/*
- * Copyright (c) 2016 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.
// EXTERNAL INCLUDES
#include <cstring> // for strcmp
#include <dali/public-api/actors/layer.h>
+#include <dali/devel-api/actors/actor-devel.h>
#include <dali/devel-api/adaptor-framework/accessibility-adaptor.h>
-#include <dali/devel-api/adaptor-framework/singleton-service.h>
+#include <dali/devel-api/common/singleton-service.h>
+#include <dali/devel-api/adaptor-framework/lifecycle-controller.h>
#include <dali/public-api/animation/constraints.h>
-#include <dali/public-api/common/stage.h>
#include <dali/public-api/events/key-event.h>
-#include <dali/public-api/events/touch-data.h>
+#include <dali/public-api/events/touch-event.h>
#include <dali/public-api/object/type-registry.h>
#include <dali/public-api/object/type-registry-helper.h>
-#include <dali/public-api/images/resource-image.h>
+#include <dali/public-api/object/property-map.h>
#include <dali/integration-api/debug.h>
+#include <dali/integration-api/adaptor-framework/adaptor.h>
+#include <dali/integration-api/adaptor-framework/scene-holder.h>
// INTERNAL INCLUDES
+#include <dali-toolkit/devel-api/asset-manager/asset-manager.h>
#include <dali-toolkit/public-api/controls/control.h>
#include <dali-toolkit/public-api/controls/control-impl.h>
#include <dali-toolkit/public-api/controls/image-view/image-view.h>
-#include <dali-toolkit/public-api/accessibility-manager/accessibility-manager.h>
-#include <dali-toolkit/devel-api/focus-manager/keyinput-focus-manager.h>
+#include <dali-toolkit/devel-api/accessibility-manager/accessibility-manager.h>
#include <dali-toolkit/devel-api/controls/control-devel.h>
+#include <dali-toolkit/devel-api/focus-manager/focus-finder.h>
+#include <dali-toolkit/public-api/styling/style-manager.h>
+#include <dali-toolkit/devel-api/styling/style-manager-devel.h>
namespace Dali
{
const char* const IS_FOCUS_GROUP_PROPERTY_NAME = "isKeyboardFocusGroup"; // This property will be replaced by a flag in Control.
-const char* const FOCUS_BORDER_IMAGE_PATH = DALI_IMAGE_DIR "keyboard_focus.9.png";
+const char* const FOCUS_BORDER_IMAGE_FILE_NAME = "keyboard_focus.9.png";
BaseHandle Create()
{
mFocusChangedSignal(),
mFocusGroupChangedSignal(),
mFocusedActorEnterKeySignal(),
- mCurrentFocusActor( 0 ),
+ mCurrentFocusActor(),
mFocusIndicatorActor(),
+ mFocusHistory(),
+ mSlotDelegate( this ),
+ mCustomAlgorithmInterface(NULL),
+ mCurrentFocusedWindow(),
+ mIsFocusIndicatorShown( UNKNOWN ),
+ mEnableFocusIndicator( ENABLE ),
+ mAlwaysShowIndicator( ALWAYS_SHOW ),
mFocusGroupLoopEnabled( false ),
- mIsFocusIndicatorEnabled( false ),
mIsWaitingKeyboardFocusChangeCommit( false ),
- mFocusHistory(),
- mSlotDelegate( this )
+ mClearFocusOnTouch( true ),
+ mEnableDefaultAlgorithm(false)
+{
+ // TODO: Get FocusIndicatorEnable constant from stylesheet to set mIsFocusIndicatorShown.
