*\r
*/\r
\r
+/*\r
+ * Copyright (C) 2017 The Android Open Source Project\r
+ *\r
+ * Modified by joogab yun(joogab.yun@samsung.com)\r
+ */\r
+\r
// CLASS HEADER\r
#include "focus-finder.h"\r
\r
// EXTERNAL INCLUDES\r
-#include <dali/devel-api/common/singleton-service.h>\r
-\r
-// INTERNAL INCLUDES\r
-#include <dali-toolkit/internal/focus-manager/focus-finder-impl.h>\r
+#include <dali/devel-api/actors/actor-devel.h>\r
+#include <dali/integration-api/adaptor-framework/scene-holder.h>\r
+#include <dali/public-api/actors/layer.h>\r
\r
namespace Dali\r
{\r
namespace Toolkit\r
{\r
-FocusFinder::FocusFinder()\r
+namespace FocusFinder\r
+{\r
+namespace\r
+{\r
+static constexpr float FULLY_TRANSPARENT(0.01f); ///< Alpha values must rise above this, before an object is considered to be visible.\r
+\r
+static int MajorAxisDistanceRaw(Dali::Toolkit::Control::KeyboardFocus::Direction direction, Dali::Rect<float> source, Dali::Rect<float> dest)\r
+{\r
+ switch(direction)\r
+ {\r
+ case Dali::Toolkit::Control::KeyboardFocus::LEFT:\r
+ {\r
+ return source.left - dest.right;\r
+ }\r
+ case Dali::Toolkit::Control::KeyboardFocus::RIGHT:\r
+ {\r
+ return dest.left - source.right;\r
+ }\r
+ case Dali::Toolkit::Control::KeyboardFocus::UP:\r
+ {\r
+ return source.top - dest.bottom;\r
+ }\r
+ case Dali::Toolkit::Control::KeyboardFocus::DOWN:\r
+ {\r
+ return dest.top - source.bottom;\r
+ }\r
+ default:\r
+ {\r
+ return 0;\r
+ }\r
+ }\r
+}\r
+\r
+/**\r
+ * @return The distance from the edge furthest in the given direction\r
+ * of source to the edge nearest in the given direction of dest.\r
+ * If the dest is not in the direction from source, return 0.\r
+ */\r
+static int MajorAxisDistance(Dali::Toolkit::Control::KeyboardFocus::Direction direction, Dali::Rect<float> source, Dali::Rect<float> dest)\r
+{\r
+ return std::max(0, MajorAxisDistanceRaw(direction, source, dest));\r
+}\r
+\r
+static int MajorAxisDistanceToFarEdgeRaw(Dali::Toolkit::Control::KeyboardFocus::Direction direction, Dali::Rect<float> source, Dali::Rect<float> dest)\r
+{\r
+ switch(direction)\r
+ {\r
+ case Dali::Toolkit::Control::KeyboardFocus::LEFT:\r
+ {\r
+ return source.left - dest.left;\r
+ }\r
+ case Dali::Toolkit::Control::KeyboardFocus::RIGHT:\r
+ {\r
+ return dest.right - source.right;\r
+ }\r
+ case Dali::Toolkit::Control::KeyboardFocus::UP:\r
+ {\r
+ return source.top - dest.top;\r
+ }\r
+ case Dali::Toolkit::Control::KeyboardFocus::DOWN:\r
+ {\r
+ return dest.bottom - source.bottom;\r
+ }\r
+ default:\r
+ {\r
+ return 0;\r
+ }\r
+ }\r
+}\r
+\r
+/**\r
+ * @return The distance along the major axis w.r.t the direction from the\r
+ * edge of source to the far edge of dest.\r
+ * If the dest is not in the direction from source, return 1\r
+ */\r
+static int MajorAxisDistanceToFarEdge(Dali::Toolkit::Control::KeyboardFocus::Direction direction, Dali::Rect<float> source, Dali::Rect<float> dest)\r
+{\r
+ return std::max(1, MajorAxisDistanceToFarEdgeRaw(direction, source, dest));\r
+}\r
+\r
+/**\r
+ * Find the distance on the minor axis w.r.t the direction to the nearest\r
+ * edge of the destination rectangle.\r
+ * @param direction the direction (up, down, left, right)\r
+ * @param source The source rect.\r
+ * @param dest The destination rect.\r
+ * @return The distance.\r
+ */\r
+static int MinorAxisDistance(Dali::Toolkit::Control::KeyboardFocus::Direction direction, Dali::Rect<float> source, Dali::Rect<float> dest)\r
+{\r
+ switch(direction)\r
+ {\r
+ case Dali::Toolkit::Control::KeyboardFocus::LEFT:\r
+ case Dali::Toolkit::Control::KeyboardFocus::RIGHT:\r
+ {\r
+ // the distance between the center verticals\r
+ return std::abs((source.top + (source.bottom - source.top) * 0.5f) -\r
