[Tizen] 1. Implement FocusFinder 87/267487/1
authorJoogab Yun <joogab.yun@samsung.com>
Fri, 16 Apr 2021 07:19:35 +0000 (16:19 +0900)
committerjoogab.yun <joogab.yun@samsung.com>
Mon, 6 Dec 2021 06:45:55 +0000 (15:45 +0900)
The class used for finding the next focusable actor in a given direction
from a actor that currently has focus.

2. Change FocusFinder to a method

3. Add Tab key focus movement.

If the focus group is not changed, Move the focus towards right, "Shift-Tap" key moves the focus towards left.
Still if the focus is not moved, Move the focus towards down, "Shift-Tap" key moves the focus towards up.

4. Users can implement focus movement by SetCustomAlgorithm.
So User implemented focus movement by SetCustomAlgorithm(AutoFocusAlgorithm.Instance);
And if user do SetCustomAlgorithm(null), the user expects the focus not to move.
this is for backward-compatibility.
Add EnableDefaultAlgorithm() and IsDefaultAlgorithmEnabled() for enable/disable the default algorithm

5. Fixed bug

6. Fixed IsCandidate bug

7. Check if actor can be focused.

8. If parent is hidden, the child cannot be focused.

Change-Id: Ieebaafc31fe5e943a63b8e2a079335eb578ab0cd

automated-tests/src/dali-toolkit/utc-Dali-KeyboardFocusManager.cpp
dali-toolkit/devel-api/file.list
dali-toolkit/devel-api/focus-manager/focus-finder.cpp [new file with mode: 0644]
dali-toolkit/devel-api/focus-manager/focus-finder.h [new file with mode: 0644]
dali-toolkit/devel-api/focus-manager/keyboard-focus-manager-devel.cpp
dali-toolkit/devel-api/focus-manager/keyboard-focus-manager-devel.h
dali-toolkit/internal/focus-manager/keyboard-focus-manager-impl.cpp
dali-toolkit/internal/focus-manager/keyboard-focus-manager-impl.h

index 720f596..1063d67 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2020 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.
@@ -1616,4 +1616,203 @@ int UtcDaliKeyboardFocusManagerFocusPerWindow(void)
   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<int>(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<int>(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<int>(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<int>(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<int>(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<int>(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<int>(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<int>(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;
+}
 
index 6b04c3e..4e002be 100755 (executable)
@@ -45,6 +45,7 @@ SET( devel_api_src_files
   ${devel_api_src_dir}/controls/web-view/web-view.cpp
   ${devel_api_src_dir}/focus-manager/keyinput-focus-manager.cpp
   ${devel_api_src_dir}/focus-manager/keyboard-focus-manager-devel.cpp
+  ${devel_api_src_dir}/focus-manager/focus-finder.cpp
   ${devel_api_src_dir}/image-loader/async-image-loader-devel.cpp
   ${devel_api_src_dir}/image-loader/atlas-upload-observer.cpp
   ${devel_api_src_dir}/image-loader/image-atlas.cpp
@@ -179,6 +180,7 @@ SET( devel_api_shadow_view_header_files
 SET( devel_api_focus_manager_header_files
   ${devel_api_src_dir}/focus-manager/keyinput-focus-manager.h
   ${devel_api_src_dir}/focus-manager/keyboard-focus-manager-devel.h
+  ${devel_api_src_dir}/focus-manager/focus-finder.h
 )
 
