// Signals
-const char* const SIGNAL_FOCUS_CHANGED = "focus-changed";
-const char* const SIGNAL_FOCUS_OVERSHOT = "focus-overshot";
-const char* const SIGNAL_FOCUSED_ACTOR_ACTIVATED = "focused-actor-activated";
+const char* const SIGNAL_FOCUS_CHANGED = "focusChanged";
+const char* const SIGNAL_FOCUS_OVERSHOT = "focusOvershot";
+const char* const SIGNAL_FOCUSED_ACTOR_ACTIVATED = "focusedActorActivated";
#if defined(DEBUG_ENABLED)
Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_FOCUS_MANAGER");
#endif
const char* const ACTOR_FOCUSABLE("focusable");
-const char* const IS_FOCUS_GROUP("is-focus-group");
+const char* const IS_FOCUS_GROUP("isFocusGroup");
const char* FOCUS_BORDER_IMAGE_PATH = DALI_IMAGE_DIR "B16-8_TTS_focus.png";
const Vector4 FOCUS_BORDER_IMAGE_BORDER = Vector4(7.0f, 7.0f, 7.0f, 7.0f);
// Firstly delete the actor from the focus chain if it's already there with a different focus order.
mFocusIDContainer.erase(GetFocusOrder(actor));
- // Create actor focusable property if not already created.
- Property::Index propertyActorFocusable = actor.GetPropertyIndex(ACTOR_FOCUSABLE);
- if(propertyActorFocusable == Property::INVALID_INDEX)
- {
- propertyActorFocusable = actor.RegisterProperty( ACTOR_FOCUSABLE, true, Property::READ_WRITE );
- }
+ // Create/retrieve actor focusable property
+ Property::Index propertyActorFocusable = actor.RegisterProperty( ACTOR_FOCUSABLE, true, Property::READ_WRITE );
if(order == 0)
{
{
if(actor)
{
- // Create focus group property if not already created.
- Property::Index propertyIsFocusGroup = actor.GetPropertyIndex(IS_FOCUS_GROUP);
- if(propertyIsFocusGroup == Property::INVALID_INDEX)
- {
- actor.RegisterProperty( IS_FOCUS_GROUP, isFocusGroup, Property::READ_WRITE );
- }
- else
- {
- actor.SetProperty(propertyIsFocusGroup, isFocusGroup);
- }
+ // Create/Set focus group property.
+ actor.RegisterProperty( IS_FOCUS_GROUP, isFocusGroup, Property::READ_WRITE );
}
}
{
if(actor)
{
- // Create actor focusable property if not already created.
- Property::Index propertyActorFocusable = actor.GetPropertyIndex(ACTOR_FOCUSABLE);
- if(propertyActorFocusable == Property::INVALID_INDEX)
- {
- actor.RegisterProperty( ACTOR_FOCUSABLE, focusable, Property::READ_WRITE );
- }
- else
- {
- actor.SetProperty(propertyActorFocusable, focusable);
- }
+ // Create/Set actor focusable property.
+ actor.RegisterProperty( ACTOR_FOCUSABLE, focusable, Property::READ_WRITE );
}
}