}
}
- if(actor && actor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) && actor.GetProperty<bool>(Actor::Property::CONNECTED_TO_SCENE))
+ if(actor && actor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) && actor.GetProperty<bool>(DevelActor::Property::USER_INTERACTION_ENABLED) && actor.GetProperty<bool>(Actor::Property::CONNECTED_TO_SCENE))
{
Integration::SceneHolder currentWindow = Integration::SceneHolder::Get(actor);
}
// Check whether the actor is in the stage and is keyboard focusable.
- if(actor && actor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) && actor.GetProperty<bool>(Actor::Property::CONNECTED_TO_SCENE))
+ if(actor && actor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) && actor.GetProperty<bool>(DevelActor::Property::USER_INTERACTION_ENABLED) && actor.GetProperty<bool>(Actor::Property::CONNECTED_TO_SCENE))
{
if((mIsFocusIndicatorShown == SHOW) && (mEnableFocusIndicator == ENABLE))
{
}
}
- if(nextFocusableActor && nextFocusableActor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE))
+ if(nextFocusableActor && nextFocusableActor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) && nextFocusableActor.GetProperty<bool>(DevelActor::Property::USER_INTERACTION_ENABLED))
{
// Whether the next focusable actor is a layout control
if(IsLayoutControl(nextFocusableActor))
Actor nextFocusableActor = GetImplementation(control).GetNextKeyboardFocusableActor(actor, direction, mFocusGroupLoopEnabled);
if(nextFocusableActor)
{
- if(!nextFocusableActor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE))
+ if(!(nextFocusableActor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) || nextFocusableActor.GetProperty<bool>(DevelActor::Property::USER_INTERACTION_ENABLED)))
{
// If the actor is not focusable, ask the same layout control for the next actor to focus
return DoMoveFocusWithinLayoutControl(control, nextFocusableActor, direction);
mIsWaitingKeyboardFocusChangeCommit = false;
}
- if(committedFocusActor && committedFocusActor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE))
+ if(committedFocusActor && committedFocusActor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) && committedFocusActor.GetProperty<bool>(DevelActor::Property::USER_INTERACTION_ENABLED))
{
// Whether the commited focusable actor is a layout control
if(IsLayoutControl(committedFocusActor))
void KeyboardFocusManager::ClearFocus()
{
+ ClearFocusIndicator();
Actor actor = GetCurrentFocusActor();
if(actor)
{
- if(mFocusIndicatorActor)
- {
- actor.Remove(mFocusIndicatorActor);
- }
-
// Send notification for the change of focus actor
if(!mFocusChangedSignal.Empty())
{
currentlyFocusedControl.ClearKeyInputFocus();
}
}
-
mCurrentFocusActor.Reset();
+}
+
+void KeyboardFocusManager::ClearFocusIndicator()
+{
+ Actor actor = GetCurrentFocusActor();
+ if(actor)
+ {
+ if(mFocusIndicatorActor)
+ {
+ actor.Remove(mFocusIndicatorActor);
+ }
+ }
mIsFocusIndicatorShown = (mAlwaysShowIndicator == ALWAYS_SHOW) ? SHOW : HIDE;
}
// 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(mClearFocusOnTouch)
+ // If you touch the currently focused actor again, you don't need to do SetCurrentFocusActor again.
+ Actor hitActor = touch.GetHitActor(0);
+ if(hitActor && hitActor == GetCurrentFocusActor())
{
- ClearFocus();
+ return;
}
-
// If KEYBOARD_FOCUSABLE and TOUCH_FOCUSABLE is true, set focus actor
- Actor hitActor = touch.GetHitActor(0);
if(hitActor && hitActor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) && hitActor.GetProperty<bool>(DevelActor::Property::TOUCH_FOCUSABLE))
{
+ // If mClearFocusOnTouch is false, do not clear the focus
+ if(mClearFocusOnTouch)
+ {
+ ClearFocus();
+ }
SetCurrentFocusActor(hitActor);
}
+ else
+ {
+ // If mClearFocusOnTouch is false, do not clear the focus indicator even if user touch the screen.
+ if(mClearFocusOnTouch)
+ {
+ ClearFocusIndicator();
+ }
+ }
}
}