/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 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.
#include "keyboard-focus-manager-impl.h"
// EXTERNAL INCLUDES
+#include <cstring> // for strcmp
#include <dali/public-api/actors/layer.h>
-#include <dali/public-api/adaptor-framework/accessibility-manager.h>
-#include <dali/public-api/adaptor-framework/singleton-service.h>
+#include <dali/devel-api/adaptor-framework/accessibility-adaptor.h>
+#include <dali/devel-api/adaptor-framework/singleton-service.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/object/type-registry.h>
#include <dali/public-api/object/type-registry-helper.h>
+#include <dali/public-api/object/property-map.h>
#include <dali/public-api/images/resource-image.h>
#include <dali/integration-api/debug.h>
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/controls/control.h>
#include <dali-toolkit/public-api/controls/control-impl.h>
-#include <dali-toolkit/public-api/focus-manager/focus-manager.h>
-#include <dali-toolkit/public-api/focus-manager/keyinput-focus-manager.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/controls/control-devel.h>
+#include <dali-toolkit/public-api/styling/style-manager.h>
+#include <dali-toolkit/devel-api/styling/style-manager-devel.h>
namespace Dali
{
Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_KEYBOARD_FOCUS_MANAGER");
#endif
-const char* const IS_FOCUS_GROUP_PROPERTY_NAME = "is-keyboard-focus-group"; // This property will be replaced by a flag in Control.
+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.png";
-const Vector4 FOCUS_BORDER_IMAGE_BORDER = Vector4(7.0f, 7.0f, 7.0f, 7.0f);
+const char* const FOCUS_BORDER_IMAGE_PATH = DALI_IMAGE_DIR "keyboard_focus.9.png";
BaseHandle Create()
{
DALI_TYPE_REGISTRATION_BEGIN_CREATE( Toolkit::KeyboardFocusManager, Dali::BaseHandle, Create, true )
-DALI_SIGNAL_REGISTRATION( KeyboardFocusManager, "keyboard-pre-focus-change", SIGNAL_PRE_FOCUS_CHANGE )
-DALI_SIGNAL_REGISTRATION( KeyboardFocusManager, "keyboard-focus-changed", SIGNAL_FOCUS_CHANGED )
-DALI_SIGNAL_REGISTRATION( KeyboardFocusManager, "keyboard-focus-group-changed", SIGNAL_FOCUS_GROUP_CHANGED )
-DALI_SIGNAL_REGISTRATION( KeyboardFocusManager, "keyboard-focused-actor-activated", SIGNAL_FOCUSED_ACTOR_ACTIVATED )
+DALI_SIGNAL_REGISTRATION( Toolkit, KeyboardFocusManager, "keyboardPreFocusChange", SIGNAL_PRE_FOCUS_CHANGE )
+DALI_SIGNAL_REGISTRATION( Toolkit, KeyboardFocusManager, "keyboardFocusChanged", SIGNAL_FOCUS_CHANGED )
+DALI_SIGNAL_REGISTRATION( Toolkit, KeyboardFocusManager, "keyboardFocusGroupChanged", SIGNAL_FOCUS_GROUP_CHANGED )
+DALI_SIGNAL_REGISTRATION( Toolkit, KeyboardFocusManager, "keyboardFocusedActorEnterKey", SIGNAL_FOCUSED_ACTOR_ENTER_KEY )
DALI_TYPE_REGISTRATION_END()
+const unsigned int MAX_HISTORY_AMOUNT = 30; ///< Max length of focus history stack
+
} // unnamed namespace
Toolkit::KeyboardFocusManager KeyboardFocusManager::Get()
}
KeyboardFocusManager::KeyboardFocusManager()
-: mCurrentFocusActor(0),
- mFocusIndicatorActor(Actor()),
- mFocusGroupLoopEnabled(false),
- mIsKeyboardFocusEnabled(false),
- mIsFocusIndicatorEnabled(false),
- mIsWaitingKeyboardFocusChangeCommit(false),
- mSlotDelegate(this)
-{
- CreateDefaultFocusIndicatorActor();
-
- OnPhysicalKeyboardStatusChanged(PhysicalKeyboard::Get());
-
- Toolkit::KeyInputFocusManager::Get().UnhandledKeyEventSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnKeyEvent);
- Stage::GetCurrent().TouchedSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnTouched);
- PhysicalKeyboard::Get().StatusChangedSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnPhysicalKeyboardStatusChanged);
+: mPreFocusChangeSignal(),
+ mFocusChangedSignal(),
+ mFocusGroupChangedSignal(),
+ mFocusedActorEnterKeySignal(),
+ mCurrentFocusActor(),
+ mFocusIndicatorActor(),
+ mIsFocusIndicatorEnabled( -1 ),
+ mFocusGroupLoopEnabled( false ),
+ mIsWaitingKeyboardFocusChangeCommit( false ),
+ mClearFocusOnTouch( true ),
+ mFocusHistory(),
+ mSlotDelegate( this ),
+ mCustomAlgorithmInterface(NULL)
+{
+ // TODO: Get FocusIndicatorEnable constant from stylesheet to set mIsFocusIndicatorEnabled.
