Change-Id: I0c1c9c6c6ea54effd98a46e36118c677db3d3d51
26 files changed:
Toolkit::Internal::Control& controlImpl = Toolkit::Internal::GetImplementation( dummy );
Actor currentFocusedActor;
Toolkit::Internal::Control& controlImpl = Toolkit::Internal::GetImplementation( dummy );
Actor currentFocusedActor;
- Actor result = controlImpl.GetNextKeyboardFocusableActor( currentFocusedActor, Control::Left, false );
+ Actor result = controlImpl.GetNextKeyboardFocusableActor( currentFocusedActor, Control::KeyboardFocus::LEFT, false );
DALI_TEST_EQUALS( result, currentFocusedActor, TEST_LOCATION );
DALI_TEST_EQUALS( result, currentFocusedActor, TEST_LOCATION );
DALI_TEST_EQUALS(position, 0.0f, TEST_LOCATION);
DALI_TEST_EQUALS(position, 0.0f, TEST_LOCATION);
- int focusItem = layout->GetNextFocusItemID(0, TOTAL_ITEM_NUMBER, Control::Left, true);
+ int focusItem = layout->GetNextFocusItemID(0, TOTAL_ITEM_NUMBER, Control::KeyboardFocus::LEFT, true);
DALI_TEST_CHECK(focusItem != 0);
DALI_TEST_CHECK(focusItem != 0);
TestItemLayoutPtr layout = TestItemLayout::New();
DALI_TEST_CHECK( layout );
TestItemLayoutPtr layout = TestItemLayout::New();
DALI_TEST_CHECK( layout );
- DALI_TEST_EQUALS(layout->GetNextFocusItemID(0, 100, Control::Left, true), 99, TEST_LOCATION );
- DALI_TEST_EQUALS(layout->GetNextFocusItemID(110, 100, Control::Right, true), 0, TEST_LOCATION );
+ DALI_TEST_EQUALS(layout->GetNextFocusItemID(0, 100, Control::KeyboardFocus::LEFT, true), 99, TEST_LOCATION );
+ DALI_TEST_EQUALS(layout->GetNextFocusItemID(110, 100, Control::KeyboardFocus::RIGHT, true), 0, TEST_LOCATION );
: mSignalVerified(signalReceived),
mCurrentFocusedActor(),
mProposedActorToFocus(),
: mSignalVerified(signalReceived),
mCurrentFocusedActor(),
mProposedActorToFocus(),
- mDirection(Control::Left)
+ mDirection(Control::KeyboardFocus::LEFT)
- Actor Callback(Actor currentFocusedActor, Actor proposedActorToFocus, Control::KeyboardFocusNavigationDirection direction)
+ Actor Callback(Actor currentFocusedActor, Actor proposedActorToFocus, Control::KeyboardFocus::Direction direction)
{
tet_infoline("Verifying PreFocusChangeCallback()");
{
tet_infoline("Verifying PreFocusChangeCallback()");
mSignalVerified = false;
mCurrentFocusedActor = Actor();
mProposedActorToFocus = Actor();
mSignalVerified = false;
mCurrentFocusedActor = Actor();
mProposedActorToFocus = Actor();
- mDirection = Control::Left;
+ mDirection = Control::KeyboardFocus::LEFT;
}
bool& mSignalVerified;
Actor mCurrentFocusedActor;
Actor mProposedActorToFocus;
}
bool& mSignalVerified;
Actor mCurrentFocusedActor;
Actor mProposedActorToFocus;
- Control::KeyboardFocusNavigationDirection mDirection;
+ Control::KeyboardFocus::Direction mDirection;
};
// Functors to test whether focus changed signal is emitted when the keyboard focus is changed
};
// Functors to test whether focus changed signal is emitted when the keyboard focus is changed
Stage::GetCurrent().Add(second);
// Move the focus to the right
Stage::GetCurrent().Add(second);
// Move the focus to the right
- DALI_TEST_CHECK(manager.MoveFocus(Control::Right) == false);
+ DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::RIGHT) == false);
// Because no layout control in the stage and no actor is focused, it should emit the PreFocusChange signal
DALI_TEST_CHECK(preFocusChangeCallback.mSignalVerified);
