{
bool success = false;
- // If the parent's KEYBOARD_FOCUSABLE_CHILDREN is false, it cannot have focus.
- if(actor)
+ // Check whether the actor is in the stage and is keyboard focusable.
+ if(actor &&
+ actor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) &&
+ actor.GetProperty<bool>(DevelActor::Property::USER_INTERACTION_ENABLED) &&
+ actor.GetProperty<bool>(Actor::Property::CONNECTED_TO_SCENE) &&
+ actor.GetProperty<bool>(Actor::Property::VISIBLE))
{
+ // If the parent's KEYBOARD_FOCUSABLE_CHILDREN is false or VISIBLE is false, it cannot have focus.
Actor parent = actor.GetParent();
while(parent)
{
- if(!parent.GetProperty<bool>(DevelActor::Property::KEYBOARD_FOCUSABLE_CHILDREN))
+ if(!parent.GetProperty<bool>(DevelActor::Property::KEYBOARD_FOCUSABLE_CHILDREN) || !parent.GetProperty<bool>(Actor::Property::VISIBLE))
{
- DALI_LOG_INFO(gLogFilter, Debug::General, "[%s:%d] Parent Actor has KEYBOARD_FOCUSABLE_CHILDREN false,\n", __FUNCTION__, __LINE__);
+ DALI_LOG_INFO(gLogFilter, Debug::General, "[%s:%d] Parent Actor has KEYBOARD_FOCUSABLE_CHILDREN false or VISIBLE false,\n", __FUNCTION__, __LINE__);
return false;
}
parent = parent.GetParent();
}
- }
- if(actor && actor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) && actor.GetProperty<bool>(DevelActor::Property::USER_INTERACTION_ENABLED) && actor.GetProperty<bool>(Actor::Property::CONNECTED_TO_SCENE))
- {
- Integration::SceneHolder currentWindow = Integration::SceneHolder::Get(actor);
+ // If developer set focus on same actor, doing nothing
+ Actor currentFocusedActor = GetCurrentFocusActor();
+ if(actor == currentFocusedActor)
+ {
+ return true;
+ }
+ 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.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) && actor.GetProperty<bool>(DevelActor::Property::USER_INTERACTION_ENABLED) && actor.GetProperty<bool>(Actor::Property::CONNECTED_TO_SCENE))
- {
if((mIsFocusIndicatorShown == SHOW) && (mEnableFocusIndicator == ENABLE))
{
actor.Add(GetFocusIndicatorActor());
}
-
Toolkit::Control currentlyFocusedControl = Toolkit::Control::DownCast(currentFocusedActor);
if(currentlyFocusedControl)
{