#include "keyboard-focus-manager-impl.h"
// EXTERNAL INCLUDES
+#include <dali/devel-api/actors/actor-devel.h>
#include <dali/devel-api/adaptor-framework/lifecycle-controller.h>
#include <dali/devel-api/common/singleton-service.h>
#include <dali/integration-api/adaptor-framework/adaptor.h>
#include <dali/public-api/animation/constraints.h>
#include <dali/public-api/events/key-event.h>
#include <dali/public-api/events/touch-event.h>
+#include <dali/public-api/events/wheel-event.h>
#include <dali/public-api/object/property-map.h>
#include <dali/public-api/object/type-registry-helper.h>
#include <dali/public-api/object/type-registry.h>
// INTERNAL INCLUDES
#include <dali-toolkit/devel-api/asset-manager/asset-manager.h>
#include <dali-toolkit/devel-api/controls/control-devel.h>
+#include <dali-toolkit/devel-api/focus-manager/focus-finder.h>
#include <dali-toolkit/devel-api/styling/style-manager-devel.h>
#include <dali-toolkit/public-api/controls/control-impl.h>
#include <dali-toolkit/public-api/controls/control.h>
mAlwaysShowIndicator(ALWAYS_SHOW),
mFocusGroupLoopEnabled(false),
mIsWaitingKeyboardFocusChangeCommit(false),
- mClearFocusOnTouch(true)
+ mClearFocusOnTouch(true),
+ mEnableDefaultAlgorithm(false)
{
// TODO: Get FocusIndicatorEnable constant from stylesheet to set mIsFocusIndicatorShown.
{
(*iter).KeyEventSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnKeyEvent);
(*iter).TouchedSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnTouch);
+ (*iter).WheelEventGeneratedSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnCustomWheelEvent);
+ (*iter).WheelEventSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnWheelEvent);
Dali::Window window = DevelWindow::DownCast(*iter);
if(window)
{
{
sceneHolder.KeyEventSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnKeyEvent);
sceneHolder.TouchedSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnTouch);
+ sceneHolder.WheelEventGeneratedSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnCustomWheelEvent);
+ sceneHolder.WheelEventSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnWheelEvent);
Dali::Window window = DevelWindow::DownCast(sceneHolder);
if(window)
{
bool KeyboardFocusManager::DoSetCurrentFocusActor(Actor actor)
{
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);
return Toolkit::Control::DownCast(parent);
}
-bool KeyboardFocusManager::MoveFocus(Toolkit::Control::KeyboardFocus::Direction direction)
+bool KeyboardFocusManager::MoveFocus(Toolkit::Control::KeyboardFocus::Direction direction, const std::string& deviceName)
{
Actor currentFocusActor = GetCurrentFocusActor();
index = Toolkit::DevelControl::Property::DOWN_FOCUSABLE_ACTOR_ID;
break;
}
+ case Toolkit::Control::KeyboardFocus::CLOCKWISE:
+ {
+ index = Toolkit::DevelControl::Property::CLOCKWISE_FOCUSABLE_ACTOR_ID;
+ break;
+ }
+ case Toolkit::Control::KeyboardFocus::COUNTER_CLOCKWISE:
+ {
+ index = Toolkit::DevelControl::Property::COUNTER_CLOCKWISE_FOCUSABLE_ACTOR_ID;
+ break;
+ }
default:
break;
}
if(mCustomAlgorithmInterface)
{
mIsWaitingKeyboardFocusChangeCommit = true;
- nextFocusableActor = mCustomAlgorithmInterface->GetNextFocusableActor(currentFocusActor, Actor(), direction);
+ nextFocusableActor = mCustomAlgorithmInterface->GetNextFocusableActor(currentFocusActor, Actor(), direction, deviceName);
mIsWaitingKeyboardFocusChangeCommit = false;
}
else if(!mPreFocusChangeSignal.Empty())
nextFocusableActor = mPreFocusChangeSignal.Emit(currentFocusActor, Actor(), direction);
mIsWaitingKeyboardFocusChangeCommit = false;
}
+ else if (mEnableDefaultAlgorithm)
+ {
+ Layer rootLayer;
+ if (currentFocusActor)
+ {
+ // Find the window of the focused actor.
+ Integration::SceneHolder window = Integration::SceneHolder::Get(currentFocusActor);
+ if (window)
+ {
+ rootLayer = window.GetRootLayer();
+ }
+ }
+ else
+ {
+ // Searches from the currently focused window.
+ rootLayer = mCurrentFocusedWindow.GetHandle();
+ }
+ if (rootLayer)
+ {
+ // We should find it among the actors nearby.