DALI_TEST_CHECK(preFocusChangeCallback.mCurrentFocusedActor == Actor());
DALI_TEST_CHECK(preFocusChangeCallback.mProposedActorToFocus == Actor());
// Because no layout control in the stage and no actor is focused, it should emit the PreFocusChange signal
DALI_TEST_CHECK(preFocusChangeCallback.mSignalVerified);
DALI_TEST_CHECK(preFocusChangeCallback.mCurrentFocusedActor == Actor());
DALI_TEST_CHECK(preFocusChangeCallback.mProposedActorToFocus == Actor());
- DALI_TEST_CHECK(preFocusChangeCallback.mDirection == Control::Right);
+ DALI_TEST_CHECK(preFocusChangeCallback.mDirection == Control::KeyboardFocus::RIGHT);
preFocusChangeCallback.Reset();
// Check that the focus is set on the first actor
preFocusChangeCallback.Reset();
// Check that the focus is set on the first actor
focusChangedCallback.Reset();
// Move the focus towards right
focusChangedCallback.Reset();
// Move the focus towards right
- DALI_TEST_CHECK(manager.MoveFocus(Control::Right) == false);
+ DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::RIGHT) == false);
// Because no layout control in the stage and the first actor is focused, it should emit the PreFocusChange signal
DALI_TEST_CHECK(preFocusChangeCallback.mSignalVerified);
DALI_TEST_CHECK(preFocusChangeCallback.mCurrentFocusedActor == first);
DALI_TEST_CHECK(preFocusChangeCallback.mProposedActorToFocus == Actor());
// Because no layout control in the stage and the first actor is focused, it should emit the PreFocusChange signal
DALI_TEST_CHECK(preFocusChangeCallback.mSignalVerified);
DALI_TEST_CHECK(preFocusChangeCallback.mCurrentFocusedActor == first);
DALI_TEST_CHECK(preFocusChangeCallback.mProposedActorToFocus == Actor());
- DALI_TEST_CHECK(preFocusChangeCallback.mDirection == Control::Right);
+ DALI_TEST_CHECK(preFocusChangeCallback.mDirection == Control::KeyboardFocus::RIGHT);
preFocusChangeCallback.Reset();
// Check that the focus is set on the second actor
preFocusChangeCallback.Reset();
// Check that the focus is set on the second actor
focusChangedCallback.Reset();
// Move the focus towards up
focusChangedCallback.Reset();
// Move the focus towards up
- DALI_TEST_CHECK(manager.MoveFocus(Control::Up) == false);
+ DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::UP) == false);
// Because no layout control in the stage and no actor is focused, it should emit the PreFocusChange signal
DALI_TEST_CHECK(preFocusChangeCallback.mSignalVerified);
DALI_TEST_CHECK(preFocusChangeCallback.mCurrentFocusedActor == second);
DALI_TEST_CHECK(preFocusChangeCallback.mProposedActorToFocus == Actor());
// Because no layout control in the stage and no actor is focused, it should emit the PreFocusChange signal
DALI_TEST_CHECK(preFocusChangeCallback.mSignalVerified);
DALI_TEST_CHECK(preFocusChangeCallback.mCurrentFocusedActor == second);
DALI_TEST_CHECK(preFocusChangeCallback.mProposedActorToFocus == Actor());
- DALI_TEST_CHECK(preFocusChangeCallback.mDirection == Control::Up);
+ DALI_TEST_CHECK(preFocusChangeCallback.mDirection == Control::KeyboardFocus::UP);
preFocusChangeCallback.Reset();
DALI_TEST_CHECK(!focusChangedCallback.mSignalVerified);
preFocusChangeCallback.Reset();
DALI_TEST_CHECK(!focusChangedCallback.mSignalVerified);
focusChangedCallback.Reset();
// Move the focus towards right
focusChangedCallback.Reset();
