2 * Copyright (c) 2022 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include "keyboard-focus-manager-impl.h"
22 #include <dali/devel-api/actors/actor-devel.h>
23 #include <dali/devel-api/adaptor-framework/lifecycle-controller.h>
24 #include <dali/devel-api/common/singleton-service.h>
25 #include <dali/integration-api/adaptor-framework/adaptor.h>
26 #include <dali/integration-api/adaptor-framework/scene-holder.h>
27 #include <dali/integration-api/debug.h>
28 #include <dali/public-api/actors/layer.h>
29 #include <dali/public-api/animation/constraints.h>
30 #include <dali/public-api/events/key-event.h>
31 #include <dali/public-api/events/touch-event.h>
32 #include <dali/public-api/events/wheel-event.h>
33 #include <dali/public-api/object/property-map.h>
34 #include <dali/public-api/object/type-registry-helper.h>
35 #include <dali/public-api/object/type-registry.h>
36 #include <cstring> // for strcmp
39 #include <dali-toolkit/devel-api/asset-manager/asset-manager.h>
40 #include <dali-toolkit/devel-api/controls/control-devel.h>
41 #include <dali-toolkit/devel-api/focus-manager/focus-finder.h>
42 #include <dali-toolkit/devel-api/styling/style-manager-devel.h>
43 #include <dali-toolkit/public-api/controls/control-impl.h>
44 #include <dali-toolkit/public-api/controls/control.h>
45 #include <dali-toolkit/public-api/controls/image-view/image-view.h>
46 #include <dali-toolkit/public-api/styling/style-manager.h>
47 #include <dali/devel-api/adaptor-framework/accessibility.h>
55 namespace // Unnamed namespace
57 #if defined(DEBUG_ENABLED)
58 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_KEYBOARD_FOCUS_MANAGER");
61 const char* const IS_FOCUS_GROUP_PROPERTY_NAME = "isKeyboardFocusGroup"; // This property will be replaced by a flag in Control.
63 const char* const FOCUS_BORDER_IMAGE_FILE_NAME = "keyboard_focus.9.png";
67 BaseHandle handle = KeyboardFocusManager::Get();
71 SingletonService singletonService(SingletonService::Get());
74 Toolkit::KeyboardFocusManager manager = Toolkit::KeyboardFocusManager(new Internal::KeyboardFocusManager());
75 singletonService.Register(typeid(manager), manager);
83 DALI_TYPE_REGISTRATION_BEGIN_CREATE(Toolkit::KeyboardFocusManager, Dali::BaseHandle, Create, true)
85 DALI_SIGNAL_REGISTRATION(Toolkit, KeyboardFocusManager, "keyboardPreFocusChange", SIGNAL_PRE_FOCUS_CHANGE)
86 DALI_SIGNAL_REGISTRATION(Toolkit, KeyboardFocusManager, "keyboardFocusChanged", SIGNAL_FOCUS_CHANGED)
87 DALI_SIGNAL_REGISTRATION(Toolkit, KeyboardFocusManager, "keyboardFocusGroupChanged", SIGNAL_FOCUS_GROUP_CHANGED)
88 DALI_SIGNAL_REGISTRATION(Toolkit, KeyboardFocusManager, "keyboardFocusedActorEnterKey", SIGNAL_FOCUSED_ACTOR_ENTER_KEY)
90 DALI_TYPE_REGISTRATION_END()
92 const unsigned int MAX_HISTORY_AMOUNT = 30; ///< Max length of focus history stack
94 } // unnamed namespace
96 Toolkit::KeyboardFocusManager KeyboardFocusManager::Get()
98 Toolkit::KeyboardFocusManager manager;
100 SingletonService singletonService(SingletonService::Get());
103 // Check whether the keyboard focus manager is already created
104 Dali::BaseHandle handle = singletonService.GetSingleton(typeid(Toolkit::KeyboardFocusManager));
107 // If so, downcast the handle of singleton to keyboard focus manager
108 manager = Toolkit::KeyboardFocusManager(dynamic_cast<KeyboardFocusManager*>(handle.GetObjectPtr()));
115 KeyboardFocusManager::KeyboardFocusManager()
116 : mPreFocusChangeSignal(),
117 mFocusChangedSignal(),
118 mFocusGroupChangedSignal(),
119 mFocusedActorEnterKeySignal(),
120 mCurrentFocusActor(),
121 mFocusIndicatorActor(),
122 mFocusFinderRootActor(),
125 mCustomAlgorithmInterface(NULL),
126 mCurrentFocusedWindow(),
127 mIsFocusIndicatorShown(UNKNOWN),
128 mEnableFocusIndicator(ENABLE),
129 mAlwaysShowIndicator(ALWAYS_SHOW),
130 mFocusGroupLoopEnabled(false),
131 mIsWaitingKeyboardFocusChangeCommit(false),
132 mClearFocusOnTouch(true),
133 mEnableDefaultAlgorithm(false)
135 // TODO: Get FocusIndicatorEnable constant from stylesheet to set mIsFocusIndicatorShown.