 SET( devel_api_image_loader_header_files
diff --git a/dali-toolkit/devel-api/focus-manager/focus-finder.cpp b/dali-toolkit/devel-api/focus-manager/focus-finder.cpp
new file mode 100644 (file)
index 0000000..2679dda
--- /dev/null
@@ -0,0 +1,443 @@
+/*\r
+ * Copyright (c) 2021 Samsung Electronics Co., Ltd.\r
+ *\r
+ * Licensed under the Apache License, Version 2.0 (the "License");\r
+ * you may not use this file except in compliance with the License.\r
+ * You may obtain a copy of the License at\r
+ *\r
+ * http://www.apache.org/licenses/LICENSE-2.0\r
+ *\r
+ * Unless required by applicable law or agreed to in writing, software\r
+ * distributed under the License is distributed on an "AS IS" BASIS,\r
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\r
+ * See the License for the specific language governing permissions and\r
+ * limitations under the License.\r
+ *\r
+ */\r
+\r
+/*\r
+ * Copyright (C) 2017 The Android Open Source Project\r
+ *\r
+ * Modified by joogab yun(joogab.yun@samsung.com)\r
+ */\r
+\r
+// CLASS HEADER\r
+#include "focus-finder.h"\r
+\r
+// EXTERNAL INCLUDES\r
+#include <dali/devel-api/actors/actor-devel.h>\r
+#include <dali/integration-api/adaptor-framework/scene-holder.h>\r
+#include <dali/public-api/actors/layer.h>\r
+\r
+namespace Dali\r
+{\r
+namespace Toolkit\r
+{\r
+namespace FocusFinder\r
+{\r
+namespace\r
+{\r
+static constexpr float FULLY_TRANSPARENT(0.01f); ///< Alpha values must rise above this, before an object is considered to be visible.\r
+\r
+static int MajorAxisDistanceRaw(Dali::Toolkit::Control::KeyboardFocus::Direction direction, Dali::Rect<float> source, Dali::Rect<float> dest)\r
+{\r
+  switch(direction)\r
+  {\r
+    case Dali::Toolkit::Control::KeyboardFocus::LEFT:\r
+    {\r
+      return source.left - dest.right;\r
+    }\r
+    case Dali::Toolkit::Control::KeyboardFocus::RIGHT:\r
+    {\r
+      return dest.left - source.right;\r
+    }\r
+    case Dali::Toolkit::Control::KeyboardFocus::UP:\r
+    {\r
+      return source.top - dest.bottom;\r
+    }\r
+    case Dali::Toolkit::Control::KeyboardFocus::DOWN:\r
+    {\r
+      return dest.top - source.bottom;\r
+    }\r
+    default:\r
+    {\r
+      return 0;\r
+    }\r
+  }\r
+}\r
+\r
+/**\r
+ * @return The distance from the edge furthest in the given direction\r
+ *   of source to the edge nearest in the given direction of dest.\r
+ *   If the dest is not in the direction from source, return 0.\r
+ */\r
+static int MajorAxisDistance(Dali::Toolkit::Control::KeyboardFocus::Direction direction, Dali::Rect<float> source, Dali::Rect<float> dest)\r
+{\r
+  return std::max(0, MajorAxisDistanceRaw(direction, source, dest));\r
+}\r
+\r
+static int MajorAxisDistanceToFarEdgeRaw(Dali::Toolkit::Control::KeyboardFocus::Direction direction, Dali::Rect<float> source, Dali::Rect<float> dest)\r
+{\r
+  switch(direction)\r
+  {\r
+    case Dali::Toolkit::Control::KeyboardFocus::LEFT:\r
+    {\r
+      return source.left - dest.left;\r
+    }\r
+    case Dali::Toolkit::Control::KeyboardFocus::RIGHT:\r
+    {\r
+      return dest.right - source.right;\r
+    }\r
+    case Dali::Toolkit::Control::KeyboardFocus::UP:\r
+    {\r
+      return source.top - dest.top;\r
+    }\r
+    case Dali::Toolkit::Control::KeyboardFocus::DOWN:\r
+    {\r
+      return dest.bottom - source.bottom;\r
+    }\r
+    default:\r
+    {\r
+      return 0;\r
+    }\r
+  }\r
+}\r
+\r
+/**\r
+ * @return The distance along the major axis w.r.t the direction from the\r