+ Stage::GetCurrent().KeyEventSignal().Connect( mSlotDelegate, &KeyboardFocusManager::OnKeyEvent);
+ Stage::GetCurrent().TouchSignal().Connect( mSlotDelegate, &KeyboardFocusManager::OnTouch );
}
KeyboardFocusManager::~KeyboardFocusManager()
{
}
-bool KeyboardFocusManager::SetCurrentFocusActor(Actor actor)
+void KeyboardFocusManager::GetConfigurationFromStyleManger()
+{
+ Toolkit::StyleManager styleManager = Toolkit::StyleManager::Get();
+ if( styleManager )
+ {
+ Property::Map config = Toolkit::DevelStyleManager::GetConfigurations( styleManager );
+ mIsFocusIndicatorEnabled = static_cast<int>(config["alwaysShowFocus"].Get<bool>());
+ mClearFocusOnTouch = mIsFocusIndicatorEnabled ? false : true;
+ }
+}
+
+bool KeyboardFocusManager::SetCurrentFocusActor( Actor actor )
{
DALI_ASSERT_DEBUG( !mIsWaitingKeyboardFocusChangeCommit && "Calling this function in the PreFocusChangeSignal callback?" );
- if(actor)
+ if( mIsFocusIndicatorEnabled == -1 )
{
- 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;
- // Check whether the actor is in the stage
- if(actor)
+ Actor currentFocusedActor = GetCurrentFocusActor();
+
+ // If developer set focus on same actor, doing nothing
+ if( actor == currentFocusedActor )
{
- // Set the focus only when the actor is keyboard focusable
- if(actor.IsKeyboardFocusable())
+ if( !actor )
{
- // Draw the focus indicator upon the focused actor
- if(mIsFocusIndicatorEnabled && mFocusIndicatorActor)
- {
- actor.Add(mFocusIndicatorActor);
- }
+ return false;
+ }
+ return true;
+ }
- // Send notification for the change of focus actor
- if( !mFocusChangedSignal.Empty() )
- {
- mFocusChangedSignal.Emit(GetCurrentFocusActor(), actor);
- }
+ // Check whether the actor is in the stage and is keyboard focusable.
+ if( actor && actor.IsKeyboardFocusable() && actor.OnStage() )
+ {
+ if( mIsFocusIndicatorEnabled )
+ {
+ actor.Add( GetFocusIndicatorActor() );
+ }
- DALI_LOG_INFO( gLogFilter, Debug::General, "[%s:%d] Focus Changed\n", __FUNCTION__, __LINE__);
+ // Send notification for the change of focus actor
+ if( !mFocusChangedSignal.Empty() )
+ {
+ mFocusChangedSignal.Emit(currentFocusedActor, actor);
+ }
+
+ Toolkit::Control currentlyFocusedControl = Toolkit::Control::DownCast(currentFocusedActor);
+ if( currentlyFocusedControl )
+ {
+ // Do we need it to remember if it was previously DISABLED?