137 LifecycleController::Get().InitSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnAdaptorInit);
140 void KeyboardFocusManager::OnAdaptorInit()
142 if(Adaptor::IsAvailable())
144 // Retrieve all the existing scene holders
145 Dali::SceneHolderList sceneHolders = Adaptor::Get().GetSceneHolders();
146 for(auto iter = sceneHolders.begin(); iter != sceneHolders.end(); ++iter)
148 (*iter).KeyEventSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnKeyEvent);
149 (*iter).TouchedSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnTouch);
150 (*iter).WheelEventGeneratedSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnCustomWheelEvent);
151 (*iter).WheelEventSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnWheelEvent);
152 Dali::Window window = DevelWindow::DownCast(*iter);
155 window.FocusChangeSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnWindowFocusChanged);
159 // Get notified when any new scene holder is created afterwards
160 Adaptor::Get().WindowCreatedSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnSceneHolderCreated);
164 void KeyboardFocusManager::OnSceneHolderCreated(Dali::Integration::SceneHolder& sceneHolder)
166 sceneHolder.KeyEventSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnKeyEvent);
167 sceneHolder.TouchedSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnTouch);
168 sceneHolder.WheelEventGeneratedSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnCustomWheelEvent);
169 sceneHolder.WheelEventSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnWheelEvent);
170 Dali::Window window = DevelWindow::DownCast(sceneHolder);
173 window.FocusChangeSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnWindowFocusChanged);
177 KeyboardFocusManager::~KeyboardFocusManager()
181 void KeyboardFocusManager::GetConfigurationFromStyleManger()
183 Toolkit::StyleManager styleManager = Toolkit::StyleManager::Get();
186 const Property::Map& config = Toolkit::DevelStyleManager::GetConfigurations(styleManager);
187 const auto alwaysShowFocusValue = config.Find("alwaysShowFocus", Property::Type::BOOLEAN);
189 mAlwaysShowIndicator = (alwaysShowFocusValue && alwaysShowFocusValue->Get<bool>()) ? ALWAYS_SHOW : NONE;
190 mIsFocusIndicatorShown = (mAlwaysShowIndicator == ALWAYS_SHOW) ? SHOW : HIDE;
191 mClearFocusOnTouch = (mIsFocusIndicatorShown == SHOW) ? false : true;
195 bool KeyboardFocusManager::SetCurrentFocusActor(Actor actor)
197 DALI_ASSERT_DEBUG(!mIsWaitingKeyboardFocusChangeCommit && "Calling this function in the PreFocusChangeSignal callback?");
199 if(mIsFocusIndicatorShown == UNKNOWN)
201 GetConfigurationFromStyleManger();
204 return DoSetCurrentFocusActor(actor);
207 bool KeyboardFocusManager::DoSetCurrentFocusActor(Actor actor)
209 bool success = false;
211 // Check whether the actor is in the stage and is keyboard focusable.
213 actor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) &&
214 actor.GetProperty<bool>(DevelActor::Property::USER_INTERACTION_ENABLED) &&
215 actor.GetProperty<bool>(Actor::Property::CONNECTED_TO_SCENE))
217 // If the parent's KEYBOARD_FOCUSABLE_CHILDREN is false, it cannot have focus.
218 Actor parent = actor.GetParent();
221 if(!parent.GetProperty<bool>(DevelActor::Property::KEYBOARD_FOCUSABLE_CHILDREN))
223 DALI_LOG_INFO(gLogFilter, Debug::General, "[%s:%d] Parent Actor has KEYBOARD_FOCUSABLE_CHILDREN false\n", __FUNCTION__, __LINE__);
226 parent = parent.GetParent();
229 // If developer set focus on same actor, doing nothing
230 Actor currentFocusedActor = GetCurrentFocusActor();
231 if(actor == currentFocusedActor)
236 Integration::SceneHolder currentWindow = Integration::SceneHolder::Get(actor);
237 if(currentWindow.GetRootLayer() != mCurrentFocusedWindow.GetHandle())
239 Layer rootLayer = currentWindow.GetRootLayer();
240 mCurrentFocusedWindow = rootLayer;
243 if((mIsFocusIndicatorShown == SHOW) && (mEnableFocusIndicator == ENABLE))
245 actor.Add(GetFocusIndicatorActor());
248 // Save the current focused actor
249 mCurrentFocusActor = actor;
251 bool focusedWindowFound = false;
252 for(unsigned int i = 0; i < mCurrentFocusActors.size(); i++)
254 if(mCurrentFocusActors[i].first == mCurrentFocusedWindow)
256 mCurrentFocusActors[i].second = actor;
257 focusedWindowFound = true;
261 if(!focusedWindowFound)
263 // A new window gains the focus, so store the focused actor in that window.
