// Now set the properties, or create children
for ( unsigned int i = 0, mapCount = map.Count(); i < mapCount; ++i )
{
- const StringValuePair& pair( map.GetPair( i ) );
- const std::string& key( pair.first );
+ const KeyValuePair pair( map.GetKeyValue( i ) );
+ if( pair.first.type == Property::Key::INDEX )
+ {
+ continue;
+ }
+ const std::string& key( pair.first.stringKey );
if ( key == "type" )
{
continue;
// Now set the properties, or create children
for( unsigned int i = 0, animationMapCount = map.Count(); i < animationMapCount; ++i )
{
- const StringValuePair& pair( map.GetPair( i ) );
- const std::string& key( pair.first );
+ const KeyValuePair pair( map.GetKeyValue( i ) );
+ if( pair.first.type == Property::Key::INDEX )
+ {
+ continue; // We don't consider index keys.
+ }
+ const std::string& key( pair.first.stringKey );
+
const Property::Value& value( pair.second );
if( key == "actor" )
Property::Map timeMap = value.Get< Property::Map >();
for( unsigned int i = 0; i < timeMap.Count(); ++i )
{
- const StringValuePair& pair( timeMap.GetPair( i ) );
- if( pair.first == "delay" )
+ const KeyValuePair timePair( timeMap.GetKeyValue( i ) );
+ if( timePair.first.type == Property::Key::INDEX )
{
- element->timePeriodDelay = pair.second.Get< float >();
+ continue;
}
- else if( pair.first == "duration" )
+ const std::string& key( timePair.first.stringKey );
+
+ if( key == "delay" )
{
- element->timePeriodDuration = pair.second.Get< float >();
+ element->timePeriodDelay = timePair.second.Get< float >();
+ }
+ else if( key == "duration" )
+ {
+ element->timePeriodDuration = timePair.second.Get< float >();
}
}
}
} // namespace scripting
} // namespace Dali
-
-
-
-