+ (dest.top + (dest.bottom - dest.top) * 0.5f));\r
+ }\r
+ case Dali::Toolkit::Control::KeyboardFocus::UP:\r
+ case Dali::Toolkit::Control::KeyboardFocus::DOWN:\r
+ {\r
+ // the distance between the center horizontals\r
+ return std::abs((source.left + (source.right - source.left) * 0.5f) -\r
+ (dest.left + (dest.right - dest.left) * 0.5f));\r
+ }\r
+ default:\r
+ {\r
+ return 0;\r
+ }\r
+ }\r
+}\r
+\r
+/**\r
+ * Calculate distance given major and minor axis distances.\r
+ * @param majorAxisDistance The majorAxisDistance\r
+ * @param minorAxisDistance The minorAxisDistance\r
+ * @return The distance\r
+ */\r
+static int GetWeightedDistanceFor(int majorAxisDistance, int minorAxisDistance)\r
{\r
+ return 13 * majorAxisDistance * majorAxisDistance + minorAxisDistance * minorAxisDistance;\r
}\r
\r
-FocusFinder::~FocusFinder()\r
+/**\r
+ * Convert x,y,width,height coordinates into left, right, bottom, top coordinates.\r
+ * @param[in,out] rect The rect\r
+ */\r
+static void ConvertCoordinate(Dali::Rect<float>& rect)\r
{\r
+ // convert x, y, width, height -> left, right, bottom, top\r
+ float left = rect.x;\r
+ float right = rect.x + rect.width;\r
+ float bottom = rect.y + rect.height;\r
+ float top = rect.y;\r
+\r
+ rect.left = left;\r
+ rect.right = right;\r
+ rect.bottom = bottom;\r
+ rect.top = top;\r
}\r
\r
-FocusFinder FocusFinder::Get()\r
+/**\r
+ * Is destRect a candidate for the next focus given the direction?\r
+ * @param srcRect The source rect.\r
+ * @param destRect The dest rect.\r
+ * @param direction The direction (up, down, left, right)\r
+ * @return Whether destRect is a candidate.\r
+ */\r
+static bool IsCandidate(Dali::Rect<float> srcRect, Dali::Rect<float> destRect, Dali::Toolkit::Control::KeyboardFocus::Direction direction)\r
{\r
- FocusFinder finder;\r
+ switch(direction)\r
+ {\r
+ case Dali::Toolkit::Control::KeyboardFocus::LEFT:\r
+ {\r
+ return (srcRect.right > destRect.right || srcRect.left >= destRect.right) && srcRect.left > destRect.left;\r
+ }\r
+ case Dali::Toolkit::Control::KeyboardFocus::RIGHT:\r
+ {\r
+ return (srcRect.left < destRect.left || srcRect.right <= destRect.left) && srcRect.right < destRect.right;\r
+ }\r
+ case Dali::Toolkit::Control::KeyboardFocus::UP:\r
+ {\r
+ return (srcRect.bottom > destRect.bottom || srcRect.top >= destRect.bottom) && srcRect.top > destRect.top;\r
+ }\r
+ case Dali::Toolkit::Control::KeyboardFocus::DOWN:\r
+ {\r
+ return (srcRect.top < destRect.top || srcRect.bottom <= destRect.top) && srcRect.bottom < destRect.bottom;\r
+ }\r
+ default:\r
+ {\r
+ return false;\r
+ }\r
+ }\r
+ return false;\r
+}\r
\r
- // Check whether the focus finder is already created\r
- SingletonService singletonService(SingletonService::Get());\r
- if(singletonService)\r
+/**\r
+ * Is dest in a given direction from src?\r
+ * @param direction the direction (up, down, left, right)\r
+ * @param src The source rect\r
+ * @param dest The dest rect\r
+ */\r
+static bool IsToDirectionOf(Dali::Toolkit::Control::KeyboardFocus::Direction direction, Dali::Rect<float> src, Dali::Rect<float> dest)\r
+{\r
+ switch(direction)\r
{\r
- Dali::BaseHandle handle = singletonService.GetSingleton(typeid(FocusFinder));\r
- if(handle)\r
+ case Dali::Toolkit::Control::KeyboardFocus::LEFT:\r
+ {\r
+ return src.left >= dest.right;\r
+ }\r
+ case Dali::Toolkit::Control::KeyboardFocus::RIGHT:\r
+ {\r
+ return src.right <= dest.left;\r
+ }\r
+ case Dali::Toolkit::Control::KeyboardFocus::UP:\r
{\r
- // If so, downcast the handle of singleton to focus finder\r
- finder = FocusFinder(dynamic_cast<Internal::FocusFinder*>(handle.GetObjectPtr()));\r
+ return src.top >= dest.bottom;\r
}\r
