/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
{
renderableActor = mRenderer->Render( mController->GetView(),
mAlignmentOffset,
- DepthIndex::TEXT );
+ DepthIndex::CONTENT );
}
if( renderableActor != mRenderableActor )
{
DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextField::OnKeyEvent %p keyCode %d\n", mController.Get(), event.keyCode );
- if( Dali::DALI_KEY_ESCAPE == event.keyCode ||
- "Return" == event.keyPressedName ) // Make a Dali key code for this
+ if( Dali::DALI_KEY_ESCAPE == event.keyCode || "Return" == event.keyPressedName ) // Make a Dali key code for this
{
- ClearKeyInputFocus();
+ // Make sure ClearKeyInputFocus when only key is up
+ if( event.state == KeyEvent::Up )
+ {
+ ClearKeyInputFocus();
+ }
+
return true;
}
void TextField::OnStageConnection( int depth )
{
- // Call the Control::OnStageConnection() to set the depth of the background.
- Control::OnStageConnection( depth );
-
// Sets the depth to the visuals inside the text's decorator.
mDecorator->SetTextDepth( depth );
// The depth of the text renderer is set in the RenderText() called from OnRelayout().
+
+ // Call the Control::OnStageConnection() to set the depth of the background.
+ Control::OnStageConnection( depth );
}
bool TextField::OnTouched( Actor actor, const TouchData& touch )