Users can implement focus movement by SetCustomAlgorithm.
[platform/core/uifw/dali-toolkit.git] / automated-tests / src / dali-toolkit / utc-Dali-KeyboardFocusManager.cpp
index 6083bc2..37c6ded 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
 
 // Need to override adaptor classes for toolkit test harness, so include
 // test harness headers before dali headers.
+#include <dali/devel-api/actors/actor-devel.h>
+#include <dali/integration-api/events/key-event-integ.h>
+#include <dali/integration-api/events/touch-event-integ.h>
 #include <dali-toolkit-test-suite-utils.h>
-
 #include <dali-toolkit/dali-toolkit.h>
-#include <dali/integration-api/events/key-event-integ.h>
 #include <dali-toolkit/devel-api/focus-manager/keyboard-focus-manager-devel.h>
 #include <dali-toolkit/devel-api/controls/control-devel.h>
+#include <dali-toolkit/devel-api/controls/table-view/table-view.h>
 
 using namespace Dali;
 using namespace Dali::Toolkit;
@@ -217,6 +219,34 @@ public:
   Actor mActivatedActor;
 };
 
+class KeyEventCallback : public Dali::ConnectionTracker
+{
+public:
+  /**
+   * Constructor
+   * @param[in]  returnValue  Set return value of KeyEvent callback.
+   * */
+  KeyEventCallback( bool consumed )
+  : mConsumed( consumed ),
+    mIsCalled( false )
+  {
+  }
+
+  bool Callback( Control control, const KeyEvent& keyEvent )
+  {
+    mIsCalled = true;
+    return mConsumed;
+  }
+
+  void Callback( const KeyEvent& keyEvent )
+  {
+    mIsCalled = true;
+  }
+
+  bool mConsumed;
+  bool mIsCalled;
+};
+
 // Used to connect to signals via the ConnectSignal Handle method
 struct CallbackFunctor
 {
@@ -268,13 +298,13 @@ int UtcDaliKeyboardFocusManagerSetAndGetCurrentFocusActor(void)
 
   // Create the first actor and add it to the stage
   Actor first = Actor::New();
-  first.SetKeyboardFocusable(true);
-  Stage::GetCurrent().Add(first);
+  first.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+  application.GetScene().Add(first);
 
   // Create the second actor and add it to the stage
   Actor second = Actor::New();
-  second.SetKeyboardFocusable(true);
-  Stage::GetCurrent().Add(second);
+  second.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+  application.GetScene().Add(second);
 
   // Create the third actor but don't add it to the stage
   Actor third = Actor::New();
@@ -298,14 +328,14 @@ int UtcDaliKeyboardFocusManagerSetAndGetCurrentFocusActor(void)
   DALI_TEST_CHECK(manager.GetCurrentFocusActor() == second);
 
   // Add the third actor to the stage
-  Stage::GetCurrent().Add(third);
+  application.GetScene().Add(third);
 
   // Check that it will fail to set focus on the third actor as it's not focusable
   DALI_TEST_CHECK(manager.SetCurrentFocusActor(third) == false);
   DALI_TEST_CHECK(manager.GetCurrentFocusActor() == second);
 
   // Make the third actor focusable
-  third.SetKeyboardFocusable(true);
+  third.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
 
   // Check that the focus is successfully moved to the third actor
   DALI_TEST_CHECK(manager.SetCurrentFocusActor(third) == true);
@@ -339,13 +369,13 @@ int UtcDaliKeyboardFocusManagerMoveFocus(void)
 
   // Create the first actor and add it to the stage
   Actor first = Actor::New();
-  first.SetKeyboardFocusable(true);
-  Stage::GetCurrent().Add(first);
+  first.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+  application.GetScene().Add(first);
 
   // Create the second actor and add it to the stage
   Actor second = Actor::New();
-  second.SetKeyboardFocusable(true);
-  Stage::GetCurrent().Add(second);
+  second.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+  application.GetScene().Add(second);
 
   // Move the focus to the right
   DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::RIGHT) == false);
@@ -396,15 +426,15 @@ int UtcDaliKeyboardFocusManagerMoveFocus(void)
 
   // Create a 2x2 table view and try to move focus inside it
   TableView tableView = TableView::New( 2, 2 );
-  Stage::GetCurrent().Add(tableView);
+  application.GetScene().Add(tableView);
 
   // Create the third actor
   Actor third = Actor::New();
-  third.SetKeyboardFocusable(true);
+  third.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
 
   // Create the fourth actor
   Actor fourth = Actor::New();
-  fourth.SetKeyboardFocusable(true);
+  fourth.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
 
   // Add the four children to table view
   tableView.AddChild(first, TableView::CellPosition(0, 0));
@@ -502,13 +532,13 @@ int UtcDaliKeyboardFocusManagerCustomAlgorithmMoveFocus(void)
 
   // Create the first actor and add it to the stage
   Actor first = Actor::New();
-  first.SetKeyboardFocusable(true);
-  Stage::GetCurrent().Add(first);
+  first.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+  application.GetScene().Add(first);
 
   // Create the second actor and add it to the stage
   Actor second = Actor::New();
-  second.SetKeyboardFocusable(true);
-  Stage::GetCurrent().Add(second);
+  second.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+  application.GetScene().Add(second);
 
   // Move the focus to the right
   DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::RIGHT) == false);
@@ -595,10 +625,10 @@ int UtcDaliKeyboardFocusManagerFocusablePropertiesMoveFocus(void)
 
