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(),
124 mCustomAlgorithmInterface(NULL),
125 mCurrentFocusedWindow(),
126 mIsFocusIndicatorShown(UNKNOWN),
127 mEnableFocusIndicator(ENABLE),
128 mAlwaysShowIndicator(ALWAYS_SHOW),
129 mFocusGroupLoopEnabled(false),
130 mIsWaitingKeyboardFocusChangeCommit(false),
131 mClearFocusOnTouch(true),
132 mEnableDefaultAlgorithm(false)
134 // TODO: Get FocusIndicatorEnable constant from stylesheet to set mIsFocusIndicatorShown.
136 LifecycleController::Get().InitSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnAdaptorInit);
139 void KeyboardFocusManager::OnAdaptorInit()
141 if(Adaptor::IsAvailable())
143 // Retrieve all the existing scene holders
144 Dali::SceneHolderList sceneHolders = Adaptor::Get().GetSceneHolders();
145 for(auto iter = sceneHolders.begin(); iter != sceneHolders.end(); ++iter)
147 (*iter).KeyEventSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnKeyEvent);
148 (*iter).TouchedSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnTouch);
149 (*iter).WheelEventGeneratedSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnCustomWheelEvent);
150 (*iter).WheelEventSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnWheelEvent);
151 Dali::Window window = DevelWindow::DownCast(*iter);
154 window.FocusChangeSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnWindowFocusChanged);
158 // Get notified when any new scene holder is created afterwards
159 Adaptor::Get().WindowCreatedSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnSceneHolderCreated);
163 void KeyboardFocusManager::OnSceneHolderCreated(Dali::Integration::SceneHolder& sceneHolder)
165 sceneHolder.KeyEventSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnKeyEvent);
166 sceneHolder.TouchedSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnTouch);
167 sceneHolder.WheelEventGeneratedSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnCustomWheelEvent);
168 sceneHolder.WheelEventSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnWheelEvent);
169 Dali::Window window = DevelWindow::DownCast(sceneHolder);
172 window.FocusChangeSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnWindowFocusChanged);
176 KeyboardFocusManager::~KeyboardFocusManager()
180 void KeyboardFocusManager::GetConfigurationFromStyleManger()
182 Toolkit::StyleManager styleManager = Toolkit::StyleManager::Get();
185 Property::Map config = Toolkit::DevelStyleManager::GetConfigurations(styleManager);
186 mAlwaysShowIndicator = config["alwaysShowFocus"].Get<bool>() ? ALWAYS_SHOW : NONE;
187 mIsFocusIndicatorShown = (mAlwaysShowIndicator == ALWAYS_SHOW) ? SHOW : HIDE;
188 mClearFocusOnTouch = (mIsFocusIndicatorShown == SHOW) ? false : true;
192 bool KeyboardFocusManager::SetCurrentFocusActor(Actor actor)
194 DALI_ASSERT_DEBUG(!mIsWaitingKeyboardFocusChangeCommit && "Calling this function in the PreFocusChangeSignal callback?");
196 if(mIsFocusIndicatorShown == UNKNOWN)
198 GetConfigurationFromStyleManger();
201 return DoSetCurrentFocusActor(actor);
204 bool KeyboardFocusManager::DoSetCurrentFocusActor(Actor actor)
206 bool success = false;
208 // Check whether the actor is in the stage and is keyboard focusable.
210 actor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) &&
211 actor.GetProperty<bool>(DevelActor::Property::USER_INTERACTION_ENABLED) &&
212 actor.GetProperty<bool>(Actor::Property::CONNECTED_TO_SCENE) &&
213 actor.GetProperty<bool>(Actor::Property::VISIBLE))
215 // If the parent's KEYBOARD_FOCUSABLE_CHILDREN is false or VISIBLE is false, it cannot have focus.
