return mDisabledBackgroundContent;
}
- bool Button::DoAction( BaseObject* object, const std::string& actionName, const Property::Map& attributes )
+bool Button::DoAction( BaseObject* object, const std::string& actionName, const Property::Map& attributes )
{
bool ret = false;
if( 0 == strcmp( actionName.c_str(), ACTION_BUTTON_CLICK ) )
{
- GetImplementation( button ).DoClickAction( attributes );
- ret = true;
+ ret = GetImplementation( button ).DoClickAction( attributes );
}
return ret;
}
- void Button::DoClickAction( const Property::Map& attributes )
+bool Button::DoClickAction( const Property::Map& attributes )
{
// Prevents the button signals from doing a recursive loop by sending an action
// and re-emitting the signals.
mState = ButtonDown;
OnButtonUp();
mClickActionPerforming = false;
+
+ return true;
}
+
+ return false;
}
void Button::UpdatePaintTransitionState()
self.SetKeyboardFocusable( true );
}
-void Button::OnActivated()
+bool Button::OnAccessibilityActivated()
+{
+ return OnKeyboardEnter();
+}
+
+bool Button::OnKeyboardEnter()
{
- // When the button is activated, it performs the click action
+ // When the enter key is pressed, or button is activated, the click action is performed.
Property::Map attributes;
- DoClickAction( attributes );
+ bool ret = DoClickAction( attributes );
+
+ return ret;
}
void Button::OnControlStageDisconnection()