+ *   edge of source to the far edge of dest.\r
+ *   If the dest is not in the direction from source, return 1\r
+ */\r
+static int MajorAxisDistanceToFarEdge(Dali::Toolkit::Control::KeyboardFocus::Direction direction, Dali::Rect<float> source, Dali::Rect<float> dest)\r
+{\r
+  return std::max(1, MajorAxisDistanceToFarEdgeRaw(direction, source, dest));\r
+}\r
+\r
+/**\r
+ * Find the distance on the minor axis w.r.t the direction to the nearest\r
+ * edge of the destination rectangle.\r
+ * @param direction the direction (up, down, left, right)\r
+ * @param source The source rect.\r
+ * @param dest The destination rect.\r
+ * @return The distance.\r
+ */\r
+static int MinorAxisDistance(Dali::Toolkit::Control::KeyboardFocus::Direction direction, Dali::Rect<float> source, Dali::Rect<float> dest)\r
+{\r
+  switch(direction)\r
+  {\r
+    case Dali::Toolkit::Control::KeyboardFocus::LEFT:\r
+    case Dali::Toolkit::Control::KeyboardFocus::RIGHT:\r
+    {\r
+      // the distance between the center verticals\r
+      return std::abs((source.top + (source.bottom - source.top) * 0.5f) -\r
+                      (dest.top + (dest.bottom - dest.top) * 0.5f));\r
+    }\r
+    case Dali::Toolkit::Control::KeyboardFocus::UP:\r
+    case Dali::Toolkit::Control::KeyboardFocus::DOWN:\r
+    {\r
+      // the distance between the center horizontals\r
+      return std::abs((source.left + (source.right - source.left) * 0.5f) -\r
+                      (dest.left + (dest.right - dest.left) * 0.5f));\r
+    }\r
+    default:\r
+    {\r
+      return 0;\r
+    }\r
+  }\r
+}\r
+\r
+/**\r
+ * Calculate distance given major and minor axis distances.\r
+ * @param majorAxisDistance The majorAxisDistance\r
+ * @param minorAxisDistance The minorAxisDistance\r
+ * @return The distance\r
+ */\r
+static int GetWeightedDistanceFor(int majorAxisDistance, int minorAxisDistance)\r
+{\r
+  return 13 * majorAxisDistance * majorAxisDistance + minorAxisDistance * minorAxisDistance;\r
+}\r
+\r
+/**\r
+ * Convert x,y,width,height coordinates into left, right, bottom, top coordinates.\r
+ * @param[in,out] rect The rect\r
+ */\r
+static void ConvertCoordinate(Dali::Rect<float>& rect)\r
+{\r
+  // convert x, y, width, height -> left, right, bottom, top\r
+  float left   = rect.x;\r
+  float right  = rect.x + rect.width;\r
+  float bottom = rect.y + rect.height;\r
+  float top    = rect.y;\r
+\r
+  rect.left   = left;\r
+  rect.right  = right;\r
+  rect.bottom = bottom;\r
+  rect.top    = top;\r
+}\r
+\r
+/**\r
+ * Is destRect a candidate for the next focus given the direction?\r
+ * @param srcRect The source rect.\r
+ * @param destRect The dest rect.\r
+ * @param direction The direction (up, down, left, right)\r
+ * @return Whether destRect is a candidate.\r
+ */\r
+static bool IsCandidate(Dali::Rect<float> srcRect, Dali::Rect<float> destRect, Dali::Toolkit::Control::KeyboardFocus::Direction direction)\r
+{\r
+  switch(direction)\r
+  {\r
+    case Dali::Toolkit::Control::KeyboardFocus::LEFT:\r
+    {\r
+      return (srcRect.right > destRect.right || srcRect.left >= destRect.right) && srcRect.left > destRect.left;\r
+    }\r
+    case Dali::Toolkit::Control::KeyboardFocus::RIGHT:\r
+    {\r
+      return (srcRect.left < destRect.left || srcRect.right <= destRect.left) && srcRect.right < destRect.right;\r
+    }\r
+    case Dali::Toolkit::Control::KeyboardFocus::UP:\r
+    {\r
+      return (srcRect.bottom > destRect.bottom || srcRect.top >= destRect.bottom) && srcRect.top > destRect.top;\r