216 Actor parent = actor.GetParent();
219 if(!parent.GetProperty<bool>(DevelActor::Property::KEYBOARD_FOCUSABLE_CHILDREN) || !parent.GetProperty<bool>(Actor::Property::VISIBLE))
221 DALI_LOG_INFO(gLogFilter, Debug::General, "[%s:%d] Parent Actor has KEYBOARD_FOCUSABLE_CHILDREN false or VISIBLE false,\n", __FUNCTION__, __LINE__);
224 parent = parent.GetParent();
227 // If developer set focus on same actor, doing nothing
228 Actor currentFocusedActor = GetCurrentFocusActor();
229 if(actor == currentFocusedActor)
234 Integration::SceneHolder currentWindow = Integration::SceneHolder::Get(actor);
235 if(currentWindow.GetRootLayer() != mCurrentFocusedWindow.GetHandle())
237 Layer rootLayer = currentWindow.GetRootLayer();
238 mCurrentFocusedWindow = rootLayer;
241 if((mIsFocusIndicatorShown == SHOW) && (mEnableFocusIndicator == ENABLE))
243 actor.Add(GetFocusIndicatorActor());
246 Toolkit::Control currentlyFocusedControl = Toolkit::Control::DownCast(currentFocusedActor);
247 if(currentlyFocusedControl)
249 // Do we need it to remember if it was previously DISABLED?
250 currentlyFocusedControl.SetProperty(DevelControl::Property::STATE, DevelControl::NORMAL);
251 currentlyFocusedControl.ClearKeyInputFocus();
254 // Save the current focused actor
255 mCurrentFocusActor = actor;
257 bool focusedWindowFound = false;
258 for(unsigned int i = 0; i < mCurrentFocusActors.size(); i++)
260 if(mCurrentFocusActors[i].first == mCurrentFocusedWindow)
262 mCurrentFocusActors[i].second = actor;
263 focusedWindowFound = true;
267 if(!focusedWindowFound)
269 // A new window gains the focus, so store the focused actor in that window.
270 mCurrentFocusActors.push_back(std::pair<WeakHandle<Layer>, WeakHandle<Actor> >(mCurrentFocusedWindow, actor));
273 Toolkit::Control newlyFocusedControl = Toolkit::Control::DownCast(actor);
274 if(newlyFocusedControl)
276 newlyFocusedControl.SetProperty(DevelControl::Property::STATE, DevelControl::FOCUSED);
277 newlyFocusedControl.SetKeyInputFocus();
280 // Push Current Focused Actor to FocusHistory
281 mFocusHistory.push_back(actor);
283 // Delete first element before add new element when Stack is full.
284 if(mFocusHistory.size() > MAX_HISTORY_AMOUNT)
286 FocusStackIterator beginPos = mFocusHistory.begin();
287 mFocusHistory.erase(beginPos);
290 // Send notification for the change of focus actor
291 if(!mFocusChangedSignal.Empty())
293 mFocusChangedSignal.Emit(currentFocusedActor, actor);
295 DALI_LOG_INFO(gLogFilter, Debug::General, "[%s:%d] SUCCEED\n", __FUNCTION__, __LINE__);
300 DALI_LOG_WARNING("[%s:%d] FAILED\n", __FUNCTION__, __LINE__);
306 Actor KeyboardFocusManager::GetCurrentFocusActor()
308 Actor actor = mCurrentFocusActor.GetHandle();
310 if(actor && !actor.GetProperty<bool>(Actor::Property::CONNECTED_TO_SCENE))
312 // If the actor has been removed from the stage, then it should not be focused
314 mCurrentFocusActor.Reset();
319 Actor KeyboardFocusManager::GetFocusActorFromCurrentWindow()
323 for(index = 0; index < mCurrentFocusActors.size(); index++)
325 if(mCurrentFocusActors[index].first == mCurrentFocusedWindow)
327 actor = mCurrentFocusActors[index].second.GetHandle();
332 if(actor && !actor.GetProperty<bool>(Actor::Property::CONNECTED_TO_SCENE))
334 // If the actor has been removed from the window, then the window doesn't have any focused actor
336 mCurrentFocusActors.erase(mCurrentFocusActors.begin() + index);
342 Actor KeyboardFocusManager::GetCurrentFocusGroup()
344 return GetFocusGroup(GetCurrentFocusActor());
347 void KeyboardFocusManager::MoveFocusBackward()
349 // Find Pre Focused Actor when the list size is more than 1
350 if(mFocusHistory.size() > 1)
