It may be outside the range of type int.
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / devel-api / focus-manager / focus-finder.cpp
index d12ed11..71934f0 100644 (file)
  *\r
  */\r
 \r
+/*\r
+ * Copyright (C) 2017 The Android Open Source Project\r
+ *\r
+ * Modified by joogab yun(joogab.yun@samsung.com)\r
+ */\r
+\r
 // CLASS HEADER\r
 #include "focus-finder.h"\r
 \r
 // EXTERNAL INCLUDES\r
-#include <dali/devel-api/common/singleton-service.h>\r
-\r
-// INTERNAL INCLUDES\r
-#include <dali-toolkit/internal/focus-manager/focus-finder-impl.h>\r
+#include <dali/devel-api/actors/actor-devel.h>\r
+#include <dali/integration-api/adaptor-framework/scene-holder.h>\r
+#include <dali/public-api/actors/layer.h>\r
 \r
 namespace Dali\r
 {\r
 namespace Toolkit\r
 {\r
-FocusFinder::FocusFinder()\r
+namespace FocusFinder\r
+{\r
+namespace\r
+{\r
+static constexpr float FULLY_TRANSPARENT(0.01f); ///< Alpha values must rise above this, before an object is considered to be visible.\r
+\r
+static int MajorAxisDistanceRaw(Dali::Toolkit::Control::KeyboardFocus::Direction direction, Dali::Rect<float> source, Dali::Rect<float> dest)\r
+{\r
+  switch(direction)\r
+  {\r
+    case Dali::Toolkit::Control::KeyboardFocus::LEFT:\r
+    {\r
+      return source.left - dest.right;\r
+    }\r
+    case Dali::Toolkit::Control::KeyboardFocus::RIGHT:\r
+    {\r
+      return dest.left - source.right;\r
+    }\r
+    case Dali::Toolkit::Control::KeyboardFocus::UP:\r
+    {\r
+      return source.top - dest.bottom;\r
+    }\r
+    case Dali::Toolkit::Control::KeyboardFocus::DOWN:\r
+    {\r
+      return dest.top - source.bottom;\r
+    }\r
+    default:\r
+    {\r
+      return 0;\r
+    }\r
+  }\r
+}\r
+\r
+/**\r
+ * @return The distance from the edge furthest in the given direction\r
+ *   of source to the edge nearest in the given direction of dest.\r
+ *   If the dest is not in the direction from source, return 0.\r
+ */\r
+static int MajorAxisDistance(Dali::Toolkit::Control::KeyboardFocus::Direction direction, Dali::Rect<float> source, Dali::Rect<float> dest)\r
 {\r
+  return std::max(0, MajorAxisDistanceRaw(direction, source, dest));\r
 }\r
 \r
-FocusFinder::~FocusFinder()\r
+static int MajorAxisDistanceToFarEdgeRaw(Dali::Toolkit::Control::KeyboardFocus::Direction direction, Dali::Rect<float> source, Dali::Rect<float> dest)\r
 {\r
+  switch(direction)\r
+  {\r
+    case Dali::Toolkit::Control::KeyboardFocus::LEFT:\r
+    {\r
+      return source.left - dest.left;\r
+    }\r
+    case Dali::Toolkit::Control::KeyboardFocus::RIGHT:\r
+    {\r
+      return dest.right - source.right;\r
+    }\r
+    case Dali::Toolkit::Control::KeyboardFocus::UP:\r
+    {\r
+      return source.top - dest.top;\r
+    }\r
+    case Dali::Toolkit::Control::KeyboardFocus::DOWN:\r
+    {\r
+      return dest.bottom - source.bottom;\r
+    }\r
+    default:\r
+    {\r
+      return 0;\r
+    }\r
+  }\r
 }\r
 \r
-FocusFinder FocusFinder::Get()\r
+/**\r
+ * @return The distance along the major axis w.r.t the direction from the\r
+ *   edge of source to the far edge of dest.\r
+ *   If the dest is not in the direction from source, return 1\r
+ */\r
+static int MajorAxisDistanceToFarEdge(Dali::Toolkit::Control::KeyboardFocus::Direction direction, Dali::Rect<float> source, Dali::Rect<float> dest)\r