+ case Dali::Toolkit::Control::KeyboardFocus::DOWN:\r
+ {\r
+ return src.bottom <= dest.top;\r
+ }\r
+ default:\r
+ {\r
+ return false;\r
+ }\r
+ }\r
+}\r
\r
- if(!finder)\r
+/**\r
+ * Do the given direction's axis of rect1 and rect2 overlap?\r
+ * @param direction the direction (up, down, left, right)\r
+ * @param rect1 The first rect\r
+ * @param rect2 The second rect\r
+ * @return whether the beams overlap\r
+ */\r
+static bool BeamsOverlap(Dali::Toolkit::Control::KeyboardFocus::Direction direction, Dali::Rect<float> rect1, Dali::Rect<float> rect2)\r
+{\r
+ switch(direction)\r
+ {\r
+ case Dali::Toolkit::Control::KeyboardFocus::LEFT:\r
+ case Dali::Toolkit::Control::KeyboardFocus::RIGHT:\r
{\r
- // If not, create the focus finder and register it as a singleton\r
- finder = FocusFinder(new Internal::FocusFinder());\r
- singletonService.Register(typeid(finder), finder);\r
+ return (rect2.bottom >= rect1.top) && (rect2.top <= rect1.bottom);\r
}\r
+ case Dali::Toolkit::Control::KeyboardFocus::UP:\r
+ case Dali::Toolkit::Control::KeyboardFocus::DOWN:\r
+ {\r
+ return (rect2.right >= rect1.left) && (rect2.left <= rect1.right);\r
+ }\r
+ default:\r
+ {\r
+ return false;\r
+ }\r
+ }\r
+}\r
+\r
+/**\r
+ * One rectangle may be another candidate than another by virtue of being exclusively in the beam of the source rect.\r
+ * @param direction The direction (up, down, left, right)\r
+ * @param source The source rect\r
+ * @param rect1 The first rect\r
+ * @param rect2 The second rect\r
+ * @return Whether rect1 is a better candidate than rect2 by virtue of it being in src's beam\r
+ */\r
+static bool BeamBeats(Dali::Toolkit::Control::KeyboardFocus::Direction direction, Dali::Rect<float> source, Dali::Rect<float> rect1, Dali::Rect<float> rect2)\r
+{\r
+ const bool rect1InSrcBeam = BeamsOverlap(direction, source, rect1);\r
+ const bool rect2InSrcBeam = BeamsOverlap(direction, source, rect2);\r
+ // if rect1 isn't exclusively in the src beam, it doesn't win\r
+ if(rect2InSrcBeam || !rect1InSrcBeam)\r
+ {\r
+ return false;\r
+ }\r
+ // we know rect1 is in the beam, and rect2 is not\r
+ // if rect1 is to the direction of, and rect2 is not, rect1 wins.\r
+ // for example, for direction left, if rect1 is to the left of the source\r
+ // and rect2 is below, then we always prefer the in beam rect1, since rect2\r
+ // could be reached by going down.\r
+ if(!IsToDirectionOf(direction, source, rect2))\r
+ {\r
+ return true;\r
+ }\r
+ // for horizontal directions, being exclusively in beam always wins\r
+ if((direction == Dali::Toolkit::Control::KeyboardFocus::LEFT || direction == Dali::Toolkit::Control::KeyboardFocus::RIGHT))\r
+ {\r
+ return true;\r
+ }\r
+ // for vertical directions, beams only beat up to a point:\r
+ // now, as long as rect2 isn't completely closer, rect1 wins\r
+ // e.g for direction down, completely closer means for rect2's top\r
+ // edge to be closer to the source's top edge than rect1's bottom edge.\r
+ return (MajorAxisDistance(direction, source, rect1) < MajorAxisDistanceToFarEdge(direction, source, rect2));\r
+}\r
+\r
+bool IsBetterCandidate(Toolkit::Control::KeyboardFocus::Direction direction, Rect<float>& focusedRect, Rect<float>& candidateRect, Rect<float>& bestCandidateRect)\r
+{\r
+ // to be a better candidate, need to at least be a candidate in the first place\r
+ if(!IsCandidate(focusedRect, candidateRect, direction))\r
+ {\r
+ return false;\r
+ }\r
+ // we know that candidateRect is a candidate.. if bestCandidateRect is not a candidate,\r
+ // candidateRect is better\r
+ if(!IsCandidate(focusedRect, bestCandidateRect, direction))\r
+ {\r
+ return true;\r
+ }\r
+ // if candidateRect is better by beam, it wins\r