352 // Delete current focused actor in history
353 mFocusHistory.pop_back();
355 // If pre-focused actors are not on stage or deleted, remove them in stack
356 while(mFocusHistory.size() > 0)
358 // Get pre focused actor
359 Actor target = mFocusHistory[mFocusHistory.size() - 1].GetHandle();
361 // Impl of Actor is not null
362 if(target && target.GetProperty<bool>(Actor::Property::CONNECTED_TO_SCENE))
364 // Delete pre focused actor in history because it will pushed again by SetCurrentFocusActor()
365 mFocusHistory.pop_back();
366 SetCurrentFocusActor(target);
371 // Target is empty handle or off stage. Erase from queue
372 mFocusHistory.pop_back();
376 // if there is no actor which can get focus, then push current focus actor in stack again
377 if(mFocusHistory.size() == 0)
379 Actor currentFocusedActor = GetCurrentFocusActor();
380 mFocusHistory.push_back(currentFocusedActor);
385 bool KeyboardFocusManager::IsLayoutControl(Actor actor) const
387 Toolkit::Control control = Toolkit::Control::DownCast(actor);
388 return control && GetImplementation(control).IsKeyboardNavigationSupported();
391 Toolkit::Control KeyboardFocusManager::GetParentLayoutControl(Actor actor) const
393 // Get the actor's parent layout control that supports two dimensional keyboard navigation
398 Integration::SceneHolder window = Integration::SceneHolder::Get(actor);
401 rootActor = window.GetRootLayer();
404 parent = actor.GetParent();
407 while(parent && !IsLayoutControl(parent) && parent != rootActor)
409 parent = parent.GetParent();
412 return Toolkit::Control::DownCast(parent);
415 bool KeyboardFocusManager::MoveFocus(Toolkit::Control::KeyboardFocus::Direction direction, const std::string& deviceName)
417 Actor currentFocusActor = GetCurrentFocusActor();
419 bool succeed = false;
421 // Go through the actor's hierarchy until we find a layout control that knows how to move the focus
422 Toolkit::Control parentLayoutControl = GetParentLayoutControl(currentFocusActor);
423 while(parentLayoutControl && !succeed)
425 succeed = DoMoveFocusWithinLayoutControl(parentLayoutControl, currentFocusActor, direction);
426 parentLayoutControl = GetParentLayoutControl(parentLayoutControl);
431 Actor nextFocusableActor;
433 Toolkit::Control currentFocusControl = Toolkit::Control::DownCast(currentFocusActor);
435 // If the current focused actor is a control, then find the next focusable actor via the focusable properties.
436 if(currentFocusControl)
439 Property::Index index = Property::INVALID_INDEX;
440 Property::Value value;
442 // Find property index based upon focus direction
445 case Toolkit::Control::KeyboardFocus::LEFT:
447 index = Toolkit::DevelControl::Property::LEFT_FOCUSABLE_ACTOR_ID;
450 case Toolkit::Control::KeyboardFocus::RIGHT:
452 index = Toolkit::DevelControl::Property::RIGHT_FOCUSABLE_ACTOR_ID;
455 case Toolkit::Control::KeyboardFocus::UP:
457 index = Toolkit::DevelControl::Property::UP_FOCUSABLE_ACTOR_ID;
460 case Toolkit::Control::KeyboardFocus::DOWN:
462 index = Toolkit::DevelControl::Property::DOWN_FOCUSABLE_ACTOR_ID;
465 case Toolkit::Control::KeyboardFocus::CLOCKWISE:
467 index = Toolkit::DevelControl::Property::CLOCKWISE_FOCUSABLE_ACTOR_ID;
470 case Toolkit::Control::KeyboardFocus::COUNTER_CLOCKWISE:
472 index = Toolkit::DevelControl::Property::COUNTER_CLOCKWISE_FOCUSABLE_ACTOR_ID;
479 // If the focusable property is set then determine next focusable actor
480 if(index != Property::INVALID_INDEX)
482 value = currentFocusActor.GetProperty(index);
483 actorId = value.Get<int>();
485 // If actor's id is valid then find actor form actor's id. The actor should be on the stage.
