X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=automated-tests%2Fsrc%2Fdali-toolkit%2Futc-Dali-KeyboardFocusManager.cpp;h=37c6ded6a31b7a60f245cecf4b8c08f0f9dafefa;hp=8957dd67b1ff2bc185ae320282b6e0eecb0a76d8;hb=982261bb2c86fbe87afc89deb1e24d272de02ae6;hpb=d26f555fd84d43b0a3e650c66a0e626e841dd9c6 diff --git a/automated-tests/src/dali-toolkit/utc-Dali-KeyboardFocusManager.cpp b/automated-tests/src/dali-toolkit/utc-Dali-KeyboardFocusManager.cpp index 8957dd6..37c6ded 100644 --- a/automated-tests/src/dali-toolkit/utc-Dali-KeyboardFocusManager.cpp +++ b/automated-tests/src/dali-toolkit/utc-Dali-KeyboardFocusManager.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2017 Samsung Electronics Co., Ltd. + * Copyright (c) 2021 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. @@ -20,12 +20,14 @@ // Need to override adaptor classes for toolkit test harness, so include // test harness headers before dali headers. +#include +#include +#include #include - #include -#include #include #include +#include using namespace Dali; using namespace Dali::Toolkit; @@ -217,6 +219,34 @@ public: Actor mActivatedActor; }; +class KeyEventCallback : public Dali::ConnectionTracker +{ +public: + /** + * Constructor + * @param[in] returnValue Set return value of KeyEvent callback. + * */ + KeyEventCallback( bool consumed ) + : mConsumed( consumed ), + mIsCalled( false ) + { + } + + bool Callback( Control control, const KeyEvent& keyEvent ) + { + mIsCalled = true; + return mConsumed; + } + + void Callback( const KeyEvent& keyEvent ) + { + mIsCalled = true; + } + + bool mConsumed; + bool mIsCalled; +}; + // Used to connect to signals via the ConnectSignal Handle method struct CallbackFunctor { @@ -268,13 +298,13 @@ int UtcDaliKeyboardFocusManagerSetAndGetCurrentFocusActor(void) // Create the first actor and add it to the stage Actor first = Actor::New(); - first.SetKeyboardFocusable(true); - Stage::GetCurrent().Add(first); + first.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); + application.GetScene().Add(first); // Create the second actor and add it to the stage Actor second = Actor::New(); - second.SetKeyboardFocusable(true); - Stage::GetCurrent().Add(second); + second.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); + application.GetScene().Add(second); // Create the third actor but don't add it to the stage Actor third = Actor::New(); @@ -298,14 +328,14 @@ int UtcDaliKeyboardFocusManagerSetAndGetCurrentFocusActor(void) DALI_TEST_CHECK(manager.GetCurrentFocusActor() == second); // Add the third actor to the stage - Stage::GetCurrent().Add(third); + application.GetScene().Add(third); // Check that it will fail to set focus on the third actor as it's not focusable DALI_TEST_CHECK(manager.SetCurrentFocusActor(third) == false); DALI_TEST_CHECK(manager.GetCurrentFocusActor() == second); // Make the third actor focusable - third.SetKeyboardFocusable(true); + third.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); // Check that the focus is successfully moved to the third actor DALI_TEST_CHECK(manager.SetCurrentFocusActor(third) == true); @@ -339,13 +369,13 @@ int UtcDaliKeyboardFocusManagerMoveFocus(void) // Create the first actor and add it to the stage Actor first = Actor::New(); - first.SetKeyboardFocusable(true); - Stage::GetCurrent().Add(first); + first.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); + application.GetScene().Add(first); // Create the second actor and add it to the stage Actor second = Actor::New(); - second.SetKeyboardFocusable(true); - Stage::GetCurrent().Add(second); + second.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); + application.GetScene().Add(second); // Move the focus to the right DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::RIGHT) == false); @@ -396,15 +426,15 @@ int UtcDaliKeyboardFocusManagerMoveFocus(void) // Create a 2x2 table view and try to move focus inside it TableView tableView = TableView::New( 2, 2 ); - Stage::GetCurrent().Add(tableView); + application.GetScene().Add(tableView); // Create the third actor Actor third = Actor::New(); - third.SetKeyboardFocusable(true); + third.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); // Create the fourth actor Actor fourth = Actor::New(); - fourth.SetKeyboardFocusable(true); + fourth.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); // Add the four children to table view tableView.AddChild(first, TableView::CellPosition(0, 0)); @@ -502,13 +532,13 @@ int UtcDaliKeyboardFocusManagerCustomAlgorithmMoveFocus(void) // Create the first actor and add it to the stage Actor first = Actor::New(); - first.SetKeyboardFocusable(true); - Stage::GetCurrent().Add(first); + first.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); + application.GetScene().Add(first); // Create the second actor and add it to the stage Actor second = Actor::New(); - second.SetKeyboardFocusable(true); - Stage::GetCurrent().Add(second); + second.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); + application.GetScene().Add(second); // Move the focus to the right DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::RIGHT) == false); @@ -595,10 +625,10 @@ int UtcDaliKeyboardFocusManagerFocusablePropertiesMoveFocus(void) PushButton button1 = PushButton::New(); PushButton button2 = PushButton::New(); - button1.SetKeyboardFocusable(true); - button2.SetKeyboardFocusable(true); - Stage::GetCurrent().Add(button1); - Stage::GetCurrent().Add(button2); + button1.