// Move the focus towards right
- DALI_TEST_CHECK(manager.MoveFocus(Control::Right) == true);
+ DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::RIGHT) == true);
DALI_TEST_CHECK(manager.GetCurrentFocusActor() == second);
DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == first);
DALI_TEST_CHECK(manager.GetCurrentFocusActor() == second);
DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == first);
focusChangedCallback.Reset();
// Move the focus towards down
focusChangedCallback.Reset();
// Move the focus towards down
- DALI_TEST_CHECK(manager.MoveFocus(Control::Down) == true);
+ DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::DOWN) == true);
DALI_TEST_CHECK(manager.GetCurrentFocusActor() == fourth);
DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == second);
DALI_TEST_CHECK(manager.GetCurrentFocusActor() == fourth);
DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == second);
focusChangedCallback.Reset();
// Move the focus towards left
focusChangedCallback.Reset();
// Move the focus towards left
- DALI_TEST_CHECK(manager.MoveFocus(Control::Left) == true);
+ DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::LEFT) == true);
DALI_TEST_CHECK(manager.GetCurrentFocusActor() == third);
DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == fourth);
DALI_TEST_CHECK(manager.GetCurrentFocusActor() == third);
DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == fourth);
focusChangedCallback.Reset();
// Move the focus towards up
focusChangedCallback.Reset();
// Move the focus towards up
- DALI_TEST_CHECK(manager.MoveFocus(Control::Up) == true);
+ DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::UP) == true);
DALI_TEST_CHECK(manager.GetCurrentFocusActor() == first);
DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == third);
DALI_TEST_CHECK(manager.GetCurrentFocusActor() == first);
DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == third);
focusChangedCallback.Reset();
// Move the focus towards left. The focus move will fail as no way to move it upwards
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::Left) == false);
+ DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::LEFT) == false);
DALI_TEST_CHECK(manager.GetCurrentFocusActor() == first);
DALI_TEST_CHECK(preFocusChangeCallback.mSignalVerified);
DALI_TEST_CHECK(preFocusChangeCallback.mCurrentFocusedActor == first);
DALI_TEST_CHECK(preFocusChangeCallback.mProposedActorToFocus == Actor());
DALI_TEST_CHECK(manager.GetCurrentFocusActor() == first);
DALI_TEST_CHECK(preFocusChangeCallback.mSignalVerified);
DALI_TEST_CHECK(preFocusChangeCallback.mCurrentFocusedActor == first);
DALI_TEST_CHECK(preFocusChangeCallback.mProposedActorToFocus == Actor());
- DALI_TEST_CHECK(preFocusChangeCallback.mDirection == Control::Left);
+ DALI_TEST_CHECK(preFocusChangeCallback.mDirection == Control::KeyboardFocus::LEFT);
preFocusChangeCallback.Reset();
DALI_TEST_CHECK(!focusChangedCallback.mSignalVerified);
preFocusChangeCallback.Reset();
DALI_TEST_CHECK(!focusChangedCallback.mSignalVerified);
DALI_TEST_CHECK(manager.GetFocusGroupLoop() == true);
// Move the focus towards left again. The focus should move to the fourth actor.
DALI_TEST_CHECK(manager.GetFocusGroupLoop() == true);
// Move the focus towards left again. The focus should move to the fourth actor.