   PushButton button1 = PushButton::New();
   PushButton button2 = PushButton::New();
-  button1.SetKeyboardFocusable(true);
-  button2.SetKeyboardFocusable(true);
-  Stage::GetCurrent().Add(button1);
-  Stage::GetCurrent().Add(button2);
+  button1.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+  button2.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+  application.GetScene().Add(button1);
+  application.GetScene().Add(button2);
 
   // Set the focus to the button1
   DALI_TEST_CHECK(manager.SetCurrentFocusActor(button1) == true);
@@ -609,16 +639,16 @@ int UtcDaliKeyboardFocusManagerFocusablePropertiesMoveFocus(void)
   focusChangedCallback.Reset();
 
   // set the navigation properties of button1
-  button1.SetProperty(Toolkit::DevelControl::Property::LEFT_FOCUSABLE_ACTOR_ID, Property::Value((int)button2.GetId()));
-  button1.SetProperty(Toolkit::DevelControl::Property::RIGHT_FOCUSABLE_ACTOR_ID, Property::Value((int)button2.GetId()));
-  button1.SetProperty(Toolkit::DevelControl::Property::UP_FOCUSABLE_ACTOR_ID, Property::Value((int)button2.GetId()));
-  button1.SetProperty(Toolkit::DevelControl::Property::DOWN_FOCUSABLE_ACTOR_ID, Property::Value((int)button2.GetId()));
+  button1.SetProperty(Toolkit::DevelControl::Property::LEFT_FOCUSABLE_ACTOR_ID, Property::Value((int)button2.GetProperty< int >( Actor::Property::ID )));
+  button1.SetProperty(Toolkit::DevelControl::Property::RIGHT_FOCUSABLE_ACTOR_ID, Property::Value((int)button2.GetProperty< int >( Actor::Property::ID )));
+  button1.SetProperty(Toolkit::DevelControl::Property::UP_FOCUSABLE_ACTOR_ID, Property::Value((int)button2.GetProperty< int >( Actor::Property::ID )));
+  button1.SetProperty(Toolkit::DevelControl::Property::DOWN_FOCUSABLE_ACTOR_ID, Property::Value((int)button2.GetProperty< int >( Actor::Property::ID )));
 
   // set the navigation properties of button2
-  button2.SetProperty(Toolkit::DevelControl::Property::LEFT_FOCUSABLE_ACTOR_ID, Property::Value((int)button1.GetId()));
-  button2.SetProperty(Toolkit::DevelControl::Property::RIGHT_FOCUSABLE_ACTOR_ID, Property::Value((int)button1.GetId()));
-  button2.SetProperty(Toolkit::DevelControl::Property::UP_FOCUSABLE_ACTOR_ID, Property::Value((int)button1.GetId()));
-  button2.SetProperty(Toolkit::DevelControl::Property::DOWN_FOCUSABLE_ACTOR_ID, Property::Value((int)button1.GetId()));
+  button2.SetProperty(Toolkit::DevelControl::Property::LEFT_FOCUSABLE_ACTOR_ID, Property::Value((int)button1.GetProperty< int >( Actor::Property::ID )));
+  button2.SetProperty(Toolkit::DevelControl::Property::RIGHT_FOCUSABLE_ACTOR_ID, Property::Value((int)button1.GetProperty< int >( Actor::Property::ID )));
+  button2.SetProperty(Toolkit::DevelControl::Property::UP_FOCUSABLE_ACTOR_ID, Property::Value((int)button1.GetProperty< int >( Actor::Property::ID )));
+  button2.SetProperty(Toolkit::DevelControl::Property::DOWN_FOCUSABLE_ACTOR_ID, Property::Value((int)button1.GetProperty< int >( Actor::Property::ID )));
 
   // Move the focus towards left
   DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::LEFT) == true);
@@ -662,14 +692,14 @@ int UtcDaliKeyboardFocusManagerFocusablePropertiesMoveFocus(void)
 
   // Create a 1x1 table view and try to move focus inside it
   TableView tableView = TableView::New( 1, 1 );
-  Stage::GetCurrent().Add(tableView);
+  application.GetScene().Add(tableView);
 
   PushButton button = PushButton::New();
-  button.SetKeyboardFocusable(true);
+  button.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
   tableView.AddChild(button, TableView::CellPosition(0, 0));
 
   // set the navigation properties of button3
-  button.SetProperty(Toolkit::DevelControl::Property::LEFT_FOCUSABLE_ACTOR_ID, Property::Value((int)button1.GetId()));
+  button.SetProperty(Toolkit::DevelControl::Property::LEFT_FOCUSABLE_ACTOR_ID, Property::Value((int)button1.GetProperty< int >( Actor::Property::ID )));
 
   // Set the focus to the button
   DALI_TEST_CHECK(manager.SetCurrentFocusActor(button) == true);
@@ -703,13 +733,13 @@ int UtcDaliKeyboardFocusManagerClearFocus(void)
 
   // Create the first actor and add it to the stage
   Actor first = Actor::New();
-  first.SetKeyboardFocusable(true);
-  Stage::GetCurrent().Add(first);
+  first.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+  application.GetScene().Add(first);
 
   // Create the second actor and add it to the stage
   Actor second = Actor::New();
-  second.SetKeyboardFocusable(true);
-  Stage::GetCurrent().Add(second);
+  second.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+  application.GetScene().Add(second);
 
