2 * Copyright (c) 2021 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 Property::Map config = Toolkit::DevelStyleManager::GetConfigurations(styleManager);
187 mAlwaysShowIndicator = config["alwaysShowFocus"].Get<bool>() ? ALWAYS_SHOW : NONE;
188 mIsFocusIndicatorShown = (mAlwaysShowIndicator == ALWAYS_SHOW) ? SHOW : HIDE;
189 mClearFocusOnTouch = (mIsFocusIndicatorShown == SHOW) ? false : true;
193 bool KeyboardFocusManager::SetCurrentFocusActor(Actor actor)
195 DALI_ASSERT_DEBUG(!mIsWaitingKeyboardFocusChangeCommit && "Calling this function in the PreFocusChangeSignal callback?");
197 if(mIsFocusIndicatorShown == UNKNOWN)
199 GetConfigurationFromStyleManger();
202 return DoSetCurrentFocusActor(actor);
205 bool KeyboardFocusManager::DoSetCurrentFocusActor(Actor actor)
207 bool success = false;
209 // Check whether the actor is in the stage and is keyboard focusable.
211 actor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) &&
212 actor.GetProperty<bool>(DevelActor::Property::USER_INTERACTION_ENABLED) &&
213 actor.GetProperty<bool>(Actor::Property::CONNECTED_TO_SCENE) &&
214 actor.GetProperty<bool>(Actor::Property::VISIBLE))
216 // If the parent's KEYBOARD_FOCUSABLE_CHILDREN is false or VISIBLE is false, it cannot have focus.
217 Actor parent = actor.GetParent();
220 if(!parent.GetProperty<bool>(DevelActor::Property::KEYBOARD_FOCUSABLE_CHILDREN) || !parent.GetProperty<bool>(Actor::Property::VISIBLE))
222 DALI_LOG_INFO(gLogFilter, Debug::General, "[%s:%d] Parent Actor has KEYBOARD_FOCUSABLE_CHILDREN false or VISIBLE false,\n", __FUNCTION__, __LINE__);
225 parent = parent.GetParent();
228 // If developer set focus on same actor, doing nothing
229 Actor currentFocusedActor = GetCurrentFocusActor();
230 if(actor == currentFocusedActor)
235 Integration::SceneHolder currentWindow = Integration::SceneHolder::Get(actor);
236 if(currentWindow.GetRootLayer() != mCurrentFocusedWindow.GetHandle())
238 Layer rootLayer = currentWindow.GetRootLayer();
239 mCurrentFocusedWindow = rootLayer;
242 if((mIsFocusIndicatorShown == SHOW) && (mEnableFocusIndicator == ENABLE))
244 actor.Add(GetFocusIndicatorActor());
247 Toolkit::Control currentlyFocusedControl = Toolkit::Control::DownCast(currentFocusedActor);
248 if(currentlyFocusedControl)
250 // Do we need it to remember if it was previously DISABLED?
251 currentlyFocusedControl.SetProperty(DevelControl::Property::STATE, DevelControl::NORMAL);
252 currentlyFocusedControl.ClearKeyInputFocus();
255 // Save the current focused actor
256 mCurrentFocusActor = actor;
258 bool focusedWindowFound = false;
259 for(unsigned int i = 0; i < mCurrentFocusActors.size(); i++)
261 if(mCurrentFocusActors[i].first == mCurrentFocusedWindow)
263 mCurrentFocusActors[i].second = actor;
264 focusedWindowFound = true;
268 if(!focusedWindowFound)
270 // A new window gains the focus, so store the focused actor in that window.
271 mCurrentFocusActors.push_back(std::pair<WeakHandle<Layer>, WeakHandle<Actor> >(mCurrentFocusedWindow, actor));
274 Toolkit::Control newlyFocusedControl = Toolkit::Control::DownCast(actor);
275 if(newlyFocusedControl)
277 newlyFocusedControl.SetProperty(DevelControl::Property::STATE, DevelControl::FOCUSED);
278 newlyFocusedControl.SetKeyInputFocus();
281 // Push Current Focused Actor to FocusHistory
282 mFocusHistory.push_back(actor);
284 // Delete first element before add new element when Stack is full.
