[AT-SPI] Squashed implementation
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / focus-manager / keyboard-focus-manager-impl.cpp
index 57fe076..04c15c4 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
 // EXTERNAL INCLUDES
 #include <cstring> // for strcmp
 #include <dali/public-api/actors/layer.h>
-#include <dali/devel-api/adaptor-framework/accessibility-adaptor.h>
-#include <dali/devel-api/adaptor-framework/singleton-service.h>
+#include <dali/devel-api/common/singleton-service.h>
+#include <dali/devel-api/adaptor-framework/lifecycle-controller.h>
 #include <dali/public-api/animation/constraints.h>
-#include <dali/public-api/common/stage.h>
 #include <dali/public-api/events/key-event.h>
-#include <dali/public-api/events/touch-data.h>
+#include <dali/public-api/events/touch-event.h>
 #include <dali/public-api/object/type-registry.h>
 #include <dali/public-api/object/type-registry-helper.h>
-#include <dali/public-api/images/resource-image.h>
+#include <dali/public-api/object/property-map.h>
 #include <dali/integration-api/debug.h>
+#include <dali/integration-api/adaptor-framework/adaptor.h>
+#include <dali/integration-api/adaptor-framework/scene-holder.h>
 
 // INTERNAL INCLUDES
+#include <dali-toolkit/devel-api/asset-manager/asset-manager.h>
 #include <dali-toolkit/public-api/controls/control.h>
 #include <dali-toolkit/public-api/controls/control-impl.h>
 #include <dali-toolkit/public-api/controls/image-view/image-view.h>
-#include <dali-toolkit/public-api/accessibility-manager/accessibility-manager.h>
 #include <dali-toolkit/devel-api/controls/control-devel.h>
+#include <dali-toolkit/public-api/styling/style-manager.h>
+#include <dali-toolkit/devel-api/styling/style-manager-devel.h>
+#include <dali/devel-api/adaptor-framework/accessibility.h>
 
 namespace Dali
 {
@@ -57,7 +61,7 @@ Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_KEY
 
 const char* const IS_FOCUS_GROUP_PROPERTY_NAME = "isKeyboardFocusGroup"; // This property will be replaced by a flag in Control.
 
-const char* const FOCUS_BORDER_IMAGE_PATH = DALI_IMAGE_DIR "keyboard_focus.9.png";
+const char* const FOCUS_BORDER_IMAGE_FILE_NAME = "keyboard_focus.9.png";
 
 BaseHandle Create()
 {
@@ -114,45 +118,120 @@ KeyboardFocusManager::KeyboardFocusManager()
   mFocusChangedSignal(),
   mFocusGroupChangedSignal(),
   mFocusedActorEnterKeySignal(),
-  mCurrentFocusActor( 0 ),
+  mCurrentFocusActor(),
   mFocusIndicatorActor(),
-  mFocusGroupLoopEnabled( false ),
-  mIsFocusIndicatorEnabled( false ),
-  mIsWaitingKeyboardFocusChangeCommit( false ),
   mFocusHistory(),
   mSlotDelegate( this ),
-  mCustomAlgorithmInterface(NULL)
+  mCustomAlgorithmInterface(NULL),
+  mCurrentFocusedWindow(),
+  mIsFocusIndicatorShown( UNKNOWN ),
+  mEnableFocusIndicator( ENABLE ),
+  mAlwaysShowIndicator( ALWAYS_SHOW ),
+  mFocusGroupLoopEnabled( false ),
+  mIsWaitingKeyboardFocusChangeCommit( false ),
+  mClearFocusOnTouch( true )
+{
+  // TODO: Get FocusIndicatorEnable constant from stylesheet to set mIsFocusIndicatorShown.
+
+  LifecycleController::Get().InitSignal().Connect( mSlotDelegate, &KeyboardFocusManager::OnAdaptorInit );
+}
+
+void KeyboardFocusManager::OnAdaptorInit()
+{
+  if( Adaptor::IsAvailable() )
+  {
+    // Retrieve all the existing scene holders
+    Dali::SceneHolderList sceneHolders = Adaptor::Get().GetSceneHolders();
+    for( auto iter = sceneHolders.begin(); iter != sceneHolders.end(); ++iter )
+    {
+      ( *iter ).KeyEventSignal().Connect( mSlotDelegate, &KeyboardFocusManager::OnKeyEvent );
+      ( *iter ).TouchedSignal().Connect( mSlotDelegate, &KeyboardFocusManager::OnTouch );
+      Dali::Window window = DevelWindow::DownCast( *iter );
+      if( window )
+      {
+        window.FocusChangeSignal().Connect( mSlotDelegate, &KeyboardFocusManager::OnWindowFocusChanged);
+      }
+    }
+
+    // Get notified when any new scene holder is created afterwards
+    Adaptor::Get().WindowCreatedSignal().Connect( mSlotDelegate, &KeyboardFocusManager::OnSceneHolderCreated );
+  }
+}
+
+void KeyboardFocusManager::OnSceneHolderCreated( Dali::Integration::SceneHolder& sceneHolder )
 {
-  // TODO: Get FocusIndicatorEnable constant from stylesheet to set mIsFocusIndicatorEnabled.
-  Stage::GetCurrent().KeyEventSignal().Connect( mSlotDelegate, &KeyboardFocusManager::OnKeyEvent);
-  Stage::GetCurrent().TouchSignal().Connect( mSlotDelegate, &KeyboardFocusManager::OnTouch );
+  sceneHolder.KeyEventSignal().Connect( mSlotDelegate, &KeyboardFocusManager::OnKeyEvent );
+  sceneHolder.TouchedSignal().Connect( mSlotDelegate, &KeyboardFocusManager::OnTouch );
+  Dali::Window window = DevelWindow::DownCast( sceneHolder );
+  if( window )
+  {
+    window.FocusChangeSignal().Connect( mSlotDelegate, &KeyboardFocusManager::OnWindowFocusChanged);
+  }
 }
 