+
+ LifecycleController::Get().InitSignal().Connect( mSlotDelegate, &KeyboardFocusManager::OnAdaptorInit );
+}
+
+void KeyboardFocusManager::OnAdaptorInit()
+{
+ if( Adaptor::IsAvailable() )
+ {
+ // Retrieve all the existing scene holders
+ Dali::SceneHolderList sceneHolders = Adaptor::Get().GetSceneHolders();
+ for( auto iter = sceneHolders.begin(); iter != sceneHolders.end(); ++iter )
+ {
+ ( *iter ).KeyEventSignal().Connect( mSlotDelegate, &KeyboardFocusManager::OnKeyEvent );
+ ( *iter ).TouchedSignal().Connect( mSlotDelegate, &KeyboardFocusManager::OnTouch );
+ Dali::Window window = DevelWindow::DownCast( *iter );
+ if( window )
+ {
+ window.FocusChangeSignal().Connect( mSlotDelegate, &KeyboardFocusManager::OnWindowFocusChanged);
+ }
+ }
+
+ // Get notified when any new scene holder is created afterwards
+ Adaptor::Get().WindowCreatedSignal().Connect( mSlotDelegate, &KeyboardFocusManager::OnSceneHolderCreated );
+ }
+}
+
+void KeyboardFocusManager::OnSceneHolderCreated( Dali::Integration::SceneHolder& sceneHolder )
{
- // TODO: Get FocusIndicatorEnable constant from stylesheet to set mIsFocusIndicatorEnabled.
- Toolkit::KeyInputFocusManager::Get().UnhandledKeyEventSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnKeyEvent);
- Stage::GetCurrent().TouchSignal().Connect( mSlotDelegate, &KeyboardFocusManager::OnTouch );
+ sceneHolder.KeyEventSignal().Connect( mSlotDelegate, &KeyboardFocusManager::OnKeyEvent );
+ sceneHolder.TouchedSignal().Connect( mSlotDelegate, &KeyboardFocusManager::OnTouch );
+ Dali::Window window = DevelWindow::DownCast( sceneHolder );
+ if( window )
+ {
+ window.FocusChangeSignal().Connect( mSlotDelegate, &KeyboardFocusManager::OnWindowFocusChanged);
+ }
}
KeyboardFocusManager::~KeyboardFocusManager()
{
}
+void KeyboardFocusManager::GetConfigurationFromStyleManger()
+{
+ Toolkit::StyleManager styleManager = Toolkit::StyleManager::Get();
+ if( styleManager )
+ {
+ Property::Map config = Toolkit::DevelStyleManager::GetConfigurations( styleManager );
+ mAlwaysShowIndicator = config["alwaysShowFocus"].Get<bool>() ? ALWAYS_SHOW : NONE;
+ mIsFocusIndicatorShown = ( mAlwaysShowIndicator == ALWAYS_SHOW )? SHOW : HIDE;
+ mClearFocusOnTouch = ( mIsFocusIndicatorShown == SHOW ) ? false : true;
+ }
+}
+
bool KeyboardFocusManager::SetCurrentFocusActor( Actor actor )
{
DALI_ASSERT_DEBUG( !mIsWaitingKeyboardFocusChangeCommit && "Calling this function in the PreFocusChangeSignal callback?" );
- if( actor )
+ if( mIsFocusIndicatorShown == UNKNOWN )
{
- return DoSetCurrentFocusActor( actor.GetId() );
+ GetConfigurationFromStyleManger();
}
- return false;
+ return DoSetCurrentFocusActor( actor );
}
-bool KeyboardFocusManager::DoSetCurrentFocusActor( const unsigned int actorID )
+bool KeyboardFocusManager::DoSetCurrentFocusActor( Actor actor )
{
- Actor rootActor = Stage::GetCurrent().GetRootLayer();
- Actor actor = rootActor.FindChildById( actorID );
bool success = false;
+ // If the parent's KEYBOARD_FOCUSABLE_CHILDREN is false, it cannot have focus.
