Use default PBR shader to the scene-loader
[platform/core/uifw/dali-toolkit.git] / automated-tests / src / dali-toolkit / utc-Dali-KeyboardFocusManager.cpp
index ec95a75..d0bb94b 100644 (file)
@@ -55,11 +55,12 @@ public:
   : 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()");
 
@@ -68,6 +69,7 @@ public:
     mCurrentFocusedActor  = currentFocusedActor;
     mProposedActorToFocus = proposedActorToFocus;
     mDirection            = direction;
+    mDeviceName           = deviceName;
 
     return mProposedActorToFocus;
   }
@@ -78,12 +80,14 @@ public:
     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
@@ -578,17 +582,19 @@ int UtcDaliKeyboardFocusManagerCustomAlgorithmMoveFocus(void)
   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
@@ -600,13 +606,14 @@ int UtcDaliKeyboardFocusManagerCustomAlgorithmMoveFocus(void)
   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
@@ -618,13 +625,14 @@ int UtcDaliKeyboardFocusManagerCustomAlgorithmMoveFocus(void)
   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);
 
@@ -1928,8 +1936,8 @@ int UtcDaliKeyboardFocusManagerSetAndGetCurrentFocusActorInTouchMode(void)
   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);
@@ -1983,6 +1991,8 @@ int UtcDaliKeyboardFocusManagerEnableDefaultAlgorithm(void)
   // 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();
@@ -2027,13 +2037,31 @@ int UtcDaliKeyboardFocusManagerEnableDefaultAlgorithm(void)
   // 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;
 }
 
@@ -2182,3 +2210,101 @@ int UtcDaliKeyboardFocusManagerChangeFocusDirectionByCustomWheelEvent(void)
 
   END_TEST;
 }
+
+int UtcDaliKeyboardFocusManagerWithUserInteractionEnabled(void)
+{
+  ToolkitTestApplication application;
+
+  tet_infoline(" UtcDaliKeyboardFocusManagerWithUserInteractionEnabled");
+
+  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);
+
+  // 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);
+
+  // 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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