events/key-event-integ.h>
-#include <dali-toolkit/devel-api/controls/table-view/table-view.h>
using namespace Dali;
: 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
Stage::GetCurrent().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);
focusChangedCallback.Reset();
// Move the focus towards right
- DALI_TEST_CHECK(manager.MoveFocus(Control::Right) == true);
+ 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);
focusChangedCallback.Reset();
// Move the focus towards down
- DALI_TEST_CHECK(manager.MoveFocus(Control::Down) == true);
+ 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);
focusChangedCallback.Reset();
// Move the focus towards left
- DALI_TEST_CHECK(manager.MoveFocus(Control::Left) == true);
+ 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);
focusChangedCallback.Reset();
// Move the focus towards up
- DALI_TEST_CHECK(manager.MoveFocus(Control::Up) == true);
+ 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);
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::Left) == false);
+ 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::Left);
+ DALI_TEST_CHECK(preFocusChangeCallback.mDirection == Control::KeyboardFocus::LEFT);
preFocusChangeCallback.Reset();
DALI_TEST_CHECK(!focusChangedCallback.mSignalVerified);
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::Left) == true);
+ 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);
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);