264 mCurrentFocusActors.push_back(std::pair<WeakHandle<Layer>, WeakHandle<Actor> >(mCurrentFocusedWindow, actor));
267 // Send notification for the change of focus actor
268 if(!mFocusChangedSignal.Empty())
270 mFocusChangedSignal.Emit(currentFocusedActor, actor);
273 Toolkit::Control currentlyFocusedControl = Toolkit::Control::DownCast(currentFocusedActor);
274 if(currentlyFocusedControl)
276 // Do we need it to remember if it was previously DISABLED?
277 currentlyFocusedControl.SetProperty(DevelControl::Property::STATE, DevelControl::NORMAL);
278 currentlyFocusedControl.ClearKeyInputFocus();
281 Toolkit::Control newlyFocusedControl = Toolkit::Control::DownCast(actor);
282 if(newlyFocusedControl)
284 newlyFocusedControl.SetProperty(DevelControl::Property::STATE, DevelControl::FOCUSED);
285 newlyFocusedControl.SetKeyInputFocus();
288 // Push Current Focused Actor to FocusHistory
289 mFocusHistory.push_back(actor);
291 // Delete first element before add new element when Stack is full.
292 if(mFocusHistory.size() > MAX_HISTORY_AMOUNT)
294 FocusStackIterator beginPos = mFocusHistory.begin();
295 mFocusHistory.erase(beginPos);
298 DALI_LOG_INFO(gLogFilter, Debug::General, "[%s:%d] SUCCEED\n", __FUNCTION__, __LINE__);
303 DALI_LOG_WARNING("[%s:%d] FAILED\n", __FUNCTION__, __LINE__);
309 Actor KeyboardFocusManager::GetCurrentFocusActor()
311 Actor actor = mCurrentFocusActor.GetHandle();
313 if(actor && !actor.GetProperty<bool>(Actor::Property::CONNECTED_TO_SCENE))
315 // If the actor has been removed from the stage, then it should not be focused
317 mCurrentFocusActor.Reset();
322 Actor KeyboardFocusManager::GetFocusActorFromCurrentWindow()
326 for(index = 0; index < mCurrentFocusActors.size(); index++)
328 if(mCurrentFocusActors[index].first == mCurrentFocusedWindow)
330 actor = mCurrentFocusActors[index].second.GetHandle();
335 if(actor && !actor.GetProperty<bool>(Actor::Property::CONNECTED_TO_SCENE))
337 // If the actor has been removed from the window, then the window doesn't have any focused actor
339 mCurrentFocusActors.erase(mCurrentFocusActors.begin() + index);
345 Actor KeyboardFocusManager::GetCurrentFocusGroup()
347 return GetFocusGroup(GetCurrentFocusActor());
350 void KeyboardFocusManager::MoveFocusBackward()
352 // Find Pre Focused Actor when the list size is more than 1
353 if(mFocusHistory.size() > 1)
355 // Delete current focused actor in history
356 mFocusHistory.pop_back();
358 // If pre-focused actors are not on stage or deleted, remove them in stack
359 while(mFocusHistory.size() > 0)
361 // Get pre focused actor
362 Actor target = mFocusHistory[mFocusHistory.size() - 1].GetHandle();
364 // Impl of Actor is not null
365 if(target && target.GetProperty<bool>(Actor::Property::CONNECTED_TO_SCENE))
367 // Delete pre focused actor in history because it will pushed again by SetCurrentFocusActor()
368 mFocusHistory.pop_back();
369 SetCurrentFocusActor(target);
374 // Target is empty handle or off stage. Erase from queue
375 mFocusHistory.pop_back();
379 // if there is no actor which can get focus, then push current focus actor in stack again
380 if(mFocusHistory.size() == 0)
382 Actor currentFocusedActor = GetCurrentFocusActor();
383 mFocusHistory.push_back(currentFocusedActor);
388 bool KeyboardFocusManager::IsLayoutControl(Actor actor) const
390 Toolkit::Control control = Toolkit::Control::DownCast(actor);
391 return control && GetImplementation(control).IsKeyboardNavigationSupported();
394 Toolkit::Control KeyboardFocusManager::GetParentLayoutControl(Actor actor) const
396 // Get the actor's parent layout control that supports two dimensional keyboard navigation
401 Integration::SceneHolder window = Integration::SceneHolder::Get(actor);
404 rootActor = window.GetRootLayer();
407 parent = actor.GetParent();
410 while(parent && !IsLayoutControl(parent) && parent != rootActor)
412 parent = parent.GetParent();
415 return Toolkit::Control::DownCast(parent);
418 bool KeyboardFocusManager::MoveFocus(Toolkit::Control::KeyboardFocus::Direction direction, const std::string& deviceName)
420 Actor currentFocusActor = GetCurrentFocusActor();
422 bool succeed = false;
424 // Go through the actor's hierarchy until we find a layout control that knows how to move the focus
425 Toolkit::Control layoutControl = IsLayoutControl(currentFocusActor) ? Toolkit::Control::DownCast(currentFocusActor) : GetParentLayoutControl(currentFocusActor);
426 while(layoutControl && !succeed)
428 succeed = DoMoveFocusWithinLayoutControl(layoutControl, currentFocusActor, direction);
429 layoutControl = GetParentLayoutControl(layoutControl);
434 Actor nextFocusableActor;
436 Toolkit::Control currentFocusControl = Toolkit::Control::DownCast(currentFocusActor);
438 // If the current focused actor is a control, then find the next focusable actor via the focusable properties.