285 if(mFocusHistory.size() > MAX_HISTORY_AMOUNT)
287 FocusStackIterator beginPos = mFocusHistory.begin();
288 mFocusHistory.erase(beginPos);
291 // Send notification for the change of focus actor
292 if(!mFocusChangedSignal.Empty())
294 mFocusChangedSignal.Emit(currentFocusedActor, actor);
296 DALI_LOG_INFO(gLogFilter, Debug::General, "[%s:%d] SUCCEED\n", __FUNCTION__, __LINE__);
301 DALI_LOG_WARNING("[%s:%d] FAILED\n", __FUNCTION__, __LINE__);
307 Actor KeyboardFocusManager::GetCurrentFocusActor()
309 Actor actor = mCurrentFocusActor.GetHandle();
311 if(actor && !actor.GetProperty<bool>(Actor::Property::CONNECTED_TO_SCENE))
313 // If the actor has been removed from the stage, then it should not be focused
315 mCurrentFocusActor.Reset();
320 Actor KeyboardFocusManager::GetFocusActorFromCurrentWindow()
324 for(index = 0; index < mCurrentFocusActors.size(); index++)
326 if(mCurrentFocusActors[index].first == mCurrentFocusedWindow)
328 actor = mCurrentFocusActors[index].second.GetHandle();
333 if(actor && !actor.GetProperty<bool>(Actor::Property::CONNECTED_TO_SCENE))
335 // If the actor has been removed from the window, then the window doesn't have any focused actor
337 mCurrentFocusActors.erase(mCurrentFocusActors.begin() + index);
343 Actor KeyboardFocusManager::GetCurrentFocusGroup()
345 return GetFocusGroup(GetCurrentFocusActor());
348 void KeyboardFocusManager::MoveFocusBackward()
350 // Find Pre Focused Actor when the list size is more than 1
351 if(mFocusHistory.size() > 1)
353 // Delete current focused actor in history
354 mFocusHistory.pop_back();
356 // If pre-focused actors are not on stage or deleted, remove them in stack
357 while(mFocusHistory.size() > 0)
359 // Get pre focused actor
360 Actor target = mFocusHistory[mFocusHistory.size() - 1].GetHandle();
362 // Impl of Actor is not null
363 if(target && target.GetProperty<bool>(Actor::Property::CONNECTED_TO_SCENE))
365 // Delete pre focused actor in history because it will pushed again by SetCurrentFocusActor()
366 mFocusHistory.pop_back();
367 SetCurrentFocusActor(target);
372 // Target is empty handle or off stage. Erase from queue
373 mFocusHistory.pop_back();
377 // if there is no actor which can get focus, then push current focus actor in stack again
378 if(mFocusHistory.size() == 0)
380 Actor currentFocusedActor = GetCurrentFocusActor();
381 mFocusHistory.push_back(currentFocusedActor);
386 bool KeyboardFocusManager::IsLayoutControl(Actor actor) const
388 Toolkit::Control control = Toolkit::Control::DownCast(actor);
389 return control && GetImplementation(control).IsKeyboardNavigationSupported();
392 Toolkit::Control KeyboardFocusManager::GetParentLayoutControl(Actor actor) const
394 // Get the actor's parent layout control that supports two dimensional keyboard navigation
399 Integration::SceneHolder window = Integration::SceneHolder::Get(actor);
402 rootActor = window.GetRootLayer();
405 parent = actor.GetParent();
408 while(parent && !IsLayoutControl(parent) && parent != rootActor)
410 parent = parent.GetParent();
413 return Toolkit::Control::DownCast(parent);
416 bool KeyboardFocusManager::MoveFocus(Toolkit::Control::KeyboardFocus::Direction direction, const std::string& deviceName)
418 Actor currentFocusActor = GetCurrentFocusActor();
420 bool succeed = false;
422 // Go through the actor's hierarchy until we find a layout control that knows how to move the focus
423 Toolkit::Control parentLayoutControl = GetParentLayoutControl(currentFocusActor);
424 while(parentLayoutControl && !succeed)
426 succeed = DoMoveFocusWithinLayoutControl(parentLayoutControl, currentFocusActor, direction);
427 parentLayoutControl = GetParentLayoutControl(parentLayoutControl);
432 Actor nextFocusableActor;
434 Toolkit::Control currentFocusControl = Toolkit::Control::DownCast(currentFocusActor);
436 // If the current focused actor is a control, then find the next focusable actor via the focusable properties.
