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=be3cf4410b50c7c12d8ca05f3d624d04b95be308;hp=1788df294e2436a975cefe17d2a179506b1b85ef;hb=383021a5eeff5ade0a8e7d50d3fdbe5a7549f0da;hpb=abc25cd0d8c1551e54f6ac0e2c612300f650d2a5 diff --git a/automated-tests/src/dali-toolkit/utc-Dali-KeyboardFocusManager.cpp b/automated-tests/src/dali-toolkit/utc-Dali-KeyboardFocusManager.cpp index 1788df2..be3cf44 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. @@ -26,6 +26,7 @@ #include #include #include +#include using namespace Dali; using namespace Dali::Toolkit; @@ -44,6 +45,8 @@ void utc_dali_toolkit_keyboard_focus_manager_cleanup(void) namespace { +const std::string DEFAULT_DEVICE_NAME("hwKeyboard"); + // Functors to test whether GetNextFocusableActor() method of CustomAlgorithmInterface is called when the keyboard focus is about to change class CustomAlgorithm : public Dali::Toolkit::DevelKeyboardFocusManager::CustomAlgorithmInterface { @@ -215,6 +218,34 @@ 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 { @@ -266,13 +297,13 @@ 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(); @@ -296,14 +327,14 @@ 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); @@ -337,13 +368,13 @@ 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); @@ -394,15 +425,15 @@ 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)); @@ -500,13 +531,13 @@ 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); @@ -593,10 +624,10 @@ 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); @@ -607,16 +638,16 @@ 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); @@ -660,14 +691,14 @@ 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); @@ -701,13 +732,13 @@ 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); @@ -789,7 +820,7 @@ 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(); @@ -863,7 +894,7 @@ int UtcDaliKeyboardFocusManagerSignalFocusedActorActivated(void) FocusedActorActivatedCallback focusedActorActivatedCallback(focusedActorActivatedSignalVerified); manager.FocusedActorEnterKeySignal().Connect( &focusedActorActivatedCallback, &FocusedActorActivatedCallback::Callback ); - Integration::KeyEvent returnEvent("Return", "", 0, 0, 0, Integration::KeyEvent::Up); + 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 @@ -871,13 +902,13 @@ 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); @@ -921,8 +952,8 @@ int UtcDaliKeyboardFocusManagerSignalFocusGroupChanged(void) FocusGroupChangedCallback focusGroupChangedCallback(focusGroupChangedSignalVerified); manager.FocusGroupChangedSignal().Connect( &focusGroupChangedCallback, &FocusGroupChangedCallback::Callback ); - Integration::KeyEvent tabEvent("Tab", "", 0, 0, 0, Integration::KeyEvent::Down); - Integration::KeyEvent shiftTabEvent("Tab", "", 0, 1, 0, Integration::KeyEvent::Down); + 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 @@ -969,29 +1000,25 @@ 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); @@ -1005,24 +1032,45 @@ 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; } @@ -1044,12 +1092,12 @@ int UtcDaliKeyboardFocusManagerChangeFocusDirectionByKeyEvents(void) FocusChangedCallback focusChangedCallback(focusChangedSignalVerified); manager.FocusChangedSignal().Connect( &focusChangedCallback, &FocusChangedCallback::Callback ); - Integration::KeyEvent leftEvent("Left", "", 0, 0, 0, Integration::KeyEvent::Down); - Integration::KeyEvent rightEvent("Right", "", 0, 0, 0, Integration::KeyEvent::Down); - Integration::KeyEvent upEvent("Up", "", 0, 0, 0, Integration::KeyEvent::Down); - Integration::KeyEvent downEvent("Down", "", 0, 0, 0, Integration::KeyEvent::Down); - Integration::KeyEvent pageUpEvent("Prior", "", 0, 0, 0, Integration::KeyEvent::Down); - Integration::KeyEvent pageDownEvent("Next", "", 0, 0, 0, Integration::KeyEvent::Down); + 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 @@ -1057,23 +1105,23 @@ 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)); @@ -1163,10 +1211,68 @@ 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; +} @@ -1196,13 +1302,13 @@ 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); @@ -1256,15 +1362,15 @@ 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)); @@ -1378,3 +1484,304 @@ int UtcDaliKeyboardFocusManagerMoveFocusTestStateChange(void) END_TEST; } + +int UtcDaliKeyboardFocusManagerFocusedActorUnstaged(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 ); + + 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" ); + application.GetScene().Add( actor ); + manager.SetCurrentFocusActor( actor ); + DALI_TEST_CHECK( manager.GetCurrentFocusActor() == actor ); + + tet_infoline( "Remove actor from stage and attempt to retrieve, no actor should be returned from KeyboardFocusManager" ); + actor.Unparent(); + DALI_TEST_CHECK( ! manager.GetCurrentFocusActor() ); + + 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); + application.GetScene().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(100.0f, 100.0f)); + 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 + + // 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 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; +} +