+ currentlyFocusedControl.SetProperty(DevelControl::Property::STATE, DevelControl::NORMAL );
+ currentlyFocusedControl.ClearKeyInputFocus();
+ }
+
+ DALI_LOG_INFO( gLogFilter, Debug::General, "[%s:%d] Focus Changed\n", __FUNCTION__, __LINE__);
+
+ // Save the current focused actor
+ mCurrentFocusActor = actor;
- // Save the current focused actor
- mCurrentFocusActor = actorID;
+ Toolkit::Control newlyFocusedControl = Toolkit::Control::DownCast(actor);
+ if( newlyFocusedControl )
+ {
+ newlyFocusedControl.SetProperty(DevelControl::Property::STATE, DevelControl::FOCUSED );
+ newlyFocusedControl.SetKeyInputFocus();
+ }
- // Move the accessibility focus to the same actor
-// Toolkit::FocusManager focusManager = Toolkit::FocusManager::Get();
-// focusManager.SetCurrentFocusActor(actor);
+ // Push Current Focused Actor to FocusHistory
+ mFocusHistory.push_back( actor );
- DALI_LOG_INFO( gLogFilter, Debug::General, "[%s:%d] SUCCEED\n", __FUNCTION__, __LINE__);
- return true;
+ // Delete first element before add new element when Stack is full.
+ if( mFocusHistory.size() > MAX_HISTORY_AMOUNT )
+ {
+ FocusStackIterator beginPos = mFocusHistory.begin();
+ mFocusHistory.erase( beginPos );
}
+
+ DALI_LOG_INFO( gLogFilter, Debug::General, "[%s:%d] SUCCEED\n", __FUNCTION__, __LINE__);
+ success = true;
+ }
+ else
+ {
+ DALI_LOG_WARNING("[%s:%d] FAILED\n", __FUNCTION__, __LINE__);
}
- DALI_LOG_WARNING("[%s:%d] FAILED\n", __FUNCTION__, __LINE__);
- return false;
+ return success;
}
Actor KeyboardFocusManager::GetCurrentFocusActor()
{
- Actor rootActor = Stage::GetCurrent().GetRootLayer();
- return rootActor.FindChildById(mCurrentFocusActor);
+ Actor actor = mCurrentFocusActor.GetHandle();
+ if( actor && ! actor.OnStage() )
+ {
+ // If the actor has been removed from the stage, then it should not be focused
+
+ actor.Reset();
+ mCurrentFocusActor.Reset();
+ }
+ return actor;
}
Actor KeyboardFocusManager::GetCurrentFocusGroup()
return GetFocusGroup(GetCurrentFocusActor());
}
+void KeyboardFocusManager::MoveFocusBackward()
+{
+ // Find Pre Focused Actor when the list size is more than 1
+ if( mFocusHistory.size() > 1 )
+ {
+ // Delete current focused actor in history
+ mFocusHistory.pop_back();
+
+ // If pre-focused actors are not on stage or deleted, remove them in stack
+ while( mFocusHistory.size() > 0 )
+ {
+ // Get pre focused actor
+ Actor target = mFocusHistory[ mFocusHistory.size() -1 ].GetHandle();
+
+ // Impl of Actor is not null
+ if( target && target.OnStage() )
+ {
+ // 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();
+ }
+ }
+
+ // 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 control = Toolkit::Control::DownCast(actor);
- return control && control.GetImplementation().IsKeyboardNavigationSupported();
+ return control && GetImplementation( control ).IsKeyboardNavigationSupported();
}
Toolkit::Control KeyboardFocusManager::GetParentLayoutControl(Actor actor) const
return Toolkit::Control::DownCast(parent);
}
-bool KeyboardFocusManager::MoveFocus(Toolkit::Control::KeyboardFocusNavigationDirection direction)
+bool KeyboardFocusManager::MoveFocus(Toolkit::Control::KeyboardFocus::Direction direction)
{
Actor currentFocusActor = GetCurrentFocusActor();
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 )
+ {
+ nextFocusableActor = Stage::GetCurrent().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;
+ }
+ }
- if ( nextFocusableActor && nextFocusableActor.IsKeyboardFocusable() )
+ if( nextFocusableActor && nextFocusableActor.IsKeyboardFocusable() )
{
// 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 );
}
}
}
return succeed;
}
-bool KeyboardFocusManager::DoMoveFocusWithinLayoutControl(Toolkit::Control control, Actor actor, Toolkit::Control::KeyboardFocusNavigationDirection direction)
+bool KeyboardFocusManager::DoMoveFocusWithinLayoutControl(Toolkit::Control control, Actor actor, Toolkit::Control::KeyboardFocus::Direction direction)
{
// Ask the control for the next actor to focus
- Actor nextFocusableActor = control.GetImplementation().GetNextKeyboardFocusableActor(actor, direction, mFocusGroupLoopEnabled);
+ Actor nextFocusableActor = GetImplementation( control ).GetNextKeyboardFocusableActor(actor, direction, mFocusGroupLoopEnabled);
if(nextFocusableActor)
{
if(!nextFocusableActor.IsKeyboardFocusable())
// If the application hasn't changed our proposed actor, we informs the layout control we will
// move the focus to what the control returns. The control might wish to perform some actions
// before the focus is actually moved.