- DALI_TEST_CHECK(manager.MoveFocus(Control::Left) == true);
+ DALI_TEST_CHECK(manager.MoveFocus(Control::KeyboardFocus::LEFT) == true);
DALI_TEST_CHECK(manager.GetCurrentFocusActor() == fourth);
DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == first);
DALI_TEST_CHECK(manager.GetCurrentFocusActor() == fourth);
DALI_TEST_CHECK(focusChangedCallback.mSignalVerified);
DALI_TEST_CHECK(focusChangedCallback.mOriginalFocusedActor == first);
return GetNaturalSize().width;
}
return GetNaturalSize().width;
}
-Actor Popup::GetNextKeyboardFocusableActor(Actor currentFocusedActor, Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
+Actor Popup::GetNextKeyboardFocusableActor(Actor currentFocusedActor, Toolkit::Control::KeyboardFocus::Direction direction, bool loopEnabled)
{
Actor nextFocusableActor( currentFocusedActor );
{
Actor nextFocusableActor( currentFocusedActor );
- case Toolkit::Control::Left:
+ case Toolkit::Control::KeyboardFocus::LEFT:
{
if ( iter == focusableActors.begin() )
{
{
if ( iter == focusableActors.begin() )
{
- case Toolkit::Control::Right:
+ case Toolkit::Control::KeyboardFocus::RIGHT:
{
if ( iter == focusableActors.end() - 1 )
{
{
if ( iter == focusableActors.end() - 1 )
{
- case Toolkit::Control::Up:
+ case Toolkit::Control::KeyboardFocus::UP:
{
if ( *iter == mContent )
{
{
if ( *iter == mContent )
{
- case Toolkit::Control::Down:
+ case Toolkit::Control::KeyboardFocus::DOWN:
{
if ( mContent && mContent.IsKeyboardFocusable() )
{
{
if ( mContent && mContent.IsKeyboardFocusable() )
{
/**
* @copydoc Control::GetNextKeyboardFocusableActor()
*/
/**
* @copydoc Control::GetNextKeyboardFocusableActor()
*/
- Actor GetNextKeyboardFocusableActor(Actor currentFocusedActor, Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled);
+ Actor GetNextKeyboardFocusableActor(Actor currentFocusedActor, Toolkit::Control::KeyboardFocus::Direction direction, bool loopEnabled);
/**
* Create the root actor for the footer
/**
* Create the root actor for the footer
-int DepthLayout::GetNextFocusItemID(int itemID, int maxItems, Dali::Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
+int DepthLayout::GetNextFocusItemID(int itemID, int maxItems, Dali::Toolkit::Control::KeyboardFocus::Direction direction, bool loopEnabled)
- case Toolkit::Control::Left:
+ case Toolkit::Control::KeyboardFocus::LEFT:
{
itemID--;
if( itemID < 0 )
{
itemID--;
if( itemID < 0 )
- case Toolkit::Control::Up:
+ case Toolkit::Control::KeyboardFocus::UP:
{
itemID += mImpl->mNumberOfColumns;
if( itemID >= maxItems )
{
itemID += mImpl->mNumberOfColumns;
if( itemID >= maxItems )
- case Toolkit::Control::Right:
+ case Toolkit::Control::KeyboardFocus::RIGHT:
{
itemID++;
if( itemID >= maxItems )
{
itemID++;
if( itemID >= maxItems )
- case Toolkit::Control::Down:
+ case Toolkit::Control::KeyboardFocus::DOWN:
{
itemID -= mImpl->mNumberOfColumns;
if( itemID < 0 )
{
itemID -= mImpl->mNumberOfColumns;
if( itemID < 0 )
/**
* @copydoc ItemLayout::GetNextFocusItemID()
*/
/**
* @copydoc ItemLayout::GetNextFocusItemID()
*/
- virtual int GetNextFocusItemID(int itemID, int maxItems, Dali::Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled);
+ virtual int GetNextFocusItemID(int itemID, int maxItems, Dali::Toolkit::Control::KeyboardFocus::Direction direction, bool loopEnabled);
-int GridLayout::GetNextFocusItemID(int itemID, int maxItems, Dali::Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
+int GridLayout::GetNextFocusItemID(int itemID, int maxItems, Dali::Toolkit::Control::KeyboardFocus::Direction direction, bool loopEnabled)
- case Toolkit::Control::Left:
+ case Toolkit::Control::KeyboardFocus::LEFT:
{
itemID--;
if( itemID < 0 )
{
itemID--;
if( itemID < 0 )
- case Toolkit::Control::Up:
+ case Toolkit::Control::KeyboardFocus::UP:
{
itemID -= mImpl->mNumberOfColumns;
if( itemID < 0 )
{
itemID -= mImpl->mNumberOfColumns;
if( itemID < 0 )
- case Toolkit::Control::Right:
+ case Toolkit::Control::KeyboardFocus::RIGHT:
{
itemID++;