+ if(actor)
+ {
+ Actor parent = actor.GetParent();
+ while(parent)
+ {
+ if(!parent.GetProperty<bool>(DevelActor::Property::KEYBOARD_FOCUSABLE_CHILDREN))
+ {
+ DALI_LOG_INFO(gLogFilter, Debug::General, "[%s:%d] Parent Actor has KEYBOARD_FOCUSABLE_CHILDREN false,\n", __FUNCTION__, __LINE__);
+ return false;
+ }
+ parent = parent.GetParent();
+ }
+ }
+
+ if(actor && actor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) && actor.GetProperty<bool>(Actor::Property::CONNECTED_TO_SCENE))
+ {
+ Integration::SceneHolder currentWindow = Integration::SceneHolder::Get( actor );
+
+ if( currentWindow.GetRootLayer() != mCurrentFocusedWindow.GetHandle())
+ {
+ Layer rootLayer = currentWindow.GetRootLayer();
+ mCurrentFocusedWindow = rootLayer;
+ }
+ }
+
+ Actor currentFocusedActor = GetCurrentFocusActor();
+
+ // If developer set focus on same actor, doing nothing
+ if( actor == currentFocusedActor )
+ {
+ if( !actor )
+ {
+ return false;
+ }
+ return true;
+ }
+
// Check whether the actor is in the stage and is keyboard focusable.
- if( actor && actor.IsKeyboardFocusable() )
+ if( actor && actor.GetProperty< bool >( Actor::Property::KEYBOARD_FOCUSABLE ) && actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) )
{
- if( mIsFocusIndicatorEnabled )
+ if( ( mIsFocusIndicatorShown == SHOW ) && ( mEnableFocusIndicator == ENABLE ) )
{
actor.Add( GetFocusIndicatorActor() );
}
- // Send notification for the change of focus actor
- Actor currentFocusedActor = GetCurrentFocusActor();
+ // Send notification for the change of focus actor
if( !mFocusChangedSignal.Empty() )
{
mFocusChangedSignal.Emit(currentFocusedActor, actor);
DALI_LOG_INFO( gLogFilter, Debug::General, "[%s:%d] Focus Changed\n", __FUNCTION__, __LINE__);
// Save the current focused actor
- mCurrentFocusActor = actorID;
+ mCurrentFocusActor = actor;
+
+ bool focusedWindowFound = false;
+ for( unsigned int i = 0; i < mCurrentFocusActors.size(); i++ )
+ {
+ if( mCurrentFocusActors[i].first == mCurrentFocusedWindow )
+ {
+ mCurrentFocusActors[i].second = actor;
+ focusedWindowFound = true;
+ break;
+ }
+ }
+ if( !focusedWindowFound)
+ {
+ // A new window gains the focus, so store the focused actor in that window.
+ mCurrentFocusActors.push_back( std::pair< WeakHandle< Layer>, WeakHandle< Actor > >( mCurrentFocusedWindow , actor ));
+ }
Toolkit::Control newlyFocusedControl = Toolkit::Control::DownCast(actor);
if( newlyFocusedControl )
}
// Push Current Focused Actor to FocusHistory
- mFocusHistory.PushBack( &actor.GetBaseObject() );
+ mFocusHistory.push_back( actor );
// Delete first element before add new element when Stack is full.