- control.GetImplementation().OnKeyboardFocusChangeCommitted(committedFocusActor);
+ GetImplementation( control ).OnKeyboardFocusChangeCommitted( committedFocusActor );
}
return SetCurrentFocusActor(committedFocusActor);
{
// If the current focus group has a parent layout control, we can probably automatically
// move the focus to the next focus group in the forward or backward direction.
- Toolkit::Control::KeyboardFocusNavigationDirection direction = forward ? Toolkit::Control::Right : Toolkit::Control::Left;
+ Toolkit::Control::KeyboardFocus::Direction direction = forward ? Toolkit::Control::KeyboardFocus::RIGHT : Toolkit::Control::KeyboardFocus::LEFT;
succeed = DoMoveFocusWithinLayoutControl(parentLayoutControl, GetCurrentFocusActor(), direction);
parentLayoutControl = GetParentLayoutControl(parentLayoutControl);
}
return succeed;
}
-void KeyboardFocusManager::DoActivate(Actor actor)
+void KeyboardFocusManager::DoKeyboardEnter(Actor actor)
{
- if(actor)
+ if( actor )
{
- Toolkit::Control control = Toolkit::Control::DownCast(actor);
- if(control)
+ Toolkit::Control control = Toolkit::Control::DownCast( actor );
+ if( control )
{
- // Notify the control that it is activated
- control.GetImplementation().Activate();
+ // Notify the control that enter has been pressed on it.
+ GetImplementation( control ).KeyboardEnter();
}
- // Send notification for the activation of focused actor
- if( !mFocusedActorActivatedSignal.Empty() )
+ // Send a notification for the actor.
+ if( !mFocusedActorEnterKeySignal.Empty() )
{
- mFocusedActorActivatedSignal.Emit(actor);
+ mFocusedActorEnterKeySignal.Emit( actor );
}
}
}
void KeyboardFocusManager::ClearFocus()
{
Actor actor = GetCurrentFocusActor();
- if(actor)
+ if( actor )
{
- if(mFocusIndicatorActor)
+ if( mFocusIndicatorActor )
{
- actor.Remove(mFocusIndicatorActor);
+ actor.Remove( mFocusIndicatorActor );
}
// Send notification for the change of focus actor
if( !mFocusChangedSignal.Empty() )
{
- mFocusChangedSignal.Emit(actor, Actor());
+ mFocusChangedSignal.Emit( actor, Actor() );
+ }
+
+ Toolkit::Control currentlyFocusedControl = Toolkit::Control::DownCast( actor );
+ if( currentlyFocusedControl )
+ {
+ currentlyFocusedControl.SetProperty( DevelControl::Property::STATE, DevelControl::NORMAL );
+ currentlyFocusedControl.ClearKeyInputFocus();
}
}
- mCurrentFocusActor = 0;
- mIsFocusIndicatorEnabled = false;
+ mCurrentFocusActor.Reset();
+ mIsFocusIndicatorEnabled = 0;
}
void KeyboardFocusManager::SetFocusGroupLoop(bool enabled)
{
if(actor)
{
- // Create focus group property if not already created.