   // Check that the focus is set on the first actor
   DALI_TEST_CHECK(manager.SetCurrentFocusActor(first) == true);
@@ -791,7 +821,7 @@ int UtcDaliKeyboardFocusManagerGetFocusGroup(void)
   Actor parent = Actor::New();
   Actor child = Actor::New();
   parent.Add(child);
-  Stage::GetCurrent().Add(parent);
+  application.GetScene().Add(parent);
 
   // Create three actors and add them as the children of the first child actor
   Actor grandChild = Actor::New();
@@ -865,7 +895,7 @@ int UtcDaliKeyboardFocusManagerSignalFocusedActorActivated(void)
   FocusedActorActivatedCallback focusedActorActivatedCallback(focusedActorActivatedSignalVerified);
   manager.FocusedActorEnterKeySignal().Connect( &focusedActorActivatedCallback, &FocusedActorActivatedCallback::Callback );
 
-  Integration::KeyEvent returnEvent( "Return", "", 0, 0, 0, Integration::KeyEvent::Up, DEFAULT_DEVICE_NAME, DevelDevice::Class::NONE, DevelDevice::Subclass::NONE );
+  Integration::KeyEvent returnEvent( "Return", "", "", 0, 0, 0, Integration::KeyEvent::UP, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE );
 
   // Press Any key to notice physical keyboard event is comming to KeyboardFocusManager
   // It makes mIsFocusIndicatorEnabled true
@@ -873,13 +903,13 @@ int UtcDaliKeyboardFocusManagerSignalFocusedActorActivated(void)
 
   // Create the first button and add it to the stage
   PushButton firstPushButton = PushButton::New();
-  firstPushButton.SetKeyboardFocusable(true);
-  Stage::GetCurrent().Add(firstPushButton);
+  firstPushButton.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+  application.GetScene().Add(firstPushButton);
 
   // Create the second button and add it to the stage
   PushButton secondPushButton = PushButton::New();
-  secondPushButton.SetKeyboardFocusable(true);
-  Stage::GetCurrent().Add(secondPushButton);
+  secondPushButton.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+  application.GetScene().Add(secondPushButton);
 
   // Check that the focus is set on the first button
   DALI_TEST_CHECK(manager.SetCurrentFocusActor(firstPushButton) == true);
@@ -923,8 +953,8 @@ int UtcDaliKeyboardFocusManagerSignalFocusGroupChanged(void)
   FocusGroupChangedCallback focusGroupChangedCallback(focusGroupChangedSignalVerified);
   manager.FocusGroupChangedSignal().Connect( &focusGroupChangedCallback, &FocusGroupChangedCallback::Callback );
 
-  Integration::KeyEvent tabEvent( "Tab", "", 0, 0, 0, Integration::KeyEvent::Down, DEFAULT_DEVICE_NAME, DevelDevice::Class::NONE, DevelDevice::Subclass::NONE );
-  Integration::KeyEvent shiftTabEvent( "Tab", "", 0, 1, 0, Integration::KeyEvent::Down, DEFAULT_DEVICE_NAME, DevelDevice::Class::NONE, DevelDevice::Subclass::NONE );
+  Integration::KeyEvent tabEvent( "Tab", "", "", 0, 0, 0, Integration::KeyEvent::DOWN, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE );
+  Integration::KeyEvent shiftTabEvent( "Tab", "", "", 0, 1, 0, Integration::KeyEvent::DOWN, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE );
 
   // Press Any key to notice physical keyboard event is comming to KeyboardFocusManager
   // It makes mIsFocusIndicatorEnabled true
@@ -973,23 +1003,23 @@ int UtcDaliKeyboardFocusManagerMoveFocusBackward(void)
 
   // Create the first actor and add it to the stage
   Actor first = Actor::New();
-  first.SetKeyboardFocusable(true);
-  Stage::GetCurrent().Add(first);
+  first.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+  application.GetScene().Add(first);
 
   // Create the second actor and add it to the stage
   Actor second = Actor::New();
-  second.SetKeyboardFocusable(true);
-  Stage::GetCurrent().Add(second);
+  second.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+  application.GetScene().Add(second);
 
   // Create the third actor and add it to the stage
   Actor third = Actor::New();
-  third.SetKeyboardFocusable(true);
-  Stage::GetCurrent().Add(third);
+  third.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+  application.GetScene().Add(third);
 
   // Create the fourth actor and add it to the stage
   Actor fourth = Actor::New();
-  fourth.SetKeyboardFocusable(true);
-  Stage::GetCurrent().Add(fourth);
+  fourth.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+  application.GetScene().Add(fourth);
 
   // Check that the focus is set on the second actor
   DALI_TEST_CHECK(manager.SetCurrentFocusActor(first) == true);
@@ -1030,8 +1060,8 @@ int UtcDaliKeyboardFocusManagerMoveFocusBackward(void)
   for(int i = 0 ; i < 31 ; i ++)
   {
     Actor actor = Actor::New();
-    actor.SetKeyboardFocusable(true);
-    Stage::GetCurrent().Add(actor);
+    actor.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+    application.GetScene().Add(actor);
     manager.SetCurrentFocusActor(actor);
   }
 
@@ -1063,12 +1093,12 @@ int UtcDaliKeyboardFocusManagerChangeFocusDirectionByKeyEvents(void)
   FocusChangedCallback focusChangedCallback(focusChangedSignalVerified);
   manager.FocusChangedSignal().Connect( &focusChangedCallback, &FocusChangedCallback::Callback );
 
