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 // If the parent's KEYBOARD_FOCUSABLE_CHILDREN is false, it cannot have focus.
211 Actor parent = actor.GetParent();
214 if(!parent.GetProperty<bool>(DevelActor::Property::KEYBOARD_FOCUSABLE_CHILDREN))
216 DALI_LOG_INFO(gLogFilter, Debug::General, "[%s:%d] Parent Actor has KEYBOARD_FOCUSABLE_CHILDREN false,\n", __FUNCTION__, __LINE__);
219 parent = parent.GetParent();
223 if(actor && actor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) && actor.GetProperty<bool>(Actor::Property::CONNECTED_TO_SCENE))
225 Integration::SceneHolder currentWindow = Integration::SceneHolder::Get(actor);
227 if(currentWindow.GetRootLayer() != mCurrentFocusedWindow.GetHandle())
229 Layer rootLayer = currentWindow.GetRootLayer();
230 mCurrentFocusedWindow = rootLayer;
234 Actor currentFocusedActor = GetCurrentFocusActor();
236 // If developer set focus on same actor, doing nothing
237 if(actor == currentFocusedActor)
246 // Check whether the actor is in the stage and is keyboard focusable.
247 if(actor && actor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) && actor.GetProperty<bool>(Actor::Property::CONNECTED_TO_SCENE))
249 if((mIsFocusIndicatorShown == SHOW) && (mEnableFocusIndicator == ENABLE))
251 actor.Add(GetFocusIndicatorActor());
254 // Send notification for the change of focus actor
255 if(!mFocusChangedSignal.Empty())
257 mFocusChangedSignal.Emit(currentFocusedActor, actor);
260 Toolkit::Control currentlyFocusedControl = Toolkit::Control::DownCast(currentFocusedActor);
261 if(currentlyFocusedControl)
263 // Do we need it to remember if it was previously DISABLED?
264 currentlyFocusedControl.SetProperty(DevelControl::Property::STATE, DevelControl::NORMAL);
265 currentlyFocusedControl.ClearKeyInputFocus();
268 DALI_LOG_INFO(gLogFilter, Debug::General, "[%s:%d] Focus Changed\n", __FUNCTION__, __LINE__);
270 // Save the current focused actor
271 mCurrentFocusActor = actor;
273 bool focusedWindowFound = false;
274 for(unsigned int i = 0; i < mCurrentFocusActors.size(); i++)
276 if(mCurrentFocusActors[i].first == mCurrentFocusedWindow)
278 mCurrentFocusActors[i].second = actor;
279 focusedWindowFound = true;
283 if(!focusedWindowFound)
285 // A new window gains the focus, so store the focused actor in that window.
286 mCurrentFocusActors.push_back(std::pair<WeakHandle<Layer>, WeakHandle<Actor> >(mCurrentFocusedWindow, actor));
289 Toolkit::Control newlyFocusedControl = Toolkit::Control::DownCast(actor);
290 if(newlyFocusedControl)
292 newlyFocusedControl.SetProperty(DevelControl::Property::STATE, DevelControl::FOCUSED);
293 newlyFocusedControl.SetKeyInputFocus();
296 // Push Current Focused Actor to FocusHistory
297 mFocusHistory.push_back(actor);
299 // Delete first element before add new element when Stack is full.