 KeyboardFocusManager::~KeyboardFocusManager()
 {
 }
 
+void KeyboardFocusManager::GetConfigurationFromStyleManger()
+{
+    Toolkit::StyleManager styleManager = Toolkit::StyleManager::Get();
+    if( styleManager )
+    {
+      Property::Map config = Toolkit::DevelStyleManager::GetConfigurations( styleManager );
+      mAlwaysShowIndicator = config["alwaysShowFocus"].Get<bool>() ? ALWAYS_SHOW : NONE;
+      mIsFocusIndicatorShown = ( mAlwaysShowIndicator == ALWAYS_SHOW )? SHOW : HIDE;
+      mClearFocusOnTouch = ( mIsFocusIndicatorShown == SHOW ) ? false : true;
+    }
+}
+
 bool KeyboardFocusManager::SetCurrentFocusActor( Actor actor )
 {
   DALI_ASSERT_DEBUG( !mIsWaitingKeyboardFocusChangeCommit && "Calling this function in the PreFocusChangeSignal callback?" );
 
+  if( mIsFocusIndicatorShown == UNKNOWN )
+  {
+    GetConfigurationFromStyleManger();
+  }
+
   return DoSetCurrentFocusActor( actor );
 }
 
 bool KeyboardFocusManager::DoSetCurrentFocusActor( Actor actor )
 {
   bool success = false;
+  if( actor && actor.GetProperty< bool >( Actor::Property::KEYBOARD_FOCUSABLE ) && actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) )
+  {
+    Integration::SceneHolder currentWindow = Integration::SceneHolder::Get( actor );
+
+    if( currentWindow.GetRootLayer() != mCurrentFocusedWindow.GetHandle())
+    {
+      Layer rootLayer = currentWindow.GetRootLayer();
+      mCurrentFocusedWindow = rootLayer;
+    }
+  }
+
+  Actor currentFocusedActor = GetCurrentFocusActor();
+
+  // If developer set focus on same actor, doing nothing
+  if( actor == currentFocusedActor )
+  {
+    if( !actor )
+    {
+      return false;
+    }
+    return true;
+  }
 
   // Check whether the actor is in the stage and is keyboard focusable.
-  if( actor && actor.IsKeyboardFocusable() )
+  if( actor && actor.GetProperty< bool >( Actor::Property::KEYBOARD_FOCUSABLE ) && actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) )
   {
-    if( mIsFocusIndicatorEnabled )
+    if( ( mIsFocusIndicatorShown == SHOW ) && ( mEnableFocusIndicator == ENABLE ) )
     {
       actor.Add( GetFocusIndicatorActor() );
     }
-    // Send notification for the change of focus actor
-    Actor currentFocusedActor = GetCurrentFocusActor();
 