if( itemID >= maxItems )
{
itemID++;
if( itemID >= maxItems )
- case Toolkit::Control::Down:
+ case Toolkit::Control::KeyboardFocus::DOWN:
{
itemID += mImpl->mNumberOfColumns;
if( itemID >= maxItems )
{
itemID += mImpl->mNumberOfColumns;
if( itemID >= maxItems )
/**
* @copydoc ItemLayout::GetNextFocusItemID()
*/
/**
* @copydoc ItemLayout::GetNextFocusItemID()
*/
- virtual int GetNextFocusItemID(int itemID, int maxItems, Dali::Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled);
+ virtual int GetNextFocusItemID(int itemID, int maxItems, Dali::Toolkit::Control::KeyboardFocus::Direction direction, bool loopEnabled);
-Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
+Actor ItemView::GetNextKeyboardFocusableActor(Actor actor, Toolkit::Control::KeyboardFocus::Direction direction, bool loopEnabled)
{
Actor nextFocusActor;
if(mActiveLayout)
{
Actor nextFocusActor;
if(mActiveLayout)
/**
* @copydoc Toolkit::Control::GetNextKeyboardFocusableActor()
*/
/**
* @copydoc Toolkit::Control::GetNextKeyboardFocusableActor()
*/
- virtual Actor GetNextKeyboardFocusableActor(Actor actor, Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled);
+ virtual Actor GetNextKeyboardFocusableActor(Actor actor, Toolkit::Control::KeyboardFocus::Direction direction, bool loopEnabled);
/**
* @copydoc Toolkit::Control::OnKeyboardFocusChangeCommitted()
/**
* @copydoc Toolkit::Control::OnKeyboardFocusChangeCommitted()
-Actor TableView::GetNextKeyboardFocusableActor(Actor currentFocusedActor, Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
+Actor TableView::GetNextKeyboardFocusableActor(Actor currentFocusedActor, Toolkit::Control::KeyboardFocus::Direction direction, bool loopEnabled)
{
Actor nextFocusableActor;
{
Actor nextFocusableActor;
- case Toolkit::Control::Left:
+ case Toolkit::Control::KeyboardFocus::LEFT:
{
if(--currentColumn < 0)
{
{
if(--currentColumn < 0)
{
- case Toolkit::Control::Right:
+ case Toolkit::Control::KeyboardFocus::RIGHT:
{
if(++currentColumn > numberOfColumns - 1)
{
{
if(++currentColumn > numberOfColumns - 1)
{
- case Toolkit::Control::Up:
+ case Toolkit::Control::KeyboardFocus::UP:
- case Toolkit::Control::Down:
+ case Toolkit::Control::KeyboardFocus::DOWN:
{
if(++currentRow > numberOfRows - 1)
{
if(++currentRow > numberOfRows - 1)
/**
* @copydoc Control::GetNextKeyboardFocusableActor
*/
/**
* @copydoc Control::GetNextKeyboardFocusableActor
*/
- virtual Actor GetNextKeyboardFocusableActor( Actor currentFocusedActor, Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled );
+ virtual Actor GetNextKeyboardFocusableActor( Actor currentFocusedActor, Toolkit::Control::KeyboardFocus::Direction direction, bool loopEnabled );
/**
* @copydoc Control::GetNaturalSize()
/**
* @copydoc Control::GetNaturalSize()
return Toolkit::Control::DownCast(parent);
}
return Toolkit::Control::DownCast(parent);
}
-bool KeyboardFocusManager::MoveFocus(Toolkit::Control::KeyboardFocusNavigationDirection direction)
+bool KeyboardFocusManager::MoveFocus(Toolkit::Control::KeyboardFocus::Direction direction)
{
Actor currentFocusActor = GetCurrentFocusActor();
{
Actor currentFocusActor = GetCurrentFocusActor();
-bool KeyboardFocusManager::DoMoveFocusWithinLayoutControl(Toolkit::Control control, Actor actor, Toolkit::Control::KeyboardFocusNavigationDirection direction)
+bool KeyboardFocusManager::DoMoveFocusWithinLayoutControl(Toolkit::Control control, Actor actor, Toolkit::Control::KeyboardFocus::Direction direction)
{
// Ask the control for the next actor to focus
Actor nextFocusableActor = GetImplementation( control ).GetNextKeyboardFocusableActor(actor, direction, mFocusGroupLoopEnabled);
{
// Ask the control for the next actor to focus
Actor nextFocusableActor = GetImplementation( control ).GetNextKeyboardFocusableActor(actor, direction, mFocusGroupLoopEnabled);
{
// If the current focus group has a parent layout control, we can probably automatically
// move the focus to the next focus group in the forward or backward direction.
