If the currently focused actor is hidden or disabled, it should lose focus.
[platform/core/uifw/dali-toolkit.git] / automated-tests / src / dali-toolkit / utc-Dali-KeyboardFocusManager.cpp
index 1ca7bd4..d0bb94b 100644 (file)
@@ -2220,13 +2220,13 @@ int UtcDaliKeyboardFocusManagerWithUserInteractionEnabled(void)
   KeyboardFocusManager manager = KeyboardFocusManager::Get();
   DALI_TEST_CHECK(manager);
 
-  // Create the first actor and add it to the stage
-  Actor first = Actor::New();
+  // Create the first control and add it to the stage
+  Control first = Control::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();
+  // Create the second control and add it to the first control.
+  Control second = Control::New();
   second.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE, true);
   first.Add(second);
 
@@ -2251,5 +2251,60 @@ int UtcDaliKeyboardFocusManagerWithUserInteractionEnabled(void)
   DALI_TEST_CHECK(manager.SetCurrentFocusActor(second) == true);
   DALI_TEST_CHECK(manager.GetCurrentFocusActor() == second);
 
+  // If the currently focused actor becomes USER_INTERACTION_ENABLED false, it loses focus.
+  second.SetProperty(DevelActor::Property::USER_INTERACTION_ENABLED, false);
+
+  DALI_TEST_CHECK(manager.GetCurrentFocusActor() == Actor());
+
+
+  END_TEST;
+}
+
+
+int UtcDaliKeyboardFocusManagerWithHide(void)
+{
+  ToolkitTestApplication application;
+
+  tet_infoline(" UtcDaliKeyboardFocusManagerWithHide");
+
+  KeyboardFocusManager manager = KeyboardFocusManager::Get();
+  DALI_TEST_CHECK(manager);
+
+  // Create the first control and add it to the stage
+  Control first = Control::New();
+  first.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE, true);
+  application.GetScene().Add(first);
+
+  // Create the second control and add it to the first control.
+  Control second = Control::New();
+  second.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE, true);
+  first.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 the focus is set on the actor
+  DALI_TEST_CHECK(manager.SetCurrentFocusActor(first) == true);
+  DALI_TEST_CHECK(manager.GetCurrentFocusActor() == first);
+
+  // If the currently focused actor becomes VISIBLE false, it loses focus.
+  first.SetProperty(Actor::Property::VISIBLE, false);
+  DALI_TEST_CHECK(manager.GetCurrentFocusActor() == Actor());
+
+  first.SetProperty(Actor::Property::VISIBLE, true);
+  // Check that the focus is set on the actor
+  DALI_TEST_CHECK(manager.SetCurrentFocusActor(second) == true);
+  DALI_TEST_CHECK(manager.GetCurrentFocusActor() == second);
+
+  // If the currently focused actor becomes VISIBLE false, When the parent is hidden, the child also loses focus.
+  first.SetProperty(Actor::Property::VISIBLE, false);
+  DALI_TEST_CHECK(manager.GetCurrentFocusActor() == Actor());
+
+
   END_TEST;
 }
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