: mInterfaceVerified(interfaceVerified),
mCurrentFocusedActor(),
mProposedActorToFocus(),
- mDirection(Control::KeyboardFocus::LEFT)
+ mDirection(Control::KeyboardFocus::LEFT),
+ mDeviceName("")
{
}
- Actor GetNextFocusableActor(Actor currentFocusedActor, Actor proposedActorToFocus, Control::KeyboardFocus::Direction direction)
+ Actor GetNextFocusableActor(Actor currentFocusedActor, Actor proposedActorToFocus, Control::KeyboardFocus::Direction direction, const std::string& deviceName)
{
tet_infoline("Verifying CustomAlgorithm()");
mCurrentFocusedActor = currentFocusedActor;
mProposedActorToFocus = proposedActorToFocus;
mDirection = direction;
+ mDeviceName = deviceName;
return mProposedActorToFocus;
}
mCurrentFocusedActor = Actor();
mProposedActorToFocus = Actor();
mDirection = Control::KeyboardFocus::LEFT;
+ mDeviceName = "";
}
bool& mInterfaceVerified;
Actor mCurrentFocusedActor;
Actor mProposedActorToFocus;
Control::KeyboardFocus::Direction mDirection;
+ std::string mDeviceName;
};
// Functors to test whether PreFocusChange signal is emitted when the keyboard focus is about to change
preFocusChangeCallback.Reset();
bool customAlgorithmInterfaceVerified = false;
+ std::string deviceName = "deviceName";
CustomAlgorithm customAlgorithm(customAlgorithmInterfaceVerified);
Toolkit::DevelKeyboardFocusManager::SetCustomAlgorithm(manager, customAlgorithm);
// Move the focus towards right
- DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::RIGHT) == false);
+ DALI_TEST_CHECK(Toolkit::DevelKeyboardFocusManager::MoveFocus(manager, Control::KeyboardFocus::RIGHT, deviceName) == false);
// Because no layout control in the stage and the first actor is focused, it should invoke CustomAlgorithm
DALI_TEST_CHECK(customAlgorithm.mInterfaceVerified);
DALI_TEST_CHECK(customAlgorithm.mCurrentFocusedActor == Actor());
DALI_TEST_CHECK(customAlgorithm.mProposedActorToFocus == Actor());
DALI_TEST_CHECK(customAlgorithm.mDirection == Control::KeyboardFocus::RIGHT);
+ DALI_TEST_EQUALS(customAlgorithm.mDeviceName, deviceName, TEST_LOCATION );
customAlgorithm.Reset();
// Check that the focus is set on the first actor
focusChangedCallback.Reset();
// Move the focus towards right
- DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::RIGHT) == false);
+ DALI_TEST_CHECK(Toolkit::DevelKeyboardFocusManager::MoveFocus(manager, Control::KeyboardFocus::RIGHT, deviceName) == false);
// Because no layout control in the stage and the first actor is focused, it should invoke CustomAlgorithm
DALI_TEST_CHECK(customAlgorithm.mInterfaceVerified);
DALI_TEST_CHECK(customAlgorithm.mCurrentFocusedActor == first);
DALI_TEST_CHECK(customAlgorithm.mProposedActorToFocus == Actor());
DALI_TEST_CHECK(customAlgorithm.mDirection == Control::KeyboardFocus::RIGHT);
+ DALI_TEST_EQUALS(customAlgorithm.mDeviceName, deviceName, TEST_LOCATION );
customAlgorithm.Reset();
// Check that the focus is set on the second actor
focusChangedCallback.Reset();
// Move the focus towards up
- DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::UP) == false);
+ DALI_TEST_CHECK(Toolkit::DevelKeyboardFocusManager::MoveFocus(manager, Control::KeyboardFocus::UP, deviceName) == false);
// Because no layout control in the stage and no actor is focused, it should invoke CustomAlgorithm
DALI_TEST_CHECK(customAlgorithm.mInterfaceVerified);
DALI_TEST_CHECK(customAlgorithm.mCurrentFocusedActor == second);
DALI_TEST_CHECK(customAlgorithm.mProposedActorToFocus == Actor());
DALI_TEST_CHECK(customAlgorithm.mDirection == Control::KeyboardFocus::UP);
+ DALI_TEST_EQUALS(customAlgorithm.mDeviceName, deviceName, TEST_LOCATION );
customAlgorithm.Reset();
DALI_TEST_CHECK(!focusChangedCallback.mSignalVerified);
application.SendNotification();
application.Render();
- // Check that the focus is successfully to clear
- DALI_TEST_CHECK(manager.GetCurrentFocusActor() == Actor());
+ // Since no focus has been moved, the current focus actor is the same.