437 if(currentFocusControl)
440 Property::Index index = Property::INVALID_INDEX;
441 Property::Value value;
443 // Find property index based upon focus direction
446 case Toolkit::Control::KeyboardFocus::LEFT:
448 index = Toolkit::DevelControl::Property::LEFT_FOCUSABLE_ACTOR_ID;
451 case Toolkit::Control::KeyboardFocus::RIGHT:
453 index = Toolkit::DevelControl::Property::RIGHT_FOCUSABLE_ACTOR_ID;
456 case Toolkit::Control::KeyboardFocus::UP:
458 index = Toolkit::DevelControl::Property::UP_FOCUSABLE_ACTOR_ID;
461 case Toolkit::Control::KeyboardFocus::DOWN:
463 index = Toolkit::DevelControl::Property::DOWN_FOCUSABLE_ACTOR_ID;
466 case Toolkit::Control::KeyboardFocus::CLOCKWISE:
468 index = Toolkit::DevelControl::Property::CLOCKWISE_FOCUSABLE_ACTOR_ID;
471 case Toolkit::Control::KeyboardFocus::COUNTER_CLOCKWISE:
473 index = Toolkit::DevelControl::Property::COUNTER_CLOCKWISE_FOCUSABLE_ACTOR_ID;
480 // If the focusable property is set then determine next focusable actor
481 if(index != Property::INVALID_INDEX)
483 value = currentFocusActor.GetProperty(index);
484 actorId = value.Get<int>();
486 // If actor's id is valid then find actor form actor's id. The actor should be on the stage.
489 if(currentFocusActor.GetParent())
491 nextFocusableActor = currentFocusActor.GetParent().FindChildById(actorId);
494 if(!nextFocusableActor)
496 Integration::SceneHolder window = Integration::SceneHolder::Get(currentFocusActor);
499 nextFocusableActor = window.GetRootLayer().FindChildById(actorId);
506 if(!nextFocusableActor)
508 // If the implementation of CustomAlgorithmInterface is provided then the PreFocusChangeSignal is no longer emitted.
509 if(mCustomAlgorithmInterface)
511 mIsWaitingKeyboardFocusChangeCommit = true;
512 nextFocusableActor = mCustomAlgorithmInterface->GetNextFocusableActor(currentFocusActor, Actor(), direction, deviceName);
513 mIsWaitingKeyboardFocusChangeCommit = false;
515 else if(!mPreFocusChangeSignal.Empty())
517 // Don't know how to move the focus further. The application needs to tell us which actor to move the focus to
518 mIsWaitingKeyboardFocusChangeCommit = true;
519 nextFocusableActor = mPreFocusChangeSignal.Emit(currentFocusActor, Actor(), direction);
520 mIsWaitingKeyboardFocusChangeCommit = false;
522 else if (mEnableDefaultAlgorithm)
524 Actor rootActor = mFocusFinderRootActor.GetHandle();
527 if (currentFocusActor)
529 // Find the window of the focused actor.
530 Integration::SceneHolder window = Integration::SceneHolder::Get(currentFocusActor);
533 rootActor = window.GetRootLayer();
538 // Searches from the currently focused window.
539 rootActor = mCurrentFocusedWindow.GetHandle();
544 // We should find it among the actors nearby.