-  Integration::KeyEvent leftEvent( "Left", "", 0, 0, 0, Integration::KeyEvent::Down, DEFAULT_DEVICE_NAME, DevelDevice::Class::NONE, DevelDevice::Subclass::NONE );
-  Integration::KeyEvent rightEvent( "Right", "", 0, 0, 0, Integration::KeyEvent::Down, DEFAULT_DEVICE_NAME, DevelDevice::Class::NONE, DevelDevice::Subclass::NONE );
-  Integration::KeyEvent upEvent( "Up", "", 0, 0, 0, Integration::KeyEvent::Down, DEFAULT_DEVICE_NAME, DevelDevice::Class::NONE, DevelDevice::Subclass::NONE );
-  Integration::KeyEvent downEvent( "Down", "", 0, 0, 0, Integration::KeyEvent::Down, DEFAULT_DEVICE_NAME, DevelDevice::Class::NONE, DevelDevice::Subclass::NONE );
-  Integration::KeyEvent pageUpEvent( "Prior", "", 0, 0, 0, Integration::KeyEvent::Down, DEFAULT_DEVICE_NAME, DevelDevice::Class::NONE, DevelDevice::Subclass::NONE );
-  Integration::KeyEvent pageDownEvent( "Next", "", 0, 0, 0, Integration::KeyEvent::Down, DEFAULT_DEVICE_NAME, DevelDevice::Class::NONE, DevelDevice::Subclass::NONE );
+  Integration::KeyEvent leftEvent( "Left", "", "", 0, 0, 0, Integration::KeyEvent::DOWN, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE );
+  Integration::KeyEvent rightEvent( "Right", "", "", 0, 0, 0, Integration::KeyEvent::DOWN, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE );
+  Integration::KeyEvent upEvent( "Up", "", "", 0, 0, 0, Integration::KeyEvent::DOWN, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE );
+  Integration::KeyEvent downEvent( "Down", "", "", 0, 0, 0, Integration::KeyEvent::DOWN, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE );
+  Integration::KeyEvent pageUpEvent( "Prior", "", "", 0, 0, 0, Integration::KeyEvent::DOWN, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE );
+  Integration::KeyEvent pageDownEvent( "Next", "", "", 0, 0, 0, Integration::KeyEvent::DOWN, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE );
 
   // Press Any key to notice physical keyboard event is comming to KeyboardFocusManager
   // It makes mIsFocusIndicatorEnabled true
@@ -1076,23 +1106,23 @@ int UtcDaliKeyboardFocusManagerChangeFocusDirectionByKeyEvents(void)
 
   // Create a 2x2 table view and try to move focus inside it
   TableView tableView = TableView::New( 2, 2 );
-  Stage::GetCurrent().Add(tableView);
+  application.GetScene().Add(tableView);
 
   // Create the first actor
   Actor first = Actor::New();
-  first.SetKeyboardFocusable(true);
+  first.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
 
   // Create the second actor
   Actor second = Actor::New();
-  second.SetKeyboardFocusable(true);
+  second.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
 
   // Create the third actor
   Actor third = Actor::New();
-  third.SetKeyboardFocusable(true);
+  third.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
 
   // Create the fourth actor
   Actor fourth = Actor::New();
-  fourth.SetKeyboardFocusable(true);
+  fourth.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
 
   // Add the four children to table view
   tableView.AddChild(first, TableView::CellPosition(0, 0));
@@ -1182,10 +1212,68 @@ int UtcDaliKeyboardFocusManagerChangeFocusDirectionByKeyEvents(void)
   DALI_TEST_CHECK(preFocusChangeCallback.mProposedActorToFocus == Actor());
   DALI_TEST_CHECK(preFocusChangeCallback.mDirection == Control::KeyboardFocus::RIGHT);
 
+  // Clear the focus again
+  manager.ClearFocus();
+
+  // Send the up event for line coverage, but nothing was focued so focus manager will try the initial focus
+  preFocusChangeCallback.Reset();
+  application.ProcessEvent(upEvent);
+  DALI_TEST_CHECK(manager.GetCurrentFocusActor() == Actor());
+  DALI_TEST_CHECK(preFocusChangeCallback.mSignalVerified);
+  DALI_TEST_CHECK(preFocusChangeCallback.mCurrentFocusedActor == Actor());
+  DALI_TEST_CHECK(preFocusChangeCallback.mProposedActorToFocus == Actor());
+
+  // Clear the focus again
+  manager.ClearFocus();
+
+  // Send the down event for line coverage, but nothing was focued so focus manager will try the initial focus
+  preFocusChangeCallback.Reset();
+  application.ProcessEvent(downEvent);
+  DALI_TEST_CHECK(manager.GetCurrentFocusActor() == Actor());
+  DALI_TEST_CHECK(preFocusChangeCallback.mSignalVerified);
+  DALI_TEST_CHECK(preFocusChangeCallback.mCurrentFocusedActor == Actor());
+  DALI_TEST_CHECK(preFocusChangeCallback.mProposedActorToFocus == Actor());
+
   END_TEST;
 }
 