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == first);
// Make the second actor focusableInTouchMode
second.SetProperty(DevelActor::Property::TOUCH_FOCUSABLE, true);
// button1 -- button2
button1.SetProperty(Actor::Property::POSITION, Vector2(0.0f, 0.0f));
button2.SetProperty(Actor::Property::POSITION, Vector2(100.0f, 0.0f));
+ button1.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ button2.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
// flush the queue and render once
application.SendNotification();
// Move the focus towards left, The focus move will success because the default algorithm is enabled.
// [button1] -- button2
DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::LEFT) == true);
- // Confirm whether focus is moved to button2
+ // Confirm whether focus is moved to button1
DALI_TEST_EQUALS(button1.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::FOCUSED, TEST_LOCATION);
DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == button2);
DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == button1);
focusChangedCallback.Reset();
+ // Clears focus.
+ manager.ClearFocus();
+ // There is no actor focused.
+ // button1 -- button2
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == Actor());
+
+ // Move the focus towards right, The focus is on the actor closest to the top left of the window.
+ // [button1] -- button2
+ DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::RIGHT) == true);
+
+ // Confirm whether focus is moved to button1
+ DALI_TEST_EQUALS(button1.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::FOCUSED, TEST_LOCATION);
+ DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
+ DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == Actor());
+ DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == button1);
+ focusChangedCallback.Reset();
+
+
END_TEST;
}
END_TEST;
}
+
+int UtcDaliKeyboardFocusManagerWithUserInteractionEnabled(void)
+{
+ ToolkitTestApplication application;
+
+ tet_infoline(" UtcDaliKeyboardFocusManagerWithUserInteractionEnabled");
+
+ KeyboardFocusManager manager = KeyboardFocusManager::Get();
+ DALI_TEST_CHECK(manager);
+
+ // Create the first actor and add it to the stage
+ Actor first = Actor::New();
+ first.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE, true);
+ application.GetScene().Add(first);
+
+ // Create the second actor and add it to the first actor.
+ Actor second = Actor::New();
+ second.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE, true);
+ first.Add(second);
+
+ // Check that no actor is being focused yet.
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == Actor());
+
+ // Check that the focus is set on the first actor
+ DALI_TEST_CHECK(manager.SetCurrentFocusActor(first) == true);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == first);
+
+ // Set USER_INTERACTION_ENABLED false.
+ second.SetProperty(DevelActor::Property::USER_INTERACTION_ENABLED, false);
+
+ // Check that it will fail to set focus on the second actor as it's not userInteractionEnabled
+ DALI_TEST_CHECK(manager.SetCurrentFocusActor(second) == false);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == first);
+
+ // Set KeyboardFocusableChildren true.
+ second.SetProperty(DevelActor::Property::USER_INTERACTION_ENABLED, true);
+
+ // Check that the focus is set on the second actor
+ DALI_TEST_CHECK(manager.SetCurrentFocusActor(second) == true);
+ DALI_TEST_CHECK(manager.GetCurrentFocusActor() == second);
+
+ END_TEST;
+}
\ No newline at end of file