 {\r
-  FocusFinder finder;\r
+  return std::max(1, MajorAxisDistanceToFarEdgeRaw(direction, source, dest));\r
+}\r
 \r
-  // Check whether the focus finder is already created\r
-  SingletonService singletonService(SingletonService::Get());\r
-  if(singletonService)\r
+/**\r
+ * Find the distance on the minor axis w.r.t the direction to the nearest\r
+ * edge of the destination rectangle.\r
+ * @param direction the direction (up, down, left, right)\r
+ * @param source The source rect.\r
+ * @param dest The destination rect.\r
+ * @return The distance.\r
+ */\r
+static int MinorAxisDistance(Dali::Toolkit::Control::KeyboardFocus::Direction direction, Dali::Rect<float> source, Dali::Rect<float> dest)\r
+{\r
+  switch(direction)\r
   {\r
-    Dali::BaseHandle handle = singletonService.GetSingleton(typeid(FocusFinder));\r
-    if(handle)\r
+    case Dali::Toolkit::Control::KeyboardFocus::LEFT:\r
+    case Dali::Toolkit::Control::KeyboardFocus::RIGHT:\r
+    {\r
+      // the distance between the center verticals\r
+      return std::abs((source.top + (source.bottom - source.top) * 0.5f) -\r
+                      (dest.top + (dest.bottom - dest.top) * 0.5f));\r
+    }\r
+    case Dali::Toolkit::Control::KeyboardFocus::UP:\r
+    case Dali::Toolkit::Control::KeyboardFocus::DOWN:\r
+    {\r
+      // the distance between the center horizontals\r
+      return std::abs((source.left + (source.right - source.left) * 0.5f) -\r
+                      (dest.left + (dest.right - dest.left) * 0.5f));\r
+    }\r
+    default:\r
     {\r
-      // If so, downcast the handle of singleton to focus finder\r
-      finder = FocusFinder(dynamic_cast<Internal::FocusFinder*>(handle.GetObjectPtr()));\r
+      return 0;\r
     }\r
+  }\r
+}\r
 \r
-    if(!finder)\r
+/**\r
+ * Calculate distance given major and minor axis distances.\r
+ * @param majorAxisDistance The majorAxisDistance\r
+ * @param minorAxisDistance The minorAxisDistance\r
+ * @return The distance\r
+ */\r
+static uint64_t GetWeightedDistanceFor(int majorAxisDistance, int minorAxisDistance)\r
+{\r
+  return 13 * static_cast<int64_t>(majorAxisDistance) * static_cast<int64_t>(majorAxisDistance) + static_cast<int64_t>(minorAxisDistance) * static_cast<int64_t>(minorAxisDistance);\r
+}\r
+\r
+/**\r
+ * Convert x,y,width,height coordinates into left, right, bottom, top coordinates.\r
+ * @param[in,out] rect The rect\r
+ */\r
+static void ConvertCoordinate(Dali::Rect<float>& rect)\r
+{\r
+  // convert x, y, width, height -> left, right, bottom, top\r
+  float left   = rect.x;\r
+  float right  = rect.x + rect.width;\r
+  float bottom = rect.y + rect.height;\r
+  float top    = rect.y;\r
+\r
+  rect.left   = left;\r
+  rect.right  = right;\r
+  rect.bottom = bottom;\r
+  rect.top    = top;\r
+}\r
+\r
+/**\r
+ * Is destRect a candidate for the next focus given the direction?\r
+ * @param srcRect The source rect.\r
+ * @param destRect The dest rect.\r
+ * @param direction The direction (up, down, left, right)\r
+ * @return Whether destRect is a candidate.\r
+ */\r
+static bool IsCandidate(Dali::Rect<float> srcRect, Dali::Rect<float> destRect, Dali::Toolkit::Control::KeyboardFocus::Direction direction)\r
+{\r
+  switch(direction)\r
+  {\r
+    case Dali::Toolkit::Control::KeyboardFocus::LEFT:\r