- if( mFocusHistory.Count() > MAX_HISTORY_AMOUNT )
+ if( mFocusHistory.size() > MAX_HISTORY_AMOUNT )
{
- FocusStackIterator beginPos = mFocusHistory.Begin();
- mFocusHistory.Erase( beginPos );
+ FocusStackIterator beginPos = mFocusHistory.begin();
+ mFocusHistory.erase( beginPos );
}
DALI_LOG_INFO( gLogFilter, Debug::General, "[%s:%d] SUCCEED\n", __FUNCTION__, __LINE__);
Actor KeyboardFocusManager::GetCurrentFocusActor()
{
- Actor rootActor = Stage::GetCurrent().GetRootLayer();
- return rootActor.FindChildById(mCurrentFocusActor);
+ Actor actor = mCurrentFocusActor.GetHandle();
+
+ if( actor && ! actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) )
+ {
+ // If the actor has been removed from the stage, then it should not be focused
+ actor.Reset();
+ mCurrentFocusActor.Reset();
+ }
+ return actor;
+}
+
+Actor KeyboardFocusManager::GetFocusActorFromCurrentWindow()
+{
+ Actor actor;
+ unsigned int index;
+ for( index = 0; index < mCurrentFocusActors.size(); index++ )
+ {
+ if( mCurrentFocusActors[index].first == mCurrentFocusedWindow )
+ {
+ actor = mCurrentFocusActors[index].second.GetHandle();
+ break;
+ }
+ }
+
+ if( actor && ! actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) )
+ {
+ // If the actor has been removed from the window, then the window doesn't have any focused actor
+ actor.Reset();
+ mCurrentFocusActors.erase( mCurrentFocusActors.begin() + index );
+ }
+
+ return actor;
}
Actor KeyboardFocusManager::GetCurrentFocusGroup()
void KeyboardFocusManager::MoveFocusBackward()
{
// Find Pre Focused Actor when the list size is more than 1
- if( mFocusHistory.Count() > 1 )
+ if( mFocusHistory.size() > 1 )
{
// Delete current focused actor in history
- FocusStackIterator endPos = mFocusHistory.End();
- endPos = mFocusHistory.Erase( --endPos );
+ mFocusHistory.pop_back();
- // If pre-focused actors are not on stage, remove them in stack
- while( !Dali::Actor::DownCast(BaseHandle(mFocusHistory[ mFocusHistory.Count() - 1 ])).OnStage() )
+ // If pre-focused actors are not on stage or deleted, remove them in stack
+ while( mFocusHistory.size() > 0 )
{
- endPos = mFocusHistory.Erase( --endPos );
- }
-
- // Get pre focused actor
- BaseObject* object = mFocusHistory[ mFocusHistory.Count() - 1 ];
- BaseHandle handle( object );
- Actor preFocusedActor = Dali::Actor::DownCast( handle );
+ // Get pre focused actor
+ Actor target = mFocusHistory[ mFocusHistory.size() -1 ].GetHandle();
- // Delete pre focused actor in history because it will pushed again by SetCurrentFocusActor()
- mFocusHistory.Erase( --endPos );
+ // Impl of Actor is not null
+ if( target && target.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) )
+ {
+ // Delete pre focused actor in history because it will pushed again by SetCurrentFocusActor()
+ mFocusHistory.pop_back();
+ SetCurrentFocusActor( target );
+ break;
+ }
+ else
+ {
+ // Target is empty handle or off stage. Erase from queue
+ mFocusHistory.pop_back();
+ }
+ }
- SetCurrentFocusActor( preFocusedActor );
- }
+ // if there is no actor which can get focus, then push current focus actor in stack again
+ if( mFocusHistory.size() == 0 )
+ {
+ Actor currentFocusedActor = GetCurrentFocusActor();
+ mFocusHistory.push_back( currentFocusedActor );
+ }
+ }
}
bool KeyboardFocusManager::IsLayoutControl(Actor actor) const
Toolkit::Control KeyboardFocusManager::GetParentLayoutControl(Actor actor) const
{
// Get the actor's parent layout control that supports two dimensional keyboard navigation
- Actor rootActor = Stage::GetCurrent().GetRootLayer();
+ Actor rootActor;
Actor parent;
if(actor)
{
+ Integration::SceneHolder window = Integration::SceneHolder::Get( actor );
+ if ( window )
+ {
+ rootActor = window.GetRootLayer();
+ }
+
parent = actor.GetParent();
}
bool succeed = false;
// Go through the actor's hierarchy until we find a layout control that knows how to move the focus
- Toolkit::Control parentLayoutControl = GetParentLayoutControl(currentFocusActor);
- while(parentLayoutControl && !succeed)
+ Toolkit::Control parentLayoutControl = GetParentLayoutControl( currentFocusActor );
+ while( parentLayoutControl && !succeed )
{
- succeed = DoMoveFocusWithinLayoutControl(parentLayoutControl, currentFocusActor, direction);
- parentLayoutControl = GetParentLayoutControl(parentLayoutControl);
+ succeed = DoMoveFocusWithinLayoutControl( parentLayoutControl, currentFocusActor, direction );
+ parentLayoutControl = GetParentLayoutControl( parentLayoutControl );
}
- if(!succeed && !mPreFocusChangeSignal.Empty())
+ if( !succeed )
{
- // Don't know how to move the focus further. The application needs to tell us which actor to move the focus to
- mIsWaitingKeyboardFocusChangeCommit = true;
- Actor nextFocusableActor = mPreFocusChangeSignal.Emit(currentFocusActor, Actor(), direction);
- mIsWaitingKeyboardFocusChangeCommit = false;
+ Actor nextFocusableActor;
+
+ Toolkit::Control currentFocusControl = Toolkit::Control::DownCast(currentFocusActor);
+
+ // If the current focused actor is a control, then find the next focusable actor via the focusable properties.