488 if(currentFocusActor.GetParent())
490 nextFocusableActor = currentFocusActor.GetParent().FindChildById(actorId);
493 if(!nextFocusableActor)
495 Integration::SceneHolder window = Integration::SceneHolder::Get(currentFocusActor);
498 nextFocusableActor = window.GetRootLayer().FindChildById(actorId);
505 if(!nextFocusableActor)
507 // If the implementation of CustomAlgorithmInterface is provided then the PreFocusChangeSignal is no longer emitted.
508 if(mCustomAlgorithmInterface)
510 mIsWaitingKeyboardFocusChangeCommit = true;
511 nextFocusableActor = mCustomAlgorithmInterface->GetNextFocusableActor(currentFocusActor, Actor(), direction, deviceName);
512 mIsWaitingKeyboardFocusChangeCommit = false;
514 else if(!mPreFocusChangeSignal.Empty())
516 // Don't know how to move the focus further. The application needs to tell us which actor to move the focus to
517 mIsWaitingKeyboardFocusChangeCommit = true;
518 nextFocusableActor = mPreFocusChangeSignal.Emit(currentFocusActor, Actor(), direction);
519 mIsWaitingKeyboardFocusChangeCommit = false;
521 else if (mEnableDefaultAlgorithm)
524 if (currentFocusActor)
526 // Find the window of the focused actor.
527 Integration::SceneHolder window = Integration::SceneHolder::Get(currentFocusActor);
530 rootLayer = window.GetRootLayer();
535 // Searches from the currently focused window.
536 rootLayer = mCurrentFocusedWindow.GetHandle();
540 // We should find it among the actors nearby.
541 nextFocusableActor = Toolkit::FocusFinder::GetNearestFocusableActor(rootLayer, currentFocusActor, direction);
546 if(nextFocusableActor && nextFocusableActor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) && nextFocusableActor.GetProperty<bool>(DevelActor::Property::USER_INTERACTION_ENABLED))
548 // Whether the next focusable actor is a layout control
549 if(IsLayoutControl(nextFocusableActor))
551 // If so, move the focus inside it.
552 Toolkit::Control layoutControl = Toolkit::Control::DownCast(nextFocusableActor);
553 succeed = DoMoveFocusWithinLayoutControl(layoutControl, currentFocusActor, direction);
557 // Otherwise, just set focus to the next focusable actor
558 succeed = SetCurrentFocusActor(nextFocusableActor);
566 bool KeyboardFocusManager::DoMoveFocusWithinLayoutControl(Toolkit::Control control, Actor actor, Toolkit::Control::KeyboardFocus::Direction direction)
568 // Ask the control for the next actor to focus
569 Actor nextFocusableActor = GetImplementation(control).GetNextKeyboardFocusableActor(actor, direction, mFocusGroupLoopEnabled);
570 if(nextFocusableActor)
572 if(!(nextFocusableActor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) || nextFocusableActor.GetProperty<bool>(DevelActor::Property::USER_INTERACTION_ENABLED)))
574 // If the actor is not focusable, ask the same layout control for the next actor to focus
575 return DoMoveFocusWithinLayoutControl(control, nextFocusableActor, direction);
579 Actor currentFocusActor = GetCurrentFocusActor();
580 Actor committedFocusActor = nextFocusableActor;
582 // We will try to move the focus to the actor. Emit a signal to notify the proposed actor to focus
583 // Signal handler can check the proposed actor and return a different actor if it wishes.
584 if(!mPreFocusChangeSignal.Empty())
586 mIsWaitingKeyboardFocusChangeCommit = true;
587 committedFocusActor = mPreFocusChangeSignal.Emit(currentFocusActor, nextFocusableActor, direction);
588 mIsWaitingKeyboardFocusChangeCommit = false;
591 if(committedFocusActor && committedFocusActor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) && committedFocusActor.GetProperty<bool>(DevelActor::Property::USER_INTERACTION_ENABLED))
593 // Whether the commited focusable actor is a layout control
594 if(IsLayoutControl(committedFocusActor))
596 // If so, move the focus inside it.
597 Toolkit::Control layoutControl = Toolkit::Control::DownCast(committedFocusActor);
598 return DoMoveFocusWithinLayoutControl(layoutControl, currentFocusActor, direction);
602 // Otherwise, just set focus to the next focusable actor
603 if(committedFocusActor == nextFocusableActor)
605 // If the application hasn't changed our proposed actor, we informs the layout control we will
606 // move the focus to what the control returns. The control might wish to perform some actions
607 // before the focus is actually moved.
