#define __DALI_TOOLKIT_CONTROL_H__
/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2015 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.
* @see Internal::Control
*
* Signals
- * | %Signal Name | Method |
- * |-------------------|-----------------------------------------------------|
- * | key-event | @ref KeyEventSignal() |
- * | tapped | @ref GetTapGestureDetector().DetectedSignal() |
- * | panned | @ref GetPanGestureDetector().DetectedSignal() |
- * | pinched | @ref GetPinchGestureDetector().DetectedSignal() |
- * | long-pressed | @ref GetLongPressGestureDetector().DetectedSignal() |
+ * | %Signal Name | Method |
+ * |------------------------|-----------------------------------------------------|
+ * | key-event | @ref KeyEventSignal() |
+ * | key-input-focus-gained | @ref KeyInputFocusGainedSignal() |
+ * | key-input-focus-lost | @ref KeyInputFocusLostSignal() |
+ * | tapped | @ref GetTapGestureDetector().DetectedSignal() |
+ * | panned | @ref GetPanGestureDetector().DetectedSignal() |
+ * | pinched | @ref GetPinchGestureDetector().DetectedSignal() |
+ * | long-pressed | @ref GetLongPressGestureDetector().DetectedSignal() |
*
* Actions
* | %Action Name | %Control method called |
/// @brief Key Event signal type;
typedef Signal<bool ( Control, const KeyEvent& ) > KeyEventSignalType;
+ /// @brief Key InputFocusType signal type;
+ typedef Signal<void ( Control ) > KeyInputFocusSignalType;
+
public: // Creation & Destruction
/**
* @code
* bool YourCallbackName(Control control, const KeyEvent& event);
* @endcode
- * The return value of True, indicates that the touch event should be consumed.
- * Otherwise the signal will be emitted on the next sensitive parent of the actor.
+ * The return value of True, indicates that the event should be consumed.
+ * Otherwise the signal will be emitted on the next parent of the actor.
* @pre The Control has been initialized.
* @return The signal to connect to.
*/
KeyEventSignalType& KeyEventSignal();
+ /**
+ * @brief This signal is emitted when the control gets Key Input Focus
+ *
+ * A callback of the following type may be connected:
+ * @code
+ * bool YourCallbackName( Control control );
+ * @endcode
+ * The return value of True, indicates that the event should be consumed.
+ * Otherwise the signal will be emitted on the next parent of the actor.
+ * @pre The Control has been initialized.
+ * @return The signal to connect to.
+ */
+ KeyInputFocusSignalType& KeyInputFocusGainedSignal();
+
+ /**
+ * @brief This signal is emitted when the control loses Key Input Focus
+ * which could be due to it being gained by another Control or Actor or just cleared from
+ * this control as no longer required.
+ *
+ * A callback of the following type may be connected:
+ * @code
+ * bool YourCallbackName( Control control );
+ * @endcode
+ * The return value of True, indicates that the event should be consumed.
+ * Otherwise the signal will be emitted on the next parent of the actor.
+ * @pre The Control has been initialized.
+ * @return The signal to connect to.
+ */
+ KeyInputFocusSignalType& KeyInputFocusLostSignal();
+
public: // Intended for control developers
/**