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); + button2.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); + application.GetScene().Add(button1); + application.GetScene().Add(button2); // Set the focus to the button1 DALI_TEST_CHECK(manager.SetCurrentFocusActor(button1) == true); @@ -609,16 +639,16 @@ int UtcDaliKeyboardFocusManagerFocusablePropertiesMoveFocus(void) focusChangedCallback.Reset(); // set the navigation properties of button1 - button1.SetProperty(Toolkit::DevelControl::Property::LEFT_FOCUSABLE_ACTOR_ID, Property::Value((int)button2.GetId())); - button1.SetProperty(Toolkit::DevelControl::Property::RIGHT_FOCUSABLE_ACTOR_ID, Property::Value((int)button2.GetId())); - button1.SetProperty(Toolkit::DevelControl::Property::UP_FOCUSABLE_ACTOR_ID, Property::Value((int)button2.GetId())); - button1.SetProperty(Toolkit::DevelControl::Property::DOWN_FOCUSABLE_ACTOR_ID, Property::Value((int)button2.GetId())); + button1.SetProperty(Toolkit::DevelControl::Property::LEFT_FOCUSABLE_ACTOR_ID, Property::Value((int)button2.GetProperty< int >( Actor::Property::ID ))); + button1.SetProperty(Toolkit::DevelControl::Property::RIGHT_FOCUSABLE_ACTOR_ID, Property::Value((int)button2.GetProperty< int >( Actor::Property::ID ))); + button1.SetProperty(Toolkit::DevelControl::Property::UP_FOCUSABLE_ACTOR_ID, Property::Value((int)button2.GetProperty< int >( Actor::Property::ID ))); + button1.SetProperty(Toolkit::DevelControl::Property::DOWN_FOCUSABLE_ACTOR_ID, Property::Value((int)button2.GetProperty< int >( Actor::Property::ID ))); // set the navigation properties of button2 - button2.SetProperty(Toolkit::DevelControl::Property::LEFT_FOCUSABLE_ACTOR_ID, Property::Value((int)button1.GetId())); - button2.SetProperty(Toolkit::DevelControl::Property::RIGHT_FOCUSABLE_ACTOR_ID, Property::Value((int)button1.GetId())); - button2.SetProperty(Toolkit::DevelControl::Property::UP_FOCUSABLE_ACTOR_ID, Property::Value((int)button1.GetId())); - button2.SetProperty(Toolkit::DevelControl::Property::DOWN_FOCUSABLE_ACTOR_ID, Property::Value((int)button1.GetId())); + button2.SetProperty(Toolkit::DevelControl::Property::LEFT_FOCUSABLE_ACTOR_ID, Property::Value((int)button1.GetProperty< int >( Actor::Property::ID ))); + button2.SetProperty(Toolkit::DevelControl::Property::RIGHT_FOCUSABLE_ACTOR_ID, Property::Value((int)button1.GetProperty< int >( Actor::Property::ID ))); + button2.SetProperty(Toolkit::DevelControl::Property::UP_FOCUSABLE_ACTOR_ID, Property::Value((int)button1.GetProperty< int >( Actor::Property::ID ))); + button2.SetProperty(Toolkit::DevelControl::Property::DOWN_FOCUSABLE_ACTOR_ID, Property::Value((int)button1.GetProperty< int >( Actor::Property::ID ))); // Move the focus towards left DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::LEFT) == true); @@ -662,14 +692,14 @@ int UtcDaliKeyboardFocusManagerFocusablePropertiesMoveFocus(void) // Create a 1x1 table view and try to move focus inside it TableView tableView = TableView::New( 1, 1 ); - Stage::GetCurrent().Add(tableView); + application.GetScene().Add(tableView); PushButton button = PushButton::New(); - button.SetKeyboardFocusable(true); + button.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); tableView.AddChild(button, TableView::CellPosition(0, 0)); // set the navigation properties of button3 - button.SetProperty(Toolkit::DevelControl::Property::LEFT_FOCUSABLE_ACTOR_ID, Property::Value((int)button1.GetId())); + button.SetProperty(Toolkit::DevelControl::Property::LEFT_FOCUSABLE_ACTOR_ID, Property::Value((int)button1.GetProperty< int >( Actor::Property::ID ))); // Set the focus to the button DALI_TEST_CHECK(manager.SetCurrentFocusActor(button) == true); @@ -703,13 +733,13 @@ int UtcDaliKeyboardFocusManagerClearFocus(void) // Create the first actor and add it to the stage Actor first = Actor::New(); - first.SetKeyboardFocusable(true); - Stage::GetCurrent().Add(first); + first.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); + application.GetScene().Add(first); // Create the second actor and add it to the stage Actor second = Actor::New(); - second.SetKeyboardFocusable(true); - Stage::GetCurrent().Add(second); + second.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); + application.GetScene().Add(second); // Check that the focus is set on the first actor DALI_TEST_CHECK(manager.SetCurrentFocusActor(first) == true); @@ -791,7 +821,7 @@ int UtcDaliKeyboardFocusManagerGetFocusGroup(void) Actor parent = Actor::New(); Actor child = Actor::New(); parent.Add(child); - Stage::GetCurrent().Add(parent); + application.GetScene().Add(parent); // Create three actors and add them as the children of the first child actor Actor grandChild = Actor::New(); @@ -865,7 +895,7 @@ int UtcDaliKeyboardFocusManagerSignalFocusedActorActivated(void) FocusedActorActivatedCallback focusedActorActivatedCallback(focusedActorActivatedSignalVerified); manager.FocusedActorEnterKeySignal().Connect( &focusedActorActivatedCallback, &FocusedActorActivatedCallback::Callback ); - Integration::KeyEvent returnEvent( "Return", "", 0, 0, 0, Integration::KeyEvent::Up, DEFAULT_DEVICE_NAME, DevelDevice::Class::NONE, DevelDevice::Subclass::NONE ); + Integration::KeyEvent returnEvent( "Return", "", "", 0, 0, 0, Integration::KeyEvent::UP, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE ); // Press Any key to notice physical keyboard event is comming to KeyboardFocusManager // It makes mIsFocusIndicatorEnabled true @@ -873,13 +903,13 @@ int UtcDaliKeyboardFocusManagerSignalFocusedActorActivated(void) // Create the first button and add it to the stage PushButton firstPushButton = PushButton::New(); - firstPushButton.SetKeyboardFocusable(true); - Stage::GetCurrent().Add(firstPushButton); + firstPushButton.