+ if(BeamBeats(direction, focusedRect, candidateRect, bestCandidateRect))\r
+ {\r
+ return true;\r
}\r
+ // if bestCandidateRect is better, then candidateRect cant' be :)\r
+ if(BeamBeats(direction, focusedRect, bestCandidateRect, candidateRect))\r
+ {\r
+ return false;\r
+ }\r
+\r
+ // otherwise, do fudge-tastic comparison of the major and minor axis\r
+ return (GetWeightedDistanceFor(\r
+ MajorAxisDistance(direction, focusedRect, candidateRect),\r
+ MinorAxisDistance(direction, focusedRect, candidateRect)) < GetWeightedDistanceFor(MajorAxisDistance(direction, focusedRect, bestCandidateRect),\r
+ MinorAxisDistance(direction, focusedRect, bestCandidateRect)));\r
+}\r
\r
- return finder;\r
+bool IsFocusable(Actor& actor)\r
+{\r
+ return (actor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) &&\r
+ actor.GetProperty<bool>(Actor::Property::VISIBLE) &&\r
+ actor.GetProperty<Vector4>(Actor::Property::WORLD_COLOR).a > FULLY_TRANSPARENT);\r
}\r
\r
-FocusFinder::FocusFinder(Internal::FocusFinder* impl)\r
-: BaseHandle(impl)\r
+Actor FindNextFocus(Actor& actor, Actor& focusedActor, Rect<float>& focusedRect, Rect<float>& bestCandidateRect, Toolkit::Control::KeyboardFocus::Direction direction)\r
{\r
+ Actor nearestActor;\r
+ if(actor && actor.GetProperty<bool>(Actor::Property::VISIBLE) && actor.GetProperty<bool>(DevelActor::Property::KEYBOARD_FOCUSABLE_CHILDREN))\r
+ {\r
+ // Recursively children\r
+ const auto childCount = actor.GetChildCount();\r
+ for(auto i = childCount; i > 0u; --i)\r
+ {\r
+ Dali::Actor child = actor.GetChildAt(i-1);\r
+ if(child && child != focusedActor && IsFocusable(child))\r
+ {\r
+ Rect<float> candidateRect = DevelActor::CalculateScreenExtents(child);\r
+\r
+ // convert x, y, width, height -> left, right, bottom, top\r
+ ConvertCoordinate(candidateRect);\r
+\r
+ if(IsBetterCandidate(direction, focusedRect, candidateRect, bestCandidateRect))\r
+ {\r
+ bestCandidateRect = candidateRect;\r
+ nearestActor = child;\r
+ }\r
+ }\r
+ Actor nextActor = FindNextFocus(child, focusedActor, focusedRect, bestCandidateRect, direction);\r
+ if(nextActor)\r
+ {\r
+ nearestActor = nextActor;\r
+ }\r
+ }\r
+ }\r
+ return nearestActor;\r
}\r
\r
-Actor FocusFinder::GetNearestFocusableActor(Actor focusedActor, Toolkit::Control::KeyboardFocus::Direction direction)\r
+} // unnamed namespace\r
+\r
+Actor GetNearestFocusableActor(Actor rootActor, Actor focusedActor, Toolkit::Control::KeyboardFocus::Direction direction)\r
{\r
- return GetImpl(*this).GetNearestFocusableActor(focusedActor, direction);\r
+ Actor nearestActor;\r
+ if(!focusedActor || !rootActor)\r
+ {\r
+ return nearestActor;\r
+ }\r
+\r
+ Rect<float> focusedRect = DevelActor::CalculateScreenExtents(focusedActor);\r
+\r
+ // initialize the best candidate to something impossible\r
+ // (so the first plausible actor will become the best choice)\r
+ Rect<float> bestCandidateRect = focusedRect;\r
+ switch(direction)\r
+ {\r
+ case Toolkit::Control::KeyboardFocus::LEFT:\r
+ {\r
+ bestCandidateRect.x += 1;\r
+ break;\r
+ }\r
+ case Toolkit::Control::KeyboardFocus::RIGHT:\r
+ {\r
+ bestCandidateRect.x -= 1;\r
+ break;\r
+ }\r
+ case Toolkit::Control::KeyboardFocus::UP:\r
+ {\r
+ bestCandidateRect.y += 1;\r
+ break;\r
+ }\r
+ case Toolkit::Control::KeyboardFocus::DOWN:\r
+ {\r
+ bestCandidateRect.y -= 1;\r
+ break;\r
+ }\r
+ default:\r
+ {\r
+ break;\r
+ }\r
+ }\r
+\r
+ ConvertCoordinate(bestCandidateRect);\r
+\r
+ ConvertCoordinate(focusedRect);\r
+ nearestActor = FindNextFocus(rootActor, focusedActor, focusedRect, bestCandidateRect, direction);\r
+ return nearestActor;\r
}\r
\r
+} // namespace FocusFinder\r
+\r
} // namespace Toolkit\r
\r
} // namespace Dali\r