+    // Send notification for the change of focus actor
     if( !mFocusChangedSignal.Empty() )
     {
       mFocusChangedSignal.Emit(currentFocusedActor, actor);
@@ -169,7 +248,23 @@ bool KeyboardFocusManager::DoSetCurrentFocusActor( Actor actor )
     DALI_LOG_INFO( gLogFilter, Debug::General, "[%s:%d] Focus Changed\n", __FUNCTION__, __LINE__);
 
     // Save the current focused actor
-    mCurrentFocusActor = actor.GetId();
+    mCurrentFocusActor = actor;
+
+    bool focusedWindowFound = false;
+    for( unsigned int i = 0; i < mCurrentFocusActors.size(); i++ )
+    {
+      if( mCurrentFocusActors[i].first == mCurrentFocusedWindow )
+      {
+        mCurrentFocusActors[i].second = actor;
+        focusedWindowFound = true;
+        break;
+      }
+    }
+    if( !focusedWindowFound)
+    {
+      // A new window gains the focus, so store the focused actor in that window.
+      mCurrentFocusActors.push_back( std::pair< WeakHandle< Layer>, WeakHandle< Actor > >( mCurrentFocusedWindow , actor ));
+    }
 
     Toolkit::Control newlyFocusedControl = Toolkit::Control::DownCast(actor);
     if( newlyFocusedControl )
@@ -179,13 +274,13 @@ bool KeyboardFocusManager::DoSetCurrentFocusActor( Actor actor )
     }
 
     // Push Current Focused Actor to FocusHistory
-    mFocusHistory.PushBack( &actor.GetBaseObject() );
+    mFocusHistory.push_back( actor );
 
     // Delete first element before add new element when Stack is full.
-    if( mFocusHistory.Count() > MAX_HISTORY_AMOUNT )
+    if( mFocusHistory.size() > MAX_HISTORY_AMOUNT )
     {
-       FocusStackIterator beginPos = mFocusHistory.Begin();
-       mFocusHistory.Erase( beginPos );
+       FocusStackIterator beginPos = mFocusHistory.begin();
+       mFocusHistory.erase( beginPos );
     }
 
     DALI_LOG_INFO( gLogFilter, Debug::General, "[%s:%d] SUCCEED\n", __FUNCTION__, __LINE__);
@@ -201,8 +296,38 @@ bool KeyboardFocusManager::DoSetCurrentFocusActor( Actor actor )
 
 Actor KeyboardFocusManager::GetCurrentFocusActor()
 {
-  Actor rootActor = Stage::GetCurrent().GetRootLayer();
-  return rootActor.FindChildById(mCurrentFocusActor);
+  Actor actor = mCurrentFocusActor.GetHandle();
+
+  if( actor && ! actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) )
+  {
+    // If the actor has been removed from the stage, then it should not be focused
+    actor.Reset();
+    mCurrentFocusActor.Reset();
+  }
+  return actor;
+}
+
+Actor KeyboardFocusManager::GetFocusActorFromCurrentWindow()
+{
+  Actor actor;
+  unsigned int index;
+  for( index = 0; index < mCurrentFocusActors.size(); index++ )
+  {
+    if( mCurrentFocusActors[index].first == mCurrentFocusedWindow )
+    {
+      actor = mCurrentFocusActors[index].second.GetHandle();
+      break;
+    }
+  }
+
+  if( actor && ! actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) )
+  {
+    // If the actor has been removed from the window, then the window doesn't have any focused actor
+    actor.Reset();
+    mCurrentFocusActors.erase( mCurrentFocusActors.begin() + index );
+  }
+
+  return actor;
 }
 
 Actor KeyboardFocusManager::GetCurrentFocusGroup()
@@ -213,28 +338,39 @@ Actor KeyboardFocusManager::GetCurrentFocusGroup()
 void KeyboardFocusManager::MoveFocusBackward()
 {
   // Find Pre Focused Actor when the list size is more than 1
-  if( mFocusHistory.Count() > 1 )
+  if( mFocusHistory.size() > 1 )
   {
     // Delete current focused actor in history
-    FocusStackIterator endPos = mFocusHistory.End();
-    endPos = mFocusHistory.Erase( --endPos );
+    mFocusHistory.pop_back();
 