+ if( currentFocusControl )
+ {
+ int actorId = -1;
+ Property::Index index = Property::INVALID_INDEX;
+ Property::Value value;
+
+ // Find property index based upon focus direction
+ switch ( direction )
+ {
+ case Toolkit::Control::KeyboardFocus::LEFT:
+ {
+ index = Toolkit::DevelControl::Property::LEFT_FOCUSABLE_ACTOR_ID;
+ break;
+ }
+ case Toolkit::Control::KeyboardFocus::RIGHT:
+ {
+ index = Toolkit::DevelControl::Property::RIGHT_FOCUSABLE_ACTOR_ID;
+ break;
+ }
+ case Toolkit::Control::KeyboardFocus::UP:
+ {
+ index = Toolkit::DevelControl::Property::UP_FOCUSABLE_ACTOR_ID;
+ break;
+ }
+ case Toolkit::Control::KeyboardFocus::DOWN:
+ {
+ index = Toolkit::DevelControl::Property::DOWN_FOCUSABLE_ACTOR_ID;
+ break;
+ }
+ default:
+ break;
+ }
+
+ // If the focusable property is set then determine next focusable actor
+ if( index != Property::INVALID_INDEX)
+ {
+ value = currentFocusActor.GetProperty( index );
+ actorId = value.Get<int>();
+
+ // If actor's id is valid then find actor form actor's id. The actor should be on the stage.
+ if( actorId != -1 )
+ {
+ if( currentFocusActor.GetParent() )
+ {
+ nextFocusableActor = currentFocusActor.GetParent().FindChildById( actorId );
+ }
+
+ if( !nextFocusableActor )
+ {
+ Integration::SceneHolder window = Integration::SceneHolder::Get( currentFocusActor );
+ if ( window )
+ {
+ nextFocusableActor = window.GetRootLayer().FindChildById( actorId );
+ }
+ }
+ }
+ }
+ }
+
+ if( !nextFocusableActor )
+ {
+ // If the implementation of CustomAlgorithmInterface is provided then the PreFocusChangeSignal is no longer emitted.
+ if( mCustomAlgorithmInterface )
+ {
+ mIsWaitingKeyboardFocusChangeCommit = true;
+ nextFocusableActor = mCustomAlgorithmInterface->GetNextFocusableActor( currentFocusActor, Actor(), direction );
+ mIsWaitingKeyboardFocusChangeCommit = false;
+ }
+ else if( !mPreFocusChangeSignal.Empty() )
+ {
+ // Don't know how to move the focus further. The application needs to tell us which actor to move the focus to
+ mIsWaitingKeyboardFocusChangeCommit = true;
+ nextFocusableActor = mPreFocusChangeSignal.Emit( currentFocusActor, Actor(), direction );
+ mIsWaitingKeyboardFocusChangeCommit = false;
+ }
+ else if(mEnableDefaultAlgorithm)
+ {
+ // We should find it among the actors nearby.
+ Integration::SceneHolder window = Integration::SceneHolder::Get(currentFocusActor);
+ if(window)
+ {
+ nextFocusableActor = Toolkit::FocusFinder::GetNearestFocusableActor(window.GetRootLayer(), currentFocusActor, direction);
+ }
+ }
+ }
- if ( nextFocusableActor && nextFocusableActor.IsKeyboardFocusable() )
+ if( nextFocusableActor && nextFocusableActor.GetProperty< bool >( Actor::Property::KEYBOARD_FOCUSABLE ) )
{
// Whether the next focusable actor is a layout control
- if(IsLayoutControl(nextFocusableActor))
+ if( IsLayoutControl( nextFocusableActor ) )
{
// If so, move the focus inside it.