+int UtcDaliKeyboardFocusManagerSignalChangedBySpaceKeyEvent(void)
+{
+  ToolkitTestApplication application;
+
+  tet_infoline(" UtcDaliKeyboardFocusManagerSignalChangedBySpaceKeyEvent");
+
+  KeyboardFocusManager manager = KeyboardFocusManager::Get();
+  DALI_TEST_CHECK(manager);
+
+  bool preFocusChangeSignalVerified = false;
+  PreFocusChangeCallback preFocusChangeCallback(preFocusChangeSignalVerified);
+  manager.PreFocusChangeSignal().Connect( &preFocusChangeCallback, &PreFocusChangeCallback::Callback );
+
+  Integration::KeyEvent spaceEvent( "space", "", "", 0, 0, 0, Integration::KeyEvent::DOWN, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE );
+
+  // Press Any key to notice physical keyboard event is comming to KeyboardFocusManager
+  // It makes mIsFocusIndicatorEnabled true
+  application.ProcessEvent(spaceEvent);
+
+  // Send the space event
+  application.ProcessEvent(spaceEvent);
+  DALI_TEST_CHECK(preFocusChangeCallback.mSignalVerified);
+  DALI_TEST_CHECK(preFocusChangeCallback.mCurrentFocusedActor == Actor());
 
+  // Clear the focus again
+  manager.ClearFocus();
+
+  // Send the space event again for line coverage
+  preFocusChangeCallback.Reset();
+  application.ProcessEvent(spaceEvent);
+  DALI_TEST_CHECK(manager.GetCurrentFocusActor() == Actor());
+  DALI_TEST_CHECK(preFocusChangeCallback.mSignalVerified);
+  DALI_TEST_CHECK(preFocusChangeCallback.mCurrentFocusedActor == Actor());
+  DALI_TEST_CHECK(preFocusChangeCallback.mProposedActorToFocus == Actor());
+
+  END_TEST;
+}
 
 
 
@@ -1215,13 +1303,13 @@ int UtcDaliKeyboardFocusManagerMoveFocusTestStateChange(void)
 
   // Create the first actor and add it to the stage
   Control first = Control::New();
-  first.SetKeyboardFocusable(true);
-  Stage::GetCurrent().Add(first);
+  first.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+  application.GetScene().Add(first);
 
   // Create the second actor and add it to the stage
   Control second = Control::New();
-  second.SetKeyboardFocusable(true);
-  Stage::GetCurrent().Add(second);
+  second.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+  application.GetScene().Add(second);
 
   // Move the focus to the right
   DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::RIGHT) == false);
@@ -1275,15 +1363,15 @@ int UtcDaliKeyboardFocusManagerMoveFocusTestStateChange(void)
 
   // Create a 2x2 table view and try to move focus inside it
   TableView tableView = TableView::New( 2, 2 );
-  Stage::GetCurrent().Add(tableView);
+  application.GetScene().Add(tableView);
 
   // Create the third actor
   Control third = Control::New();
-  third.SetKeyboardFocusable(true);
+  third.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
 
   // Create the fourth actor
   Control fourth = Control::New();
-  fourth.SetKeyboardFocusable(true);
+  fourth.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
 
   // Add the four children to table view
   tableView.AddChild(first, TableView::CellPosition(0, 0));
@@ -1408,14 +1496,14 @@ int UtcDaliKeyboardFocusManagerFocusedActorUnstaged(void)
   DALI_TEST_CHECK( ! manager.GetCurrentFocusActor() );
 
   Actor actor = Actor::New();
-  actor.SetKeyboardFocusable( true );
+  actor.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE, true );
 
   tet_infoline( "Attempt to set unstaged actor, no actor should be returned from KeyboardFocusManager" );
   manager.SetCurrentFocusActor( actor );
   DALI_TEST_CHECK( ! manager.GetCurrentFocusActor() );
 
   tet_infoline( "Add actor to stage and attempt to set, our actor should be returned from KeyboardFocusManager" );
-  Stage::GetCurrent().Add( actor );
+  application.GetScene().Add( actor );
   manager.SetCurrentFocusActor( actor );
   DALI_TEST_CHECK( manager.GetCurrentFocusActor() == actor );
 
@@ -1425,3 +1513,483 @@ int UtcDaliKeyboardFocusManagerFocusedActorUnstaged(void)
 
