-//
-// Copyright (c) 2014 Samsung Electronics Co., Ltd.
-//
-// Licensed under the Flora License, Version 1.0 (the License);
-// you may not use this file except in compliance with the License.
-// You may obtain a copy of the License at
-//
-// http://floralicense.org/license/
-//
-// Unless required by applicable law or agreed to in writing, software
-// distributed under the License is distributed on an AS IS BASIS,
-// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-// See the License for the specific language governing permissions and
-// limitations under the License.
-//
+/*
+ * Copyright (c) 2021 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
// CLASS HEADER
#include "keyinput-focus-manager-impl.h"
-// INTERNAL INCLUDES
+// EXTERNAL INCLUDES
#include <dali-toolkit/public-api/controls/control-impl.h>
+#include <dali/integration-api/adaptor-framework/adaptor.h>
+#include <dali/integration-api/adaptor-framework/scene-holder.h>
#include <dali/integration-api/debug.h>
+#include <dali/public-api/actors/layer.h>
+#include <cstring> // for strcmp
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/devel-api/controls/control-devel.h>
namespace Dali
{
-
namespace Toolkit
{
-
namespace Internal
{
+namespace
+{
+// Signals
+
+const char* const SIGNAL_KEY_INPUT_FOCUS_CHANGED = "keyInputFocusChanged";
+
+} // namespace
KeyInputFocusManager::KeyInputFocusManager()
-: mSlotDelegate( this )
+: mSlotDelegate(this),
+ mCurrentFocusControl()
{
- Stage::GetCurrent().KeyEventSignal().Connect(mSlotDelegate, &KeyInputFocusManager::OnKeyEvent);
+ // Retrieve all the existing widnows
+ Dali::SceneHolderList sceneHolders = Adaptor::Get().GetSceneHolders();
+ for(auto iter = sceneHolders.begin(); iter != sceneHolders.end(); ++iter)
+ {
+ (*iter).KeyEventGeneratedSignal().Connect(mSlotDelegate, &KeyInputFocusManager::OnKeyEvent);
+ }
+
+ // Get notified when any new scene holder is created afterwards
+ Adaptor::Get().WindowCreatedSignal().Connect(mSlotDelegate, &KeyInputFocusManager::OnSceneHolderCreated);
}
KeyInputFocusManager::~KeyInputFocusManager()
{
}
+void KeyInputFocusManager::OnSceneHolderCreated(Dali::Integration::SceneHolder& sceneHolder)
+{
+ sceneHolder.KeyEventGeneratedSignal().Connect(mSlotDelegate, &KeyInputFocusManager::OnKeyEvent);
+}
+
void KeyInputFocusManager::SetFocus(Toolkit::Control control)
{
if(!control)
{
- //No-op
+ // No-op
return;
}
- unsigned int actorID = control.GetId();
-
- ActorQueueIterator pos = std::find( mFocusActorsQueue.begin(), mFocusActorsQueue.end(), actorID);
-
- if((!mFocusActorsQueue.empty()) && (pos == mFocusActorsQueue.begin()))
+ if(control == mCurrentFocusControl)
{
- //Actor allready in front, so No-op
+ // Control already has focus
return;
}
- if(pos != mFocusActorsQueue.end())
- {
- //A previously focused actor wants to regain focus
- mFocusActorsQueue.erase(pos);
- }
- else
- {
- control.OffStageSignal().Connect( mSlotDelegate, &KeyInputFocusManager::OnFocusActorStageDisconnection );
- }
+ control.OffSceneSignal().Connect(mSlotDelegate, &KeyInputFocusManager::OnFocusControlSceneDisconnection);
- Dali::Toolkit::Control previousFocusControl;
- if(!mFocusActorsQueue.empty())
+ Dali::Toolkit::Control previousFocusControl = GetCurrentFocusControl();
+ if(previousFocusControl)
{
- previousFocusControl = Dali::Toolkit::Control::DownCast(Stage::GetCurrent().GetRootLayer().FindChildById(mFocusActorsQueue.front()));
- if(previousFocusControl)
- {
- // Notify the control that it has lost key input focus
- previousFocusControl.GetImplementation().OnKeyInputFocusLost();
- }
+ // Notify the control that it has lost key input focus
+ GetImplementation(previousFocusControl).OnKeyInputFocusLost();
}
- mFocusActorsQueue.push_front(actorID);
+ // Set control to currentFocusControl
+ mCurrentFocusControl = control;
// Tell the new actor that it has gained focus.