545 nextFocusableActor = Toolkit::FocusFinder::GetNearestFocusableActor(rootActor, currentFocusActor, direction);
550 if(nextFocusableActor && nextFocusableActor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) && nextFocusableActor.GetProperty<bool>(DevelActor::Property::USER_INTERACTION_ENABLED))
552 // Whether the next focusable actor is a layout control
553 if(IsLayoutControl(nextFocusableActor))
555 // If so, move the focus inside it.
556 Toolkit::Control layoutControl = Toolkit::Control::DownCast(nextFocusableActor);
557 succeed = DoMoveFocusWithinLayoutControl(layoutControl, currentFocusActor, direction);
561 // Otherwise, just set focus to the next focusable actor
562 succeed = SetCurrentFocusActor(nextFocusableActor);
570 bool KeyboardFocusManager::DoMoveFocusWithinLayoutControl(Toolkit::Control control, Actor actor, Toolkit::Control::KeyboardFocus::Direction direction)
572 // Ask the control for the next actor to focus
573 Actor nextFocusableActor = GetImplementation(control).GetNextKeyboardFocusableActor(actor, direction, mFocusGroupLoopEnabled);
574 if(nextFocusableActor)
576 if(!(nextFocusableActor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) || nextFocusableActor.GetProperty<bool>(DevelActor::Property::USER_INTERACTION_ENABLED)))
578 // If the actor is not focusable, ask the same layout control for the next actor to focus
579 return DoMoveFocusWithinLayoutControl(control, nextFocusableActor, direction);
583 Actor currentFocusActor = GetCurrentFocusActor();
584 Actor committedFocusActor = nextFocusableActor;
586 // We will try to move the focus to the actor. Emit a signal to notify the proposed actor to focus
587 // Signal handler can check the proposed actor and return a different actor if it wishes.
588 if(!mPreFocusChangeSignal.Empty())
590 mIsWaitingKeyboardFocusChangeCommit = true;
591 committedFocusActor = mPreFocusChangeSignal.Emit(currentFocusActor, nextFocusableActor, direction);
592 mIsWaitingKeyboardFocusChangeCommit = false;
595 if(committedFocusActor && committedFocusActor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) && committedFocusActor.GetProperty<bool>(DevelActor::Property::USER_INTERACTION_ENABLED))
597 // Whether the commited focusable actor is a layout control
598 if(IsLayoutControl(committedFocusActor))
600 // If so, move the focus inside it.
601 Toolkit::Control layoutControl = Toolkit::Control::DownCast(committedFocusActor);
602 return DoMoveFocusWithinLayoutControl(layoutControl, currentFocusActor, direction);
606 // Otherwise, just set focus to the next focusable actor
607 if(committedFocusActor == nextFocusableActor)
609 // If the application hasn't changed our proposed actor, we informs the layout control we will
610 // move the focus to what the control returns. The control might wish to perform some actions
611 // before the focus is actually moved.
612 GetImplementation(control).OnKeyboardFocusChangeCommitted(committedFocusActor);
615 return SetCurrentFocusActor(committedFocusActor);
626 // No more actor can be focused in the given direction within the same layout control.
631 bool KeyboardFocusManager::DoMoveFocusToNextFocusGroup(bool forward)
633 bool succeed = false;
635 // Get the parent layout control of the current focus group
636 Toolkit::Control parentLayoutControl = GetParentLayoutControl(GetCurrentFocusGroup());
638 while(parentLayoutControl && !succeed)
640 // If the current focus group has a parent layout control, we can probably automatically
641 // move the focus to the next focus group in the forward or backward direction.