- Property::Index propertyIsFocusGroup = actor.GetPropertyIndex(IS_FOCUS_GROUP_PROPERTY_NAME);
- if(propertyIsFocusGroup == Property::INVALID_INDEX)
- {
- actor.RegisterProperty(IS_FOCUS_GROUP_PROPERTY_NAME, isFocusGroup);
- }
- else
- {
- actor.SetProperty(propertyIsFocusGroup, isFocusGroup);
- }
+ // Create/Set focus group property.
+ actor.RegisterProperty( IS_FOCUS_GROUP_PROPERTY_NAME, isFocusGroup, Property::READ_WRITE );
}
}
Actor KeyboardFocusManager::GetFocusIndicatorActor()
{
- return mFocusIndicatorActor;
-}
-
-void KeyboardFocusManager::CreateDefaultFocusIndicatorActor()
-{
- // Create a focus indicator actor shared by all the keyboard focusable actors
- Image borderImage = ResourceImage::New(FOCUS_BORDER_IMAGE_PATH);
-
- ImageActor focusIndicator = ImageActor::New(borderImage);
- focusIndicator.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION_PLUS_LOCAL_POSITION );
- focusIndicator.SetStyle( ImageActor::STYLE_NINE_PATCH );
- focusIndicator.SetNinePatchBorder(FOCUS_BORDER_IMAGE_BORDER);
- focusIndicator.SetPosition(Vector3(0.0f, 0.0f, 1.0f));
-
- // Apply size constraint to the focus indicator
- focusIndicator.SetResizePolicy( FILL_TO_PARENT, ALL_DIMENSIONS );
+ 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 );
- SetFocusIndicatorActor(focusIndicator);
-}
+ // Apply size constraint to the focus indicator
+ mFocusIndicatorActor.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
+ }
-void KeyboardFocusManager::OnPhysicalKeyboardStatusChanged(PhysicalKeyboard keyboard)
-{
- mIsKeyboardFocusEnabled = keyboard.IsAttached();
+ mFocusIndicatorActor.SetParentOrigin( ParentOrigin::CENTER );
+ mFocusIndicatorActor.SetAnchorPoint( AnchorPoint::CENTER );
+ mFocusIndicatorActor.SetPosition(0.0f, 0.0f);
- if(mIsKeyboardFocusEnabled)
- {
- // Show indicator when keyboard focus turned on if there is focused actor.
- Actor actor = GetCurrentFocusActor();
- if(actor)
- {
- if(mFocusIndicatorActor)
- {
- actor.Add(mFocusIndicatorActor);
- }
- }
- mIsFocusIndicatorEnabled = true;
- }
- else
- {
- // Hide indicator when keyboard focus turned off
- Actor actor = GetCurrentFocusActor();
- if(actor)
- {
- actor.Remove(mFocusIndicatorActor);
- }
- mIsFocusIndicatorEnabled = false;
- }
+ return mFocusIndicatorActor;
}
void KeyboardFocusManager::OnKeyEvent(const KeyEvent& event)
{
- if(!mIsKeyboardFocusEnabled)
- {
- return;
- }
-
- AccessibilityManager accessibilityManager = AccessibilityManager::Get();
- bool isAccessibilityEnabled = accessibilityManager.IsEnabled();
+ AccessibilityAdaptor accessibilityAdaptor = AccessibilityAdaptor::Get();
+ bool isAccessibilityEnabled = accessibilityAdaptor.IsEnabled();
- Toolkit::FocusManager accessibilityFocusManager = Toolkit::FocusManager::Get();
+ Toolkit::AccessibilityManager accessibilityManager = Toolkit::AccessibilityManager::Get();