439 if(currentFocusControl)
442 Property::Index index = Property::INVALID_INDEX;
443 Property::Value value;
445 // Find property index based upon focus direction
448 case Toolkit::Control::KeyboardFocus::LEFT:
450 index = Toolkit::DevelControl::Property::LEFT_FOCUSABLE_ACTOR_ID;
453 case Toolkit::Control::KeyboardFocus::RIGHT:
455 index = Toolkit::DevelControl::Property::RIGHT_FOCUSABLE_ACTOR_ID;
458 case Toolkit::Control::KeyboardFocus::UP:
460 index = Toolkit::DevelControl::Property::UP_FOCUSABLE_ACTOR_ID;
463 case Toolkit::Control::KeyboardFocus::DOWN:
465 index = Toolkit::DevelControl::Property::DOWN_FOCUSABLE_ACTOR_ID;
468 case Toolkit::Control::KeyboardFocus::CLOCKWISE:
470 index = Toolkit::DevelControl::Property::CLOCKWISE_FOCUSABLE_ACTOR_ID;
473 case Toolkit::Control::KeyboardFocus::COUNTER_CLOCKWISE:
475 index = Toolkit::DevelControl::Property::COUNTER_CLOCKWISE_FOCUSABLE_ACTOR_ID;
482 // If the focusable property is set then determine next focusable actor
483 if(index != Property::INVALID_INDEX)
485 value = currentFocusActor.GetProperty(index);
486 actorId = value.Get<int>();
488 // If actor's id is valid then find actor form actor's id. The actor should be on the stage.
491 if(currentFocusActor.GetParent())
493 nextFocusableActor = currentFocusActor.GetParent().FindChildById(actorId);
496 if(!nextFocusableActor)
498 Integration::SceneHolder window = Integration::SceneHolder::Get(currentFocusActor);
501 nextFocusableActor = window.GetRootLayer().FindChildById(actorId);
508 if(!nextFocusableActor)
510 // If the implementation of CustomAlgorithmInterface is provided then the PreFocusChangeSignal is no longer emitted.
511 if(mCustomAlgorithmInterface)
513 mIsWaitingKeyboardFocusChangeCommit = true;
514 nextFocusableActor = mCustomAlgorithmInterface->GetNextFocusableActor(currentFocusActor, Actor(), direction, deviceName);
515 mIsWaitingKeyboardFocusChangeCommit = false;
517 else if(!mPreFocusChangeSignal.Empty())
519 // Don't know how to move the focus further. The application needs to tell us which actor to move the focus to
520 mIsWaitingKeyboardFocusChangeCommit = true;
521 nextFocusableActor = mPreFocusChangeSignal.Emit(currentFocusActor, Actor(), direction);
522 mIsWaitingKeyboardFocusChangeCommit = false;
524 else if(mEnableDefaultAlgorithm)
526 Actor rootActor = mFocusFinderRootActor.GetHandle();
529 if(currentFocusActor)
531 // Find the window of the focused actor.
532 Integration::SceneHolder window = Integration::SceneHolder::Get(currentFocusActor);
535 rootActor = window.GetRootLayer();
540 // Searches from the currently focused window.
541 rootActor = mCurrentFocusedWindow.GetHandle();
546 // We should find it among the actors nearby.
547 nextFocusableActor = Toolkit::FocusFinder::GetNearestFocusableActor(rootActor, currentFocusActor, direction);
552 if(nextFocusableActor && nextFocusableActor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) && nextFocusableActor.GetProperty<bool>(DevelActor::Property::USER_INTERACTION_ENABLED))
554 // Whether the next focusable actor is a layout control
555 if(IsLayoutControl(nextFocusableActor))
557 // If so, move the focus inside it.