- Toolkit::Control layoutControl = Toolkit::Control::DownCast(nextFocusableActor);
- succeed = DoMoveFocusWithinLayoutControl(layoutControl, currentFocusActor, direction);
+ Toolkit::Control layoutControl = Toolkit::Control::DownCast( nextFocusableActor) ;
+ succeed = DoMoveFocusWithinLayoutControl( layoutControl, currentFocusActor, direction );
}
else
{
// Otherwise, just set focus to the next focusable actor
- succeed = SetCurrentFocusActor(nextFocusableActor);
+ succeed = SetCurrentFocusActor( nextFocusableActor );
}
}
}
Actor nextFocusableActor = GetImplementation( control ).GetNextKeyboardFocusableActor(actor, direction, mFocusGroupLoopEnabled);
if(nextFocusableActor)
{
- if(!nextFocusableActor.IsKeyboardFocusable())
+ if(!nextFocusableActor.GetProperty< bool >( Actor::Property::KEYBOARD_FOCUSABLE ))
{
// If the actor is not focusable, ask the same layout control for the next actor to focus
return DoMoveFocusWithinLayoutControl(control, nextFocusableActor, direction);
mIsWaitingKeyboardFocusChangeCommit = false;
}
- if (committedFocusActor && committedFocusActor.IsKeyboardFocusable())
+ if (committedFocusActor && committedFocusActor.GetProperty< bool >( Actor::Property::KEYBOARD_FOCUSABLE ))
{
// Whether the commited focusable actor is a layout control
if(IsLayoutControl(committedFocusActor))
}
}
- mCurrentFocusActor = 0;
- mIsFocusIndicatorEnabled = false;
+ mCurrentFocusActor.Reset();
+ mIsFocusIndicatorShown = ( mAlwaysShowIndicator == ALWAYS_SHOW ) ? SHOW : HIDE;
}
void KeyboardFocusManager::SetFocusGroupLoop(bool enabled)
if( ! mFocusIndicatorActor )
{
// Create the default if it hasn't been set and one that's shared by all the keyboard focusable actors
- mFocusIndicatorActor = Toolkit::ImageView::New( FOCUS_BORDER_IMAGE_PATH );
- mFocusIndicatorActor.SetParentOrigin( ParentOrigin::CENTER );
+ const std::string imageDirPath = AssetManager::GetDaliImagePath();
+ mFocusIndicatorActor = Toolkit::ImageView::New( imageDirPath + FOCUS_BORDER_IMAGE_FILE_NAME );
// Apply size constraint to the focus indicator
mFocusIndicatorActor.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
}
+ mFocusIndicatorActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+ mFocusIndicatorActor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+ mFocusIndicatorActor.SetProperty( Actor::Property::POSITION, Vector2(0.0f, 0.0f));
+
return mFocusIndicatorActor;
}
Toolkit::AccessibilityManager accessibilityManager = Toolkit::AccessibilityManager::Get();
- std::string keyName = event.keyPressedName;
+ std::string keyName = event.GetKeyName();
+
+ if( mIsFocusIndicatorShown == UNKNOWN )
+ {
+ GetConfigurationFromStyleManger();
+ }
bool isFocusStartableKey = false;
- if(event.state == KeyEvent::Down)
+ if(event.GetState() == KeyEvent::DOWN)
{
if (keyName == "Left")
{
if(!isAccessibilityEnabled)
{
- if(!mIsFocusIndicatorEnabled)
+ if(mIsFocusIndicatorShown == HIDE)
{
// Show focus indicator
- mIsFocusIndicatorEnabled = true;
+ mIsFocusIndicatorShown = SHOW;
}
else
{
{
if(!isAccessibilityEnabled)
{
- if(!mIsFocusIndicatorEnabled)
+ if( mIsFocusIndicatorShown == HIDE )
{
// Show focus indicator
- mIsFocusIndicatorEnabled = true;
+ mIsFocusIndicatorShown = SHOW;
}
else
{
}
else if (keyName == "Up" && !isAccessibilityEnabled)
{
- if(!mIsFocusIndicatorEnabled)
+ if( mIsFocusIndicatorShown == HIDE )
{