+    {\r
+      return (srcRect.right > destRect.right || srcRect.left >= destRect.right) && srcRect.left > destRect.left;\r
+    }\r
+    case Dali::Toolkit::Control::KeyboardFocus::RIGHT:\r
+    {\r
+      return (srcRect.left < destRect.left || srcRect.right <= destRect.left) && srcRect.right < destRect.right;\r
+    }\r
+    case Dali::Toolkit::Control::KeyboardFocus::UP:\r
+    {\r
+      return (srcRect.bottom > destRect.bottom || srcRect.top >= destRect.bottom) && srcRect.top > destRect.top;\r
+    }\r
+    case Dali::Toolkit::Control::KeyboardFocus::DOWN:\r
+    {\r
+      return (srcRect.top < destRect.top || srcRect.bottom <= destRect.top) && srcRect.bottom < destRect.bottom;\r
+    }\r
+    default:\r
     {\r
-      // If not, create the focus finder and register it as a singleton\r
-      finder = FocusFinder(new Internal::FocusFinder());\r
-      singletonService.Register(typeid(finder), finder);\r
+      return false;\r
     }\r
   }\r
+  return false;\r
+}\r
 \r
-  return finder;\r
+/**\r
+ * Is dest in a given direction from src?\r
+ * @param direction the direction (up, down, left, right)\r
+ * @param src The source rect\r
+ * @param dest The dest rect\r
+ */\r
+static bool IsToDirectionOf(Dali::Toolkit::Control::KeyboardFocus::Direction direction, Dali::Rect<float> src, Dali::Rect<float> dest)\r
+{\r
+  switch(direction)\r
+  {\r
+    case Dali::Toolkit::Control::KeyboardFocus::LEFT:\r
+    {\r
+      return src.left >= dest.right;\r
+    }\r
+    case Dali::Toolkit::Control::KeyboardFocus::RIGHT:\r
+    {\r
+      return src.right <= dest.left;\r
+    }\r
+    case Dali::Toolkit::Control::KeyboardFocus::UP:\r
+    {\r
+      return src.top >= dest.bottom;\r
+    }\r
+    case Dali::Toolkit::Control::KeyboardFocus::DOWN:\r
+    {\r
+      return src.bottom <= dest.top;\r
+    }\r
+    default:\r
+    {\r
+      return false;\r
+    }\r
+  }\r
+}\r
+\r
+/**\r
+ * Do the given direction's axis of rect1 and rect2 overlap?\r
+ * @param direction the direction (up, down, left, right)\r
+ * @param rect1 The first rect\r
+ * @param rect2 The second rect\r
+ * @return whether the beams overlap\r
+ */\r
+static bool BeamsOverlap(Dali::Toolkit::Control::KeyboardFocus::Direction direction, Dali::Rect<float> rect1, Dali::Rect<float> rect2)\r
+{\r
+  switch(direction)\r
+  {\r
+    case Dali::Toolkit::Control::KeyboardFocus::LEFT:\r
+    case Dali::Toolkit::Control::KeyboardFocus::RIGHT:\r
+    {\r
+      return (rect2.bottom >= rect1.top) && (rect2.top <= rect1.bottom);\r
+    }\r
+    case Dali::Toolkit::Control::KeyboardFocus::UP:\r
+    case Dali::Toolkit::Control::KeyboardFocus::DOWN:\r
+    {\r
+      return (rect2.right >= rect1.left) && (rect2.left <= rect1.right);\r
+    }\r
+    default:\r
+    {\r
+      return false;\r
+    }\r
+  }\r
+}\r
+\r
+/**\r
+ * One rectangle may be another candidate than another by virtue of being exclusively in the beam of the source rect.\r
+ * @param direction The direction (up, down, left, right)\r
+ * @param source The source rect\r
+ * @param rect1 The first rect\r
+ * @param rect2 The second rect\r
+ * @return Whether rect1 is a better candidate than rect2 by virtue of it being in src's beam\r
+ */\r