558 Toolkit::Control layoutControl = Toolkit::Control::DownCast(nextFocusableActor);
559 succeed = DoMoveFocusWithinLayoutControl(layoutControl, currentFocusActor, direction);
563 // Just set focus to the next focusable actor
564 succeed = SetCurrentFocusActor(nextFocusableActor);
572 bool KeyboardFocusManager::DoMoveFocusWithinLayoutControl(Toolkit::Control control, Actor actor, Toolkit::Control::KeyboardFocus::Direction direction)
574 // Ask the control for the next actor to focus
575 Actor nextFocusableActor = GetImplementation(control).GetNextKeyboardFocusableActor(actor, direction, mFocusGroupLoopEnabled);
576 if(nextFocusableActor)
578 if(!(nextFocusableActor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) || nextFocusableActor.GetProperty<bool>(DevelActor::Property::USER_INTERACTION_ENABLED)))
580 // If the actor is not focusable, ask the same layout control for the next actor to focus
581 return DoMoveFocusWithinLayoutControl(control, nextFocusableActor, direction);
585 Actor currentFocusActor = GetCurrentFocusActor();
586 Actor committedFocusActor = nextFocusableActor;
588 // We will try to move the focus to the actor. Emit a signal to notify the proposed actor to focus
589 // Signal handler can check the proposed actor and return a different actor if it wishes.
590 if(!mPreFocusChangeSignal.Empty())
592 mIsWaitingKeyboardFocusChangeCommit = true;
593 committedFocusActor = mPreFocusChangeSignal.Emit(currentFocusActor, nextFocusableActor, direction);
594 mIsWaitingKeyboardFocusChangeCommit = false;
597 if(committedFocusActor && committedFocusActor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) && committedFocusActor.GetProperty<bool>(DevelActor::Property::USER_INTERACTION_ENABLED))
599 // Whether the commited focusable actor is a layout control
600 if(IsLayoutControl(committedFocusActor) && committedFocusActor != control)
602 // If so, move the focus inside it.
603 Toolkit::Control layoutControl = Toolkit::Control::DownCast(committedFocusActor);
604 return DoMoveFocusWithinLayoutControl(layoutControl, currentFocusActor, direction);
608 // Otherwise, just set focus to the next focusable actor
609 if(committedFocusActor == nextFocusableActor)
611 // If the application hasn't changed our proposed actor, we informs the layout control we will
612 // move the focus to what the control returns. The control might wish to perform some actions
613 // before the focus is actually moved.
614 GetImplementation(control).OnKeyboardFocusChangeCommitted(committedFocusActor);
617 return SetCurrentFocusActor(committedFocusActor);
628 // No more actor can be focused in the given direction within the same layout control.
633 bool KeyboardFocusManager::DoMoveFocusToNextFocusGroup(bool forward)
635 bool succeed = false;
637 // Get the parent layout control of the current focus group
638 Toolkit::Control parentLayoutControl = GetParentLayoutControl(GetCurrentFocusGroup());
640 while(parentLayoutControl && !succeed)
642 // If the current focus group has a parent layout control, we can probably automatically
643 // move the focus to the next focus group in the forward or backward direction.
644 Toolkit::Control::KeyboardFocus::Direction direction = forward ? Toolkit::Control::KeyboardFocus::RIGHT : Toolkit::Control::KeyboardFocus::LEFT;
645 succeed = DoMoveFocusWithinLayoutControl(parentLayoutControl, GetCurrentFocusActor(), direction);
646 parentLayoutControl = GetParentLayoutControl(parentLayoutControl);
649 if(!mFocusGroupChangedSignal.Empty())
651 // Emit a focus group changed signal. The applicaton can move the focus to a new focus group
652 mFocusGroupChangedSignal.Emit(GetCurrentFocusActor(), forward);
658 void KeyboardFocusManager::DoKeyboardEnter(Actor actor)
662 Toolkit::Control control = Toolkit::Control::DownCast(actor);
665 // Notify the control that enter has been pressed on it.
666 GetImplementation(control).KeyboardEnter();
669 // Send a notification for the actor.
670 if(!mFocusedActorEnterKeySignal.Empty())
672 mFocusedActorEnterKeySignal.Emit(actor);
677 void KeyboardFocusManager::ClearFocus()
679 ClearFocusIndicator();
680 Actor actor = GetCurrentFocusActor();
683 // Send notification for the change of focus actor
684 if(!mFocusChangedSignal.Empty())
686 mFocusChangedSignal.Emit(actor, Actor());
689 Toolkit::Control currentlyFocusedControl = Toolkit::Control::DownCast(actor);
690 if(currentlyFocusedControl)
692 currentlyFocusedControl.SetProperty(DevelControl::Property::STATE, DevelControl::NORMAL);
693 currentlyFocusedControl.ClearKeyInputFocus();
696 mCurrentFocusActor.Reset();
699 void KeyboardFocusManager::ClearFocusIndicator()
701 Actor actor = GetCurrentFocusActor();
704 if(mFocusIndicatorActor)
706 actor.Remove(mFocusIndicatorActor);
709 mIsFocusIndicatorShown = (mAlwaysShowIndicator == ALWAYS_SHOW) ? SHOW : HIDE;
712 void KeyboardFocusManager::SetFocusGroupLoop(bool enabled)
714 mFocusGroupLoopEnabled = enabled;
717 bool KeyboardFocusManager::GetFocusGroupLoop() const
719 return mFocusGroupLoopEnabled;
722 void KeyboardFocusManager::SetAsFocusGroup(Actor actor, bool isFocusGroup)
726 // Create/Set focus group property.