std::string keyName = event.keyPressedName;
+ if( mIsFocusIndicatorEnabled == -1 )
+ {
+ GetConfigurationFromStyleManger();
+ }
+
bool isFocusStartableKey = false;
if(event.state == KeyEvent::Down)
if(!mIsFocusIndicatorEnabled)
{
// Show focus indicator
- mIsFocusIndicatorEnabled = true;
+ mIsFocusIndicatorEnabled = 1;
}
else
{
// Move the focus towards left
- MoveFocus(Toolkit::Control::Left);
+ MoveFocus(Toolkit::Control::KeyboardFocus::LEFT);
}
isFocusStartableKey = true;
else
{
// Move the accessibility focus backward
- accessibilityFocusManager.MoveFocusBackward();
+ accessibilityManager.MoveFocusBackward();
}
}
else if (keyName == "Right")
if(!mIsFocusIndicatorEnabled)
{
// Show focus indicator
- mIsFocusIndicatorEnabled = true;
+ mIsFocusIndicatorEnabled = 1;
}
else
{
// Move the focus towards right
- MoveFocus(Toolkit::Control::Right);
+ MoveFocus(Toolkit::Control::KeyboardFocus::RIGHT);
}
}
else
{
// Move the accessibility focus forward
- accessibilityFocusManager.MoveFocusForward();
+ accessibilityManager.MoveFocusForward();
}
isFocusStartableKey = true;
if(!mIsFocusIndicatorEnabled)
{
// Show focus indicator
- mIsFocusIndicatorEnabled = true;
+ mIsFocusIndicatorEnabled = 1;
}
else
{
// Move the focus towards up
- MoveFocus(Toolkit::Control::Up);
+ MoveFocus(Toolkit::Control::KeyboardFocus::UP);
}
isFocusStartableKey = true;
if(!mIsFocusIndicatorEnabled)
{
// Show focus indicator
- mIsFocusIndicatorEnabled = true;
+ mIsFocusIndicatorEnabled = 1;
}
else
{
// Move the focus towards down
- MoveFocus(Toolkit::Control::Down);
+ MoveFocus(Toolkit::Control::KeyboardFocus::DOWN);
+ }
+
+ isFocusStartableKey = true;
+ }
+ else if (keyName == "Prior" && !isAccessibilityEnabled)
+ {
+ if(!mIsFocusIndicatorEnabled)
+ {
+ // Show focus indicator
+ mIsFocusIndicatorEnabled = 1;
+ }
+ else
+ {
+ // Move the focus towards the previous page
+ MoveFocus(Toolkit::Control::KeyboardFocus::PAGE_UP);
+ }
+
+ isFocusStartableKey = true;
+ }
+ else if (keyName == "Next" && !isAccessibilityEnabled)
+ {
+ if(!mIsFocusIndicatorEnabled)
+ {
+ // Show focus indicator
+ mIsFocusIndicatorEnabled = 1;
+ }
+ else
+ {
+ // Move the focus towards the next page
+ MoveFocus(Toolkit::Control::KeyboardFocus::PAGE_DOWN);
}
isFocusStartableKey = true;
if(!mIsFocusIndicatorEnabled)
{
// Show focus indicator
- mIsFocusIndicatorEnabled = true;
+ mIsFocusIndicatorEnabled = 1;
}
else
{
if(!mIsFocusIndicatorEnabled)
{
// Show focus indicator
- mIsFocusIndicatorEnabled = true;
+ mIsFocusIndicatorEnabled = 1;
}
isFocusStartableKey = true;
if(!mIsFocusIndicatorEnabled)
{
// Show focus indicator
- mIsFocusIndicatorEnabled = true;
+ mIsFocusIndicatorEnabled = 1;
}
isFocusStartableKey = true;
{
// Emit signal to go back to the previous view???