{
// If the current focus group has a parent layout control, we can probably automatically
// move the focus to the next focus group in the forward or backward direction.
- Toolkit::Control::KeyboardFocusNavigationDirection direction = forward ? Toolkit::Control::Right : Toolkit::Control::Left;
+ Toolkit::Control::KeyboardFocus::Direction direction = forward ? Toolkit::Control::KeyboardFocus::RIGHT : Toolkit::Control::KeyboardFocus::LEFT;
succeed = DoMoveFocusWithinLayoutControl(parentLayoutControl, GetCurrentFocusActor(), direction);
parentLayoutControl = GetParentLayoutControl(parentLayoutControl);
}
succeed = DoMoveFocusWithinLayoutControl(parentLayoutControl, GetCurrentFocusActor(), direction);
parentLayoutControl = GetParentLayoutControl(parentLayoutControl);
}
else
{
// Move the focus towards left
else
{
// Move the focus towards left
- MoveFocus(Toolkit::Control::Left);
+ MoveFocus(Toolkit::Control::KeyboardFocus::LEFT);
}
isFocusStartableKey = true;
}
isFocusStartableKey = true;
else
{
// Move the focus towards right
else
{
// Move the focus towards right
- MoveFocus(Toolkit::Control::Right);
+ MoveFocus(Toolkit::Control::KeyboardFocus::RIGHT);
else
{
// Move the focus towards up
else
{
// Move the focus towards up
- MoveFocus(Toolkit::Control::Up);
+ MoveFocus(Toolkit::Control::KeyboardFocus::UP);
}
isFocusStartableKey = true;
}
isFocusStartableKey = true;
else
{
// Move the focus towards down
else
{
// Move the focus towards down
- MoveFocus(Toolkit::Control::Down);
+ MoveFocus(Toolkit::Control::KeyboardFocus::DOWN);
}
isFocusStartableKey = true;
}
isFocusStartableKey = true;
{
// No actor is focused but keyboard focus is activated by the key press
// Let's try to move the initial focus
{
// No actor is focused but keyboard focus is activated by the key press
// Let's try to move the initial focus
- MoveFocus(Toolkit::Control::Right);
+ MoveFocus(Toolkit::Control::KeyboardFocus::RIGHT);
}
else if(mFocusIndicatorActor)
{
}
else if(mFocusIndicatorActor)
{
/**
* @copydoc Toolkit::KeyboardFocusManager::MoveFocus
*/
/**
* @copydoc Toolkit::KeyboardFocusManager::MoveFocus
*/
- bool MoveFocus(Toolkit::Control::KeyboardFocusNavigationDirection direction);
+ bool MoveFocus(Toolkit::Control::KeyboardFocus::Direction direction);
/**
* @copydoc Toolkit::KeyboardFocusManager::ClearFocus
/**
* @copydoc Toolkit::KeyboardFocusManager::ClearFocus
* @param direction The direction of focus movement
* @return Whether the focus is successful or not
*/
* @param direction The direction of focus movement
* @return Whether the focus is successful or not
*/
- bool DoMoveFocusWithinLayoutControl(Toolkit::Control control, Actor actor, Toolkit::Control::KeyboardFocusNavigationDirection direction);
+ bool DoMoveFocusWithinLayoutControl(Toolkit::Control control, Actor actor, Toolkit::Control::KeyboardFocus::Direction direction);
/**
* Move the focus to the first focusable actor in the next focus group in the forward
/**
* Move the focus to the first focusable actor in the next focus group in the forward
return false; // Accessibility value change action is not handled by default
}
return false; // Accessibility value change action is not handled by default
}
-Actor Control::GetNextKeyboardFocusableActor(Actor currentFocusedActor, Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
+Actor Control::GetNextKeyboardFocusableActor(Actor currentFocusedActor, Toolkit::Control::KeyboardFocus::Direction direction, bool loopEnabled)
* @param[in] loopEnabled Whether the focus movement should be looped within the control.
* @return the next keyboard focusable actor in this control or an empty handle if no actor can be focused.