608 GetImplementation(control).OnKeyboardFocusChangeCommitted(committedFocusActor);
611 return SetCurrentFocusActor(committedFocusActor);
622 // No more actor can be focused in the given direction within the same layout control.
627 bool KeyboardFocusManager::DoMoveFocusToNextFocusGroup(bool forward)
629 bool succeed = false;
631 // Get the parent layout control of the current focus group
632 Toolkit::Control parentLayoutControl = GetParentLayoutControl(GetCurrentFocusGroup());
634 while(parentLayoutControl && !succeed)
636 // If the current focus group has a parent layout control, we can probably automatically
637 // move the focus to the next focus group in the forward or backward direction.
638 Toolkit::Control::KeyboardFocus::Direction direction = forward ? Toolkit::Control::KeyboardFocus::RIGHT : Toolkit::Control::KeyboardFocus::LEFT;
639 succeed = DoMoveFocusWithinLayoutControl(parentLayoutControl, GetCurrentFocusActor(), direction);
640 parentLayoutControl = GetParentLayoutControl(parentLayoutControl);
643 if(!mFocusGroupChangedSignal.Empty())
645 // Emit a focus group changed signal. The applicaton can move the focus to a new focus group
646 mFocusGroupChangedSignal.Emit(GetCurrentFocusActor(), forward);
652 void KeyboardFocusManager::DoKeyboardEnter(Actor actor)
656 Toolkit::Control control = Toolkit::Control::DownCast(actor);
659 // Notify the control that enter has been pressed on it.
660 GetImplementation(control).KeyboardEnter();
663 // Send a notification for the actor.
664 if(!mFocusedActorEnterKeySignal.Empty())
666 mFocusedActorEnterKeySignal.Emit(actor);
671 void KeyboardFocusManager::ClearFocus()
673 ClearFocusIndicator();
674 Actor actor = GetCurrentFocusActor();
677 // Send notification for the change of focus actor
678 if(!mFocusChangedSignal.Empty())
680 mFocusChangedSignal.Emit(actor, Actor());
683 Toolkit::Control currentlyFocusedControl = Toolkit::Control::DownCast(actor);
684 if(currentlyFocusedControl)
686 currentlyFocusedControl.SetProperty(DevelControl::Property::STATE, DevelControl::NORMAL);
687 currentlyFocusedControl.ClearKeyInputFocus();
690 mCurrentFocusActor.Reset();
693 void KeyboardFocusManager::ClearFocusIndicator()
695 Actor actor = GetCurrentFocusActor();
698 if(mFocusIndicatorActor)
700 actor.Remove(mFocusIndicatorActor);
703 mIsFocusIndicatorShown = (mAlwaysShowIndicator == ALWAYS_SHOW) ? SHOW : HIDE;
706 void KeyboardFocusManager::SetFocusGroupLoop(bool enabled)
708 mFocusGroupLoopEnabled = enabled;
711 bool KeyboardFocusManager::GetFocusGroupLoop() const
713 return mFocusGroupLoopEnabled;
716 void KeyboardFocusManager::SetAsFocusGroup(Actor actor, bool isFocusGroup)
720 // Create/Set focus group property.