+    }\r
+    case Dali::Toolkit::Control::KeyboardFocus::DOWN:\r
+    {\r
+      return (srcRect.top < destRect.top || srcRect.bottom <= destRect.top) && srcRect.bottom < destRect.bottom;\r
+    }\r
+    default:\r
+    {\r
+      return false;\r
+    }\r
+  }\r
+  return false;\r
+}\r
+\r
+/**\r
+ * Is dest in a given direction from src?\r
+ * @param direction the direction (up, down, left, right)\r
+ * @param src The source rect\r
+ * @param dest The dest rect\r
+ */\r
+static bool IsToDirectionOf(Dali::Toolkit::Control::KeyboardFocus::Direction direction, Dali::Rect<float> src, Dali::Rect<float> dest)\r
+{\r
+  switch(direction)\r
+  {\r
+    case Dali::Toolkit::Control::KeyboardFocus::LEFT:\r
+    {\r
+      return src.left >= dest.right;\r
+    }\r
+    case Dali::Toolkit::Control::KeyboardFocus::RIGHT:\r
+    {\r
+      return src.right <= dest.left;\r
+    }\r
+    case Dali::Toolkit::Control::KeyboardFocus::UP:\r
+    {\r
+      return src.top >= dest.bottom;\r
+    }\r
+    case Dali::Toolkit::Control::KeyboardFocus::DOWN:\r
+    {\r
+      return src.bottom <= dest.top;\r
+    }\r
+    default:\r
+    {\r
+      return false;\r
+    }\r
+  }\r
+}\r
+\r
+/**\r
+ * Do the given direction's axis of rect1 and rect2 overlap?\r
+ * @param direction the direction (up, down, left, right)\r
+ * @param rect1 The first rect\r
+ * @param rect2 The second rect\r
+ * @return whether the beams overlap\r
+ */\r
+static bool BeamsOverlap(Dali::Toolkit::Control::KeyboardFocus::Direction direction, Dali::Rect<float> rect1, Dali::Rect<float> rect2)\r
+{\r
+  switch(direction)\r
+  {\r
+    case Dali::Toolkit::Control::KeyboardFocus::LEFT:\r
+    case Dali::Toolkit::Control::KeyboardFocus::RIGHT:\r
+    {\r
+      return (rect2.bottom >= rect1.top) && (rect2.top <= rect1.bottom);\r
+    }\r
+    case Dali::Toolkit::Control::KeyboardFocus::UP:\r
+    case Dali::Toolkit::Control::KeyboardFocus::DOWN:\r
+    {\r
+      return (rect2.right >= rect1.left) && (rect2.left <= rect1.right);\r
+    }\r
+    default:\r
+    {\r
+      return false;\r
+    }\r
+  }\r
+}\r
+\r
+/**\r
+ * One rectangle may be another candidate than another by virtue of being exclusively in the beam of the source rect.\r
+ * @param direction The direction (up, down, left, right)\r
+ * @param source The source rect\r
+ * @param rect1 The first rect\r
+ * @param rect2 The second rect\r
+ * @return Whether rect1 is a better candidate than rect2 by virtue of it being in src's beam\r
+ */\r
+static bool BeamBeats(Dali::Toolkit::Control::KeyboardFocus::Direction direction, Dali::Rect<float> source, Dali::Rect<float> rect1, Dali::Rect<float> rect2)\r
+{\r
+  const bool rect1InSrcBeam = BeamsOverlap(direction, source, rect1);\r
+  const bool rect2InSrcBeam = BeamsOverlap(direction, source, rect2);\r
+  // if rect1 isn't exclusively in the src beam, it doesn't win\r
+  if(rect2InSrcBeam || !rect1InSrcBeam)\r
+  {\r
+    return false;\r
+  }\r
+  // we know rect1 is in the beam, and rect2 is not\r
+  // if rect1 is to the direction of, and rect2 is not, rect1 wins.\r
+  // for example, for direction left, if rect1 is to the left of the source\r
+  // and rect2 is below, then we always prefer the in beam rect1, since rect2\r
+  // could be reached by going down.\r
+  if(!IsToDirectionOf(direction, source, rect2))\r
+  {\r
+    return true;\r
+  }\r
+  // for horizontal directions, being exclusively in beam always wins\r