   END_TEST;
 }
+
+int UtcDaliKeyboardFocusManagerEnableFocusIndicator(void)
+{
+  ToolkitTestApplication application;
+
+  tet_infoline( "Ensure we cannot set an actor to be focused if it is not staged and that we do not retrieve an actor if it has been unstaged" );
+
+  KeyboardFocusManager manager = KeyboardFocusManager::Get();
+  DALI_TEST_CHECK( ! manager.GetCurrentFocusActor() );
+
+  Actor actor = Actor::New();
+  actor.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE, true );
+  application.GetScene().Add( actor );
+  manager.SetCurrentFocusActor( actor );
+
+  // Press Any key to notice physical keyboard event is comming to KeyboardFocusManager
+  // It makes mIsFocusIndicatorEnabled true and add focus indicator to focused actor.
+  Integration::KeyEvent rightEvent( "Right", "", "", 0, 0, 0, Integration::KeyEvent::DOWN, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE );
+  application.ProcessEvent(rightEvent);
+
+  Actor indicatorActor = manager.GetFocusIndicatorActor();
+
+  tet_infoline( "Indicator is added to focused actor" );
+  DALI_TEST_CHECK( actor == indicatorActor.GetParent() );
+
+  Dali::Toolkit::DevelKeyboardFocusManager::EnableFocusIndicator(manager, false);
+  DALI_TEST_CHECK( !Dali::Toolkit::DevelKeyboardFocusManager::IsFocusIndicatorEnabled(manager) );
+
+  tet_infoline( "Indicator is removed from focused actor because mUseFocusIndicator is false" );
+  DALI_TEST_CHECK( !indicatorActor.GetParent() );
+
+  END_TEST;
+}
+
+int UtcDaliKeyboardFocusManagerCheckConsumedKeyEvent(void)
+{
+  ToolkitTestApplication application;
+
+  tet_infoline( "Ensure Window can't receive KeyEvent when Control already consumed it" );
+  Dali::Integration::Scene scene = application.GetScene();
+
+  KeyboardFocusManager manager = KeyboardFocusManager::Get();
+  DALI_TEST_CHECK( ! manager.GetCurrentFocusActor() );
+
+  // Create the first actor and add it to the stage
+  Control control = Control::New();
+  control.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+  scene.Add(control);
+
+  KeyEventCallback controlCallback( true );
+  control.KeyEventSignal().Connect( &controlCallback, &KeyEventCallback::Callback );
+
+  KeyEventCallback sceneCallback( false );
+  scene.KeyEventSignal().Connect( &sceneCallback, &KeyEventCallback::Callback );
+
+  manager.SetCurrentFocusActor( control );
+
+  // Press Any key to notice physical keyboard event is comming to KeyboardFocusManager
+  // It makes mIsFocusIndicatorEnabled true and add focus indicator to focused actor.
+  Integration::KeyEvent event1( "Right", "", "", 0, 0, 0, Integration::KeyEvent::DOWN, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE );
+  application.ProcessEvent(event1);
+
+  DALI_TEST_CHECK( controlCallback.mIsCalled );
+  DALI_TEST_CHECK( !sceneCallback.mIsCalled );
+
+  END_TEST;
+}
+
+int UtcDaliKeyboardFocusManagerFocusPerWindow(void)
+{
+  ToolkitTestApplication application;
+
+  tet_infoline( "Ensure Memory focus actors for each window ");
+  KeyboardFocusManager manager = KeyboardFocusManager::Get();
+  DALI_TEST_CHECK( ! manager.GetCurrentFocusActor() );
+
+  Window firstWindow = Window::New(PositionSize(0,0,300,500) ,"", false);
+  DALI_TEST_CHECK( firstWindow );
+  Control first = Control::New();
+  first.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+  firstWindow.Add(first);
+
+  Window secondWindow = Window::New(PositionSize(0,0,400,600) ,"", false);
+  DALI_TEST_CHECK( secondWindow );
+  Control second = Control::New();
+  second.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true);
+  secondWindow.Add( second );
+
+  DALI_TEST_CHECK(manager.SetCurrentFocusActor(first) == true);
+  DALI_TEST_CHECK(manager.GetCurrentFocusActor() == first);
+
+  DALI_TEST_CHECK(manager.SetCurrentFocusActor(second) == true);
+  DALI_TEST_CHECK(manager.GetCurrentFocusActor() == second);
+  firstWindow.Raise();
+  DALI_TEST_CHECK(manager.GetCurrentFocusActor() == first);
+
+  secondWindow.Remove( second );
+  secondWindow.Raise();
+  DALI_TEST_CHECK(manager.GetCurrentFocusActor() != second);
+
+  secondWindow.Reset();
+  END_TEST;
+}
+
+int UtcDaliKeyboardFocusManagerWithoutFocusablePropertiesMoveFocus(void)
+{
+  ToolkitTestApplication application;
+
+  tet_infoline(" UtcDaliKeyboardFocusManagerWithoutFocusablePropertiesMoveFocus");
+
+  // Register Type
+  TypeInfo type;
+  type = TypeRegistry::Get().GetTypeInfo( "KeyboardFocusManager" );
+  DALI_TEST_CHECK( type );
+  BaseHandle handle = type.CreateInstance();
+  DALI_TEST_CHECK( handle );
+
+  KeyboardFocusManager manager = KeyboardFocusManager::Get();
+  DALI_TEST_CHECK(manager);
+
+  bool focusChangedSignalVerified = false;
+  FocusChangedCallback focusChangedCallback(focusChangedSignalVerified);
+  manager.FocusChangedSignal().Connect( &focusChangedCallback, &FocusChangedCallback::Callback );
+
+  PushButton button1 = PushButton::New();
+  PushButton button2 = PushButton::New();
+  PushButton button3 = PushButton::New();
+  PushButton button4 = PushButton::New();
+  PushButton button5 = PushButton::New();
+
+  button1.SetProperty(Actor::Property::SIZE, Vector2(50, 50));
+  button2.SetProperty(Actor::Property::SIZE, Vector2(50, 50));
+  button3.SetProperty(Actor::Property::SIZE, Vector2(50, 50));
+  button4.SetProperty(Actor::Property::SIZE, Vector2(50, 50));
+  button5.SetProperty(Actor::Property::SIZE, Vector2(50, 50));
+
+  button1.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE,true);
+  button2.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE,true);
+  button3.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE,true);
+  button4.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE,true);
+  button5.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE,true);
+
+  application.GetScene().Add(button1);
+  application.GetScene().Add(button2);
+  application.GetScene().Add(button3);
+  button5.Add(button4);
+  application.GetScene().Add(button5);
+
+  // set position
+  // button1 -- button2
+  //   |           |
+  //   |    button5|
+  // button3 -- button4
+  button1.SetProperty(Actor::Property::POSITION, Vector2(0.0f, 0.0f));
+  button2.SetProperty(Actor::Property::POSITION, Vector2(100.0f, 0.0f));
