#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>
// 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.
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);
nextFocusableActor = mPreFocusChangeSignal.Emit(currentFocusActor, Actor(), direction);
mIsWaitingKeyboardFocusChangeCommit = false;
}
+ else if(mEnableDefaultAlgorithm && currentFocusActor)
+ {
+ // 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.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE))
{
// "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);
+ }
}
isFocusStartableKey = true;
// 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)))
{
- ClearFocus();
+ // 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);
+ }
}
}
return (mEnableFocusIndicator == ENABLE);
}
+void KeyboardFocusManager::EnableDefaultAlgorithm(bool enable)
+{
+ mEnableDefaultAlgorithm = enable;
+}
+
+bool KeyboardFocusManager::IsDefaultAlgorithmEnabled() const
+{
+ return mEnableDefaultAlgorithm;
+}
+
} // namespace Internal
} // namespace Toolkit