-    // If pre-focused actors are not on stage, remove them in stack
-    while( !Dali::Actor::DownCast(BaseHandle(mFocusHistory[ mFocusHistory.Count() - 1 ])).OnStage() )
+    // If pre-focused actors are not on stage or deleted, remove them in stack
+    while( mFocusHistory.size() > 0 )
     {
-      endPos = mFocusHistory.Erase( --endPos );
-    }
+      // Get pre focused actor
+      Actor target = mFocusHistory[ mFocusHistory.size() -1 ].GetHandle();
 
-    // Get pre focused actor
-    BaseObject* object = mFocusHistory[ mFocusHistory.Count() - 1 ];
-    BaseHandle handle( object );
-    Actor preFocusedActor = Dali::Actor::DownCast( handle );
-
-    // Delete pre focused actor in history because it will pushed again by SetCurrentFocusActor()
-    mFocusHistory.Erase( --endPos );
+      // Impl of Actor is not null
+      if( target && target.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) )
+      {
+        // Delete pre focused actor in history because it will pushed again by SetCurrentFocusActor()
+        mFocusHistory.pop_back();
+        SetCurrentFocusActor( target );
+        break;
+      }
+      else
+      {
+        // Target is empty handle or off stage. Erase from queue
+        mFocusHistory.pop_back();
+      }
+    }
 
-    SetCurrentFocusActor( preFocusedActor );
- }
+    // if there is no actor which can get focus, then push current focus actor in stack again
+    if( mFocusHistory.size() == 0 )
+    {
+      Actor currentFocusedActor = GetCurrentFocusActor();
+      mFocusHistory.push_back( currentFocusedActor );
+    }
+  }
 }
 
 bool KeyboardFocusManager::IsLayoutControl(Actor actor) const
@@ -246,10 +382,16 @@ bool KeyboardFocusManager::IsLayoutControl(Actor actor) const
 Toolkit::Control KeyboardFocusManager::GetParentLayoutControl(Actor actor) const
 {
   // Get the actor's parent layout control that supports two dimensional keyboard navigation
-  Actor rootActor = Stage::GetCurrent().GetRootLayer();
+  Actor rootActor;
   Actor parent;
   if(actor)
   {
+    Integration::SceneHolder window = Integration::SceneHolder::Get( actor );
+    if ( window )
+    {
+      rootActor = window.GetRootLayer();
+    }
+
     parent = actor.GetParent();
   }
 
@@ -331,7 +473,11 @@ bool KeyboardFocusManager::MoveFocus(Toolkit::Control::KeyboardFocus::Direction
 
           if( !nextFocusableActor )
           {
-            nextFocusableActor = Stage::GetCurrent().GetRootLayer().FindChildById( actorId );
+            Integration::SceneHolder window = Integration::SceneHolder::Get( currentFocusActor );
+            if ( window )
+            {
+              nextFocusableActor = window.GetRootLayer().FindChildById( actorId );
+            }
           }
         }
       }
@@ -355,7 +501,7 @@ bool KeyboardFocusManager::MoveFocus(Toolkit::Control::KeyboardFocus::Direction
       }
     }
 
-    if( nextFocusableActor && nextFocusableActor.IsKeyboardFocusable() )
+    if( nextFocusableActor && nextFocusableActor.GetProperty< bool >( Actor::Property::KEYBOARD_FOCUSABLE ) )
     {
       // Whether the next focusable actor is a layout control
       if( IsLayoutControl( nextFocusableActor ) )
@@ -381,7 +527,7 @@ bool KeyboardFocusManager::DoMoveFocusWithinLayoutControl(Toolkit::Control contr
   Actor nextFocusableActor = GetImplementation( control ).GetNextKeyboardFocusableActor(actor, direction, mFocusGroupLoopEnabled);
   if(nextFocusableActor)
   {
-    if(!nextFocusableActor.IsKeyboardFocusable())
+    if(!nextFocusableActor.GetProperty< bool >( Actor::Property::KEYBOARD_FOCUSABLE ))
     {
       // If the actor is not focusable, ask the same layout control for the next actor to focus
       return DoMoveFocusWithinLayoutControl(control, nextFocusableActor, direction);
@@ -400,7 +546,7 @@ bool KeyboardFocusManager::DoMoveFocusWithinLayoutControl(Toolkit::Control contr
         mIsWaitingKeyboardFocusChangeCommit = false;
       }
 