300 if(mFocusHistory.size() > MAX_HISTORY_AMOUNT)
302 FocusStackIterator beginPos = mFocusHistory.begin();
303 mFocusHistory.erase(beginPos);
306 DALI_LOG_INFO(gLogFilter, Debug::General, "[%s:%d] SUCCEED\n", __FUNCTION__, __LINE__);
311 DALI_LOG_WARNING("[%s:%d] FAILED\n", __FUNCTION__, __LINE__);
317 Actor KeyboardFocusManager::GetCurrentFocusActor()
319 Actor actor = mCurrentFocusActor.GetHandle();
321 if(actor && !actor.GetProperty<bool>(Actor::Property::CONNECTED_TO_SCENE))
323 // If the actor has been removed from the stage, then it should not be focused
325 mCurrentFocusActor.Reset();
330 Actor KeyboardFocusManager::GetFocusActorFromCurrentWindow()
334 for(index = 0; index < mCurrentFocusActors.size(); index++)
336 if(mCurrentFocusActors[index].first == mCurrentFocusedWindow)
338 actor = mCurrentFocusActors[index].second.GetHandle();
343 if(actor && !actor.GetProperty<bool>(Actor::Property::CONNECTED_TO_SCENE))
345 // If the actor has been removed from the window, then the window doesn't have any focused actor
347 mCurrentFocusActors.erase(mCurrentFocusActors.begin() + index);
353 Actor KeyboardFocusManager::GetCurrentFocusGroup()
355 return GetFocusGroup(GetCurrentFocusActor());
358 void KeyboardFocusManager::MoveFocusBackward()
360 // Find Pre Focused Actor when the list size is more than 1
361 if(mFocusHistory.size() > 1)
363 // Delete current focused actor in history
364 mFocusHistory.pop_back();
366 // If pre-focused actors are not on stage or deleted, remove them in stack
367 while(mFocusHistory.size() > 0)
369 // Get pre focused actor
370 Actor target = mFocusHistory[mFocusHistory.size() - 1].GetHandle();
372 // Impl of Actor is not null
373 if(target && target.GetProperty<bool>(Actor::Property::CONNECTED_TO_SCENE))
375 // Delete pre focused actor in history because it will pushed again by SetCurrentFocusActor()
376 mFocusHistory.pop_back();
377 SetCurrentFocusActor(target);
382 // Target is empty handle or off stage. Erase from queue
383 mFocusHistory.pop_back();
387 // if there is no actor which can get focus, then push current focus actor in stack again
388 if(mFocusHistory.size() == 0)
390 Actor currentFocusedActor = GetCurrentFocusActor();
391 mFocusHistory.push_back(currentFocusedActor);
396 bool KeyboardFocusManager::IsLayoutControl(Actor actor) const
398 Toolkit::Control control = Toolkit::Control::DownCast(actor);
399 return control && GetImplementation(control).IsKeyboardNavigationSupported();
402 Toolkit::Control KeyboardFocusManager::GetParentLayoutControl(Actor actor) const
404 // Get the actor's parent layout control that supports two dimensional keyboard navigation
409 Integration::SceneHolder window = Integration::SceneHolder::Get(actor);
412 rootActor = window.GetRootLayer();
415 parent = actor.GetParent();
418 while(parent && !IsLayoutControl(parent) && parent != rootActor)
420 parent = parent.GetParent();
423 return Toolkit::Control::DownCast(parent);
426 bool KeyboardFocusManager::MoveFocus(Toolkit::Control::KeyboardFocus::Direction direction, const std::string& deviceName)
428 Actor currentFocusActor = GetCurrentFocusActor();
430 bool succeed = false;
432 // Go through the actor's hierarchy until we find a layout control that knows how to move the focus
433 Toolkit::Control parentLayoutControl = GetParentLayoutControl(currentFocusActor);
434 while(parentLayoutControl && !succeed)
436 succeed = DoMoveFocusWithinLayoutControl(parentLayoutControl, currentFocusActor, direction);
437 parentLayoutControl = GetParentLayoutControl(parentLayoutControl);
442 Actor nextFocusableActor;
444 Toolkit::Control currentFocusControl = Toolkit::Control::DownCast(currentFocusActor);
446 // If the current focused actor is a control, then find the next focusable actor via the focusable properties.
447 if(currentFocusControl)
450 Property::Index index = Property::INVALID_INDEX;
451 Property::Value value;
453 // Find property index based upon focus direction
456 case Toolkit::Control::KeyboardFocus::LEFT:
458 index = Toolkit::DevelControl::Property::LEFT_FOCUSABLE_ACTOR_ID;
461 case Toolkit::Control::KeyboardFocus::RIGHT:
463 index = Toolkit::DevelControl::Property::RIGHT_FOCUSABLE_ACTOR_ID;
466 case Toolkit::Control::KeyboardFocus::UP:
468 index = Toolkit::DevelControl::Property::UP_FOCUSABLE_ACTOR_ID;
471 case Toolkit::Control::KeyboardFocus::DOWN:
473 index = Toolkit::DevelControl::Property::DOWN_FOCUSABLE_ACTOR_ID;
476 case Toolkit::Control::KeyboardFocus::CLOCKWISE:
478 index = Toolkit::DevelControl::Property::CLOCKWISE_FOCUSABLE_ACTOR_ID;
481 case Toolkit::Control::KeyboardFocus::COUNTER_CLOCKWISE:
483 index = Toolkit::DevelControl::Property::COUNTER_CLOCKWISE_FOCUSABLE_ACTOR_ID;
490 // If the focusable property is set then determine next focusable actor
491 if(index != Property::INVALID_INDEX)
493 value = currentFocusActor.GetProperty(index);
494 actorId = value.Get<int>();
496 // If actor's id is valid then find actor form actor's id. The actor should be on the stage.
