Merge "Add ECORE_IMF_CALLBACK_SELECTION_SET to IMFContext" into devel/master
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / focus-manager / keyboard-focus-manager-impl.cpp
index 977e2e0..d0daa9f 100644 (file)
@@ -205,58 +205,44 @@ bool KeyboardFocusManager::DoSetCurrentFocusActor(Actor actor)
 {
   bool success = false;
 
-  // If the parent's KEYBOARD_FOCUSABLE_CHILDREN is false, it cannot have focus.
-  if(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>(DevelActor::Property::USER_INTERACTION_ENABLED) &&
+     actor.GetProperty<bool>(Actor::Property::CONNECTED_TO_SCENE) &&
+     actor.GetProperty<bool>(Actor::Property::VISIBLE))
   {
+    // If the parent's KEYBOARD_FOCUSABLE_CHILDREN is false or VISIBLE is false, it cannot have focus.
     Actor parent = actor.GetParent();
     while(parent)
     {
-      if(!parent.GetProperty<bool>(DevelActor::Property::KEYBOARD_FOCUSABLE_CHILDREN))
+      if(!parent.GetProperty<bool>(DevelActor::Property::KEYBOARD_FOCUSABLE_CHILDREN) || !parent.GetProperty<bool>(Actor::Property::VISIBLE))
       {
-        DALI_LOG_INFO(gLogFilter, Debug::General, "[%s:%d] Parent Actor has KEYBOARD_FOCUSABLE_CHILDREN false,\n", __FUNCTION__, __LINE__);
+        DALI_LOG_INFO(gLogFilter, Debug::General, "[%s:%d] Parent Actor has KEYBOARD_FOCUSABLE_CHILDREN false or VISIBLE false,\n", __FUNCTION__, __LINE__);
         return false;
       }
       parent = parent.GetParent();
     }
-  }
 
-  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 developer set focus on same actor, doing nothing
+    Actor currentFocusedActor = GetCurrentFocusActor();
+    if(actor == currentFocusedActor)
+    {
+      return true;
+    }
 
+    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.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) && actor.GetProperty<bool>(Actor::Property::CONNECTED_TO_SCENE))
-  {
     if((mIsFocusIndicatorShown == SHOW) && (mEnableFocusIndicator == ENABLE))
     {
       actor.Add(GetFocusIndicatorActor());
     }
 
-    // Send notification for the change of focus actor
-    if(!mFocusChangedSignal.Empty())
-    {
-      mFocusChangedSignal.Emit(currentFocusedActor, actor);
-    }
-
     Toolkit::Control currentlyFocusedControl = Toolkit::Control::DownCast(currentFocusedActor);
     if(currentlyFocusedControl)
     {
@@ -265,8 +251,6 @@ bool KeyboardFocusManager::DoSetCurrentFocusActor(Actor actor)
       currentlyFocusedControl.ClearKeyInputFocus();
     }
 
-    DALI_LOG_INFO(gLogFilter, Debug::General, "[%s:%d] Focus Changed\n", __FUNCTION__, __LINE__);
-
     // Save the current focused actor
     mCurrentFocusActor = actor;
 
@@ -303,6 +287,11 @@ bool KeyboardFocusManager::DoSetCurrentFocusActor(Actor actor)
       mFocusHistory.erase(beginPos);
     }
 
+    // Send notification for the change of focus actor
+    if(!mFocusChangedSignal.Empty())
+    {
+      mFocusChangedSignal.Emit(currentFocusedActor, actor);
+    }
     DALI_LOG_INFO(gLogFilter, Debug::General, "[%s:%d] SUCCEED\n", __FUNCTION__, __LINE__);
     success = true;
   }
@@ -554,7 +543,7 @@ bool KeyboardFocusManager::MoveFocus(Toolkit::Control::KeyboardFocus::Direction
       }
     }
 
-    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))
@@ -580,7 +569,7 @@ bool KeyboardFocusManager::DoMoveFocusWithinLayoutControl(Toolkit::Control contr
   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);
@@ -599,7 +588,7 @@ bool KeyboardFocusManager::DoMoveFocusWithinLayoutControl(Toolkit::Control contr
         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))
@@ -681,14 +670,10 @@ void KeyboardFocusManager::DoKeyboardEnter(Actor actor)
 
 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())
     {
@@ -702,8 +687,19 @@ void KeyboardFocusManager::ClearFocus()
       currentlyFocusedControl.ClearKeyInputFocus();
     }
   }
-
   mCurrentFocusActor.Reset();
+}
+
+void KeyboardFocusManager::ClearFocusIndicator()
+{
+  Actor actor = GetCurrentFocusActor();
+  if(actor)
+  {
+    if(mFocusIndicatorActor)
+    {
+      actor.Remove(mFocusIndicatorActor);
+    }
+  }
   mIsFocusIndicatorShown = (mAlwaysShowIndicator == ALWAYS_SHOW) ? SHOW : HIDE;
 }
 
@@ -1005,18 +1001,30 @@ void KeyboardFocusManager::OnTouch(const TouchEvent& touch)
   // 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();
+      }
+    }
   }
 }