721 actor.RegisterProperty(IS_FOCUS_GROUP_PROPERTY_NAME, isFocusGroup, Property::READ_WRITE);
725 bool KeyboardFocusManager::IsFocusGroup(Actor actor) const
727 // Check whether the actor is a focus group
728 bool isFocusGroup = false;
732 Property::Index propertyIsFocusGroup = actor.GetPropertyIndex(IS_FOCUS_GROUP_PROPERTY_NAME);
733 if(propertyIsFocusGroup != Property::INVALID_INDEX)
735 isFocusGroup = actor.GetProperty<bool>(propertyIsFocusGroup);
742 Actor KeyboardFocusManager::GetFocusGroup(Actor actor)
744 // Go through the actor's hierarchy to check which focus group the actor belongs to
745 while(actor && !IsFocusGroup(actor))
747 actor = actor.GetParent();
753 void KeyboardFocusManager::SetFocusIndicatorActor(Actor indicator)
755 if(mFocusIndicatorActor != indicator)
757 Actor currentFocusActor = GetCurrentFocusActor();
758 if(currentFocusActor)
760 // The new focus indicator should be added to the current focused actor immediately
761 if(mFocusIndicatorActor)
763 currentFocusActor.Remove(mFocusIndicatorActor);
768 currentFocusActor.Add(indicator);
772 mFocusIndicatorActor = indicator;
776 Actor KeyboardFocusManager::GetFocusIndicatorActor()
778 if(!mFocusIndicatorActor)
780 // Create the default if it hasn't been set and one that's shared by all the keyboard focusable actors
781 const std::string imageDirPath = AssetManager::GetDaliImagePath();
782 mFocusIndicatorActor = Toolkit::ImageView::New(imageDirPath + FOCUS_BORDER_IMAGE_FILE_NAME);
784 // Apply size constraint to the focus indicator
785 mFocusIndicatorActor.SetResizePolicy(ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS);
788 mFocusIndicatorActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
789 mFocusIndicatorActor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
790 mFocusIndicatorActor.SetProperty(Actor::Property::POSITION, Vector2(0.0f, 0.0f));
792 return mFocusIndicatorActor;
795 void KeyboardFocusManager::OnKeyEvent(const KeyEvent& event)
797 const std::string& keyName = event.GetKeyName();
798 const std::string& deviceName = event.GetDeviceName();
800 if(mIsFocusIndicatorShown == UNKNOWN)
802 GetConfigurationFromStyleManger();
805 bool isFocusStartableKey = false;
807 if(event.GetState() == KeyEvent::DOWN)
809 if(keyName == "Left")
811 if(mIsFocusIndicatorShown == HIDE)
813 // Show focus indicator
814 mIsFocusIndicatorShown = SHOW;
818 // Move the focus towards left
819 MoveFocus(Toolkit::Control::KeyboardFocus::LEFT, deviceName);
822 isFocusStartableKey = true;
824 else if(keyName == "Right")
826 if(mIsFocusIndicatorShown == HIDE)
828 // Show focus indicator
829 mIsFocusIndicatorShown = SHOW;
833 // Move the focus towards right
834 MoveFocus(Toolkit::Control::KeyboardFocus::RIGHT, deviceName);
837 isFocusStartableKey = true;
839 else if(keyName == "Up")
841 if(mIsFocusIndicatorShown == HIDE)
843 // Show focus indicator
844 mIsFocusIndicatorShown = SHOW;
848 // Move the focus towards up
849 MoveFocus(Toolkit::Control::KeyboardFocus::UP, deviceName);
852 isFocusStartableKey = true;
854 else if(keyName == "Down")
856 if(mIsFocusIndicatorShown == HIDE)
858 // Show focus indicator
859 mIsFocusIndicatorShown = SHOW;
863 // Move the focus towards down
864 MoveFocus(Toolkit::Control::KeyboardFocus::DOWN, deviceName);
867 isFocusStartableKey = true;
869 else if(keyName == "Prior")
871 if(mIsFocusIndicatorShown == HIDE)
873 // Show focus indicator
874 mIsFocusIndicatorShown = SHOW;
878 // Move the focus towards the previous page
879 MoveFocus(Toolkit::Control::KeyboardFocus::PAGE_UP, deviceName);
882 isFocusStartableKey = true;
884 else if(keyName == "Next")
886 if(mIsFocusIndicatorShown == HIDE)
888 // Show focus indicator
889 mIsFocusIndicatorShown = SHOW;
893 // Move the focus towards the next page
894 MoveFocus(Toolkit::Control::KeyboardFocus::PAGE_DOWN, deviceName);
897 isFocusStartableKey = true;
899 else if(keyName == "Tab")
901 if(mIsFocusIndicatorShown == HIDE)
903 // Show focus indicator
904 mIsFocusIndicatorShown = SHOW;
908 // "Tab" key changes the focus group in the forward direction and
909 // "Shift-Tab" key changes it in the backward direction.