}
+ else if (keyName == "Escape" && !isAccessibilityEnabled)
+ {
+ }
}
else if(event.state == KeyEvent::Up)
{
if(!mIsFocusIndicatorEnabled && !isAccessibilityEnabled)
{
// Show focus indicator
- mIsFocusIndicatorEnabled = true;
+ mIsFocusIndicatorEnabled = 1;
}
else
{
- // Activate the focused actor
+ // The focused actor has enter pressed on it
Actor actor;
- if(!isAccessibilityEnabled)
+ if( !isAccessibilityEnabled )
{
actor = GetCurrentFocusActor();
}
else
{
- actor = accessibilityFocusManager.GetCurrentFocusActor();
+ actor = accessibilityManager.GetCurrentFocusActor();
}
- if(actor)
+ if( actor )
{
- DoActivate(actor);
+ DoKeyboardEnter( actor );
}
}
if(isFocusStartableKey && mIsFocusIndicatorEnabled && !isAccessibilityEnabled)
{
Actor actor = GetCurrentFocusActor();
- if( !actor )
+ if( actor )
{
- // No actor is focused but keyboard focus is activated by the key press
- // Let's try to move the initial focus
- MoveFocus(Toolkit::Control::Right);
+ // Make sure the focused actor is highlighted
+ actor.Add( GetFocusIndicatorActor() );
}
- else if(mFocusIndicatorActor)
+ else
{
- // Make sure the focused actor is highlighted
- actor.Add(mFocusIndicatorActor);
+ // No actor is focused but keyboard focus is activated by the key press
+ // Let's try to move the initial focus
+ MoveFocus(Toolkit::Control::KeyboardFocus::RIGHT);
}
}
}
-void KeyboardFocusManager::OnTouched(const TouchEvent& touchEvent)
+void KeyboardFocusManager::OnTouch(const TouchData& touch)
{
- // Clear the focus when user touch the screen
- ClearFocus();
+ // if mIsFocusIndicatorEnabled is -1, it means Configuration is not loaded.
+ // Try to load configuration.
+ if( mIsFocusIndicatorEnabled == -1 )
+ {
+ 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 mClearFocusOnTouch is false, do not clear the focus even if user touch the screen.
+ if( (( touch.GetPointCount() < 1 ) || ( touch.GetState( 0 ) == PointState::DOWN )) && mClearFocusOnTouch )
+ {
+ ClearFocus();
+ }
}
Toolkit::KeyboardFocusManager::PreFocusChangeSignalType& KeyboardFocusManager::PreFocusChangeSignal()
return mFocusGroupChangedSignal;
}
-Toolkit::KeyboardFocusManager::FocusedActorActivatedSignalType& KeyboardFocusManager::FocusedActorActivatedSignal()
+Toolkit::KeyboardFocusManager::FocusedActorEnterKeySignalType& KeyboardFocusManager::FocusedActorEnterKeySignal()
{
- return mFocusedActorActivatedSignal;
+ return mFocusedActorEnterKeySignal;
}
bool KeyboardFocusManager::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor )
Dali::BaseHandle handle( object );
bool connected( true );
- KeyboardFocusManager* manager = dynamic_cast<KeyboardFocusManager*>( object );
+ KeyboardFocusManager* manager = static_cast< KeyboardFocusManager* >( object ); // TypeRegistry guarantees that this is the correct type.
if( 0 == strcmp( signalName.c_str(), SIGNAL_PRE_FOCUS_CHANGE ) )
{
manager->PreFocusChangeSignal().Connect( tracker, functor );
}
- if( 0 == strcmp( signalName.c_str(), SIGNAL_FOCUS_CHANGED ) )
+ else if( 0 == strcmp( signalName.c_str(), SIGNAL_FOCUS_CHANGED ) )
{
manager->FocusChangedSignal().Connect( tracker, functor );
}
- if( 0 == strcmp( signalName.c_str(), SIGNAL_FOCUS_GROUP_CHANGED ) )
+ else if( 0 == strcmp( signalName.c_str(), SIGNAL_FOCUS_GROUP_CHANGED ) )
{
manager->FocusGroupChangedSignal().Connect( tracker, functor );
}
- else if( 0 == strcmp( signalName.c_str(), SIGNAL_FOCUSED_ACTOR_ACTIVATED ) )
+ else if( 0 == strcmp( signalName.c_str(), SIGNAL_FOCUSED_ACTOR_ENTER_KEY ) )
{
- manager->FocusedActorActivatedSignal().Connect( tracker, functor );
+ manager->FocusedActorEnterKeySignal().Connect( tracker, functor );
}
else
{
return connected;
}
+void KeyboardFocusManager::SetCustomAlgorithm(CustomAlgorithmInterface& interface)
+{
+ mCustomAlgorithmInterface = &interface;
+}
+
} // namespace Internal
} // namespace Toolkit