+  if((direction == Dali::Toolkit::Control::KeyboardFocus::LEFT || direction == Dali::Toolkit::Control::KeyboardFocus::RIGHT))\r
+  {\r
+    return true;\r
+  }\r
+  // for vertical directions, beams only beat up to a point:\r
+  // now, as long as rect2 isn't completely closer, rect1 wins\r
+  // e.g for direction down, completely closer means for rect2's top\r
+  // edge to be closer to the source's top edge than rect1's bottom edge.\r
+  return (MajorAxisDistance(direction, source, rect1) < MajorAxisDistanceToFarEdge(direction, source, rect2));\r
+}\r
+\r
+bool IsBetterCandidate(Toolkit::Control::KeyboardFocus::Direction direction, Rect<float>& focusedRect, Rect<float>& candidateRect, Rect<float>& bestCandidateRect)\r
+{\r
+  // to be a better candidate, need to at least be a candidate in the first place\r
+  if(!IsCandidate(focusedRect, candidateRect, direction))\r
+  {\r
+    return false;\r
+  }\r
+  // we know that candidateRect is a candidate.. if bestCandidateRect is not a candidate,\r
+  // candidateRect is better\r
+  if(!IsCandidate(focusedRect, bestCandidateRect, direction))\r
+  {\r
+    return true;\r
+  }\r
+  // if candidateRect is better by beam, it wins\r
+  if(BeamBeats(direction, focusedRect, candidateRect, bestCandidateRect))\r
+  {\r
+    return true;\r
+  }\r
+  // if bestCandidateRect is better, then candidateRect cant' be :)\r
+  if(BeamBeats(direction, focusedRect, bestCandidateRect, candidateRect))\r
+  {\r
+    return false;\r
+  }\r
+\r
+  // otherwise, do fudge-tastic comparison of the major and minor axis\r
+  return (GetWeightedDistanceFor(\r
+            MajorAxisDistance(direction, focusedRect, candidateRect),\r
+            MinorAxisDistance(direction, focusedRect, candidateRect)) < GetWeightedDistanceFor(MajorAxisDistance(direction, focusedRect, bestCandidateRect),\r
+                                                                                               MinorAxisDistance(direction, focusedRect, bestCandidateRect)));\r
+}\r
+\r
+bool IsFocusable(Actor& actor)\r
+{\r
+  return (actor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) &&\r
+          actor.GetProperty<bool>(Actor::Property::VISIBLE) &&\r
+          actor.GetProperty<Vector4>(Actor::Property::WORLD_COLOR).a > FULLY_TRANSPARENT);\r
+}\r
+\r
+Actor FindNextFocus(Actor& actor, Actor& focusedActor, Rect<float>& focusedRect, Rect<float>& bestCandidateRect, Toolkit::Control::KeyboardFocus::Direction direction)\r
+{\r
+  Actor nearestActor;\r
+  if(actor && actor.GetProperty<bool>(Actor::Property::VISIBLE))\r
+  {\r
+    // Recursively children\r
+    const auto childCount = actor.GetChildCount();\r
+    for(auto i = 0u; i < childCount; ++i)\r
+    {\r
+      Dali::Actor child = actor.GetChildAt(i);\r
+      if(child && child != focusedActor && IsFocusable(child))\r
+      {\r
+        Rect<float> candidateRect = DevelActor::CalculateScreenExtents(child);\r
+\r
+        // convert x, y, width, height -> left, right, bottom, top\r
+        ConvertCoordinate(candidateRect);\r
+\r
+        if(IsBetterCandidate(direction, focusedRect, candidateRect, bestCandidateRect))\r
+        {\r
+          bestCandidateRect = candidateRect;\r
+          nearestActor      = child;\r
+        }\r
+      }\r
+      Actor nextActor = FindNextFocus(child, focusedActor, focusedRect, bestCandidateRect, direction);\r
+      if(nextActor)\r
+      {\r
+        nearestActor = nextActor;\r
+      }\r
+    }\r
+  }\r
