* @param minorAxisDistance The minorAxisDistance\r
* @return The distance\r
*/\r
-static int GetWeightedDistanceFor(int majorAxisDistance, int minorAxisDistance)\r
+static uint64_t GetWeightedDistanceFor(int majorAxisDistance, int minorAxisDistance)\r
{\r
- return 13 * majorAxisDistance * majorAxisDistance + minorAxisDistance * minorAxisDistance;\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
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
Dali::Actor child = actor.GetChildAt(i-1);\r
if(child && child != focusedActor && IsFocusable(child))\r
{\r
- Rect<float> candidateRect = DevelActor::CalculateScreenExtents(child);\r
+ Rect<float> candidateRect = DevelActor::CalculateCurrentScreenExtents(child);\r
\r
// convert x, y, width, height -> left, right, bottom, top\r
ConvertCoordinate(candidateRect);\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
+ Rect<float> rootRect = DevelActor::CalculateCurrentScreenExtents(rootActor);\r
focusedRect = Rect<float>(rootRect.x, rootRect.y, 0.f, 0.f);\r
}\r
else\r
{\r
- focusedRect = DevelActor::CalculateScreenExtents(focusedActor);\r
+ focusedRect = DevelActor::CalculateCurrentScreenExtents(focusedActor);\r
}\r
\r
\r