// Show focus indicator
- mIsFocusIndicatorEnabled = true;
+ mIsFocusIndicatorShown = SHOW;
}
else
{
}
else if (keyName == "Down" && !isAccessibilityEnabled)
{
- if(!mIsFocusIndicatorEnabled)
+ if( mIsFocusIndicatorShown == HIDE )
{
// Show focus indicator
- mIsFocusIndicatorEnabled = true;
+ mIsFocusIndicatorShown = SHOW;
}
else
{
}
else if (keyName == "Prior" && !isAccessibilityEnabled)
{
- if(!mIsFocusIndicatorEnabled)
+ if( mIsFocusIndicatorShown == HIDE )
{
// Show focus indicator
- mIsFocusIndicatorEnabled = true;
+ mIsFocusIndicatorShown = SHOW;
}
else
{
}
else if (keyName == "Next" && !isAccessibilityEnabled)
{
- if(!mIsFocusIndicatorEnabled)
+ if( mIsFocusIndicatorShown == HIDE )
{
// Show focus indicator
- mIsFocusIndicatorEnabled = true;
+ mIsFocusIndicatorShown = SHOW;
}
else
{
}
else if (keyName == "Tab" && !isAccessibilityEnabled)
{
- if(!mIsFocusIndicatorEnabled)
+ if( mIsFocusIndicatorShown == HIDE )
{
// Show focus indicator
- mIsFocusIndicatorEnabled = true;
+ mIsFocusIndicatorShown = SHOW;
}
else
{
// "Tab" key changes the focus group in the forward direction and
// "Shift-Tab" key changes it in the backward direction.
- DoMoveFocusToNextFocusGroup(!event.IsShiftModifier());
+ if(!DoMoveFocusToNextFocusGroup(!event.IsShiftModifier()))
+ {
+ // If the focus group is not changed, Move the focus towards right, "Shift-Tap" key moves the focus towards left.
+ if(!MoveFocus(event.IsShiftModifier() ? Toolkit::Control::KeyboardFocus::LEFT : Toolkit::Control::KeyboardFocus::RIGHT))
+ {
+ // If the focus is not moved, Move the focus towards down, "Shift-Tap" key moves the focus towards up.
+ MoveFocus(event.IsShiftModifier() ? Toolkit::Control::KeyboardFocus::UP : Toolkit::Control::KeyboardFocus::DOWN);
+ }
+ }
}
isFocusStartableKey = true;
}
else if (keyName == "space" && !isAccessibilityEnabled)
{
- if(!mIsFocusIndicatorEnabled)
+ if( mIsFocusIndicatorShown == HIDE )
{
// Show focus indicator
- mIsFocusIndicatorEnabled = true;
+ mIsFocusIndicatorShown = SHOW;
}
isFocusStartableKey = true;
else if (keyName == "" && !isAccessibilityEnabled)
{
// Check the fake key event for evas-plugin case
- if(!mIsFocusIndicatorEnabled)
+ if( mIsFocusIndicatorShown == HIDE )
{
// Show focus indicator
- mIsFocusIndicatorEnabled = true;
+ mIsFocusIndicatorShown = SHOW;
}
isFocusStartableKey = true;
{
}
}
- else if(event.state == KeyEvent::Up)
+ else if(event.GetState() == KeyEvent::UP)
{
if (keyName == "Return")
{
- if(!mIsFocusIndicatorEnabled && !isAccessibilityEnabled)
+ if((mIsFocusIndicatorShown == HIDE) && !isAccessibilityEnabled)
{
// Show focus indicator
- mIsFocusIndicatorEnabled = true;
+ mIsFocusIndicatorShown = SHOW;
}
else
{
}
}
- if(isFocusStartableKey && mIsFocusIndicatorEnabled && !isAccessibilityEnabled)
+ if(isFocusStartableKey && ( mIsFocusIndicatorShown == SHOW ) && !isAccessibilityEnabled)
{
Actor actor = GetCurrentFocusActor();
if( actor )
{
- // Make sure the focused actor is highlighted
- actor.Add( GetFocusIndicatorActor() );
+ if( mEnableFocusIndicator == ENABLE )
+ {
+ // Make sure the focused actor is highlighted
+ actor.Add( GetFocusIndicatorActor() );
+ }
}
else
{
}
}
-void KeyboardFocusManager::OnTouch(const TouchData& touch)
+void KeyboardFocusManager::OnTouch(const TouchEvent& touch)
{
+ // if mIsFocusIndicatorShown is UNKNOWN, it means Configuration is not loaded.