- control.GetImplementation().OnKeyInputFocusGained();
+ GetImplementation(control).OnKeyInputFocusGained();
// Emit the signal to inform focus change to the application.
- if ( !mKeyInputFocusChangedSignalV2.Empty() )
- {
- mKeyInputFocusChangedSignalV2.Emit( control, previousFocusControl );
- }
-}
-
-Control KeyInputFocusManager::GetCurrentFocusControl() const
-{
- Control currentFocusControl;
-
- if(!mFocusActorsQueue.empty())
+ if(!mKeyInputFocusChangedSignal.Empty())
{
- currentFocusControl = Dali::Toolkit::Control::DownCast(Stage::GetCurrent().GetRootLayer().FindChildById(mFocusActorsQueue.front()));
+ mKeyInputFocusChangedSignal.Emit(control, previousFocusControl);
}
-
- return currentFocusControl;
}
void KeyInputFocusManager::RemoveFocus(Toolkit::Control control)
{
- if(control)
+ if(control == mCurrentFocusControl)
{
- unsigned int actorId = control.GetId();
- ActorQueueIterator pos = std::find( mFocusActorsQueue.begin(), mFocusActorsQueue.end(), actorId);
-
- if(pos != mFocusActorsQueue.end())
- {
- control.OffStageSignal().Disconnect( mSlotDelegate, &KeyInputFocusManager::OnFocusActorStageDisconnection );
-
- // Notify the control that it has lost key input focus
- control.GetImplementation().OnKeyInputFocusLost();
-
- if(pos == mFocusActorsQueue.begin())
- {
- Actor previousFocusActor;
-
- mFocusActorsQueue.erase(pos);
- if(!mFocusActorsQueue.empty())
- {
- previousFocusActor = Stage::GetCurrent().GetRootLayer().FindChildById(mFocusActorsQueue.front());
- }
-
- Dali::Toolkit::Control previouscontrol = Dali::Toolkit::Control::DownCast(previousFocusActor);
- if(previouscontrol)
- {
- // Tell the new actor that it has gained focus.
- previouscontrol.GetImplementation().OnKeyInputFocusGained();
- }
- }
- else
- {
- //If the removed actor is not currently focused, then no need to emit signal.