727 actor.RegisterProperty(IS_FOCUS_GROUP_PROPERTY_NAME, isFocusGroup, Property::READ_WRITE);
731 bool KeyboardFocusManager::IsFocusGroup(Actor actor) const
733 // Check whether the actor is a focus group
734 bool isFocusGroup = false;
738 Property::Index propertyIsFocusGroup = actor.GetPropertyIndex(IS_FOCUS_GROUP_PROPERTY_NAME);
739 if(propertyIsFocusGroup != Property::INVALID_INDEX)
741 isFocusGroup = actor.GetProperty<bool>(propertyIsFocusGroup);
748 Actor KeyboardFocusManager::GetFocusGroup(Actor actor)
750 // Go through the actor's hierarchy to check which focus group the actor belongs to
751 while(actor && !IsFocusGroup(actor))
753 actor = actor.GetParent();
759 void KeyboardFocusManager::SetFocusIndicatorActor(Actor indicator)
761 if(mFocusIndicatorActor != indicator)
763 Actor currentFocusActor = GetCurrentFocusActor();
764 if(currentFocusActor)
766 // The new focus indicator should be added to the current focused actor immediately
767 if(mFocusIndicatorActor)
769 currentFocusActor.Remove(mFocusIndicatorActor);
774 currentFocusActor.Add(indicator);
778 mFocusIndicatorActor = indicator;
782 Actor KeyboardFocusManager::GetFocusIndicatorActor()
784 if(!mFocusIndicatorActor)
786 // Create the default if it hasn't been set and one that's shared by all the keyboard focusable actors
787 const std::string imageDirPath = AssetManager::GetDaliImagePath();
788 mFocusIndicatorActor = Toolkit::ImageView::New(imageDirPath + FOCUS_BORDER_IMAGE_FILE_NAME);
790 // Apply size constraint to the focus indicator
791 mFocusIndicatorActor.SetResizePolicy(ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS);
794 mFocusIndicatorActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
795 mFocusIndicatorActor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
796 mFocusIndicatorActor.SetProperty(Actor::Property::POSITION, Vector2(0.0f, 0.0f));
798 return mFocusIndicatorActor;
801 void KeyboardFocusManager::OnKeyEvent(const KeyEvent& event)
803 const std::string& keyName = event.GetKeyName();
804 const std::string& deviceName = event.GetDeviceName();
806 if(mIsFocusIndicatorShown == UNKNOWN)
808 GetConfigurationFromStyleManger();
811 bool isFocusStartableKey = false;
813 if(event.GetState() == KeyEvent::DOWN)
815 if(keyName == "Left")
817 if(mIsFocusIndicatorShown == HIDE)
819 // Show focus indicator
820 mIsFocusIndicatorShown = SHOW;
824 // Move the focus towards left
825 MoveFocus(Toolkit::Control::KeyboardFocus::LEFT, deviceName);
828 isFocusStartableKey = true;
830 else if(keyName == "Right")
832 if(mIsFocusIndicatorShown == HIDE)
834 // Show focus indicator
835 mIsFocusIndicatorShown = SHOW;
839 // Move the focus towards right
840 MoveFocus(Toolkit::Control::KeyboardFocus::RIGHT, deviceName);
843 isFocusStartableKey = true;
845 else if(keyName == "Up")
847 if(mIsFocusIndicatorShown == HIDE)
849 // Show focus indicator
850 mIsFocusIndicatorShown = SHOW;
854 // Move the focus towards up
855 MoveFocus(Toolkit::Control::KeyboardFocus::UP, deviceName);
858 isFocusStartableKey = true;
860 else if(keyName == "Down")
862 if(mIsFocusIndicatorShown == HIDE)
864 // Show focus indicator
865 mIsFocusIndicatorShown = SHOW;
869 // Move the focus towards down
870 MoveFocus(Toolkit::Control::KeyboardFocus::DOWN, deviceName);
873 isFocusStartableKey = true;
875 else if(keyName == "Prior")
877 if(mIsFocusIndicatorShown == HIDE)
879 // Show focus indicator
880 mIsFocusIndicatorShown = SHOW;
884 // Move the focus towards the previous page
885 MoveFocus(Toolkit::Control::KeyboardFocus::PAGE_UP, deviceName);
888 isFocusStartableKey = true;
890 else if(keyName == "Next")
892 if(mIsFocusIndicatorShown == HIDE)
894 // Show focus indicator
895 mIsFocusIndicatorShown = SHOW;
899 // Move the focus towards the next page
900 MoveFocus(Toolkit::Control::KeyboardFocus::PAGE_DOWN, deviceName);
903 isFocusStartableKey = true;
905 else if(keyName == "Tab")
907 if(mIsFocusIndicatorShown == HIDE)
909 // Show focus indicator
910 mIsFocusIndicatorShown = SHOW;
914 // "Tab" key changes the focus group in the forward direction and
915 // "Shift-Tab" key changes it in the backward direction.