+static bool BeamBeats(Dali::Toolkit::Control::KeyboardFocus::Direction direction, Dali::Rect<float> source, Dali::Rect<float> rect1, Dali::Rect<float> rect2)\r
+{\r
+  const bool rect1InSrcBeam = BeamsOverlap(direction, source, rect1);\r
+  const bool rect2InSrcBeam = BeamsOverlap(direction, source, rect2);\r
+  // if rect1 isn't exclusively in the src beam, it doesn't win\r
+  if(rect2InSrcBeam || !rect1InSrcBeam)\r
+  {\r
+    return false;\r
+  }\r
+  // we know rect1 is in the beam, and rect2 is not\r
+  // if rect1 is to the direction of, and rect2 is not, rect1 wins.\r
+  // for example, for direction left, if rect1 is to the left of the source\r
+  // and rect2 is below, then we always prefer the in beam rect1, since rect2\r
+  // could be reached by going down.\r
+  if(!IsToDirectionOf(direction, source, rect2))\r
+  {\r
+    return true;\r
+  }\r
+  // for horizontal directions, being exclusively in beam always wins\r
+  if((direction == Dali::Toolkit::Control::KeyboardFocus::LEFT || direction == Dali::Toolkit::Control::KeyboardFocus::RIGHT))\r
+  {\r
+    return true;\r
+  }\r
+  // for vertical directions, beams only beat up to a point:\r
+  // now, as long as rect2 isn't completely closer, rect1 wins\r
+  // e.g for direction down, completely closer means for rect2's top\r
+  // edge to be closer to the source's top edge than rect1's bottom edge.\r
+  return (MajorAxisDistance(direction, source, rect1) < MajorAxisDistanceToFarEdge(direction, source, rect2));\r
+}\r
+\r
+bool IsBetterCandidate(Toolkit::Control::KeyboardFocus::Direction direction, Rect<float>& focusedRect, Rect<float>& candidateRect, Rect<float>& bestCandidateRect)\r
+{\r
+  // to be a better candidate, need to at least be a candidate in the first place\r
+  if(!IsCandidate(focusedRect, candidateRect, direction))\r
+  {\r
+    return false;\r
+  }\r
+  // we know that candidateRect is a candidate.. if bestCandidateRect is not a candidate,\r
+  // candidateRect is better\r
+  if(!IsCandidate(focusedRect, bestCandidateRect, direction))\r
+  {\r
+    return true;\r
+  }\r
+  // if candidateRect is better by beam, it wins\r
+  if(BeamBeats(direction, focusedRect, candidateRect, bestCandidateRect))\r
+  {\r
+    return true;\r
+  }\r
+  // if bestCandidateRect is better, then candidateRect cant' be :)\r
+  if(BeamBeats(direction, focusedRect, bestCandidateRect, candidateRect))\r
+  {\r
+    return false;\r
+  }\r
+\r
+  // otherwise, do fudge-tastic comparison of the major and minor axis\r
+  return (GetWeightedDistanceFor(\r
+            MajorAxisDistance(direction, focusedRect, candidateRect),\r
+            MinorAxisDistance(direction, focusedRect, candidateRect)) < GetWeightedDistanceFor(MajorAxisDistance(direction, focusedRect, bestCandidateRect),\r
+                                                                                               MinorAxisDistance(direction, focusedRect, bestCandidateRect)));\r
 }\r
 \r
-FocusFinder::FocusFinder(Internal::FocusFinder* impl)\r
-: BaseHandle(impl)\r
+bool IsFocusable(Actor& actor)\r
 {\r
+  return (actor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) &&\r
+          actor.GetProperty<bool>(DevelActor::Property::USER_INTERACTION_ENABLED) &&\r
+          actor.GetProperty<bool>(Actor::Property::VISIBLE) &&\r