499 if(currentFocusActor.GetParent())
501 nextFocusableActor = currentFocusActor.GetParent().FindChildById(actorId);
504 if(!nextFocusableActor)
506 Integration::SceneHolder window = Integration::SceneHolder::Get(currentFocusActor);
509 nextFocusableActor = window.GetRootLayer().FindChildById(actorId);
516 if(!nextFocusableActor)
518 // If the implementation of CustomAlgorithmInterface is provided then the PreFocusChangeSignal is no longer emitted.
519 if(mCustomAlgorithmInterface)
521 mIsWaitingKeyboardFocusChangeCommit = true;
522 nextFocusableActor = mCustomAlgorithmInterface->GetNextFocusableActor(currentFocusActor, Actor(), direction, deviceName);
523 mIsWaitingKeyboardFocusChangeCommit = false;
525 else if(!mPreFocusChangeSignal.Empty())
527 // Don't know how to move the focus further. The application needs to tell us which actor to move the focus to
528 mIsWaitingKeyboardFocusChangeCommit = true;
529 nextFocusableActor = mPreFocusChangeSignal.Emit(currentFocusActor, Actor(), direction);
530 mIsWaitingKeyboardFocusChangeCommit = false;
532 else if (mEnableDefaultAlgorithm)
535 if (currentFocusActor)
537 // Find the window of the focused actor.
538 Integration::SceneHolder window = Integration::SceneHolder::Get(currentFocusActor);
541 rootLayer = window.GetRootLayer();
546 // Searches from the currently focused window.
547 rootLayer = mCurrentFocusedWindow.GetHandle();
551 // We should find it among the actors nearby.
552 nextFocusableActor = Toolkit::FocusFinder::GetNearestFocusableActor(rootLayer, currentFocusActor, direction);
557 if(nextFocusableActor && nextFocusableActor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE))
559 // Whether the next focusable actor is a layout control
560 if(IsLayoutControl(nextFocusableActor))
562 // If so, move the focus inside it.
563 Toolkit::Control layoutControl = Toolkit::Control::DownCast(nextFocusableActor);
564 succeed = DoMoveFocusWithinLayoutControl(layoutControl, currentFocusActor, direction);
568 // Otherwise, just set focus to the next focusable actor
569 succeed = SetCurrentFocusActor(nextFocusableActor);
577 bool KeyboardFocusManager::DoMoveFocusWithinLayoutControl(Toolkit::Control control, Actor actor, Toolkit::Control::KeyboardFocus::Direction direction)
579 // Ask the control for the next actor to focus
580 Actor nextFocusableActor = GetImplementation(control).GetNextKeyboardFocusableActor(actor, direction, mFocusGroupLoopEnabled);
581 if(nextFocusableActor)
583 if(!nextFocusableActor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE))
585 // If the actor is not focusable, ask the same layout control for the next actor to focus
586 return DoMoveFocusWithinLayoutControl(control, nextFocusableActor, direction);
590 Actor currentFocusActor = GetCurrentFocusActor();
591 Actor committedFocusActor = nextFocusableActor;
593 // We will try to move the focus to the actor. Emit a signal to notify the proposed actor to focus
594 // Signal handler can check the proposed actor and return a different actor if it wishes.
595 if(!mPreFocusChangeSignal.Empty())
597 mIsWaitingKeyboardFocusChangeCommit = true;
598 committedFocusActor = mPreFocusChangeSignal.Emit(currentFocusActor, nextFocusableActor, direction);
599 mIsWaitingKeyboardFocusChangeCommit = false;
602 if(committedFocusActor && committedFocusActor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE))
604 // Whether the commited focusable actor is a layout control
605 if(IsLayoutControl(committedFocusActor))
607 // If so, move the focus inside it.