+ nextFocusableActor = Toolkit::FocusFinder::GetNearestFocusableActor(rootLayer, currentFocusActor, direction);
+ }
+ }
}
if(nextFocusableActor && nextFocusableActor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE))
void KeyboardFocusManager::OnKeyEvent(const KeyEvent& event)
{
- std::string keyName = event.GetKeyName();
+ const std::string& keyName = event.GetKeyName();
+ const std::string& deviceName = event.GetDeviceName();
if(mIsFocusIndicatorShown == UNKNOWN)
{
{
if(keyName == "Left")
{
- if(!mIsFocusIndicatorShown)
+ if(mIsFocusIndicatorShown == HIDE)
{
- if(mIsFocusIndicatorShown == HIDE)
- {
- // Show focus indicator
- mIsFocusIndicatorShown = SHOW;
- }
- else
- {
- // Move the focus towards left
- MoveFocus(Toolkit::Control::KeyboardFocus::LEFT);
- }
-
- isFocusStartableKey = true;
+ // Show focus indicator
+ mIsFocusIndicatorShown = SHOW;
}
else
{
// Move the focus towards left
- MoveFocus(Toolkit::Control::KeyboardFocus::LEFT);
+ MoveFocus(Toolkit::Control::KeyboardFocus::LEFT, deviceName);
}
isFocusStartableKey = true;
}
else if(keyName == "Right")
{
- if(!mIsFocusIndicatorShown)
+ if(mIsFocusIndicatorShown == HIDE)
{
- if(mIsFocusIndicatorShown == HIDE)
- {
- // Show focus indicator
- mIsFocusIndicatorShown = SHOW;
- }
- else
- {
- // Move the focus towards right
- MoveFocus(Toolkit::Control::KeyboardFocus::RIGHT);
- }
+ // Show focus indicator
+ mIsFocusIndicatorShown = SHOW;
}
else
{
// Move the focus towards right
- MoveFocus(Toolkit::Control::KeyboardFocus::RIGHT);
+ MoveFocus(Toolkit::Control::KeyboardFocus::RIGHT, deviceName);
}
isFocusStartableKey = true;
else
{
// Move the focus towards up
- MoveFocus(Toolkit::Control::KeyboardFocus::UP);
+ MoveFocus(Toolkit::Control::KeyboardFocus::UP, deviceName);
}
isFocusStartableKey = true;
else
{
// Move the focus towards down
- MoveFocus(Toolkit::Control::KeyboardFocus::DOWN);
+ MoveFocus(Toolkit::Control::KeyboardFocus::DOWN, deviceName);
}
isFocusStartableKey = true;
else
{
// Move the focus towards the previous page
- MoveFocus(Toolkit::Control::KeyboardFocus::PAGE_UP);
+ MoveFocus(Toolkit::Control::KeyboardFocus::PAGE_UP, deviceName);
}
isFocusStartableKey = true;
else
{
// Move the focus towards the next page
- MoveFocus(Toolkit::Control::KeyboardFocus::PAGE_DOWN);
+ MoveFocus(Toolkit::Control::KeyboardFocus::PAGE_DOWN, deviceName);
}
isFocusStartableKey = true;
{
// "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 forward, "Shift-Tap" key moves the focus towards backward.
+ MoveFocus(event.IsShiftModifier() ? Toolkit::Control::KeyboardFocus::BACKWARD : Toolkit::Control::KeyboardFocus::FORWARD, deviceName);
+ }
}
isFocusStartableKey = true;
{
// 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);
+ MoveFocus(Toolkit::Control::KeyboardFocus::RIGHT, deviceName);
}
}
}
// 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)
+ 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::OnWheelEvent(const WheelEvent& event)
+{
+ if(event.GetType() == Dali::WheelEvent::CUSTOM_WHEEL)
+ {
+ Toolkit::Control::KeyboardFocus::Direction direction = (event.GetDelta() > 0) ? Toolkit::Control::KeyboardFocus::CLOCKWISE : Toolkit::Control::KeyboardFocus::COUNTER_CLOCKWISE;
+ // Move the focus
+ MoveFocus(direction);
+ }
+}
+
+bool KeyboardFocusManager::OnCustomWheelEvent(const WheelEvent& event)
+{
+ bool consumed = false;
+ Actor actor = GetCurrentFocusActor();
+ if(actor)
+ {
+ // Notify the actor about the wheel event
+ consumed = EmitCustomWheelSignals(actor, event);
+ }
+ return consumed;
+}
+
+bool KeyboardFocusManager::EmitCustomWheelSignals(Actor actor, const WheelEvent& event)
+{
+ bool consumed = false;
+
+ if(actor)
{
- ClearFocus();
+ Dali::Actor oldParent(actor.GetParent());
+
+ // Only do the conversion and emit the signal if the actor's wheel signal has connections.
+ if(!actor.WheelEventSignal().Empty())
+ {
+ // Emit the signal to the parent
+ consumed = actor.WheelEventSignal().Emit(actor, event);
+ }
+ // if actor doesn't consume WheelEvent, give WheelEvent to its parent.
+ if(!consumed)
+ {
+ // The actor may have been removed/reparented during the signal callbacks.
+ Dali::Actor parent = actor.GetParent();
+
+ if(parent &&
+ (parent == oldParent))
+ {
+ consumed = EmitCustomWheelSignals(parent, event);
+ }
+ }
}
+
+ return consumed;
}
void KeyboardFocusManager::OnWindowFocusChanged(Window window, bool focusIn)
return (mEnableFocusIndicator == ENABLE);
}
+void KeyboardFocusManager::EnableDefaultAlgorithm(bool enable)
+{
+ mEnableDefaultAlgorithm = enable;
+}
+
+bool KeyboardFocusManager::IsDefaultAlgorithmEnabled() const
+{
+ return mEnableDefaultAlgorithm;
+}
+
} // namespace Internal
} // namespace Toolkit