642 Toolkit::Control::KeyboardFocus::Direction direction = forward ? Toolkit::Control::KeyboardFocus::RIGHT : Toolkit::Control::KeyboardFocus::LEFT;
643 succeed = DoMoveFocusWithinLayoutControl(parentLayoutControl, GetCurrentFocusActor(), direction);
644 parentLayoutControl = GetParentLayoutControl(parentLayoutControl);
647 if(!mFocusGroupChangedSignal.Empty())
649 // Emit a focus group changed signal. The applicaton can move the focus to a new focus group
650 mFocusGroupChangedSignal.Emit(GetCurrentFocusActor(), forward);
656 void KeyboardFocusManager::DoKeyboardEnter(Actor actor)
660 Toolkit::Control control = Toolkit::Control::DownCast(actor);
663 // Notify the control that enter has been pressed on it.
664 GetImplementation(control).KeyboardEnter();
667 // Send a notification for the actor.
668 if(!mFocusedActorEnterKeySignal.Empty())
670 mFocusedActorEnterKeySignal.Emit(actor);
675 void KeyboardFocusManager::ClearFocus()
677 ClearFocusIndicator();
678 Actor actor = GetCurrentFocusActor();
681 // Send notification for the change of focus actor
682 if(!mFocusChangedSignal.Empty())
684 mFocusChangedSignal.Emit(actor, Actor());
687 Toolkit::Control currentlyFocusedControl = Toolkit::Control::DownCast(actor);
688 if(currentlyFocusedControl)
690 currentlyFocusedControl.SetProperty(DevelControl::Property::STATE, DevelControl::NORMAL);
691 currentlyFocusedControl.ClearKeyInputFocus();
694 mCurrentFocusActor.Reset();
697 void KeyboardFocusManager::ClearFocusIndicator()
699 Actor actor = GetCurrentFocusActor();
702 if(mFocusIndicatorActor)
704 actor.Remove(mFocusIndicatorActor);
707 mIsFocusIndicatorShown = (mAlwaysShowIndicator == ALWAYS_SHOW) ? SHOW : HIDE;
710 void KeyboardFocusManager::SetFocusGroupLoop(bool enabled)
712 mFocusGroupLoopEnabled = enabled;
715 bool KeyboardFocusManager::GetFocusGroupLoop() const
717 return mFocusGroupLoopEnabled;
720 void KeyboardFocusManager::SetAsFocusGroup(Actor actor, bool isFocusGroup)
724 // Create/Set focus group property.
725 actor.RegisterProperty(IS_FOCUS_GROUP_PROPERTY_NAME, isFocusGroup, Property::READ_WRITE);
729 bool KeyboardFocusManager::IsFocusGroup(Actor actor) const
731 // Check whether the actor is a focus group
732 bool isFocusGroup = false;
736 Property::Index propertyIsFocusGroup = actor.GetPropertyIndex(IS_FOCUS_GROUP_PROPERTY_NAME);
737 if(propertyIsFocusGroup != Property::INVALID_INDEX)
739 isFocusGroup = actor.GetProperty<bool>(propertyIsFocusGroup);
746 Actor KeyboardFocusManager::GetFocusGroup(Actor actor)
748 // Go through the actor's hierarchy to check which focus group the actor belongs to
749 while(actor && !IsFocusGroup(actor))
751 actor = actor.GetParent();
757 void KeyboardFocusManager::SetFocusIndicatorActor(Actor indicator)
759 if(mFocusIndicatorActor != indicator)
761 Actor currentFocusActor = GetCurrentFocusActor();
762 if(currentFocusActor)
764 // The new focus indicator should be added to the current focused actor immediately
765 if(mFocusIndicatorActor)
767 currentFocusActor.Remove(mFocusIndicatorActor);
772 currentFocusActor.Add(indicator);
776 mFocusIndicatorActor = indicator;
780 Actor KeyboardFocusManager::GetFocusIndicatorActor()
782 if(!mFocusIndicatorActor)
784 // Create the default if it hasn't been set and one that's shared by all the keyboard focusable actors
785 const std::string imageDirPath = AssetManager::GetDaliImagePath();
786 mFocusIndicatorActor = Toolkit::ImageView::New(imageDirPath + FOCUS_BORDER_IMAGE_FILE_NAME);