608 Toolkit::Control layoutControl = Toolkit::Control::DownCast(committedFocusActor);
609 return DoMoveFocusWithinLayoutControl(layoutControl, currentFocusActor, direction);
613 // Otherwise, just set focus to the next focusable actor
614 if(committedFocusActor == nextFocusableActor)
616 // If the application hasn't changed our proposed actor, we informs the layout control we will
617 // move the focus to what the control returns. The control might wish to perform some actions
618 // before the focus is actually moved.
619 GetImplementation(control).OnKeyboardFocusChangeCommitted(committedFocusActor);
622 return SetCurrentFocusActor(committedFocusActor);
633 // No more actor can be focused in the given direction within the same layout control.
638 bool KeyboardFocusManager::DoMoveFocusToNextFocusGroup(bool forward)
640 bool succeed = false;
642 // Get the parent layout control of the current focus group
643 Toolkit::Control parentLayoutControl = GetParentLayoutControl(GetCurrentFocusGroup());
645 while(parentLayoutControl && !succeed)
647 // If the current focus group has a parent layout control, we can probably automatically
648 // move the focus to the next focus group in the forward or backward direction.
649 Toolkit::Control::KeyboardFocus::Direction direction = forward ? Toolkit::Control::KeyboardFocus::RIGHT : Toolkit::Control::KeyboardFocus::LEFT;
650 succeed = DoMoveFocusWithinLayoutControl(parentLayoutControl, GetCurrentFocusActor(), direction);
651 parentLayoutControl = GetParentLayoutControl(parentLayoutControl);
654 if(!mFocusGroupChangedSignal.Empty())
656 // Emit a focus group changed signal. The applicaton can move the focus to a new focus group
657 mFocusGroupChangedSignal.Emit(GetCurrentFocusActor(), forward);
663 void KeyboardFocusManager::DoKeyboardEnter(Actor actor)
667 Toolkit::Control control = Toolkit::Control::DownCast(actor);
670 // Notify the control that enter has been pressed on it.
671 GetImplementation(control).KeyboardEnter();
674 // Send a notification for the actor.
675 if(!mFocusedActorEnterKeySignal.Empty())
677 mFocusedActorEnterKeySignal.Emit(actor);
682 void KeyboardFocusManager::ClearFocus()
684 Actor actor = GetCurrentFocusActor();
687 if(mFocusIndicatorActor)
689 actor.Remove(mFocusIndicatorActor);
692 // Send notification for the change of focus actor
693 if(!mFocusChangedSignal.Empty())
695 mFocusChangedSignal.Emit(actor, Actor());
698 Toolkit::Control currentlyFocusedControl = Toolkit::Control::DownCast(actor);
699 if(currentlyFocusedControl)
701 currentlyFocusedControl.SetProperty(DevelControl::Property::STATE, DevelControl::NORMAL);
702 currentlyFocusedControl.ClearKeyInputFocus();
706 mCurrentFocusActor.Reset();
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 mClearFocusOnTouch is false, do not clear the focus even if user touch the screen.
1009 if(mClearFocusOnTouch)
1014 // If KEYBOARD_FOCUSABLE and TOUCH_FOCUSABLE is true, set focus actor
1015 Actor hitActor = touch.GetHitActor(0);
1016 if(hitActor && hitActor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) && hitActor.GetProperty<bool>(DevelActor::Property::TOUCH_FOCUSABLE))
1018 SetCurrentFocusActor(hitActor);
1023 void KeyboardFocusManager::OnWheelEvent(const WheelEvent& event)
1025 if(event.GetType() == Dali::WheelEvent::CUSTOM_WHEEL)
1027 Toolkit::Control::KeyboardFocus::Direction direction = (event.GetDelta() > 0) ? Toolkit::Control::KeyboardFocus::CLOCKWISE : Toolkit::Control::KeyboardFocus::COUNTER_CLOCKWISE;
1029 MoveFocus(direction);
1033 bool KeyboardFocusManager::OnCustomWheelEvent(const WheelEvent& event)
1035 bool consumed = false;
1036 Actor actor = GetCurrentFocusActor();
1039 // Notify the actor about the wheel event
1040 consumed = EmitCustomWheelSignals(actor, event);
1045 bool KeyboardFocusManager::EmitCustomWheelSignals(Actor actor, const WheelEvent& event)
1047 bool consumed = false;
1051 Dali::Actor oldParent(actor.GetParent());
1053 // Only do the conversion and emit the signal if the actor's wheel signal has connections.