+ // Try to load configuration.
+ if( mIsFocusIndicatorShown == UNKNOWN )
+ {
+ GetConfigurationFromStyleManger();
+ }
+
// Clear the focus when user touch the screen.
// We only do this on a Down event, otherwise the clear action may override a manually focused actor.
- if( ( touch.GetPointCount() < 1 ) || ( touch.GetState( 0 ) == PointState::DOWN ) )
+ if(((touch.GetPointCount() < 1) || (touch.GetState(0) == PointState::DOWN)))
+ {
+ // If mClearFocusOnTouch is false, do not clear the focus even if user touch the screen.
+ if(mClearFocusOnTouch)
+ {
+ ClearFocus();
+ }
+
+ // If KEYBOARD_FOCUSABLE and TOUCH_FOCUSABLE is true, set focus actor
+ Actor hitActor = touch.GetHitActor(0);
+ if(hitActor && hitActor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) && hitActor.GetProperty<bool>(DevelActor::Property::TOUCH_FOCUSABLE))
+ {
+ SetCurrentFocusActor(hitActor);
+ }
+ }
+}
+
+void KeyboardFocusManager::OnWindowFocusChanged(Window window, bool focusIn )
+{
+ if( focusIn && mCurrentFocusedWindow.GetHandle() != window.GetRootLayer() )
{
- ClearFocus();
+ // Change Current Focused Window
+ Layer rootLayer = window.GetRootLayer();
+ mCurrentFocusedWindow = rootLayer;
+
+ // Get Current Focused Actor from window
+ Actor currentFocusedActor = GetFocusActorFromCurrentWindow();
+ SetCurrentFocusActor( currentFocusedActor );
+
+ if( currentFocusedActor && ( mEnableFocusIndicator == ENABLE ) )
+ {
+ // Make sure the focused actor is highlighted
+ currentFocusedActor.Add( GetFocusIndicatorActor() );
+ mIsFocusIndicatorShown = SHOW;
+ }
}
}
return connected;
}
+void KeyboardFocusManager::SetCustomAlgorithm(CustomAlgorithmInterface& interface)
+{
+ mCustomAlgorithmInterface = &interface;
+}
+
+void KeyboardFocusManager::EnableFocusIndicator(bool enable)
+{
+ if( !enable && mFocusIndicatorActor )
+ {
+ mFocusIndicatorActor.Unparent();
+ }
+
+ mEnableFocusIndicator = enable? ENABLE : DISABLE;
+
+}
+
+bool KeyboardFocusManager::IsFocusIndicatorEnabled() const
+{
+ return ( mEnableFocusIndicator == ENABLE );
+}
+
+void KeyboardFocusManager::EnableDefaultAlgorithm(bool enable)
+{
+ mEnableDefaultAlgorithm = enable;
+}
+
+bool KeyboardFocusManager::IsDefaultAlgorithmEnabled() const
+{
+ return mEnableDefaultAlgorithm;
+}
+
} // namespace Internal
} // namespace Toolkit