916 if(!DoMoveFocusToNextFocusGroup(!event.IsShiftModifier()))
918 // If the focus group is not changed, Move the focus towards forward, "Shift-Tap" key moves the focus towards backward.
919 MoveFocus(event.IsShiftModifier() ? Toolkit::Control::KeyboardFocus::BACKWARD : Toolkit::Control::KeyboardFocus::FORWARD, deviceName);
923 isFocusStartableKey = true;
925 else if(keyName == "space")
927 if(mIsFocusIndicatorShown == HIDE)
929 // Show focus indicator
930 mIsFocusIndicatorShown = SHOW;
933 isFocusStartableKey = true;
935 else if(keyName == "")
937 // Check the fake key event for evas-plugin case
938 if(mIsFocusIndicatorShown == HIDE)
940 // Show focus indicator
941 mIsFocusIndicatorShown = SHOW;
944 isFocusStartableKey = true;
946 else if(keyName == "Backspace")
948 // Emit signal to go back to the previous view???
950 else if(keyName == "Escape")
954 else if(event.GetState() == KeyEvent::UP)
956 if(keyName == "Return")
958 if(mIsFocusIndicatorShown == HIDE)
960 // Show focus indicator
961 mIsFocusIndicatorShown = SHOW;
965 // The focused actor has enter pressed on it
966 Actor actor = GetCurrentFocusActor();
969 DoKeyboardEnter(actor);
973 isFocusStartableKey = true;
977 if(isFocusStartableKey && mIsFocusIndicatorShown == SHOW)
979 Actor actor = GetCurrentFocusActor();
982 if(mEnableFocusIndicator == ENABLE)
984 // Make sure the focused actor is highlighted
985 actor.Add(GetFocusIndicatorActor());
988 else if(!mEnableDefaultAlgorithm)
990 // No actor is focused but keyboard focus is activated by the key press
991 // Let's try to move the initial focus
992 MoveFocus(Toolkit::Control::KeyboardFocus::RIGHT, deviceName);
997 void KeyboardFocusManager::OnTouch(const TouchEvent& touch)
999 // if mIsFocusIndicatorShown is UNKNOWN, it means Configuration is not loaded.
1000 // Try to load configuration.
1001 if(mIsFocusIndicatorShown == UNKNOWN)
1003 GetConfigurationFromStyleManger();
1006 // Clear the focus when user touch the screen.
1007 // We only do this on a Down event, otherwise the clear action may override a manually focused actor.
1008 if(((touch.GetPointCount() < 1) || (touch.GetState(0) == PointState::DOWN)))
1010 // If you touch the currently focused actor again, you don't need to do SetCurrentFocusActor again.
1011 Actor hitActor = touch.GetHitActor(0);
1012 if(hitActor && hitActor == GetCurrentFocusActor())
1016 // If KEYBOARD_FOCUSABLE and TOUCH_FOCUSABLE is true, set focus actor
1017 if(hitActor && hitActor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) && hitActor.GetProperty<bool>(DevelActor::Property::TOUCH_FOCUSABLE))
1019 // If mClearFocusOnTouch is false, do not clear the focus
1020 if(mClearFocusOnTouch)
1024 SetCurrentFocusActor(hitActor);
1028 // If mClearFocusOnTouch is false, do not clear the focus indicator even if user touch the screen.
1029 if(mClearFocusOnTouch)
1031 ClearFocusIndicator();
1037 void KeyboardFocusManager::OnWheelEvent(const WheelEvent& event)
1039 if(event.GetType() == Dali::WheelEvent::CUSTOM_WHEEL)
1041 Toolkit::Control::KeyboardFocus::Direction direction = (event.GetDelta() > 0) ? Toolkit::Control::KeyboardFocus::CLOCKWISE : Toolkit::Control::KeyboardFocus::COUNTER_CLOCKWISE;
1043 MoveFocus(direction);
1047 bool KeyboardFocusManager::OnCustomWheelEvent(const WheelEvent& event)
1049 bool consumed = false;
1050 Actor actor = GetCurrentFocusActor();
1053 // Notify the actor about the wheel event
1054 consumed = EmitCustomWheelSignals(actor, event);
1059 bool KeyboardFocusManager::EmitCustomWheelSignals(Actor actor, const WheelEvent& event)
1061 bool consumed = false;
1065 Dali::Actor oldParent(actor.GetParent());
1067 // Only do the conversion and emit the signal if the actor's wheel signal has connections.