910 if(!DoMoveFocusToNextFocusGroup(!event.IsShiftModifier()))
912 // If the focus group is not changed, Move the focus towards forward, "Shift-Tap" key moves the focus towards backward.
913 MoveFocus(event.IsShiftModifier() ? Toolkit::Control::KeyboardFocus::BACKWARD : Toolkit::Control::KeyboardFocus::FORWARD, deviceName);
917 isFocusStartableKey = true;
919 else if(keyName == "space")
921 if(mIsFocusIndicatorShown == HIDE)
923 // Show focus indicator
924 mIsFocusIndicatorShown = SHOW;
927 isFocusStartableKey = true;
929 else if(keyName == "")
931 // Check the fake key event for evas-plugin case
932 if(mIsFocusIndicatorShown == HIDE)
934 // Show focus indicator
935 mIsFocusIndicatorShown = SHOW;
938 isFocusStartableKey = true;
940 else if(keyName == "Backspace")
942 // Emit signal to go back to the previous view???
944 else if(keyName == "Escape")
948 else if(event.GetState() == KeyEvent::UP)
950 if(keyName == "Return")
952 if(mIsFocusIndicatorShown == HIDE)
954 // Show focus indicator
955 mIsFocusIndicatorShown = SHOW;
959 // The focused actor has enter pressed on it
960 Actor actor = GetCurrentFocusActor();
963 DoKeyboardEnter(actor);
967 isFocusStartableKey = true;
971 if(isFocusStartableKey && mIsFocusIndicatorShown == SHOW)
973 Actor actor = GetCurrentFocusActor();
976 if(mEnableFocusIndicator == ENABLE)
978 // Make sure the focused actor is highlighted
979 actor.Add(GetFocusIndicatorActor());
984 // No actor is focused but keyboard focus is activated by the key press
985 // Let's try to move the initial focus
986 MoveFocus(Toolkit::Control::KeyboardFocus::RIGHT, deviceName);
991 void KeyboardFocusManager::OnTouch(const TouchEvent& touch)
993 // if mIsFocusIndicatorShown is UNKNOWN, it means Configuration is not loaded.
994 // Try to load configuration.
995 if(mIsFocusIndicatorShown == UNKNOWN)
997 GetConfigurationFromStyleManger();
1000 // Clear the focus when user touch the screen.
1001 // We only do this on a Down event, otherwise the clear action may override a manually focused actor.
1002 if(((touch.GetPointCount() < 1) || (touch.GetState(0) == PointState::DOWN)))
1004 // If you touch the currently focused actor again, you don't need to do SetCurrentFocusActor again.
1005 Actor hitActor = touch.GetHitActor(0);
1006 if(hitActor && hitActor == GetCurrentFocusActor())
1010 // If KEYBOARD_FOCUSABLE and TOUCH_FOCUSABLE is true, set focus actor
1011 if(hitActor && hitActor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) && hitActor.GetProperty<bool>(DevelActor::Property::TOUCH_FOCUSABLE))
1013 // If mClearFocusOnTouch is false, do not clear the focus
1014 if(mClearFocusOnTouch)
1018 SetCurrentFocusActor(hitActor);
1022 // If mClearFocusOnTouch is false, do not clear the focus indicator even if user touch the screen.
1023 if(mClearFocusOnTouch)
1025 ClearFocusIndicator();
1031 void KeyboardFocusManager::OnWheelEvent(const WheelEvent& event)
1033 if(event.GetType() == Dali::WheelEvent::CUSTOM_WHEEL)
1035 Toolkit::Control::KeyboardFocus::Direction direction = (event.GetDelta() > 0) ? Toolkit::Control::KeyboardFocus::CLOCKWISE : Toolkit::Control::KeyboardFocus::COUNTER_CLOCKWISE;
1037 MoveFocus(direction);
1041 bool KeyboardFocusManager::OnCustomWheelEvent(const WheelEvent& event)
1043 bool consumed = false;
1044 Actor actor = GetCurrentFocusActor();
1047 // Notify the actor about the wheel event
1048 consumed = EmitCustomWheelSignals(actor, event);
1053 bool KeyboardFocusManager::EmitCustomWheelSignals(Actor actor, const WheelEvent& event)
1055 bool consumed = false;
1059 Dali::Actor oldParent(actor.GetParent());
1061 // Only do the conversion and emit the signal if the actor's wheel signal has connections.
