/*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2019 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 <cstring> // for strcmp
#include <dali/public-api/actors/layer.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/object/property-map.h>
#include <dali/public-api/images/resource-image.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/public-api/controls/control.h>
mFocusedActorEnterKeySignal(),
mCurrentFocusActor(),
mFocusIndicatorActor(),
- mIsFocusIndicatorEnabled( -1 ),
- mFocusGroupLoopEnabled( false ),
- mIsWaitingKeyboardFocusChangeCommit( false ),
mFocusHistory(),
mSlotDelegate( this ),
- mCustomAlgorithmInterface(NULL)
+ mCustomAlgorithmInterface(NULL),
+ mCurrentFocusedWindow(),
+ mIsFocusIndicatorShown( UNKNOWN ),
+ mEnableFocusIndicator( ENABLE ),
+ mAlwaysShowIndicator( ALWAYS_SHOW ),
+ mFocusGroupLoopEnabled( false ),
+ mIsWaitingKeyboardFocusChangeCommit( false ),
+ mClearFocusOnTouch( true )
{
- // TODO: Get FocusIndicatorEnable constant from stylesheet to set mIsFocusIndicatorEnabled.
- Stage::GetCurrent().KeyEventSignal().Connect( mSlotDelegate, &KeyboardFocusManager::OnKeyEvent);
- Stage::GetCurrent().TouchSignal().Connect( mSlotDelegate, &KeyboardFocusManager::OnTouch );
+ // 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 ).TouchSignal().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 )
+{
+ sceneHolder.KeyEventSignal().Connect( mSlotDelegate, &KeyboardFocusManager::OnKeyEvent );
+ sceneHolder.TouchSignal().Connect( mSlotDelegate, &KeyboardFocusManager::OnTouch );
+ Dali::Window window = DevelWindow::DownCast( sceneHolder );
+ if( window )
+ {
+ window.FocusChangeSignal().Connect( mSlotDelegate, &KeyboardFocusManager::OnWindowFocusChanged);
+ }
}
KeyboardFocusManager::~KeyboardFocusManager()
if( styleManager )
{
Property::Map config = Toolkit::DevelStyleManager::GetConfigurations( styleManager );
- mIsFocusIndicatorEnabled = static_cast<int>(config["alwaysShowFocus"].Get<bool>());
+ mAlwaysShowIndicator = config["alwaysShowFocus"].Get<bool>() ? ALWAYS_SHOW : NONE;
+ mIsFocusIndicatorShown = ( mAlwaysShowIndicator == ALWAYS_SHOW )? SHOW : HIDE;
+ mClearFocusOnTouch = ( mIsFocusIndicatorShown == SHOW ) ? false : true;
}
}
{
DALI_ASSERT_DEBUG( !mIsWaitingKeyboardFocusChangeCommit && "Calling this function in the PreFocusChangeSignal callback?" );
- if( mIsFocusIndicatorEnabled == -1 )
+ if( mIsFocusIndicatorShown == UNKNOWN )
{
GetConfigurationFromStyleManger();
}
bool KeyboardFocusManager::DoSetCurrentFocusActor( Actor actor )
{
bool success = false;
+ if( actor && actor.IsKeyboardFocusable() && actor.OnStage() )
+ {
+ Integration::SceneHolder currentWindow = Integration::SceneHolder::Get( actor );
+
+ if( currentWindow.GetRootLayer() != mCurrentFocusedWindow.GetHandle())
+ {
+ Layer rootLayer = currentWindow.GetRootLayer();
+ mCurrentFocusedWindow = rootLayer;
+ }
+ }
Actor currentFocusedActor = GetCurrentFocusActor();
// Check whether the actor is in the stage and is keyboard focusable.