788 // Apply size constraint to the focus indicator
789 mFocusIndicatorActor.SetResizePolicy(ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS);
792 mFocusIndicatorActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
793 mFocusIndicatorActor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
794 mFocusIndicatorActor.SetProperty(Actor::Property::POSITION, Vector2(0.0f, 0.0f));
796 return mFocusIndicatorActor;
799 void KeyboardFocusManager::OnKeyEvent(const KeyEvent& event)
801 const std::string& keyName = event.GetKeyName();
802 const std::string& deviceName = event.GetDeviceName();
804 if(mIsFocusIndicatorShown == UNKNOWN)
806 GetConfigurationFromStyleManger();
809 bool isFocusStartableKey = false;
811 if(event.GetState() == KeyEvent::DOWN)
813 if(keyName == "Left")
815 if(mIsFocusIndicatorShown == HIDE)
817 // Show focus indicator
818 mIsFocusIndicatorShown = SHOW;
822 // Move the focus towards left
823 MoveFocus(Toolkit::Control::KeyboardFocus::LEFT, deviceName);
826 isFocusStartableKey = true;
828 else if(keyName == "Right")
830 if(mIsFocusIndicatorShown == HIDE)
832 // Show focus indicator
833 mIsFocusIndicatorShown = SHOW;
837 // Move the focus towards right
838 MoveFocus(Toolkit::Control::KeyboardFocus::RIGHT, deviceName);
841 isFocusStartableKey = true;
843 else if(keyName == "Up")
845 if(mIsFocusIndicatorShown == HIDE)
847 // Show focus indicator
848 mIsFocusIndicatorShown = SHOW;
852 // Move the focus towards up
853 MoveFocus(Toolkit::Control::KeyboardFocus::UP, deviceName);
856 isFocusStartableKey = true;
858 else if(keyName == "Down")
860 if(mIsFocusIndicatorShown == HIDE)
862 // Show focus indicator
863 mIsFocusIndicatorShown = SHOW;
867 // Move the focus towards down
868 MoveFocus(Toolkit::Control::KeyboardFocus::DOWN, deviceName);
871 isFocusStartableKey = true;
873 else if(keyName == "Prior")
875 if(mIsFocusIndicatorShown == HIDE)
877 // Show focus indicator
878 mIsFocusIndicatorShown = SHOW;
882 // Move the focus towards the previous page
883 MoveFocus(Toolkit::Control::KeyboardFocus::PAGE_UP, deviceName);
886 isFocusStartableKey = true;
888 else if(keyName == "Next")
890 if(mIsFocusIndicatorShown == HIDE)
892 // Show focus indicator
893 mIsFocusIndicatorShown = SHOW;
897 // Move the focus towards the next page
898 MoveFocus(Toolkit::Control::KeyboardFocus::PAGE_DOWN, deviceName);
901 isFocusStartableKey = true;
903 else if(keyName == "Tab")
905 if(mIsFocusIndicatorShown == HIDE)
907 // Show focus indicator
908 mIsFocusIndicatorShown = SHOW;
912 // "Tab" key changes the focus group in the forward direction and
913 // "Shift-Tab" key changes it in the backward direction.
914 if(!DoMoveFocusToNextFocusGroup(!event.IsShiftModifier()))
916 // If the focus group is not changed, Move the focus towards forward, "Shift-Tap" key moves the focus towards backward.
917 MoveFocus(event.IsShiftModifier() ? Toolkit::Control::KeyboardFocus::BACKWARD : Toolkit::Control::KeyboardFocus::FORWARD, deviceName);
921 isFocusStartableKey = true;
923 else if(keyName == "space")
925 if(mIsFocusIndicatorShown == HIDE)
927 // Show focus indicator
928 mIsFocusIndicatorShown = SHOW;
931 isFocusStartableKey = true;
933 else if(keyName == "")
935 // Check the fake key event for evas-plugin case
936 if(mIsFocusIndicatorShown == HIDE)
938 // Show focus indicator
939 mIsFocusIndicatorShown = SHOW;
942 isFocusStartableKey = true;
944 else if(keyName == "Backspace")
946 // Emit signal to go back to the previous view???