-      if (committedFocusActor && committedFocusActor.IsKeyboardFocusable())
+      if (committedFocusActor && committedFocusActor.GetProperty< bool >( Actor::Property::KEYBOARD_FOCUSABLE ))
       {
         // Whether the commited focusable actor is a layout control
         if(IsLayoutControl(committedFocusActor))
@@ -504,8 +650,8 @@ void KeyboardFocusManager::ClearFocus()
     }
   }
 
-  mCurrentFocusActor = 0;
-  mIsFocusIndicatorEnabled = false;
+  mCurrentFocusActor.Reset();
+  mIsFocusIndicatorShown = ( mAlwaysShowIndicator == ALWAYS_SHOW ) ? SHOW : HIDE;
 }
 
 void KeyboardFocusManager::SetFocusGroupLoop(bool enabled)
@@ -583,40 +729,41 @@ Actor KeyboardFocusManager::GetFocusIndicatorActor()
   if( ! mFocusIndicatorActor )
   {
     // Create the default if it hasn't been set and one that's shared by all the keyboard focusable actors
-    mFocusIndicatorActor = Toolkit::ImageView::New( FOCUS_BORDER_IMAGE_PATH );
+    const std::string imageDirPath = AssetManager::GetDaliImagePath();
+    mFocusIndicatorActor = Toolkit::ImageView::New( imageDirPath + FOCUS_BORDER_IMAGE_FILE_NAME );
 
     // Apply size constraint to the focus indicator
     mFocusIndicatorActor.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
   }
 
-  mFocusIndicatorActor.SetParentOrigin( ParentOrigin::CENTER );
-  mFocusIndicatorActor.SetAnchorPoint( AnchorPoint::CENTER );
-  mFocusIndicatorActor.SetPosition(0.0f, 0.0f);
+  mFocusIndicatorActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+  mFocusIndicatorActor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+  mFocusIndicatorActor.SetProperty( Actor::Property::POSITION, Vector2(0.0f, 0.0f));
 
   return mFocusIndicatorActor;
 }
 
 void KeyboardFocusManager::OnKeyEvent(const KeyEvent& event)
 {
-  AccessibilityAdaptor accessibilityAdaptor = AccessibilityAdaptor::Get();
-  bool isAccessibilityEnabled = accessibilityAdaptor.IsEnabled();
+  std::string keyName = event.GetKeyName();
 
-  Toolkit::AccessibilityManager accessibilityManager = Toolkit::AccessibilityManager::Get();
-
-  std::string keyName = event.keyPressedName;
+  if( mIsFocusIndicatorShown == UNKNOWN )
+  {
+    GetConfigurationFromStyleManger();
+  }
 
   bool isFocusStartableKey = false;
 
-  if(event.state == KeyEvent::Down)
+  if(event.GetState() == KeyEvent::DOWN)
   {
     if (keyName == "Left")
     {
-      if(!isAccessibilityEnabled)
+      if(!mIsFocusIndicatorShown)
       {
-        if(!mIsFocusIndicatorEnabled)
+        if(mIsFocusIndicatorShown == HIDE)
         {
           // Show focus indicator
-          mIsFocusIndicatorEnabled = true;
+          mIsFocusIndicatorShown = SHOW;
         }
         else
         {
@@ -628,18 +775,20 @@ void KeyboardFocusManager::OnKeyEvent(const KeyEvent& event)
       }
       else
       {
-        // Move the accessibility focus backward
-        accessibilityManager.MoveFocusBackward();
+        // Move the focus towards left
+        MoveFocus(Toolkit::Control::KeyboardFocus::LEFT);
       }
+
+      isFocusStartableKey = true;
     }
     else if (keyName == "Right")
     {
-      if(!isAccessibilityEnabled)
+      if(!mIsFocusIndicatorShown)
       {
-        if(!mIsFocusIndicatorEnabled)
+        if( mIsFocusIndicatorShown == HIDE )
         {
           // Show focus indicator
-          mIsFocusIndicatorEnabled = true;
+          mIsFocusIndicatorShown = SHOW;
         }
         else
         {
@@ -649,18 +798,18 @@ void KeyboardFocusManager::OnKeyEvent(const KeyEvent& event)
       }
       else
       {
-        // Move the accessibility focus forward
-        accessibilityManager.MoveFocusForward();
+        // Move the focus towards right
+        MoveFocus(Toolkit::Control::KeyboardFocus::RIGHT);
       }
 