1068 if(!actor.WheelEventSignal().Empty())
1070 // Emit the signal to the parent
1071 consumed = actor.WheelEventSignal().Emit(actor, event);
1073 // if actor doesn't consume WheelEvent, give WheelEvent to its parent.
1076 // The actor may have been removed/reparented during the signal callbacks.
1077 Dali::Actor parent = actor.GetParent();
1080 (parent == oldParent))
1082 consumed = EmitCustomWheelSignals(parent, event);
1090 void KeyboardFocusManager::OnWindowFocusChanged(Window window, bool focusIn)
1092 if(focusIn && mCurrentFocusedWindow.GetHandle() != window.GetRootLayer())
1094 // Change Current Focused Window
1095 Layer rootLayer = window.GetRootLayer();
1096 mCurrentFocusedWindow = rootLayer;
1098 // Get Current Focused Actor from window
1099 Actor currentFocusedActor = GetFocusActorFromCurrentWindow();
1100 SetCurrentFocusActor(currentFocusedActor);
1102 if(currentFocusedActor && (mEnableFocusIndicator == ENABLE))
1104 // Make sure the focused actor is highlighted
1105 currentFocusedActor.Add(GetFocusIndicatorActor());
1106 mIsFocusIndicatorShown = SHOW;
1111 Toolkit::KeyboardFocusManager::PreFocusChangeSignalType& KeyboardFocusManager::PreFocusChangeSignal()
1113 return mPreFocusChangeSignal;
1116 Toolkit::KeyboardFocusManager::FocusChangedSignalType& KeyboardFocusManager::FocusChangedSignal()
1118 return mFocusChangedSignal;
1121 Toolkit::KeyboardFocusManager::FocusGroupChangedSignalType& KeyboardFocusManager::FocusGroupChangedSignal()
1123 return mFocusGroupChangedSignal;
1126 Toolkit::KeyboardFocusManager::FocusedActorEnterKeySignalType& KeyboardFocusManager::FocusedActorEnterKeySignal()
1128 return mFocusedActorEnterKeySignal;
1131 bool KeyboardFocusManager::DoConnectSignal(BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor)
1133 Dali::BaseHandle handle(object);
1135 bool connected(true);
1136 KeyboardFocusManager* manager = static_cast<KeyboardFocusManager*>(object); // TypeRegistry guarantees that this is the correct type.
1138 if(0 == strcmp(signalName.c_str(), SIGNAL_PRE_FOCUS_CHANGE))
1140 manager->PreFocusChangeSignal().Connect(tracker, functor);
1142 else if(0 == strcmp(signalName.c_str(), SIGNAL_FOCUS_CHANGED))
1144 manager->FocusChangedSignal().Connect(tracker, functor);
1146 else if(0 == strcmp(signalName.c_str(), SIGNAL_FOCUS_GROUP_CHANGED))
1148 manager->FocusGroupChangedSignal().Connect(tracker, functor);
1150 else if(0 == strcmp(signalName.c_str(), SIGNAL_FOCUSED_ACTOR_ENTER_KEY))
1152 manager->FocusedActorEnterKeySignal().Connect(tracker, functor);
1156 // signalName does not match any signal
1163 void KeyboardFocusManager::SetCustomAlgorithm(CustomAlgorithmInterface& interface)
1165 mCustomAlgorithmInterface = &interface;
1168 void KeyboardFocusManager::EnableFocusIndicator(bool enable)
1170 if(!enable && mFocusIndicatorActor)
1172 mFocusIndicatorActor.Unparent();
1175 mEnableFocusIndicator = enable ? ENABLE : DISABLE;
1178 bool KeyboardFocusManager::IsFocusIndicatorEnabled() const
1180 return (mEnableFocusIndicator == ENABLE);
1183 void KeyboardFocusManager::EnableDefaultAlgorithm(bool enable)
1185 mEnableDefaultAlgorithm = enable;
1188 bool KeyboardFocusManager::IsDefaultAlgorithmEnabled() const
1190 return mEnableDefaultAlgorithm;
1193 void KeyboardFocusManager::SetFocusFinderRootActor(Actor actor)
1195 mFocusFinderRootActor = actor;
1198 void KeyboardFocusManager::ResetFocusFinderRootActor()
1200 mFocusFinderRootActor.Reset();
1203 } // namespace Internal
1205 } // namespace Toolkit