+ case Property::BOOLEAN:
+ {
+ mImpl->integerValue = value.mImpl->integerValue;
+ break;
+ }
+ case Property::FLOAT:
+ {
+ mImpl->floatValue = value.mImpl->floatValue;
+ break;
+ }
+ case Property::INTEGER:
+ {
+ mImpl->integerValue = value.mImpl->integerValue;
+ break;
+ }
+ case Property::VECTOR2:
+ {
+ *mImpl->vector2Value = *value.mImpl->vector2Value; // type cannot change in mImpl so vector is allocated
+ break;
+ }
+ case Property::VECTOR3:
+ {
+ *mImpl->vector3Value = *value.mImpl->vector3Value; // type cannot change in mImpl so vector is allocated
+ break;
+ }
+ case Property::VECTOR4:
+ {
+ *mImpl->vector4Value = *value.mImpl->vector4Value; // type cannot change in mImpl so vector is allocated
+ break;
+ }
+ case Property::RECTANGLE:
+ {
+ *mImpl->rectValue = *value.mImpl->rectValue; // type cannot change in mImpl so rect is allocated
+ break;
+ }
+ case Property::ROTATION:
+ {
+ *mImpl->quaternionValue = *value.mImpl->quaternionValue; // type cannot change in mImpl so quaternion is allocated
+ break;
+ }
+ case Property::STRING:
+ {
+ *mImpl->stringValue = *value.mImpl->stringValue; // type cannot change in mImpl so string is allocated
+ break;
+ }
+ case Property::MATRIX:
+ {
+ *mImpl->matrixValue = *value.mImpl->matrixValue; // type cannot change in mImpl so matrix is allocated
+ break;
+ }
+ case Property::MATRIX3:
+ {
+ *mImpl->matrix3Value = *value.mImpl->matrix3Value; // type cannot change in mImpl so matrix is allocated
+ break;
+ }
+ case Property::ARRAY:
+ {
+ *mImpl->arrayValue = *value.mImpl->arrayValue; // type cannot change in mImpl so array is allocated
+ break;
+ }
+ case Property::MAP:
+ {
+ *mImpl->mapValue = *value.mImpl->mapValue; // type cannot change in mImpl so map is allocated
+ break;
+ }
+ case Property::NONE:
+ { // mImpl will be NULL, there's no way to get to this case
+ }