+  button3.SetProperty(Actor::Property::POSITION, Vector2(0.0f, 100.0f));
+  button4.SetProperty(Actor::Property::POSITION, Vector2(40.0f, 40.0f));
+  button5.SetProperty(Actor::Property::POSITION, Vector2(60.0f, 60.0f));
+
+  // flush the queue and render once
+  application.SendNotification();
+  application.Render();
+
+  // Set the focus to the button1
+  // [button1] -- button2
+  //   |           |
+  //   |    button5|
+  // button3 -- button4
+  DALI_TEST_CHECK(manager.SetCurrentFocusActor(button1) == true);
+  DALI_TEST_CHECK(manager.GetCurrentFocusActor() == button1);
+  DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
+  DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == Actor());
+  DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == button1);
+  focusChangedCallback.Reset();
+
+  // without set the navigation properties, but we can focus move
+  // enable the default algorithm
+  Dali::Toolkit::DevelKeyboardFocusManager::EnableDefaultAlgorithm(manager, true);
+  DALI_TEST_CHECK( Dali::Toolkit::DevelKeyboardFocusManager::IsDefaultAlgorithmEnabled(manager) );
+
+  // Move the focus towards right
+  // button1 -- [button2]
+  //   |           |
+  //   |    button5|
+  // button3 -- button4
+  DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::RIGHT) == true);
+
+  // Confirm whether focus is moved to button2
+  DALI_TEST_EQUALS(button2.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::FOCUSED, TEST_LOCATION);
+  DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
+  DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == button1);
+  DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == button2);
+  focusChangedCallback.Reset();
+
+  // Move the focus towards down
+  // button1 -- button2
+  //   |           |
+  //   |  [button5]|
+  // button3 -- button4
+  DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::DOWN) == true);
+
+  // Confirm whether focus is moved to button5
+  DALI_TEST_EQUALS(button5.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 == button5);
+  focusChangedCallback.Reset();
+
+  // Move the focus towards right
+  // button1 -- button2
+  //   |           |
+  //   |    button5|
+  // button3 -- [button4]
+  DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::RIGHT) == true);
+
+  // Confirm whether focus is moved to button4
+  DALI_TEST_EQUALS(button4.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::FOCUSED, TEST_LOCATION);
+  DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
+  DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == button5);
+  DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == button4);
+  focusChangedCallback.Reset();
+
+  // Move the focus towards left
+  // button1 -- button2
+  //   |           |
+  //   |  [button5]|
+  // button3 -- button4
+  DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::LEFT) == true);
+
+  // Confirm whether focus is moved to button5
+  DALI_TEST_EQUALS(button5.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::FOCUSED, TEST_LOCATION);
+  DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
+  DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == button4);
+  DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == button5);
+  focusChangedCallback.Reset();
+
+  // Move the focus towards left
+  // button1 -- button2
+  //   |           |
+  //   |    button5|
+  //[button3] -- button4
+  DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::LEFT) == true);
+
+  // Confirm whether focus is moved to button3
+  DALI_TEST_EQUALS(button3.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::FOCUSED, TEST_LOCATION);
+  DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
+  DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == button5);
+  DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == button3);
+  focusChangedCallback.Reset();
+
+  // Move the focus towards right
+  // button1 -- button2
+  //   |           |
+  //   |  [button5]|
+  // button3 -- button4
+  DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::RIGHT) == true);
+
+  // Confirm whether focus is moved to button5
+  DALI_TEST_EQUALS(button5.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::FOCUSED, TEST_LOCATION);
+  DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
+  DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == button3);
+  DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == button5);
+  focusChangedCallback.Reset();
+
+  // Move the focus towards left
+  // button1 -- button2
+  //   |           |
+  //   |    button5|
+  //[button3] -- button4
+  DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::LEFT) == true);
+
+  // Confirm whether focus is moved to button3
+  DALI_TEST_EQUALS(button3.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::FOCUSED, TEST_LOCATION);
+  DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
+  DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == button5);
+  DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == button3);
+  focusChangedCallback.Reset();
+
+  // Move the focus towards up
+  //[button1]-- button2
+  //   |           |
+  //   |    button5|
+  // button3 -- button4
+  DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::UP) == 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 == button3);
+  DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == button1);
+  focusChangedCallback.Reset();
+
+
+  // Move the focus towards left. The focus move will fail as no way to move it upwards
+  DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::LEFT) == false);
+
+  // Move the focus toward page up/down. The focus move will fail as invalid direction.
+  DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::PAGE_UP) == false);
+  DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::PAGE_DOWN) == false);
+  focusChangedCallback.Reset();
+
+  END_TEST;
+}
+
+
+int UtcDaliKeyboardFocusManagerSetAndGetCurrentFocusActorInTouchMode(void)
+{
+  ToolkitTestApplication application;
+
+  tet_infoline(" UtcDaliKeyboardFocusManagerSetAndGetCurrentFocusActorInTouchMode");
+
