-//
-// Copyright (c) 2014 Samsung Electronics Co., Ltd.
-//
-// Licensed under the Flora License, Version 1.0 (the License);
-// you may not use this file except in compliance with the License.
-// You may obtain a copy of the License at
-//
-// http://floralicense.org/license/
-//
-// Unless required by applicable law or agreed to in writing, software
-// distributed under the License is distributed on an AS IS BASIS,
-// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-// See the License for the specific language governing permissions and
-// limitations under the License.
-//
+/*
+ * Copyright (c) 2014 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
#include <iostream>
#include <stdlib.h>
// test harness headers before dali headers.
#include <dali-toolkit-test-suite-utils.h>
-#include <dali/dali.h>
#include <dali-toolkit/dali-toolkit.h>
#include <dali/integration-api/events/key-event-integ.h>
+
using namespace Dali;
using namespace Dali::Toolkit;
: 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
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();
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);
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);
+
+ // Create a 2x2 table view and try to move focus inside it
+ TableView tableView = TableView::New( 2, 2 );
+ Stage::GetCurrent().Add(tableView);
+
+ // Create the third actor
+ Actor third = Actor::New();
+ third.SetKeyboardFocusable(true);
+
+ // Create the fourth actor
+ Actor fourth = Actor::New();
+ fourth.SetKeyboardFocusable(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;
}
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);
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);
+ Integration::KeyEvent shiftTabEvent("Tab", "", 0, 1, 0, Integration::KeyEvent::Down);
+
+ // 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;
+}