948 else if(keyName == "Escape")
952 else if(event.GetState() == KeyEvent::UP)
954 if(keyName == "Return")
956 if(mIsFocusIndicatorShown == HIDE)
958 // Show focus indicator
959 mIsFocusIndicatorShown = SHOW;
963 // The focused actor has enter pressed on it
964 Actor actor = GetCurrentFocusActor();
967 DoKeyboardEnter(actor);
971 isFocusStartableKey = true;
975 if(isFocusStartableKey && mIsFocusIndicatorShown == SHOW)
977 Actor actor = GetCurrentFocusActor();
980 if(mEnableFocusIndicator == ENABLE)
982 // Make sure the focused actor is highlighted
983 actor.Add(GetFocusIndicatorActor());
988 // No actor is focused but keyboard focus is activated by the key press
989 // Let's try to move the initial focus
990 MoveFocus(Toolkit::Control::KeyboardFocus::RIGHT, deviceName);
995 void KeyboardFocusManager::OnTouch(const TouchEvent& touch)
997 // if mIsFocusIndicatorShown is UNKNOWN, it means Configuration is not loaded.
998 // Try to load configuration.
999 if(mIsFocusIndicatorShown == UNKNOWN)
1001 GetConfigurationFromStyleManger();
1004 // Clear the focus when user touch the screen.
1005 // We only do this on a Down event, otherwise the clear action may override a manually focused actor.
1006 if(((touch.GetPointCount() < 1) || (touch.GetState(0) == PointState::DOWN)))
1008 // If you touch the currently focused actor again, you don't need to do SetCurrentFocusActor again.
1009 Actor hitActor = touch.GetHitActor(0);
1010 if(hitActor && hitActor == GetCurrentFocusActor())
1014 // If KEYBOARD_FOCUSABLE and TOUCH_FOCUSABLE is true, set focus actor
1015 if(hitActor && hitActor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) && hitActor.GetProperty<bool>(DevelActor::Property::TOUCH_FOCUSABLE))
1017 // If mClearFocusOnTouch is false, do not clear the focus
1018 if(mClearFocusOnTouch)
1022 SetCurrentFocusActor(hitActor);
1026 // If mClearFocusOnTouch is false, do not clear the focus indicator even if user touch the screen.
1027 if(mClearFocusOnTouch)
1029 ClearFocusIndicator();
1035 void KeyboardFocusManager::OnWheelEvent(const WheelEvent& event)
1037 if(event.GetType() == Dali::WheelEvent::CUSTOM_WHEEL)
1039 Toolkit::Control::KeyboardFocus::Direction direction = (event.GetDelta() > 0) ? Toolkit::Control::KeyboardFocus::CLOCKWISE : Toolkit::Control::KeyboardFocus::COUNTER_CLOCKWISE;
1041 MoveFocus(direction);
1045 bool KeyboardFocusManager::OnCustomWheelEvent(const WheelEvent& event)
1047 bool consumed = false;
1048 Actor actor = GetCurrentFocusActor();
1051 // Notify the actor about the wheel event
1052 consumed = EmitCustomWheelSignals(actor, event);
1057 bool KeyboardFocusManager::EmitCustomWheelSignals(Actor actor, const WheelEvent& event)
1059 bool consumed = false;
1063 Dali::Actor oldParent(actor.GetParent());
1065 // Only do the conversion and emit the signal if the actor's wheel signal has connections.
1066 if(!actor.WheelEventSignal().Empty())
1068 // Emit the signal to the parent
1069 consumed = actor.WheelEventSignal().Emit(actor, event);
1071 // if actor doesn't consume WheelEvent, give WheelEvent to its parent.
1074 // The actor may have been removed/reparented during the signal callbacks.
