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=cdecb166b6562ade4b5487f959c483242f1e8ea0;hp=8957dd67b1ff2bc185ae320282b6e0eecb0a76d8;hb=fca202af829a0657805e44461f08f284cdbf0bbb;hpb=3994a8fa38310fc7dd7bbfbf37c982cea8d199da diff --git a/automated-tests/src/dali-toolkit/utc-Dali-KeyboardFocusManager.cpp b/automated-tests/src/dali-toolkit/utc-Dali-KeyboardFocusManager.cpp old mode 100644 new mode 100755 index 8957dd6..cdecb16 --- a/automated-tests/src/dali-toolkit/utc-Dali-KeyboardFocusManager.cpp +++ b/automated-tests/src/dali-toolkit/utc-Dali-KeyboardFocusManager.cpp @@ -217,6 +217,34 @@ 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 { @@ -268,12 +296,12 @@ int UtcDaliKeyboardFocusManagerSetAndGetCurrentFocusActor(void) // Create the first actor and add it to the stage Actor first = Actor::New(); - first.SetKeyboardFocusable(true); + first.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); Stage::GetCurrent().Add(first); // Create the second actor and add it to the stage Actor second = Actor::New(); - second.SetKeyboardFocusable(true); + second.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); Stage::GetCurrent().Add(second); // Create the third actor but don't add it to the stage @@ -305,7 +333,7 @@ int UtcDaliKeyboardFocusManagerSetAndGetCurrentFocusActor(void) 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); @@ -339,12 +367,12 @@ int UtcDaliKeyboardFocusManagerMoveFocus(void) // Create the first actor and add it to the stage Actor first = Actor::New(); - first.SetKeyboardFocusable(true); + first.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); Stage::GetCurrent().Add(first); // Create the second actor and add it to the stage Actor second = Actor::New(); - second.SetKeyboardFocusable(true); + second.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); Stage::GetCurrent().Add(second); // Move the focus to the right @@ -400,11 +428,11 @@ int UtcDaliKeyboardFocusManagerMoveFocus(void) // 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)); @@ -502,12 +530,12 @@ int UtcDaliKeyboardFocusManagerCustomAlgorithmMoveFocus(void) // Create the first actor and add it to the stage Actor first = Actor::New(); - first.SetKeyboardFocusable(true); + first.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); Stage::GetCurrent().Add(first); // Create the second actor and add it to the stage Actor second = Actor::New(); - second.SetKeyboardFocusable(true); + second.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); Stage::GetCurrent().Add(second); // Move the focus to the right @@ -595,8 +623,8 @@ int UtcDaliKeyboardFocusManagerFocusablePropertiesMoveFocus(void) PushButton button1 = PushButton::New(); PushButton button2 = PushButton::New(); - button1.SetKeyboardFocusable(true); - button2.SetKeyboardFocusable(true); + button1.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); + button2.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); Stage::GetCurrent().Add(button1); Stage::GetCurrent().Add(button2); @@ -609,16 +637,16 @@ 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); @@ -665,11 +693,11 @@ int UtcDaliKeyboardFocusManagerFocusablePropertiesMoveFocus(void) Stage::GetCurrent().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); @@ -703,12 +731,12 @@ int UtcDaliKeyboardFocusManagerClearFocus(void) // Create the first actor and add it to the stage Actor first = Actor::New(); - first.SetKeyboardFocusable(true); + first.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); Stage::GetCurrent().Add(first); // Create the second actor and add it to the stage Actor second = Actor::New(); - second.SetKeyboardFocusable(true); + second.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); Stage::GetCurrent().Add(second); // Check that the focus is set on the first actor @@ -865,7 +893,7 @@ 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 @@ -873,12 +901,12 @@ int UtcDaliKeyboardFocusManagerSignalFocusedActorActivated(void) // Create the first button and add it to the stage PushButton firstPushButton = PushButton::New(); - firstPushButton.SetKeyboardFocusable(true); + firstPushButton.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); Stage::GetCurrent().Add(firstPushButton); // Create the second button and add it to the stage PushButton secondPushButton = PushButton::New(); - secondPushButton.SetKeyboardFocusable(true); + secondPushButton.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); Stage::GetCurrent().Add(secondPushButton); // Check that the focus is set on the first button @@ -923,8 +951,8 @@ 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 @@ -971,30 +999,26 @@ 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); + first.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); Stage::GetCurrent().Add(first); // Create the second actor and add it to the stage Actor second = Actor::New(); - second.SetKeyboardFocusable(true); + second.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); Stage::GetCurrent().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); + third.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); Stage::GetCurrent().Add(third); + // Create the fourth actor and add it to the stage + Actor fourth = Actor::New(); + fourth.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); + Stage::GetCurrent().Add(fourth); + // Check that the focus is set on the second actor DALI_TEST_CHECK(manager.SetCurrentFocusActor(first) == true); DALI_TEST_CHECK(manager.GetCurrentFocusActor() == first); @@ -1007,24 +1031,45 @@ 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); + Stage::GetCurrent().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 +1091,12 @@ 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 @@ -1063,19 +1108,19 @@ int UtcDaliKeyboardFocusManagerChangeFocusDirectionByKeyEvents(void) // 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 +1210,68 @@ 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; +} @@ -1198,12 +1301,12 @@ int UtcDaliKeyboardFocusManagerMoveFocusTestStateChange(void) // Create the first actor and add it to the stage Control first = Control::New(); - first.SetKeyboardFocusable(true); + first.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); Stage::GetCurrent().Add(first); // Create the second actor and add it to the stage Control second = Control::New(); - second.SetKeyboardFocusable(true); + second.SetProperty( Actor::Property::KEYBOARD_FOCUSABLE,true); Stage::GetCurrent().Add(second); // Move the focus to the right @@ -1262,11 +1365,11 @@ int UtcDaliKeyboardFocusManagerMoveFocusTestStateChange(void) // 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)); @@ -1391,7 +1494,7 @@ 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 ); @@ -1408,3 +1511,108 @@ 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 ); + Stage::GetCurrent().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; +} + +