#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/focus-manager/keyinput-focus-manager.h>
#include <dali-toolkit/devel-api/controls/control-devel.h>
namespace Dali
mFocusChangedSignal(),
mFocusGroupChangedSignal(),
mFocusedActorEnterKeySignal(),
- mCurrentFocusActor( 0 ),
+ mCurrentFocusActor(),
mFocusIndicatorActor(),
mFocusGroupLoopEnabled( false ),
mIsFocusIndicatorEnabled( false ),
mCustomAlgorithmInterface(NULL)
{
// TODO: Get FocusIndicatorEnable constant from stylesheet to set mIsFocusIndicatorEnabled.
- Toolkit::KeyInputFocusManager::Get().UnhandledKeyEventSignal().Connect(mSlotDelegate, &KeyboardFocusManager::OnKeyEvent);
+ Stage::GetCurrent().KeyEventSignal().Connect( mSlotDelegate, &KeyboardFocusManager::OnKeyEvent);
Stage::GetCurrent().TouchSignal().Connect( mSlotDelegate, &KeyboardFocusManager::OnTouch );
}
{
bool success = false;
+ 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.IsKeyboardFocusable() && actor.OnStage() )
{
if( mIsFocusIndicatorEnabled )
{
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);
DALI_LOG_INFO( gLogFilter, Debug::General, "[%s:%d] Focus Changed\n", __FUNCTION__, __LINE__);
// Save the current focused actor
- mCurrentFocusActor = actor.GetId();
+ mCurrentFocusActor = actor;
Toolkit::Control newlyFocusedControl = Toolkit::Control::DownCast(actor);
if( newlyFocusedControl )
Actor KeyboardFocusManager::GetCurrentFocusActor()
{
- Actor rootActor = Stage::GetCurrent().GetRootLayer();
- return rootActor.FindChildById(mCurrentFocusActor);
+ Actor actor = mCurrentFocusActor.GetHandle();
+ if( actor && ! actor.OnStage() )
+ {
+ // If the actor has been removed from the stage, then it should not be focused
+
+ actor.Reset();
+ mCurrentFocusActor.Reset();
+ }
+ return actor;
}
Actor KeyboardFocusManager::GetCurrentFocusGroup()
}
}
- mCurrentFocusActor = 0;
+ mCurrentFocusActor.Reset();
mIsFocusIndicatorEnabled = false;
}