+  return nearestActor;\r
+}\r
+\r
+} // unnamed namespace\r
+\r
+Actor GetNearestFocusableActor(Actor focusedActor, Toolkit::Control::KeyboardFocus::Direction direction)\r
+{\r
+  Actor nearestActor;\r
+  if(!focusedActor)\r
+  {\r
+    return nearestActor;\r
+  }\r
+\r
+  Rect<float> focusedRect = DevelActor::CalculateScreenExtents(focusedActor);\r
+\r
+  // initialize the best candidate to something impossible\r
+  // (so the first plausible actor will become the best choice)\r
+  Rect<float> bestCandidateRect = focusedRect;\r
+  switch(direction)\r
+  {\r
+    case Toolkit::Control::KeyboardFocus::LEFT:\r
+    {\r
+      bestCandidateRect.x += 1;\r
+      break;\r
+    }\r
+    case Toolkit::Control::KeyboardFocus::RIGHT:\r
+    {\r
+      bestCandidateRect.x -= 1;\r
+      break;\r
+    }\r
+    case Toolkit::Control::KeyboardFocus::UP:\r
+    {\r
+      bestCandidateRect.y += 1;\r
+      break;\r
+    }\r
+    case Toolkit::Control::KeyboardFocus::DOWN:\r
+    {\r
+      bestCandidateRect.y -= 1;\r
+      break;\r
+    }\r
+    default:\r
+    {\r
+      break;\r
+    }\r
+  }\r
+\r
+  ConvertCoordinate(bestCandidateRect);\r
+\r
+  ConvertCoordinate(focusedRect);\r
+\r
+  Integration::SceneHolder window = Integration::SceneHolder::Get(focusedActor);\r
+  if(window)\r
+  {\r
+    Actor rootActor = window.GetRootLayer();\r
+    nearestActor    = FindNextFocus(rootActor, focusedActor, focusedRect, bestCandidateRect, direction);\r
+  }\r
+  return nearestActor;\r
+}\r
+\r
+} // namespace FocusFinder\r
+\r
+} // namespace Toolkit\r
+\r
+} // namespace Dali\r
diff --git a/dali-toolkit/devel-api/focus-manager/focus-finder.h b/dali-toolkit/devel-api/focus-manager/focus-finder.h
new file mode 100644 (file)
index 0000000..47f313d
--- /dev/null
@@ -0,0 +1,44 @@
+#ifndef DALI_TOOLKIT_FOCUS_FINDER_H\r
+#define DALI_TOOLKIT_FOCUS_FINDER_H\r
+\r
+/*\r
+ * Copyright (c) 2021 Samsung Electronics Co., Ltd.\r
+ *\r
+ * Licensed under the Apache License, Version 2.0 (the "License");\r
+ * you may not use this file except in compliance with the License.\r
+ * You may obtain a copy of the License at\r
+ *\r
+ * http://www.apache.org/licenses/LICENSE-2.0\r
+ *\r
+ * Unless required by applicable law or agreed to in writing, software\r
+ * distributed under the License is distributed on an "AS IS" BASIS,\r
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\r
+ * See the License for the specific language governing permissions and\r
+ * limitations under the License.\r
+ *\r
+ */\r
+\r
+// INTERNAL INCLUDES\r
+#include <dali-toolkit/public-api/controls/control.h>\r
+\r
+namespace Dali\r
+{\r
+namespace Toolkit\r
+{\r
+namespace FocusFinder\r
+{\r
+/**\r
+ * Get the nearest focusable actor.\r
+ * @param [in] focusedActor The current focused actor.\r
+ * @param [in] direction The direction.\r
+ * @return The nearest focusable actor, or an empty handle if none exists.\r
+ */\r
+DALI_TOOLKIT_API Actor GetNearestFocusableActor(Actor focusedActor, Toolkit::Control::KeyboardFocus::Direction direction);\r
+\r
+} // namespace FocusFinder\r
+\r
+} // namespace Toolkit\r
+\r
+} // namespace Dali\r
+\r
+#endif // DALI_TOOLKIT_FOCUS_FINDER_H\r
index faa7fc1..f320269 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2020 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.
@@ -40,6 +40,16 @@ bool IsFocusIndicatorEnabled(KeyboardFocusManager keyboardFocusManager)
   return GetImpl(keyboardFocusManager).IsFocusIndicatorEnabled();
 }
 