1062 if(!actor.WheelEventSignal().Empty())
1064 // Emit the signal to the parent
1065 consumed = actor.WheelEventSignal().Emit(actor, event);
1067 // if actor doesn't consume WheelEvent, give WheelEvent to its parent.
1070 // The actor may have been removed/reparented during the signal callbacks.
1071 Dali::Actor parent = actor.GetParent();
1074 (parent == oldParent))
1076 consumed = EmitCustomWheelSignals(parent, event);
1084 void KeyboardFocusManager::OnWindowFocusChanged(Window window, bool focusIn)
1086 if(focusIn && mCurrentFocusedWindow.GetHandle() != window.GetRootLayer())
1088 // Change Current Focused Window
1089 Layer rootLayer = window.GetRootLayer();
1090 mCurrentFocusedWindow = rootLayer;
1092 // Get Current Focused Actor from window
1093 Actor currentFocusedActor = GetFocusActorFromCurrentWindow();
1094 SetCurrentFocusActor(currentFocusedActor);
1096 if(currentFocusedActor && (mEnableFocusIndicator == ENABLE))
1098 // Make sure the focused actor is highlighted
1099 currentFocusedActor.Add(GetFocusIndicatorActor());
1100 mIsFocusIndicatorShown = SHOW;
1105 Toolkit::KeyboardFocusManager::PreFocusChangeSignalType& KeyboardFocusManager::PreFocusChangeSignal()
1107 return mPreFocusChangeSignal;
1110 Toolkit::KeyboardFocusManager::FocusChangedSignalType& KeyboardFocusManager::FocusChangedSignal()
1112 return mFocusChangedSignal;
1115 Toolkit::KeyboardFocusManager::FocusGroupChangedSignalType& KeyboardFocusManager::FocusGroupChangedSignal()
1117 return mFocusGroupChangedSignal;
1120 Toolkit::KeyboardFocusManager::FocusedActorEnterKeySignalType& KeyboardFocusManager::FocusedActorEnterKeySignal()
1122 return mFocusedActorEnterKeySignal;
1125 bool KeyboardFocusManager::DoConnectSignal(BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor)
1127 Dali::BaseHandle handle(object);
1129 bool connected(true);
1130 KeyboardFocusManager* manager = static_cast<KeyboardFocusManager*>(object); // TypeRegistry guarantees that this is the correct type.
1132 if(0 == strcmp(signalName.c_str(), SIGNAL_PRE_FOCUS_CHANGE))
1134 manager->PreFocusChangeSignal().Connect(tracker, functor);
1136 else if(0 == strcmp(signalName.c_str(), SIGNAL_FOCUS_CHANGED))
1138 manager->FocusChangedSignal().Connect(tracker, functor);
1140 else if(0 == strcmp(signalName.c_str(), SIGNAL_FOCUS_GROUP_CHANGED))
1142 manager->FocusGroupChangedSignal().Connect(tracker, functor);
1144 else if(0 == strcmp(signalName.c_str(), SIGNAL_FOCUSED_ACTOR_ENTER_KEY))
1146 manager->FocusedActorEnterKeySignal().Connect(tracker, functor);
1150 // signalName does not match any signal
1157 void KeyboardFocusManager::SetCustomAlgorithm(CustomAlgorithmInterface& interface)
1159 mCustomAlgorithmInterface = &interface;
1162 void KeyboardFocusManager::EnableFocusIndicator(bool enable)
1164 if(!enable && mFocusIndicatorActor)
1166 mFocusIndicatorActor.Unparent();
1169 mEnableFocusIndicator = enable ? ENABLE : DISABLE;
1172 bool KeyboardFocusManager::IsFocusIndicatorEnabled() const
1174 return (mEnableFocusIndicator == ENABLE);
1177 void KeyboardFocusManager::EnableDefaultAlgorithm(bool enable)
1179 mEnableDefaultAlgorithm = enable;
1182 bool KeyboardFocusManager::IsDefaultAlgorithmEnabled() const
1184 return mEnableDefaultAlgorithm;
1187 } // namespace Internal
1189 } // namespace Toolkit