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); + application.GetScene().Add(firstPushButton); // Create the second button and add it to the stage PushButton secondPushButton = PushButton::New(); - secondPushButton.SetKeyboardFocusable(true); - Stage::GetCurrent().Add(secondPushButton); + secondPushButton.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); + application.GetScene().Add(secondPushButton); // Check that the focus is set on the first button DALI_TEST_CHECK(manager.SetCurrentFocusActor(firstPushButton) == true); @@ -923,8 +953,8 @@ int UtcDaliKeyboardFocusManagerSignalFocusGroupChanged(void) FocusGroupChangedCallback focusGroupChangedCallback(focusGroupChangedSignalVerified); manager.FocusGroupChangedSignal().Connect( &focusGroupChangedCallback, &FocusGroupChangedCallback::Callback ); - Integration::KeyEvent tabEvent( "Tab", "", 0, 0, 0, Integration::KeyEvent::Down, DEFAULT_DEVICE_NAME, DevelDevice::Class::NONE, DevelDevice::Subclass::NONE ); - Integration::KeyEvent shiftTabEvent( "Tab", "", 0, 1, 0, Integration::KeyEvent::Down, DEFAULT_DEVICE_NAME, DevelDevice::Class::NONE, DevelDevice::Subclass::NONE ); + Integration::KeyEvent tabEvent( "Tab", "", "", 0, 0, 0, Integration::KeyEvent::DOWN, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE ); + Integration::KeyEvent shiftTabEvent( "Tab", "", "", 0, 1, 0, Integration::KeyEvent::DOWN, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE ); // Press Any key to notice physical keyboard event is comming to KeyboardFocusManager // It makes mIsFocusIndicatorEnabled true @@ -971,29 +1001,25 @@ int UtcDaliKeyboardFocusManagerMoveFocusBackward(void) KeyboardFocusManager manager = KeyboardFocusManager::Get(); DALI_TEST_CHECK(manager); - // Make history stack full - for(int i = 0 ; i < 31 ; i ++) - { - Actor actor = Actor::New(); - actor.SetKeyboardFocusable(true); - Stage::GetCurrent().Add(actor); - manager.SetCurrentFocusActor(actor); - } - // Create the first actor and add it to the stage Actor first = Actor::New(); - first.SetKeyboardFocusable(true); - Stage::GetCurrent().Add(first); + first.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); + application.GetScene().Add(first); // Create the second actor and add it to the stage Actor second = Actor::New(); - second.SetKeyboardFocusable(true); - Stage::GetCurrent().Add(second); + second.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); + application.GetScene().Add(second); - // Create the second actor and add it to the stage + // Create the third actor and add it to the stage Actor third = Actor::New(); - third.SetKeyboardFocusable(true); - Stage::GetCurrent().Add(third); + third.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); + application.GetScene().Add(third); + + // Create the fourth actor and add it to the stage + Actor fourth = Actor::New(); + fourth.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); + application.GetScene().Add(fourth); // Check that the focus is set on the second actor DALI_TEST_CHECK(manager.SetCurrentFocusActor(first) == true); @@ -1007,24 +1033,45 @@ int UtcDaliKeyboardFocusManagerMoveFocusBackward(void) DALI_TEST_CHECK(manager.SetCurrentFocusActor(third) == true); DALI_TEST_CHECK(manager.GetCurrentFocusActor() == third); + // Check that the focus is set on the third actor + DALI_TEST_CHECK(manager.SetCurrentFocusActor(fourth) == true); + DALI_TEST_CHECK(manager.GetCurrentFocusActor() == fourth); + // Move the focus backward manager.MoveFocusBackward(); - // Check that it current focused actor is second actor - DALI_TEST_CHECK(manager.GetCurrentFocusActor() == second); - - // Check that the focus is set on the third actor - DALI_TEST_CHECK(manager.SetCurrentFocusActor(third) == true); + // Check that it current focused actor is third actor DALI_TEST_CHECK(manager.GetCurrentFocusActor() == third); // Remove the second actor on stage second.Unparent(); + // Reset the first actor + first.Unparent(); + first.Reset(); + // Move the focus backward manager.MoveFocusBackward(); - // Check that it current focused actor is first actor - DALI_TEST_CHECK(manager.GetCurrentFocusActor() == first); + // Check that it current focused actor is third actor + DALI_TEST_CHECK(manager.GetCurrentFocusActor() == third); + + // Make history stack full + for(int i = 0 ; i < 31 ; i ++) + { + Actor actor = Actor::New(); + actor.