*/
* @param[in] loopEnabled Whether the focus movement should be looped within the control.
* @return the next keyboard focusable actor in this control or an empty handle if no actor can be focused.
*/
- virtual Actor GetNextKeyboardFocusableActor( Actor currentFocusedActor, Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled );
+ virtual Actor GetNextKeyboardFocusableActor( Actor currentFocusedActor, Toolkit::Control::KeyboardFocus::Direction direction, bool loopEnabled );
/**
* @brief Informs this control that its chosen focusable actor will be focused.
/**
* @brief Informs this control that its chosen focusable actor will be focused.
/**
* @brief Describes the direction to move the keyboard focus towards.
*/
/**
* @brief Describes the direction to move the keyboard focus towards.
*/
- enum KeyboardFocusNavigationDirection
- Left, ///< Move keyboard focus towards the left direction
- Right, ///< Move keyboard focus towards the right direction
- Up, ///< Move keyboard focus towards the up direction
- Down ///< Move keyboard focus towards the down direction
+ enum Direction
+ {
+ LEFT, ///< Move keyboard focus towards the left direction
+ RIGHT, ///< Move keyboard focus towards the right direction
+ UP, ///< Move keyboard focus towards the up direction
+ DOWN ///< Move keyboard focus towards the down direction
+ };
return currentLayoutPosition;
}
return currentLayoutPosition;
}
-int ItemLayout::GetNextFocusItemID(int itemID, int maxItems, Dali::Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled)
+int ItemLayout::GetNextFocusItemID(int itemID, int maxItems, Dali::Toolkit::Control::KeyboardFocus::Direction direction, bool loopEnabled)
- case Control::Left:
- case Control::Up:
+ case Control::KeyboardFocus::LEFT:
+ case Control::KeyboardFocus::UP:
{
itemID--;
if( itemID < 0 )
{
itemID--;
if( itemID < 0 )
- case Control::Right:
- case Control::Down:
+ case Control::KeyboardFocus::RIGHT:
+ case Control::KeyboardFocus::DOWN:
{
itemID++;
if( itemID >= maxItems )
{
itemID++;
if( itemID >= maxItems )
* @param[in] loopEnabled Whether the KeyboardFocusManager is set to wrap around between first and last item
* @return The next item ID.
*/
* @param[in] loopEnabled Whether the KeyboardFocusManager is set to wrap around between first and last item
* @return The next item ID.
*/
- DALI_IMPORT_API virtual int GetNextFocusItemID(int itemID, int maxItems, Dali::Toolkit::Control::KeyboardFocusNavigationDirection direction, bool loopEnabled);
+ DALI_IMPORT_API virtual int GetNextFocusItemID(int itemID, int maxItems, Dali::Toolkit::Control::KeyboardFocus::Direction direction, bool loopEnabled);
/**
* @brief Query the flick speed factor of the layout while swipping.
/**
* @brief Query the flick speed factor of the layout while swipping.
return GetImpl(*this).GetCurrentFocusActor();
}
return GetImpl(*this).GetCurrentFocusActor();
}
-bool KeyboardFocusManager::MoveFocus(Control::KeyboardFocusNavigationDirection direction)
+bool KeyboardFocusManager::MoveFocus(Control::KeyboardFocus::Direction direction)
{
return GetImpl(*this).MoveFocus(direction);
}
{
return GetImpl(*this).MoveFocus(direction);
}
public:
/// @brief Pre focus change signal
public:
/// @brief Pre focus change signal
- typedef Signal< Actor ( Actor, Actor, Control::KeyboardFocusNavigationDirection ) > PreFocusChangeSignalType;
+ typedef Signal< Actor ( Actor, Actor, Control::KeyboardFocus::Direction ) > PreFocusChangeSignalType;
/// @brief Focus changed signal
typedef Signal< void ( Actor, Actor ) > FocusChangedSignalType;
/// @brief Focus changed signal
typedef Signal< void ( Actor, Actor ) > FocusChangedSignalType;
* @param direction The direction of focus movement
* @return true if the movement was successful
*/
* @param direction The direction of focus movement
* @return true if the movement was successful
*/
- bool MoveFocus(Control::KeyboardFocusNavigationDirection direction);
+ bool MoveFocus(Control::KeyboardFocus::Direction direction);
/**
* @brief Clear the focus from the current focused actor if any, so
/**
* @brief Clear the focus from the current focused actor if any, so
*
* A callback of the following type may be connected:
* @code
*
* A callback of the following type may be connected:
* @code
- * Actor YourCallbackName(Actor currentFocusedActor, Actor proposedActorToFocus, Control::KeyboardFocusNavigationDirection direction);
+ * Actor YourCallbackName(Actor currentFocusedActor, Actor proposedActorToFocus, Control::KeyboardFocus::Direction direction);
* @endcode
* @pre The Object has been initialized.