1075 Dali::Actor parent = actor.GetParent();
1078 (parent == oldParent))
1080 consumed = EmitCustomWheelSignals(parent, event);
1088 void KeyboardFocusManager::OnWindowFocusChanged(Window window, bool focusIn)
1090 if(focusIn && mCurrentFocusedWindow.GetHandle() != window.GetRootLayer())
1092 // Change Current Focused Window
1093 Layer rootLayer = window.GetRootLayer();
1094 mCurrentFocusedWindow = rootLayer;
1096 // Get Current Focused Actor from window
1097 Actor currentFocusedActor = GetFocusActorFromCurrentWindow();
1098 SetCurrentFocusActor(currentFocusedActor);
1100 if(currentFocusedActor && (mEnableFocusIndicator == ENABLE))
1102 // Make sure the focused actor is highlighted
1103 currentFocusedActor.Add(GetFocusIndicatorActor());
1104 mIsFocusIndicatorShown = SHOW;
1109 Toolkit::KeyboardFocusManager::PreFocusChangeSignalType& KeyboardFocusManager::PreFocusChangeSignal()
1111 return mPreFocusChangeSignal;
1114 Toolkit::KeyboardFocusManager::FocusChangedSignalType& KeyboardFocusManager::FocusChangedSignal()
1116 return mFocusChangedSignal;
1119 Toolkit::KeyboardFocusManager::FocusGroupChangedSignalType& KeyboardFocusManager::FocusGroupChangedSignal()
1121 return mFocusGroupChangedSignal;
1124 Toolkit::KeyboardFocusManager::FocusedActorEnterKeySignalType& KeyboardFocusManager::FocusedActorEnterKeySignal()
1126 return mFocusedActorEnterKeySignal;
1129 bool KeyboardFocusManager::DoConnectSignal(BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor)
1131 Dali::BaseHandle handle(object);
1133 bool connected(true);
1134 KeyboardFocusManager* manager = static_cast<KeyboardFocusManager*>(object); // TypeRegistry guarantees that this is the correct type.
1136 if(0 == strcmp(signalName.c_str(), SIGNAL_PRE_FOCUS_CHANGE))
1138 manager->PreFocusChangeSignal().Connect(tracker, functor);
1140 else if(0 == strcmp(signalName.c_str(), SIGNAL_FOCUS_CHANGED))
1142 manager->FocusChangedSignal().Connect(tracker, functor);
1144 else if(0 == strcmp(signalName.c_str(), SIGNAL_FOCUS_GROUP_CHANGED))
1146 manager->FocusGroupChangedSignal().Connect(tracker, functor);
1148 else if(0 == strcmp(signalName.c_str(), SIGNAL_FOCUSED_ACTOR_ENTER_KEY))
1150 manager->FocusedActorEnterKeySignal().Connect(tracker, functor);
1154 // signalName does not match any signal
1161 void KeyboardFocusManager::SetCustomAlgorithm(CustomAlgorithmInterface& interface)
1163 mCustomAlgorithmInterface = &interface;
1166 void KeyboardFocusManager::EnableFocusIndicator(bool enable)
1168 if(!enable && mFocusIndicatorActor)
1170 mFocusIndicatorActor.Unparent();
1173 mEnableFocusIndicator = enable ? ENABLE : DISABLE;
1176 bool KeyboardFocusManager::IsFocusIndicatorEnabled() const
1178 return (mEnableFocusIndicator == ENABLE);
1181 void KeyboardFocusManager::EnableDefaultAlgorithm(bool enable)
1183 mEnableDefaultAlgorithm = enable;
1186 bool KeyboardFocusManager::IsDefaultAlgorithmEnabled() const
1188 return mEnableDefaultAlgorithm;
1191 void KeyboardFocusManager::SetFocusFinderRootActor(Actor actor)
1193 mFocusFinderRootActor = actor;
1196 void KeyboardFocusManager::ResetFocusFinderRootActor()
1198 mFocusFinderRootActor.Reset();
1201 } // namespace Internal
1203 } // namespace Toolkit