+          actor.GetProperty<Vector4>(Actor::Property::WORLD_COLOR).a > FULLY_TRANSPARENT);\r
 }\r
 \r
-Actor FocusFinder::GetNearestFocusableActor(Actor focusedActor, Toolkit::Control::KeyboardFocus::Direction direction)\r
+Actor FindNextFocus(Actor& actor, Actor& focusedActor, Rect<float>& focusedRect, Rect<float>& bestCandidateRect, Toolkit::Control::KeyboardFocus::Direction direction)\r
 {\r
-  return GetImpl(*this).GetNearestFocusableActor(focusedActor, direction);\r
+  Actor nearestActor;\r
+  if(actor && actor.GetProperty<bool>(Actor::Property::VISIBLE) && actor.GetProperty<bool>(DevelActor::Property::KEYBOARD_FOCUSABLE_CHILDREN))\r
+  {\r
+    // Recursively children\r
+    const auto childCount = actor.GetChildCount();\r
+    for(auto i = childCount; i > 0u; --i)\r
+    {\r
+      Dali::Actor child = actor.GetChildAt(i-1);\r
+      if(child && child != focusedActor && IsFocusable(child))\r
+      {\r
+        Rect<float> candidateRect = DevelActor::CalculateScreenExtents(child);\r
+\r
+        // convert x, y, width, height -> left, right, bottom, top\r
+        ConvertCoordinate(candidateRect);\r
+\r
+        if(IsBetterCandidate(direction, focusedRect, candidateRect, bestCandidateRect))\r
+        {\r
+          bestCandidateRect = candidateRect;\r
+          nearestActor      = child;\r
+        }\r
+      }\r
+      Actor nextActor = FindNextFocus(child, focusedActor, focusedRect, bestCandidateRect, direction);\r
+      if(nextActor)\r
+      {\r
+        nearestActor = nextActor;\r
+      }\r
+    }\r
+  }\r
+  return nearestActor;\r
 }\r
 \r
+} // unnamed namespace\r
+\r
+Actor GetNearestFocusableActor(Actor rootActor, Actor focusedActor, Toolkit::Control::KeyboardFocus::Direction direction)\r
+{\r
+  Actor nearestActor;\r
+  if(!rootActor)\r
+  {\r
+    return nearestActor;\r
+  }\r
+\r
+  Rect<float> focusedRect;\r
+  if (!focusedActor)\r
+  {\r
+    // If there is no currently focused actor, it is searched based on the upper left corner of the current window.\r
+    Rect<float> rootRect = DevelActor::CalculateScreenExtents(rootActor);\r
+    focusedRect = Rect<float>(rootRect.x, rootRect.y, 0.f, 0.f);\r
+  }\r
+  else\r
+  {\r
+    focusedRect = DevelActor::CalculateScreenExtents(focusedActor);\r
+  }\r
+\r
+\r
+  // initialize the best candidate to something impossible\r
+  // (so the first plausible actor will become the best choice)\r
+  Rect<float> bestCandidateRect = focusedRect;\r
+  switch(direction)\r
+  {\r
+    case Toolkit::Control::KeyboardFocus::LEFT:\r
+    {\r
+      bestCandidateRect.x += 1;\r
+      break;\r
+    }\r
+    case Toolkit::Control::KeyboardFocus::RIGHT:\r
+    {\r
+      bestCandidateRect.x -= 1;\r
+      break;\r
+    }\r
+    case Toolkit::Control::KeyboardFocus::UP:\r
+    {\r
+      bestCandidateRect.y += 1;\r
+      break;\r
+    }\r
+    case Toolkit::Control::KeyboardFocus::DOWN:\r
+    {\r
+      bestCandidateRect.y -= 1;\r
+      break;\r
+    }\r
+    default:\r
+    {\r
+      break;\r
+    }\r
+  }\r
+\r
+  ConvertCoordinate(bestCandidateRect);\r
+\r
+  ConvertCoordinate(focusedRect);\r
+  nearestActor = FindNextFocus(rootActor, focusedActor, focusedRect, bestCandidateRect, direction);\r
+  return nearestActor;\r
+}\r
+\r
+} // namespace FocusFinder\r
+\r
 } // namespace Toolkit\r
 \r
 } // namespace Dali\r