* @return The signal to connect to.
* @endcode
* @pre The Object has been initialized.
* @return The signal to connect to.
Actor PreFocusChangeSignal(Actor currentFocusedActor,
Actor proposedActorToFocus,
Actor PreFocusChangeSignal(Actor currentFocusedActor,
Actor proposedActorToFocus,
- Toolkit::Control::KeyboardFocusNavigationDirection direction )
+ Toolkit::Control::KeyboardFocus::Direction direction )
{
std::vector< Dali::Any > arguments;
Dali::Any returnValue = Actor(); // we want an actor as a return value
{
std::vector< Dali::Any > arguments;
Dali::Any returnValue = Actor(); // we want an actor as a return value
-Toolkit::Control::KeyboardFocusNavigationDirection GetDirection( std::string name, v8::Isolate* isolate )
+Toolkit::Control::KeyboardFocus::Direction GetDirection( std::string name, v8::Isolate* isolate )
- return Dali::Toolkit::Control::Left;
+ return Dali::Toolkit::Control::KeyboardFocus::LEFT;
- return Dali::Toolkit::Control::Right;
+ return Dali::Toolkit::Control::KeyboardFocus::RIGHT;
- return Dali::Toolkit::Control::Up;
+ return Dali::Toolkit::Control::KeyboardFocus::UP;
- return Dali::Toolkit::Control::Down;
+ return Dali::Toolkit::Control::KeyboardFocus::DOWN;
}
DALI_SCRIPT_EXCEPTION( isolate, "direction not found ( wanted left,right,up,down)" );
}
DALI_SCRIPT_EXCEPTION( isolate, "direction not found ( wanted left,right,up,down)" );
- return Dali::Toolkit::Control::Up;
+ return Dali::Toolkit::Control::KeyboardFocus::UP;
}
}; //un-named namespace
}
}; //un-named namespace
- Toolkit::Control::KeyboardFocusNavigationDirection dir = GetDirection( direction, isolate );
+ Toolkit::Control::KeyboardFocus::Direction dir = GetDirection( direction, isolate );
Toolkit::KeyboardFocusManager::Get().MoveFocus( dir );
}
Toolkit::KeyboardFocusManager::Get().MoveFocus( dir );
}
-std::string KeyboardFocusManagerWrapper::GetDirectionName( Toolkit::Control::KeyboardFocusNavigationDirection dir )
+std::string KeyboardFocusManagerWrapper::GetDirectionName( Toolkit::Control::KeyboardFocus::Direction dir )
- case Dali::Toolkit::Control::Left:
+ case Dali::Toolkit::Control::KeyboardFocus::LEFT:
{
return "left";
break;
}
{
return "left";
break;
}
- case Dali::Toolkit::Control::Right:
+ case Dali::Toolkit::Control::KeyboardFocus::RIGHT:
{
return "right";
break;
}
{
return "right";
break;
}
- case Dali::Toolkit::Control::Up:
+ case Dali::Toolkit::Control::KeyboardFocus::UP:
- case Dali::Toolkit::Control::Down:
+ case Dali::Toolkit::Control::KeyboardFocus::DOWN:
virtual SignalManager* GetSignalManager() { return &mSignalManager;}
virtual SignalManager* GetSignalManager() { return &mSignalManager;}
- static std::string GetDirectionName( Toolkit::Control::KeyboardFocusNavigationDirection dir );
+ static std::string GetDirectionName( Toolkit::Control::KeyboardFocus::Direction dir );