#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/devel-api/object/type-registry-helper.h>
+#include <dali/public-api/object/type-registry-helper.h>
#include <dali/public-api/images/resource-image.h>
#include <dali/integration-api/debug.h>
DALI_TYPE_REGISTRATION_BEGIN_CREATE( Toolkit::KeyboardFocusManager, Dali::BaseHandle, Create, true )
-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, "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()
OnPhysicalKeyboardStatusChanged(PhysicalKeyboard::Get());
Toolkit::KeyInputFocusManager::Get().UnhandledKeyEventSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnKeyEvent);
- Stage::GetCurrent().TouchedSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnTouched);
+ Stage::GetCurrent().TouchSignal().Connect( mSlotDelegate, &KeyboardFocusManager::OnTouch );
PhysicalKeyboard::Get().StatusChangedSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnPhysicalKeyboardStatusChanged);
}
{
}
-bool KeyboardFocusManager::SetCurrentFocusActor(Actor actor)
+bool KeyboardFocusManager::SetCurrentFocusActor( Actor actor )
{
DALI_ASSERT_DEBUG( !mIsWaitingKeyboardFocusChangeCommit && "Calling this function in the PreFocusChangeSignal callback?" );
return false;
}
-bool KeyboardFocusManager::DoSetCurrentFocusActor(const unsigned int actorID)
+bool KeyboardFocusManager::DoSetCurrentFocusActor( const unsigned int actorID )
{
Actor rootActor = Stage::GetCurrent().GetRootLayer();
- Actor actor = rootActor.FindChildById(actorID);
+ Actor actor = rootActor.FindChildById( actorID );
+ bool success = false;
- // Check whether the actor is in the stage
- if(actor)
+ // Check whether the actor is in the stage and is keyboard focusable.
+ if( actor && actor.IsKeyboardFocusable() )
{
- // Set the focus only when the actor is keyboard focusable
- if(actor.IsKeyboardFocusable())
+ mIsFocusIndicatorEnabled = true;
+ // Draw the focus indicator upon the focused actor
+ if( mFocusIndicatorActor )
{
- // Draw the focus indicator upon the focused actor
- if(mIsFocusIndicatorEnabled && mFocusIndicatorActor)
- {
- actor.Add(mFocusIndicatorActor);
- }
+ actor.Add( mFocusIndicatorActor );
+ }
- // Send notification for the change of focus actor
- if( !mFocusChangedSignal.Empty() )
- {
- mFocusChangedSignal.Emit(GetCurrentFocusActor(), actor);
- }
+ // Send notification for the change of focus actor
+ if( !mFocusChangedSignal.Empty() )
+ {
+ mFocusChangedSignal.Emit(GetCurrentFocusActor(), actor);
+ }
- DALI_LOG_INFO( gLogFilter, Debug::General, "[%s:%d] Focus Changed\n", __FUNCTION__, __LINE__);
+ DALI_LOG_INFO( gLogFilter, Debug::General, "[%s:%d] Focus Changed\n", __FUNCTION__, __LINE__);
- // Save the current focused actor
- mCurrentFocusActor = actorID;
+ // Save the current focused actor
+ mCurrentFocusActor = actorID;
- DALI_LOG_INFO( gLogFilter, Debug::General, "[%s:%d] SUCCEED\n", __FUNCTION__, __LINE__);
- return true;
- }
+ 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()
{
// Create a focus indicator actor shared by all the keyboard focusable actors
Toolkit::ImageView focusIndicator = Toolkit::ImageView::New(FOCUS_BORDER_IMAGE_PATH);
- focusIndicator.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION_PLUS_LOCAL_POSITION );
- focusIndicator.SetPosition(Vector3(0.0f, 0.0f, 1.0f));
+ focusIndicator.SetParentOrigin( ParentOrigin::CENTER );
// Apply size constraint to the focus indicator
focusIndicator.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
}
}
-void KeyboardFocusManager::OnTouched(const TouchEvent& touchEvent)
+void KeyboardFocusManager::OnTouch(const TouchData& touch)
{
// 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( ( touchEvent.GetPointCount() < 1 ) || ( touchEvent.GetPoint( 0 ).state == TouchPoint::Down ) )
+ if( ( touch.GetPointCount() < 1 ) || ( touch.GetState( 0 ) == PointState::DOWN ) )
{
ClearFocus();
}