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); + application.GetScene().Add(actor); + manager.SetCurrentFocusActor(actor); + } + + for(int i = 0 ; i < 31 ; i ++) + { + manager.MoveFocusBackward(); + } + + // Check that it current focused actor is not second actor + DALI_TEST_CHECK(manager.GetCurrentFocusActor() != second); END_TEST; } @@ -1046,12 +1093,12 @@ int UtcDaliKeyboardFocusManagerChangeFocusDirectionByKeyEvents(void) FocusChangedCallback focusChangedCallback(focusChangedSignalVerified); manager.FocusChangedSignal().Connect( &focusChangedCallback, &FocusChangedCallback::Callback ); - Integration::KeyEvent leftEvent( "Left", "", 0, 0, 0, Integration::KeyEvent::Down, DEFAULT_DEVICE_NAME, DevelDevice::Class::NONE, DevelDevice::Subclass::NONE ); - Integration::KeyEvent rightEvent( "Right", "", 0, 0, 0, Integration::KeyEvent::Down, DEFAULT_DEVICE_NAME, DevelDevice::Class::NONE, DevelDevice::Subclass::NONE ); - Integration::KeyEvent upEvent( "Up", "", 0, 0, 0, Integration::KeyEvent::Down, DEFAULT_DEVICE_NAME, DevelDevice::Class::NONE, DevelDevice::Subclass::NONE ); - Integration::KeyEvent downEvent( "Down", "", 0, 0, 0, Integration::KeyEvent::Down, DEFAULT_DEVICE_NAME, DevelDevice::Class::NONE, DevelDevice::Subclass::NONE ); - Integration::KeyEvent pageUpEvent( "Prior", "", 0, 0, 0, Integration::KeyEvent::Down, DEFAULT_DEVICE_NAME, DevelDevice::Class::NONE, DevelDevice::Subclass::NONE ); - Integration::KeyEvent pageDownEvent( "Next", "", 0, 0, 0, Integration::KeyEvent::Down, DEFAULT_DEVICE_NAME, DevelDevice::Class::NONE, DevelDevice::Subclass::NONE ); + Integration::KeyEvent leftEvent( "Left", "", "", 0, 0, 0, Integration::KeyEvent::DOWN, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE ); + Integration::KeyEvent rightEvent( "Right", "", "", 0, 0, 0, Integration::KeyEvent::DOWN, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE ); + Integration::KeyEvent upEvent( "Up", "", "", 0, 0, 0, Integration::KeyEvent::DOWN, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE ); + Integration::KeyEvent downEvent( "Down", "", "", 0, 0, 0, Integration::KeyEvent::DOWN, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE ); + Integration::KeyEvent pageUpEvent( "Prior", "", "", 0, 0, 0, Integration::KeyEvent::DOWN, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE ); + Integration::KeyEvent pageDownEvent( "Next", "", "", 0, 0, 0, Integration::KeyEvent::DOWN, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE ); // Press Any key to notice physical keyboard event is comming to KeyboardFocusManager // It makes mIsFocusIndicatorEnabled true @@ -1059,23 +1106,23 @@ int UtcDaliKeyboardFocusManagerChangeFocusDirectionByKeyEvents(void) // Create a 2x2 table view and try to move focus inside it TableView tableView = TableView::New( 2, 2 ); - Stage::GetCurrent().Add(tableView); + application.GetScene().Add(tableView); // Create the first actor Actor first = Actor::New(); - first.SetKeyboardFocusable(true); + first.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); // Create the second actor Actor second = Actor::New(); - second.SetKeyboardFocusable(true); + second.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); // Create the third actor Actor third = Actor::New(); - third.SetKeyboardFocusable(true); + third.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); // Create the fourth actor Actor fourth = Actor::New(); - fourth.SetKeyboardFocusable(true); + fourth.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); // Add the four children to table view tableView.AddChild(first, TableView::CellPosition(0, 0)); @@ -1165,10 +1212,68 @@ int UtcDaliKeyboardFocusManagerChangeFocusDirectionByKeyEvents(void) DALI_TEST_CHECK(preFocusChangeCallback.mProposedActorToFocus == Actor()); DALI_TEST_CHECK(preFocusChangeCallback.mDirection == Control::KeyboardFocus::RIGHT); + // Clear the focus again + manager.ClearFocus(); + + // Send the up event for line coverage, but nothing was focued so focus manager will try the initial focus + preFocusChangeCallback.Reset(); + application.ProcessEvent(upEvent); + DALI_TEST_CHECK(manager.GetCurrentFocusActor() == Actor()); + DALI_TEST_CHECK(preFocusChangeCallback.mSignalVerified); + DALI_TEST_CHECK(preFocusChangeCallback.mCurrentFocusedActor == Actor()); + DALI_TEST_CHECK(preFocusChangeCallback.mProposedActorToFocus == Actor()); + + // Clear the focus again + manager.ClearFocus(); + + // Send the down event for line coverage, but nothing was focued so focus manager will try the initial focus + preFocusChangeCallback.Reset(); + application.ProcessEvent(downEvent); + DALI_TEST_CHECK(manager.GetCurrentFocusActor() == Actor()); + DALI_TEST_CHECK(preFocusChangeCallback.mSignalVerified); + DALI_TEST_CHECK(preFocusChangeCallback.mCurrentFocusedActor == Actor()); + DALI_TEST_CHECK(preFocusChangeCallback.mProposedActorToFocus == Actor()); + END_TEST; } +int UtcDaliKeyboardFocusManagerSignalChangedBySpaceKeyEvent(void) +{ + ToolkitTestApplication application; + + tet_infoline(" UtcDaliKeyboardFocusManagerSignalChangedBySpaceKeyEvent"); + + KeyboardFocusManager manager = KeyboardFocusManager::Get(); + DALI_TEST_CHECK(manager); + + bool preFocusChangeSignalVerified = false; + PreFocusChangeCallback preFocusChangeCallback(preFocusChangeSignalVerified); + manager.PreFocusChangeSignal().Connect( &preFocusChangeCallback, &PreFocusChangeCallback::Callback ); + + Integration::KeyEvent spaceEvent( "space", "", "", 0, 0, 0, Integration::KeyEvent::DOWN, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE ); + + // Press Any key to notice physical keyboard event is comming to KeyboardFocusManager + // It makes mIsFocusIndicatorEnabled true + application.ProcessEvent(spaceEvent); + + // Send the space event + application.ProcessEvent(spaceEvent); + DALI_TEST_CHECK(preFocusChangeCallback.mSignalVerified); + DALI_TEST_CHECK(preFocusChangeCallback.mCurrentFocusedActor == Actor()); + + // Clear the focus again + manager.ClearFocus(); + + // Send the space event again for line coverage + preFocusChangeCallback.Reset(); + application.ProcessEvent(spaceEvent); + DALI_TEST_CHECK(manager.GetCurrentFocusActor() == Actor()); + DALI_TEST_CHECK(preFocusChangeCallback.mSignalVerified); + DALI_TEST_CHECK(preFocusChangeCallback.mCurrentFocusedActor == Actor()); + DALI_TEST_CHECK(preFocusChangeCallback.mProposedActorToFocus == Actor()); + END_TEST; +} @@ -1198,13 +1303,13 @@ int UtcDaliKeyboardFocusManagerMoveFocusTestStateChange(void) // Create the first actor and add it to the stage Control first = Control::New(); - first.SetKeyboardFocusable(true); - Stage::GetCurrent().Add(first); + first.