{
// Do we need it to remember if it was previously DISABLED?
currentlyFocusedControl.SetProperty(DevelControl::Property::STATE, DevelControl::NORMAL );
+ currentlyFocusedControl.ClearKeyInputFocus();
}
DALI_LOG_INFO( gLogFilter, Debug::General, "[%s:%d] Focus Changed\n", __FUNCTION__, __LINE__);
if( newlyFocusedControl )
{
newlyFocusedControl.SetProperty(DevelControl::Property::STATE, DevelControl::FOCUSED );
+ newlyFocusedControl.SetKeyInputFocus();
}
// Push Current Focused Actor to FocusHistory
if( currentlyFocusedControl )
{
currentlyFocusedControl.SetProperty( DevelControl::Property::STATE, DevelControl::NORMAL );
+ currentlyFocusedControl.ClearKeyInputFocus();
}
}