       isFocusStartableKey = true;
     }
-    else if (keyName == "Up" && !isAccessibilityEnabled)
+    else if (keyName == "Up")
     {
-      if(!mIsFocusIndicatorEnabled)
+      if( mIsFocusIndicatorShown == HIDE )
       {
         // Show focus indicator
-        mIsFocusIndicatorEnabled = true;
+        mIsFocusIndicatorShown = SHOW;
       }
       else
       {
@@ -670,12 +819,12 @@ void KeyboardFocusManager::OnKeyEvent(const KeyEvent& event)
 
       isFocusStartableKey = true;
     }
-    else if (keyName == "Down" && !isAccessibilityEnabled)
+    else if (keyName == "Down")
     {
-      if(!mIsFocusIndicatorEnabled)
+      if( mIsFocusIndicatorShown == HIDE )
       {
         // Show focus indicator
-        mIsFocusIndicatorEnabled = true;
+        mIsFocusIndicatorShown = SHOW;
       }
       else
       {
@@ -685,12 +834,12 @@ void KeyboardFocusManager::OnKeyEvent(const KeyEvent& event)
 
       isFocusStartableKey = true;
     }
-    else if (keyName == "Prior" && !isAccessibilityEnabled)
+    else if (keyName == "Prior")
     {
-      if(!mIsFocusIndicatorEnabled)
+      if( mIsFocusIndicatorShown == HIDE )
       {
         // Show focus indicator
-        mIsFocusIndicatorEnabled = true;
+        mIsFocusIndicatorShown = SHOW;
       }
       else
       {
@@ -700,12 +849,12 @@ void KeyboardFocusManager::OnKeyEvent(const KeyEvent& event)
 
       isFocusStartableKey = true;
     }
-    else if (keyName == "Next" && !isAccessibilityEnabled)
+    else if (keyName == "Next")
     {
-      if(!mIsFocusIndicatorEnabled)
+      if( mIsFocusIndicatorShown == HIDE )
       {
         // Show focus indicator
-        mIsFocusIndicatorEnabled = true;
+        mIsFocusIndicatorShown = SHOW;
       }
       else
       {
@@ -715,12 +864,12 @@ void KeyboardFocusManager::OnKeyEvent(const KeyEvent& event)
 
       isFocusStartableKey = true;
     }
-    else if (keyName == "Tab" && !isAccessibilityEnabled)
+    else if (keyName == "Tab")
     {
-      if(!mIsFocusIndicatorEnabled)
+      if( mIsFocusIndicatorShown == HIDE )
       {
         // Show focus indicator
-        mIsFocusIndicatorEnabled = true;
+        mIsFocusIndicatorShown = SHOW;
       }
       else
       {
@@ -731,57 +880,48 @@ void KeyboardFocusManager::OnKeyEvent(const KeyEvent& event)
 
       isFocusStartableKey = true;
     }
-    else if (keyName == "space" && !isAccessibilityEnabled)
+    else if (keyName == "space")
     {
-      if(!mIsFocusIndicatorEnabled)
+      if( mIsFocusIndicatorShown == HIDE )
       {
         // Show focus indicator
-        mIsFocusIndicatorEnabled = true;
+        mIsFocusIndicatorShown = SHOW;
       }
 
       isFocusStartableKey = true;
     }
-    else if (keyName == "" && !isAccessibilityEnabled)
+    else if (keyName == "")
     {
       // Check the fake key event for evas-plugin case
-      if(!mIsFocusIndicatorEnabled)
+      if( mIsFocusIndicatorShown == HIDE )
       {
         // Show focus indicator
-        mIsFocusIndicatorEnabled = true;
+        mIsFocusIndicatorShown = SHOW;
       }
 