+void EnableDefaultAlgorithm(KeyboardFocusManager keyboardFocusManager, bool enable)
+{
+  GetImpl(keyboardFocusManager).EnableDefaultAlgorithm(enable);
+}
+
+bool IsDefaultAlgorithmEnabled(KeyboardFocusManager keyboardFocusManager)
+{
+  return GetImpl(keyboardFocusManager).IsDefaultAlgorithmEnabled();
+}
+
 } // namespace DevelKeyboardFocusManager
 
 } // namespace Toolkit
index afe3e43..192c296 100644 (file)
@@ -2,7 +2,7 @@
 #define DALI_TOOLKIT_KEYBOARD_FOCUS_MANAGER_DEVEL_H
 
 /*
- * Copyright (c) 2020 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.
@@ -84,6 +84,22 @@ DALI_TOOLKIT_API void EnableFocusIndicator(KeyboardFocusManager keyboardFocusMan
  */
 DALI_TOOLKIT_API bool IsFocusIndicatorEnabled(KeyboardFocusManager keyboardFocusManager);
 
+/**
+ * @brief Decide using default focus algorithm or not
+ *
+ * @param[in] keyboardFocusManager The instance of KeyboardFocusManager
+ * @param[in] enable Whether using default focus algorithm or not
+ */
+DALI_TOOLKIT_API void EnableDefaultAlgorithm(KeyboardFocusManager keyboardFocusManager, bool enable);
+
+/**
+ * @brief Check default focus algorithm is enabled or not
+ *
+ * @param[in] keyboardFocusManager The instance of KeyboardFocusManager
+ * @return True when default focus algorithm is enabled
+ */
+DALI_TOOLKIT_API bool IsDefaultAlgorithmEnabled(KeyboardFocusManager keyboardFocusManager);
+
 } // namespace DevelKeyboardFocusManager
 