+  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::SIZE, Vector2( 50, 50 ));
+  first.SetProperty(Actor::Property::POSITION, Vector2(0.0f, 0.0f));
+  first.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  first.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE,true);
+  first.SetProperty(DevelActor::Property::TOUCH_FOCUSABLE,true);
+  application.GetScene().Add(first);
+
+  // Create the second actor and add it to the stage
+  Actor second = Actor::New();
+  second.SetProperty(Actor::Property::SIZE, Vector2( 50, 50 ));
+  second.SetProperty(Actor::Property::POSITION, Vector2(100.0f, 0.0f));
+  second.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  second.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE,true);
+  application.GetScene().Add(second);
+
+  // flush the queue and render once
+  application.SendNotification();
+  application.Render();
+
+  // Check that no actor is being focused yet.
+  DALI_TEST_CHECK(manager.GetCurrentFocusActor() == Actor());
+
+  // Check that it will fail to set focus on an invalid actor
+  DALI_TEST_CHECK(manager.SetCurrentFocusActor(Actor()) == false);
+
+
+  Dali::Integration::TouchEvent event1 = Dali::Integration::TouchEvent();
+  Dali::Integration::Point pointDown1;
+  pointDown1.SetState( PointState::DOWN );
+  pointDown1.SetDeviceId(1);
+  // touch first actor
+  pointDown1.SetScreenPosition( Vector2( 10.0f, 10.0f ) );
+  event1.AddPoint(pointDown1);
+  application.ProcessEvent( event1 );
+
+  // flush the queue and render once
+  application.SendNotification();
+  application.Render();
+
+  // Check that the focus is successfully to the first actor
+  DALI_TEST_CHECK(manager.GetCurrentFocusActor() == first);
+
+  Dali::Integration::TouchEvent event2 = Dali::Integration::TouchEvent();
+  Dali::Integration::Point pointDown2;
+  pointDown2.SetState( PointState::DOWN );
+  pointDown2.SetDeviceId(1);
+  // touch second actor
+  pointDown2.SetScreenPosition( Vector2( 110.0f, 10.0f ) );
+  event2.AddPoint(pointDown2);
+  application.ProcessEvent( event2 );
+
+  // flush the queue and render once
+  application.SendNotification();
+  application.Render();
+
+  // Check that the focus is successfully to clear
+  DALI_TEST_CHECK(manager.GetCurrentFocusActor() == Actor());
+
+  // Make the second actor focusableInTouchMode
+  second.SetProperty( DevelActor::Property::TOUCH_FOCUSABLE,true);
+
+  // touch second actor
+  application.ProcessEvent( event2 );
+
+  // flush the queue and render once
+  application.SendNotification();
+  application.Render();
+
+  // Check that the focus is successfully to the second actor
+  DALI_TEST_CHECK(manager.GetCurrentFocusActor() == second);
+
+  END_TEST;
+}
+
+int UtcDaliKeyboardFocusManagerEnableDefaultAlgorithm(void)
+{
+  ToolkitTestApplication application;
+
+  tet_infoline(" UtcDaliKeyboardFocusManagerEnableDefaultAlgorithm");
+
+  // Register Type
+  TypeInfo type;
+  type = TypeRegistry::Get().GetTypeInfo( "KeyboardFocusManager" );
+  DALI_TEST_CHECK( type );
+  BaseHandle handle = type.CreateInstance();
+  DALI_TEST_CHECK( handle );
+
+  KeyboardFocusManager manager = KeyboardFocusManager::Get();
+  DALI_TEST_CHECK(manager);
+
+  bool focusChangedSignalVerified = false;
+  FocusChangedCallback focusChangedCallback(focusChangedSignalVerified);
+  manager.FocusChangedSignal().Connect( &focusChangedCallback, &FocusChangedCallback::Callback );
+
+  PushButton button1 = PushButton::New();
+  PushButton button2 = PushButton::New();
+
+  button1.SetProperty(Actor::Property::SIZE, Vector2(50, 50));
+  button2.SetProperty(Actor::Property::SIZE, Vector2(50, 50));
+
+  button1.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE,true);
+  button2.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE,true);
+
+  application.GetScene().Add(button1);
+  application.GetScene().Add(button2);
+
+  // set position
+  // button1 -- button2
+  button1.SetProperty(Actor::Property::POSITION, Vector2(0.0f, 0.0f));
+  button2.SetProperty(Actor::Property::POSITION, Vector2(100.0f, 0.0f));
+
+  // flush the queue and render once
+  application.SendNotification();
+  application.Render();
+
+  // Set the focus to the button1
+  // [button1] -- button2
+  DALI_TEST_CHECK(manager.SetCurrentFocusActor(button1) == true);
+  DALI_TEST_CHECK(manager.GetCurrentFocusActor() == button1);
+  DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
+  DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == Actor());
+  DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == button1);
+  focusChangedCallback.Reset();
+
+  // without set the navigation properties, but we can focus move
+  // enable the default algorithm
+  Dali::Toolkit::DevelKeyboardFocusManager::EnableDefaultAlgorithm(manager, true);
+  DALI_TEST_CHECK( Dali::Toolkit::DevelKeyboardFocusManager::IsDefaultAlgorithmEnabled(manager) );
+
+  // Move the focus towards right
+  // button1 -- [button2]
+  DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::RIGHT) == true);
+
+  // Confirm whether focus is moved to button2
+  DALI_TEST_EQUALS(button2.GetProperty<int>(DevelControl::Property::STATE), (int)DevelControl::FOCUSED, TEST_LOCATION);
+  DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
+  DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == button1);
+  DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == button2);
+  focusChangedCallback.Reset();
+
+  // disable the default algorithm
+  Dali::Toolkit::DevelKeyboardFocusManager::EnableDefaultAlgorithm(manager, false);
+  DALI_TEST_CHECK( !Dali::Toolkit::DevelKeyboardFocusManager::IsDefaultAlgorithmEnabled(manager) );
+
+  // Move the focus towards left, The focus move will fail because the default algorithm is disabled.
+  DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::LEFT) == false);
+
+  // enable the default algorithm
+  Dali::Toolkit::DevelKeyboardFocusManager::EnableDefaultAlgorithm(manager, true);
+  DALI_TEST_CHECK( Dali::Toolkit::DevelKeyboardFocusManager::IsDefaultAlgorithmEnabled(manager) );
+
+  // 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
+  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();
+
+
+  END_TEST;
+}