if( actor && actor.IsKeyboardFocusable() && actor.OnStage() )
{
- if( mIsFocusIndicatorEnabled )
+ if( ( mIsFocusIndicatorShown == SHOW ) && ( mEnableFocusIndicator == ENABLE ) )
{
actor.Add( GetFocusIndicatorActor() );
}
// Save the current focused actor
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 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::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.OnStage() )
+ {
+ // 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()
{
return GetFocusGroup(GetCurrentFocusActor());
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.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();
+ }
+ }
- 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();
}
if( !nextFocusableActor )
{
- nextFocusableActor = Stage::GetCurrent().GetRootLayer().FindChildById( actorId );
+ Integration::SceneHolder window = Integration::SceneHolder::Get( currentFocusActor );
+ if ( window )
+ {
+ nextFocusableActor = window.GetRootLayer().FindChildById( actorId );
+ }
}
}
}
}
mCurrentFocusActor.Reset();
- mIsFocusIndicatorEnabled = 0;
+ mIsFocusIndicatorShown = ( mAlwaysShowIndicator == ALWAYS_SHOW ) ? SHOW : HIDE;
}
void KeyboardFocusManager::SetFocusGroupLoop(bool enabled)
std::string keyName = event.keyPressedName;
- if( mIsFocusIndicatorEnabled == -1 )
+ if( mIsFocusIndicatorShown == UNKNOWN )
{
GetConfigurationFromStyleManger();
}
{
if(!isAccessibilityEnabled)
{
- if(!mIsFocusIndicatorEnabled)
+ if(mIsFocusIndicatorShown == HIDE)
{
// Show focus indicator
- mIsFocusIndicatorEnabled = 1;
+ mIsFocusIndicatorShown = SHOW;
}
else
{
{
if(!isAccessibilityEnabled)
{
- if(!mIsFocusIndicatorEnabled)
+ if( mIsFocusIndicatorShown == HIDE )
{
// Show focus indicator
- mIsFocusIndicatorEnabled = 1;
+ mIsFocusIndicatorShown = SHOW;
}
else
{
}
else if (keyName == "Up" && !isAccessibilityEnabled)
{
- if(!mIsFocusIndicatorEnabled)
+ if( mIsFocusIndicatorShown == HIDE )
{
// Show focus indicator
- mIsFocusIndicatorEnabled = 1;
+ mIsFocusIndicatorShown = SHOW;
}
else
{
}
else if (keyName == "Down" && !isAccessibilityEnabled)
{
- if(!mIsFocusIndicatorEnabled)
+ if( mIsFocusIndicatorShown == HIDE )
{
// Show focus indicator
- mIsFocusIndicatorEnabled = 1;
+ mIsFocusIndicatorShown = SHOW;
}
else
{
}
else if (keyName == "Prior" && !isAccessibilityEnabled)
{
- if(!mIsFocusIndicatorEnabled)
+ if( mIsFocusIndicatorShown == HIDE )
{
// Show focus indicator
- mIsFocusIndicatorEnabled = 1;
+ mIsFocusIndicatorShown = SHOW;
}
else
{
}
else if (keyName == "Next" && !isAccessibilityEnabled)
{
- if(!mIsFocusIndicatorEnabled)
+ if( mIsFocusIndicatorShown == HIDE )
{
// Show focus indicator
- mIsFocusIndicatorEnabled = 1;
+ mIsFocusIndicatorShown = SHOW;
}
else
{
}
else if (keyName == "Tab" && !isAccessibilityEnabled)
{
- if(!mIsFocusIndicatorEnabled)
+ if( mIsFocusIndicatorShown == HIDE )
{
// Show focus indicator
- mIsFocusIndicatorEnabled = 1;
+ mIsFocusIndicatorShown = SHOW;
}
else
{
}
else if (keyName == "space" && !isAccessibilityEnabled)
{
- if(!mIsFocusIndicatorEnabled)
+ if( mIsFocusIndicatorShown == HIDE )
{
// Show focus indicator
- mIsFocusIndicatorEnabled = 1;
+ 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 = 1;
+ mIsFocusIndicatorShown = SHOW;
}
isFocusStartableKey = true;
{
if (keyName == "Return")
{
- if(!mIsFocusIndicatorEnabled && !isAccessibilityEnabled)
+ if((mIsFocusIndicatorShown == HIDE) && !isAccessibilityEnabled)
{
// Show focus indicator
- mIsFocusIndicatorEnabled = 1;
+ 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)
{
+ // 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 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();
}
}
+void KeyboardFocusManager::OnWindowFocusChanged(Window window, bool focusIn )
+{
+ if( focusIn && mCurrentFocusedWindow.GetHandle() != window.GetRootLayer() )
+ {
+ // 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;
+ }
+ }
+}
+
Toolkit::KeyboardFocusManager::PreFocusChangeSignalType& KeyboardFocusManager::PreFocusChangeSignal()
{
return mPreFocusChangeSignal;
mCustomAlgorithmInterface = &interface;
}
+void KeyboardFocusManager::EnableFocusIndicator(bool enable)
+{
+ if( !enable && mFocusIndicatorActor )
+ {
+ mFocusIndicatorActor.Unparent();
+ }
+
+ mEnableFocusIndicator = enable? ENABLE : DISABLE;
+
+}
+
+bool KeyboardFocusManager::IsFocusIndicatorEnabled() const
+{
+ return ( mEnableFocusIndicator == ENABLE );
+}
+
} // namespace Internal
} // namespace Toolkit