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); + application.GetScene().Add(first); // Create the second actor and add it to the stage Control second = Control::New(); - second.SetKeyboardFocusable(true); - Stage::GetCurrent().Add(second); + second.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); + application.GetScene().Add(second); // Move the focus to the right DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::RIGHT) == false); @@ -1258,15 +1363,15 @@ int UtcDaliKeyboardFocusManagerMoveFocusTestStateChange(void) // Create a 2x2 table view and try to move focus inside it TableView tableView = TableView::New( 2, 2 ); - Stage::GetCurrent().Add(tableView); + application.GetScene().Add(tableView); // Create the third actor Control third = Control::New(); - third.SetKeyboardFocusable(true); + third.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); // Create the fourth actor Control fourth = Control::New(); - fourth.SetKeyboardFocusable(true); + fourth.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); // Add the four children to table view tableView.AddChild(first, TableView::CellPosition(0, 0)); @@ -1391,14 +1496,14 @@ int UtcDaliKeyboardFocusManagerFocusedActorUnstaged(void) DALI_TEST_CHECK( ! manager.GetCurrentFocusActor() ); Actor actor = Actor::New(); - actor.SetKeyboardFocusable( true ); + actor.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE, true ); tet_infoline( "Attempt to set unstaged actor, no actor should be returned from KeyboardFocusManager" ); manager.SetCurrentFocusActor( actor ); DALI_TEST_CHECK( ! manager.GetCurrentFocusActor() ); tet_infoline( "Add actor to stage and attempt to set, our actor should be returned from KeyboardFocusManager" ); - Stage::GetCurrent().Add( actor ); + application.GetScene().Add( actor ); manager.SetCurrentFocusActor( actor ); DALI_TEST_CHECK( manager.GetCurrentFocusActor() == actor ); @@ -1408,3 +1513,483 @@ int UtcDaliKeyboardFocusManagerFocusedActorUnstaged(void) END_TEST; } + +int UtcDaliKeyboardFocusManagerEnableFocusIndicator(void) +{ + ToolkitTestApplication application; + + tet_infoline( "Ensure we cannot set an actor to be focused if it is not staged and that we do not retrieve an actor if it has been unstaged" ); + + KeyboardFocusManager manager = KeyboardFocusManager::Get(); + DALI_TEST_CHECK( ! manager.GetCurrentFocusActor() ); + + Actor actor = Actor::New(); + actor.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE, true ); + application.GetScene().Add( actor ); + manager.SetCurrentFocusActor( actor ); + + // Press Any key to notice physical keyboard event is comming to KeyboardFocusManager + // It makes mIsFocusIndicatorEnabled true and add focus indicator to focused actor. + Integration::KeyEvent rightEvent( "Right", "", "", 0, 0, 0, Integration::KeyEvent::DOWN, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE ); + application.ProcessEvent(rightEvent); + + Actor indicatorActor = manager.GetFocusIndicatorActor(); + + tet_infoline( "Indicator is added to focused actor" ); + DALI_TEST_CHECK( actor == indicatorActor.GetParent() ); + + Dali::Toolkit::DevelKeyboardFocusManager::EnableFocusIndicator(manager, false); + DALI_TEST_CHECK( !Dali::Toolkit::DevelKeyboardFocusManager::IsFocusIndicatorEnabled(manager) ); + + tet_infoline( "Indicator is removed from focused actor because mUseFocusIndicator is false" ); + DALI_TEST_CHECK( !indicatorActor.GetParent() ); + + END_TEST; +} + +int UtcDaliKeyboardFocusManagerCheckConsumedKeyEvent(void) +{ + ToolkitTestApplication application; + + tet_infoline( "Ensure Window can't receive KeyEvent when Control already consumed it" ); + Dali::Integration::Scene scene = application.GetScene(); + + KeyboardFocusManager manager = KeyboardFocusManager::Get(); + DALI_TEST_CHECK( ! manager.GetCurrentFocusActor() ); + + // Create the first actor and add it to the stage + Control control = Control::New(); + control.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); + scene.Add(control); + + KeyEventCallback controlCallback( true ); + control.KeyEventSignal().Connect( &controlCallback, &KeyEventCallback::Callback ); + + KeyEventCallback sceneCallback( false ); + scene.KeyEventSignal().Connect( &sceneCallback, &KeyEventCallback::Callback ); + + manager.SetCurrentFocusActor( control ); + + // Press Any key to notice physical keyboard event is comming to KeyboardFocusManager + // It makes mIsFocusIndicatorEnabled true and add focus indicator to focused actor. + Integration::KeyEvent event1( "Right", "", "", 0, 0, 0, Integration::KeyEvent::DOWN, "", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE ); + application.ProcessEvent(event1); + + DALI_TEST_CHECK( controlCallback.mIsCalled ); + DALI_TEST_CHECK( !sceneCallback.mIsCalled ); + + END_TEST; +} + +int UtcDaliKeyboardFocusManagerFocusPerWindow(void) +{ + ToolkitTestApplication application; + + tet_infoline( "Ensure Memory focus actors for each window "); + KeyboardFocusManager manager = KeyboardFocusManager::Get(); + DALI_TEST_CHECK( ! manager.GetCurrentFocusActor() ); + + Window firstWindow = Window::New(PositionSize(0,0,300,500) ,"", false); + DALI_TEST_CHECK( firstWindow ); + Control first = Control::New(); + first.