       isFocusStartableKey = true;
     }
-    else if (keyName == "Backspace" && !isAccessibilityEnabled)
+    else if (keyName == "Backspace")
     {
       // Emit signal to go back to the previous view???
     }
-    else if (keyName == "Escape" && !isAccessibilityEnabled)
+    else if (keyName == "Escape")
     {
     }
   }
-  else if(event.state == KeyEvent::Up)
+  else if(event.GetState() == KeyEvent::UP)
   {
     if (keyName == "Return")
     {
-      if(!mIsFocusIndicatorEnabled && !isAccessibilityEnabled)
+      if( mIsFocusIndicatorShown == HIDE )
       {
         // Show focus indicator
-        mIsFocusIndicatorEnabled = true;
+        mIsFocusIndicatorShown = SHOW;
       }
       else
       {
         // The focused actor has enter pressed on it
-        Actor actor;
-        if( !isAccessibilityEnabled )
-        {
-          actor = GetCurrentFocusActor();
-        }
-        else
-        {
-          actor = accessibilityManager.GetCurrentFocusActor();
-        }
-
+        Actor actor = GetCurrentFocusActor();
         if( actor )
         {
           DoKeyboardEnter( actor );
@@ -792,13 +932,16 @@ void KeyboardFocusManager::OnKeyEvent(const KeyEvent& event)
     }
   }
 
-  if(isFocusStartableKey && mIsFocusIndicatorEnabled && !isAccessibilityEnabled)
+  if( isFocusStartableKey && mIsFocusIndicatorShown == SHOW )
   {
     Actor actor = GetCurrentFocusActor();
     if( actor )
     {
-      // Make sure the focused actor is highlighted
-      actor.Add( GetFocusIndicatorActor() );
+      if( mEnableFocusIndicator == ENABLE )
+      {
+        // Make sure the focused actor is highlighted
+        actor.Add( GetFocusIndicatorActor() );
+      }
     }
     else
     {
@@ -806,19 +949,49 @@ void KeyboardFocusManager::OnKeyEvent(const KeyEvent& event)
       // Let's try to move the initial focus
       MoveFocus(Toolkit::Control::KeyboardFocus::RIGHT);
     }
+
   }
 }
 
-void KeyboardFocusManager::OnTouch(const TouchData& touch)
+void KeyboardFocusManager::OnTouch(const TouchEvent& touch)
 {
+  // if mIsFocusIndicatorShown is UNKNOWN, it means Configuration is not loaded.
+  // Try to load configuration.
+  if( mIsFocusIndicatorShown == UNKNOWN )
+  {
+    GetConfigurationFromStyleManger();
+  }
+
   // Clear the focus when user touch the screen.
   // We only do this on a Down event, otherwise the clear action may override a manually focused actor.
-  if( ( touch.GetPointCount() < 1 ) || ( touch.GetState( 0 ) == PointState::DOWN ) )
+  // If mClearFocusOnTouch is false, do not clear the focus even if user touch the screen.
+  if( (( touch.GetPointCount() < 1 ) || ( touch.GetState( 0 ) == PointState::DOWN )) && mClearFocusOnTouch )
   {
     ClearFocus();
   }
 }
 
+void KeyboardFocusManager::OnWindowFocusChanged(Window window, bool focusIn )
+{
+  if( focusIn && mCurrentFocusedWindow.GetHandle() != window.GetRootLayer() )
+  {
+    // Change Current Focused Window
+    Layer rootLayer = window.GetRootLayer();
+    mCurrentFocusedWindow = rootLayer;
+
+    // Get Current Focused Actor from window
+    Actor currentFocusedActor = GetFocusActorFromCurrentWindow();
+    SetCurrentFocusActor( currentFocusedActor );
+
+    if( currentFocusedActor && ( mEnableFocusIndicator == ENABLE ) )
+    {
+      // Make sure the focused actor is highlighted
+      currentFocusedActor.Add( GetFocusIndicatorActor() );
+      mIsFocusIndicatorShown = SHOW;
+    }
+  }
+}
+
 Toolkit::KeyboardFocusManager::PreFocusChangeSignalType& KeyboardFocusManager::PreFocusChangeSignal()
 {
   return mPreFocusChangeSignal;
@@ -876,6 +1049,22 @@ void KeyboardFocusManager::SetCustomAlgorithm(CustomAlgorithmInterface& interfac
   mCustomAlgorithmInterface = &interface;
 }
 
+void KeyboardFocusManager::EnableFocusIndicator(bool enable)
+{
+  if( !enable && mFocusIndicatorActor )
+  {
+    mFocusIndicatorActor.Unparent();
+  }
+
+  mEnableFocusIndicator = enable? ENABLE : DISABLE;
+
+}
+
+bool KeyboardFocusManager::IsFocusIndicatorEnabled() const
+{
+  return ( mEnableFocusIndicator == ENABLE );
+}
+
 } // namespace Internal
 
 } // namespace Toolkit