 } // namespace Toolkit
index 5092cfe..631e35c 100644 (file)
@@ -41,6 +41,7 @@
 #include <dali-toolkit/public-api/controls/image-view/image-view.h>
 #include <dali-toolkit/devel-api/accessibility-manager/accessibility-manager.h>
 #include <dali-toolkit/devel-api/controls/control-devel.h>
+#include <dali-toolkit/devel-api/focus-manager/focus-finder.h>
 #include <dali-toolkit/public-api/styling/style-manager.h>
 #include <dali-toolkit/devel-api/styling/style-manager-devel.h>
 
@@ -130,7 +131,8 @@ KeyboardFocusManager::KeyboardFocusManager()
   mAlwaysShowIndicator( ALWAYS_SHOW ),
   mFocusGroupLoopEnabled( false ),
   mIsWaitingKeyboardFocusChangeCommit( false ),
-  mClearFocusOnTouch( true )
+  mClearFocusOnTouch( true ),
+  mEnableDefaultAlgorithm(false)
 {
   // TODO: Get FocusIndicatorEnable constant from stylesheet to set mIsFocusIndicatorShown.
 
@@ -500,6 +502,11 @@ bool KeyboardFocusManager::MoveFocus(Toolkit::Control::KeyboardFocus::Direction
         nextFocusableActor = mPreFocusChangeSignal.Emit( currentFocusActor, Actor(), direction );
         mIsWaitingKeyboardFocusChangeCommit = false;
       }
+      else if(mEnableDefaultAlgorithm)
+      {
+        // We should find it among the actors nearby.
+        nextFocusableActor = Toolkit::FocusFinder::GetNearestFocusableActor(currentFocusActor, direction);
+      }
     }
 
     if( nextFocusableActor && nextFocusableActor.GetProperty< bool >( Actor::Property::KEYBOARD_FOCUSABLE ) )
@@ -879,7 +886,15 @@ void KeyboardFocusManager::OnKeyEvent(const KeyEvent& event)
       {
         // "Tab" key changes the focus group in the forward direction and
         // "Shift-Tab" key changes it in the backward direction.
-        DoMoveFocusToNextFocusGroup(!event.IsShiftModifier());
+        if(!DoMoveFocusToNextFocusGroup(!event.IsShiftModifier()))
+        {
+          // If the focus group is not changed, Move the focus towards right, "Shift-Tap" key moves the focus towards left.
+          if(!MoveFocus(event.IsShiftModifier() ? Toolkit::Control::KeyboardFocus::LEFT : Toolkit::Control::KeyboardFocus::RIGHT))
+          {
+            // If the focus is not moved, Move the focus towards down, "Shift-Tap" key moves the focus towards up.
+            MoveFocus(event.IsShiftModifier() ? Toolkit::Control::KeyboardFocus::UP : Toolkit::Control::KeyboardFocus::DOWN);
+          }
+        }
       }
 
       isFocusStartableKey = true;
@@ -1077,6 +1092,16 @@ bool KeyboardFocusManager::IsFocusIndicatorEnabled() const
   return ( mEnableFocusIndicator == ENABLE );
 }
 
+void KeyboardFocusManager::EnableDefaultAlgorithm(bool enable)
+{
+  mEnableDefaultAlgorithm = enable;
+}
+
+bool KeyboardFocusManager::IsDefaultAlgorithmEnabled() const
+{
+  return mEnableDefaultAlgorithm;
+}
+
 } // namespace Internal
 
 } // namespace Toolkit
index 4ab0ea3..28052e3 100644 (file)
@@ -157,6 +157,16 @@ public:
    */
   bool IsFocusIndicatorEnabled() const;
 
+  /**
+   * @copydoc Toolkit::DevelKeyboardFocusManager::EnableDefaultAlgorithm
+   */
+  void EnableDefaultAlgorithm(bool enable);
+
+  /**
+   * @copydoc Toolkit::DevelKeyboardFocusManager::IsDefaultAlgorithmEnabled
+   */
+  bool IsDefaultAlgorithmEnabled() const;
+
 public:
 
   /**
@@ -342,6 +352,8 @@ private:
   bool mIsWaitingKeyboardFocusChangeCommit:1; /// A flag to indicate PreFocusChangeSignal emitted but the proposed focus actor is not commited by the application yet.
 
   bool mClearFocusOnTouch:1; ///< Whether clear focus on touch.
+
+  bool mEnableDefaultAlgorithm : 1; ///< Whether use default algorithm focus
 };
 
 } // namespace Internal