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); + firstWindow.Add(first); + + Window secondWindow = Window::New(PositionSize(0,0,400,600) ,"", false); + DALI_TEST_CHECK( secondWindow ); + Control second = Control::New(); + second.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); + secondWindow.Add( second ); + + DALI_TEST_CHECK(manager.SetCurrentFocusActor(first) == true); + DALI_TEST_CHECK(manager.GetCurrentFocusActor() == first); + + DALI_TEST_CHECK(manager.SetCurrentFocusActor(second) == true); + DALI_TEST_CHECK(manager.GetCurrentFocusActor() == second); + firstWindow.Raise(); + DALI_TEST_CHECK(manager.GetCurrentFocusActor() == first); + + secondWindow.Remove( second ); + secondWindow.Raise(); + DALI_TEST_CHECK(manager.GetCurrentFocusActor() != second); + + secondWindow.Reset(); + END_TEST; +} + +int UtcDaliKeyboardFocusManagerWithoutFocusablePropertiesMoveFocus(void) +{ + ToolkitTestApplication application; + + tet_infoline(" UtcDaliKeyboardFocusManagerWithoutFocusablePropertiesMoveFocus"); + + // Register Type + TypeInfo type; + type = TypeRegistry::Get().GetTypeInfo( "KeyboardFocusManager" ); + DALI_TEST_CHECK( type ); + BaseHandle handle = type.CreateInstance(); + DALI_TEST_CHECK( handle ); + + KeyboardFocusManager manager = KeyboardFocusManager::Get(); + DALI_TEST_CHECK(manager); + + bool focusChangedSignalVerified = false; + FocusChangedCallback focusChangedCallback(focusChangedSignalVerified); + manager.FocusChangedSignal().Connect( &focusChangedCallback, &FocusChangedCallback::Callback ); + + PushButton button1 = PushButton::New(); + PushButton button2 = PushButton::New(); + PushButton button3 = PushButton::New(); + PushButton button4 = PushButton::New(); + PushButton button5 = PushButton::New(); + + button1.SetProperty(Actor::Property::SIZE, Vector2(50, 50)); + button2.SetProperty(Actor::Property::SIZE, Vector2(50, 50)); + button3.SetProperty(Actor::Property::SIZE, Vector2(50, 50)); + button4.SetProperty(Actor::Property::SIZE, Vector2(50, 50)); + button5.SetProperty(Actor::Property::SIZE, Vector2(50, 50)); + + button1.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE,true); + button2.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE,true); + button3.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE,true); + button4.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE,true); + button5.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE,true); + + application.GetScene().Add(button1); + application.GetScene().Add(button2); + application.GetScene().Add(button3); + button5.Add(button4); + application.GetScene().Add(button5); + + // set position + // button1 -- button2 + // | | + // | button5| + // button3 -- button4 + button1.SetProperty(Actor::Property::POSITION, Vector2(0.0f, 0.0f)); + button2.SetProperty(Actor::Property::POSITION, Vector2(100.0f, 0.0f)); + button3.SetProperty(Actor::Property::POSITION, Vector2(0.0f, 100.0f)); + button4.SetProperty(Actor::Property::POSITION, Vector2(40.0f, 40.0f)); + button5.SetProperty(Actor::Property::POSITION, Vector2(60.0f, 60.0f)); + + // flush the queue and render once + application.SendNotification(); + application.Render(); + + // Set the focus to the button1 + // [button1] -- button2 + // | | + // | button5| + // button3 -- button4 + DALI_TEST_CHECK(manager.SetCurrentFocusActor(button1) == true); + DALI_TEST_CHECK(manager.GetCurrentFocusActor() == button1); + DALI_TEST_CHECK(focusChangedCallback.mSignalVerified); + DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == Actor()); + DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == button1); + focusChangedCallback.Reset(); + + // without set the navigation properties, but we can focus move + // enable the default algorithm + Dali::Toolkit::DevelKeyboardFocusManager::EnableDefaultAlgorithm(manager, true); + DALI_TEST_CHECK( Dali::Toolkit::DevelKeyboardFocusManager::IsDefaultAlgorithmEnabled(manager) ); + + // Move the focus towards right + // button1 -- [button2] + // | | + // | button5| + // button3 -- button4 + DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::RIGHT) == true); + + // Confirm whether focus is moved to button2 + DALI_TEST_EQUALS(button2.GetProperty(DevelControl::Property::STATE), (int)DevelControl::FOCUSED, TEST_LOCATION); + DALI_TEST_CHECK(focusChangedCallback.mSignalVerified); + DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == button1); + DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == button2); + focusChangedCallback.Reset(); + + // Move the focus towards down + // button1 -- button2 + // | | + // | [button5]| + // button3 -- button4 + DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::DOWN) == true); + + // Confirm whether focus is moved to button5 + DALI_TEST_EQUALS(button5.GetProperty(DevelControl::Property::STATE), (int)DevelControl::FOCUSED, TEST_LOCATION); + DALI_TEST_CHECK(focusChangedCallback.mSignalVerified); + DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == button2); + DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == button5); + focusChangedCallback.Reset(); + + // Move