- mFocusActorsQueue.erase(pos);
- }
+ control.OffSceneSignal().Disconnect(mSlotDelegate, &KeyInputFocusManager::OnFocusControlSceneDisconnection);
- }
- }
-}
-
-bool KeyInputFocusManager::IsKeyboardListener(Toolkit::Control control) const
-{
- bool result = false;
-
- if(!mFocusActorsQueue.empty())
- {
- unsigned int actorId = control.GetId();
- ActorQueueConstIterator pos = std::find(mFocusActorsQueue.begin(), mFocusActorsQueue.end(), actorId);
+ // Notify the control that it has lost key input focus
+ GetImplementation(control).OnKeyInputFocusLost();
- if(pos != mFocusActorsQueue.end())
- {
- result = true;
- }
+ mCurrentFocusControl.Reset();
}
-
- return result;
}
-Toolkit::KeyInputFocusManager::KeyInputFocusChangedSignalV2& KeyInputFocusManager::KeyInputFocusChangedSignal()
+Toolkit::Control KeyInputFocusManager::GetCurrentFocusControl() const
{
- return mKeyInputFocusChangedSignalV2;
+ return mCurrentFocusControl;
}
-Toolkit::KeyInputFocusManager::UnhandledKeyEventSignalV2& KeyInputFocusManager::UnhandledKeyEventSignal()
+Toolkit::KeyInputFocusManager::KeyInputFocusChangedSignalType& KeyInputFocusManager::KeyInputFocusChangedSignal()
{
- return mUnhandledKeyEventSignalV2;
+ return mKeyInputFocusChangedSignal;
}
-void KeyInputFocusManager::OnKeyEvent(const KeyEvent& event)
+bool KeyInputFocusManager::OnKeyEvent(const KeyEvent& event)
{
bool consumed = false;
- ActorQueueIterator iter = mFocusActorsQueue.begin();
-
- Layer rootLayer = Stage::GetCurrent().GetRootLayer();
-
- while(!mFocusActorsQueue.empty() && !consumed && (iter != mFocusActorsQueue.end()))
+ Toolkit::Control control = GetCurrentFocusControl();
+ if(control)
{
- Actor actor = rootLayer.FindChildById(*iter);
- Dali::Toolkit::Control control = Dali::Toolkit::Control::DownCast(actor);
- if(control)
+ Dali::Actor dispatch = control;
+ while(dispatch)
{
- // Notify the control about the key event
- consumed = control.GetImplementation().EmitKeyEventSignal(event);
+ // If the DISPATCH_KEY_EVENTS is false, it cannot emit key event.
+ Toolkit::Control dispatchControl = Toolkit::Control::DownCast(dispatch);
+ if(dispatchControl && !dispatchControl.GetProperty<bool>(Toolkit::DevelControl::Property::DISPATCH_KEY_EVENTS))
+ {
+ return true;
+ }
+ dispatch = dispatch.GetParent();
}
- iter++;
+
+ // Notify the control about the key event
+ consumed = EmitKeyEventSignal(control, event);
}
- if(!consumed)
+ return consumed;
+}
+
+bool KeyInputFocusManager::EmitKeyEventSignal(Toolkit::Control control, const KeyEvent& event)
+{
+ bool consumed = false;
+
+ if(control)
{
- // Emit signal to inform that a key event is not consumed.
- if( !mUnhandledKeyEventSignalV2.Empty() )
+ consumed = GetImplementation(control).EmitKeyEventSignal(event);
+
+ // if control doesn't consume KeyEvent, give KeyEvent to its parent.
+ if(!consumed)
{
- mUnhandledKeyEventSignalV2.Emit(event);
+ Toolkit::Control parent = Toolkit::Control::DownCast(control.GetParent());
+
+ if(parent)
+ {
+ consumed = EmitKeyEventSignal(parent, event);
+ }
}
}
+
+ return consumed;
}
-void KeyInputFocusManager::OnFocusActorStageDisconnection( Dali::Actor actor )
+void KeyInputFocusManager::OnFocusControlSceneDisconnection(Dali::Actor actor)
{
RemoveFocus(Dali::Toolkit::Control::DownCast(actor));
}
-bool KeyInputFocusManager::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor )
+bool KeyInputFocusManager::DoConnectSignal(BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor)
{
- Dali::BaseHandle handle( object );
-
- bool connected( true );
+ bool connected(true);
KeyInputFocusManager* manager = dynamic_cast<KeyInputFocusManager*>(object);
- if( Dali::Toolkit::KeyInputFocusManager::SIGNAL_KEY_INPUT_FOCUS_CHANGED == signalName )
- {
- manager->KeyInputFocusChangedSignal().Connect( tracker, functor );
- }
- else
+ if(manager)
{
- // signalName does not match any signal
- connected = false;
+ if(0 == strcmp(signalName.c_str(), SIGNAL_KEY_INPUT_FOCUS_CHANGED))
+ {
+ manager->KeyInputFocusChangedSignal().Connect(tracker, functor);
+ }
+ else
+ {
+ // signalName does not match any signal
+ connected = false;
+ }
}
return connected;