1054 if(!actor.WheelEventSignal().Empty())
1056 // Emit the signal to the parent
1057 consumed = actor.WheelEventSignal().Emit(actor, event);
1059 // if actor doesn't consume WheelEvent, give WheelEvent to its parent.
1062 // The actor may have been removed/reparented during the signal callbacks.
1063 Dali::Actor parent = actor.GetParent();
1066 (parent == oldParent))
1068 consumed = EmitCustomWheelSignals(parent, event);
1076 void KeyboardFocusManager::OnWindowFocusChanged(Window window, bool focusIn)
1078 if(focusIn && mCurrentFocusedWindow.GetHandle() != window.GetRootLayer())
1080 // Change Current Focused Window
1081 Layer rootLayer = window.GetRootLayer();
1082 mCurrentFocusedWindow = rootLayer;
1084 // Get Current Focused Actor from window
1085 Actor currentFocusedActor = GetFocusActorFromCurrentWindow();
1086 SetCurrentFocusActor(currentFocusedActor);
1088 if(currentFocusedActor && (mEnableFocusIndicator == ENABLE))
1090 // Make sure the focused actor is highlighted
1091 currentFocusedActor.Add(GetFocusIndicatorActor());
1092 mIsFocusIndicatorShown = SHOW;
1097 Toolkit::KeyboardFocusManager::PreFocusChangeSignalType& KeyboardFocusManager::PreFocusChangeSignal()
1099 return mPreFocusChangeSignal;
1102 Toolkit::KeyboardFocusManager::FocusChangedSignalType& KeyboardFocusManager::FocusChangedSignal()
1104 return mFocusChangedSignal;
1107 Toolkit::KeyboardFocusManager::FocusGroupChangedSignalType& KeyboardFocusManager::FocusGroupChangedSignal()
1109 return mFocusGroupChangedSignal;
1112 Toolkit::KeyboardFocusManager::FocusedActorEnterKeySignalType& KeyboardFocusManager::FocusedActorEnterKeySignal()
1114 return mFocusedActorEnterKeySignal;
1117 bool KeyboardFocusManager::DoConnectSignal(BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor)
1119 Dali::BaseHandle handle(object);
1121 bool connected(true);
1122 KeyboardFocusManager* manager = static_cast<KeyboardFocusManager*>(object); // TypeRegistry guarantees that this is the correct type.
1124 if(0 == strcmp(signalName.c_str(), SIGNAL_PRE_FOCUS_CHANGE))
1126 manager->PreFocusChangeSignal().Connect(tracker, functor);
1128 else if(0 == strcmp(signalName.c_str(), SIGNAL_FOCUS_CHANGED))
1130 manager->FocusChangedSignal().Connect(tracker, functor);
1132 else if(0 == strcmp(signalName.c_str(), SIGNAL_FOCUS_GROUP_CHANGED))
1134 manager->FocusGroupChangedSignal().Connect(tracker, functor);
1136 else if(0 == strcmp(signalName.c_str(), SIGNAL_FOCUSED_ACTOR_ENTER_KEY))
1138 manager->FocusedActorEnterKeySignal().Connect(tracker, functor);
1142 // signalName does not match any signal
1149 void KeyboardFocusManager::SetCustomAlgorithm(CustomAlgorithmInterface& interface)
1151 mCustomAlgorithmInterface = &interface;
1154 void KeyboardFocusManager::EnableFocusIndicator(bool enable)
1156 if(!enable && mFocusIndicatorActor)
1158 mFocusIndicatorActor.Unparent();
1161 mEnableFocusIndicator = enable ? ENABLE : DISABLE;
1164 bool KeyboardFocusManager::IsFocusIndicatorEnabled() const
1166 return (mEnableFocusIndicator == ENABLE);
1169 void KeyboardFocusManager::EnableDefaultAlgorithm(bool enable)
1171 mEnableDefaultAlgorithm = enable;
1174 bool KeyboardFocusManager::IsDefaultAlgorithmEnabled() const
1176 return mEnableDefaultAlgorithm;
1179 } // namespace Internal
1181 } // namespace Toolkit