the focus towards right + // button1 -- button2 + // | | + // | button5| + // button3 -- [button4] + DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::RIGHT) == true); + + // Confirm whether focus is moved to button4 + DALI_TEST_EQUALS(button4.GetProperty(DevelControl::Property::STATE), (int)DevelControl::FOCUSED, TEST_LOCATION); + DALI_TEST_CHECK(focusChangedCallback.mSignalVerified); + DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == button5); + DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == button4); + focusChangedCallback.Reset(); + + // Move the focus towards left + // button1 -- button2 + // | | + // | [button5]| + // button3 -- button4 + DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::LEFT) == true); + + // Confirm whether focus is moved to button5 + DALI_TEST_EQUALS(button5.GetProperty(DevelControl::Property::STATE), (int)DevelControl::FOCUSED, TEST_LOCATION); + DALI_TEST_CHECK(focusChangedCallback.mSignalVerified); + DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == button4); + DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == button5); + focusChangedCallback.Reset(); + + // Move the focus towards left + // button1 -- button2 + // | | + // | button5| + //[button3] -- button4 + DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::LEFT) == true); + + // Confirm whether focus is moved to button3 + DALI_TEST_EQUALS(button3.GetProperty(DevelControl::Property::STATE), (int)DevelControl::FOCUSED, TEST_LOCATION); + DALI_TEST_CHECK(focusChangedCallback.mSignalVerified); + DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == button5); + DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == button3); + focusChangedCallback.Reset(); + + // Move the focus towards right + // button1 -- button2 + // | | + // | [button5]| + // button3 -- button4 + DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::RIGHT) == true); + + // Confirm whether focus is moved to button5 + DALI_TEST_EQUALS(button5.GetProperty(DevelControl::Property::STATE), (int)DevelControl::FOCUSED, TEST_LOCATION); + DALI_TEST_CHECK(focusChangedCallback.mSignalVerified); + DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == button3); + DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == button5); + focusChangedCallback.Reset(); + + // Move the focus towards left + // button1 -- button2 + // | | + // | button5| + //[button3] -- button4 + DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::LEFT) == true); + + // Confirm whether focus is moved to button3 + DALI_TEST_EQUALS(button3.GetProperty(DevelControl::Property::STATE), (int)DevelControl::FOCUSED, TEST_LOCATION); + DALI_TEST_CHECK(focusChangedCallback.mSignalVerified); + DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == button5); + DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == button3); + focusChangedCallback.Reset(); + + // Move the focus towards up + //[button1]-- button2 + // | | + // | button5| + // button3 -- button4 + DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::UP) == true); + + // Confirm whether focus is moved to button1 + DALI_TEST_EQUALS(button1.GetProperty(DevelControl::Property::STATE), (int)DevelControl::FOCUSED, TEST_LOCATION); + DALI_TEST_CHECK(focusChangedCallback.mSignalVerified); + DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == button3); + DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == button1); + focusChangedCallback.Reset(); + + + // Move the focus towards left. The focus move will fail as no way to move it upwards + DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::LEFT) == false); + + // Move the focus toward page up/down. The focus move will fail as invalid direction. + DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::PAGE_UP) == false); + DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::PAGE_DOWN) == false); + focusChangedCallback.Reset(); + + END_TEST; +} + + +int UtcDaliKeyboardFocusManagerSetAndGetCurrentFocusActorInTouchMode(void) +{ + ToolkitTestApplication application; + + tet_infoline(" UtcDaliKeyboardFocusManagerSetAndGetCurrentFocusActorInTouchMode"); + + KeyboardFocusManager manager = KeyboardFocusManager::Get(); + DALI_TEST_CHECK(manager); + + // Create the first actor and add it to the stage + Actor first = Actor::New(); + first.SetProperty(Actor::Property::SIZE, Vector2( 50, 50 )); + first.SetProperty(Actor::Property::POSITION, Vector2(0.0f, 0.0f)); + first.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT); + first.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE,true); + first.SetProperty(DevelActor::Property::TOUCH_FOCUSABLE,true); + application.GetScene().Add(first); + + // Create the second actor and add it to the stage + Actor second = Actor::New(); + second.SetProperty(Actor::Property::SIZE, Vector2( 50, 50 )); + second.SetProperty(Actor::Property::POSITION, Vector2(100.0f, 0.0f)); + second.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT); + second.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE,true); + application.GetScene().Add(second); + + // flush the queue and render once + application.SendNotification(); + application.Render(); + + // Check that no actor is being focused yet. + DALI_TEST_CHECK(manager.GetCurrentFocusActor() == Actor()); + + // Check that it will fail to set focus on an invalid actor + DALI_TEST_CHECK(manager.SetCurrentFocusActor(Actor()) == false); + + + Dali::Integration::TouchEvent event1 = Dali::Integration::TouchEvent(); + Dali::Integration::Point pointDown1; + pointDown1.SetState( PointState::DOWN ); + pointDown1.SetDeviceId(1); + // touch first actor + pointDown1.SetScreenPosition( Vector2( 10.0f, 10.0f ) ); + event1.AddPoint(pointDown1); + application.ProcessEvent( event1 ); + + // flush the queue and render once + application.SendNotification(); + application.Render(); + + // Check that the focus is successfully to the first actor + DALI_TEST_CHECK(manager.GetCurrentFocusActor() == first); + + Dali::Integration::TouchEvent event2 = Dali::Integration::TouchEvent(); + Dali::Integration::Point pointDown2; + pointDown2.SetState( PointState::DOWN ); + pointDown2.SetDeviceId(1); + // touch second actor + pointDown2.SetScreenPosition( Vector2( 110.0f, 10.0f ) ); + event2.AddPoint(pointDown2); + application.ProcessEvent( event2 ); + + // flush the queue and render once + application.SendNotification(); + application.Render(); + + // Check that the focus is successfully to clear + DALI_TEST_CHECK(manager.GetCurrentFocusActor() == Actor()); + + // Make the second actor focusableInTouchMode + second.SetProperty( DevelActor::Property::TOUCH_FOCUSABLE,true); + + // touch second actor + application.ProcessEvent( event2 ); + + // flush the queue and render once + application.SendNotification(); + application.Render(); + + // Check that the focus is successfully to the second actor + DALI_TEST_CHECK(manager.GetCurrentFocusActor() == second); + + END_TEST; +} + +int UtcDaliKeyboardFocusManagerEnableDefaultAlgorithm(void) +{ + ToolkitTestApplication application; + + tet_infoline(" UtcDaliKeyboardFocusManagerEnableDefaultAlgorithm"); + + // Register Type + TypeInfo type; + type = TypeRegistry::Get().GetTypeInfo( "KeyboardFocusManager" ); + DALI_TEST_CHECK( type ); + BaseHandle handle = type.CreateInstance(); + DALI_TEST_CHECK( handle ); + + KeyboardFocusManager manager = KeyboardFocusManager::Get(); + DALI_TEST_CHECK(manager); + + bool focusChangedSignalVerified = false; + FocusChangedCallback focusChangedCallback(focusChangedSignalVerified); + manager.FocusChangedSignal().Connect( &focusChangedCallback, &FocusChangedCallback::Callback ); + + PushButton button1 = PushButton::New(); + PushButton button2 = PushButton::New(); + + button1.SetProperty(Actor::Property::SIZE, Vector2(50, 50)); + button2.SetProperty(Actor::Property::SIZE, Vector2(50, 50)); + + button1.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE,true); + button2.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE,true); + + application.GetScene().Add(button1); + application.GetScene().Add(button2); + + // set position + // button1 -- button2 + button1.SetProperty(Actor::Property::POSITION, Vector2(0.0f, 0.0f)); + button2.SetProperty(Actor::Property::POSITION, Vector2(100.0f, 0.0f)); + + // flush the queue and render once + application.SendNotification(); + application.Render(); + + // Set the focus to the button1 + // [button1] -- button2 + DALI_TEST_CHECK(manager.SetCurrentFocusActor(button1) == true); + DALI_TEST_CHECK(manager.GetCurrentFocusActor() == button1); + DALI_TEST_CHECK(focusChangedCallback.mSignalVerified); + DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == Actor()); + DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == button1); + focusChangedCallback.Reset(); + + // without set the navigation properties, but we can focus move + // enable the default algorithm + Dali::Toolkit::DevelKeyboardFocusManager::EnableDefaultAlgorithm(manager, true); + DALI_TEST_CHECK( Dali::Toolkit::DevelKeyboardFocusManager::IsDefaultAlgorithmEnabled(manager) ); + + // Move the focus towards right + // button1 -- [button2] + DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::RIGHT) == true); + + // Confirm whether focus is moved to button2 + DALI_TEST_EQUALS(button2.GetProperty(DevelControl::Property::STATE), (int)DevelControl::FOCUSED, TEST_LOCATION); + DALI_TEST_CHECK(focusChangedCallback.mSignalVerified); + DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == button1); + DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == button2); + focusChangedCallback.Reset(); + + // disable the default algorithm + Dali::Toolkit::DevelKeyboardFocusManager::EnableDefaultAlgorithm(manager, false); + DALI_TEST_CHECK( !Dali::Toolkit::DevelKeyboardFocusManager::IsDefaultAlgorithmEnabled(manager) ); + + // Move the focus towards left, The focus move will fail because the default algorithm is disabled. + DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::LEFT) == false); + + // enable the default algorithm + Dali::Toolkit::DevelKeyboardFocusManager::EnableDefaultAlgorithm(manager, true); + DALI_TEST_CHECK( Dali::Toolkit::DevelKeyboardFocusManager::IsDefaultAlgorithmEnabled(manager) ); + + // Move the focus towards left, The focus move will success because the default algorithm is enabled. + // [button1] -- button2 + DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::LEFT) == true); + // Confirm whether focus is moved to button2 + DALI_TEST_EQUALS(button1.GetProperty(DevelControl::Property::STATE), (int)DevelControl::FOCUSED, TEST_LOCATION); + DALI_TEST_CHECK(focusChangedCallback.mSignalVerified); + DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == button2); + DALI_TEST_CHECK(focusChangedCallback.mCurrentFocusedActor == button1); + focusChangedCallback.Reset(); + + + END_TEST; +}