/*
- * Copyright (c) 2018 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
return std::string();
}
-Property::Index Object::GetPropertyIndex( const std::string& name ) const
+Property::Index Object::GetPropertyIndex( Property::Key key ) const
{
Property::Index index = Property::INVALID_INDEX;
- const TypeInfo* typeInfo( GetTypeInfo() );
- if ( typeInfo )
- {
- index = typeInfo->GetPropertyIndex( name );
- }
- if( (index == Property::INVALID_INDEX)&&( mCustomProperties.Count() > 0 ) )
+ if( key.type == Property::Key::STRING )
{
- Property::Index count = PROPERTY_CUSTOM_START_INDEX;
- const auto end = mCustomProperties.End();
- for( auto iter = mCustomProperties.Begin(); iter != end; ++iter, ++count )
+ const TypeInfo* typeInfo( GetTypeInfo() );
+ if ( typeInfo )
{
- CustomPropertyMetadata* custom = static_cast<CustomPropertyMetadata*>(*iter);
- if ( custom->name == name )
- {
- if ( custom->childPropertyIndex != Property::INVALID_INDEX )
- {
- // If it is a child property, return the child property index
- index = custom->childPropertyIndex;
- }
- else
- {
- index = count;
- }
- break;
- }
+ index = typeInfo->GetPropertyIndex( key.stringKey );
}
}
- return index;
-}
-
-Property::Index Object::GetPropertyIndex( Property::Index key ) const
-{
- Property::Index index = Property::INVALID_INDEX;
-
- if( mCustomProperties.Count() > 0 )
+ if( (index == Property::INVALID_INDEX)&&( mCustomProperties.Count() > 0 ) )
{
Property::Index count = PROPERTY_CUSTOM_START_INDEX;
const auto end = mCustomProperties.End();
for( auto iter = mCustomProperties.Begin(); iter != end; ++iter, ++count )
{
CustomPropertyMetadata* custom = static_cast<CustomPropertyMetadata*>(*iter);
- if( custom->key == key )
+
+ if( ( key.type == Property::Key::STRING && custom->name == key.stringKey) ||
+ ( key.type == Property::Key::INDEX && custom->key == key.indexKey ) )
{
- if( custom->childPropertyIndex != Property::INVALID_INDEX )
+ if ( custom->childPropertyIndex != Property::INVALID_INDEX )
{
// If it is a child property, return the child property index
index = custom->childPropertyIndex;
return index;
}
-Property::Index Object::GetPropertyIndex( Property::Key key ) const
-{
- Property::Index index = Property::INVALID_INDEX;
- if( key.type == Property::Key::INDEX )
- {
- index = GetPropertyIndex( key.indexKey );
- }
- else
- {
- index = GetPropertyIndex( key.stringKey );
- }
- return index;
-}
-
bool Object::IsPropertyWritable( Property::Index index ) const
{
DALI_ASSERT_ALWAYS(index > Property::INVALID_INDEX && "Property index is out of bounds");
return Property::NONE;
}
-void Object::SetProperty( Property::Index index, const Property::Value& propertyValue )
+void Object::SetProperty(Property::Index index, Property::Value propertyValue)
{
DALI_ASSERT_ALWAYS(index > Property::INVALID_INDEX && "Property index is out of bounds" );
if ( propertySet )
{
OnPropertySet( index, propertyValue );
- Dali::Handle handle( this );
- mPropertySetSignal.Emit( handle, index, propertyValue );
+ if(!mPropertySetSignal.Empty())
+ {
+ Dali::Handle handle(this);
+ mPropertySetSignal.Emit(handle, index, propertyValue);
+ }
}
}
else if ( ( index >= ANIMATABLE_PROPERTY_REGISTRATION_START_INDEX ) && ( index <= ANIMATABLE_PROPERTY_REGISTRATION_MAX_INDEX ) )
{
// check whether the animatable property is registered already, if not then register one.
- // this is needed because property value may have been set as full property and get as a property component
+ // this is needed because property value may have been set as full property and get as a property component
AnimatablePropertyMetadata* animatableProperty = GetSceneAnimatableProperty( index, nullptr );
if( animatableProperty )
{
else if ( ( index >= ANIMATABLE_PROPERTY_REGISTRATION_START_INDEX ) && ( index <= ANIMATABLE_PROPERTY_REGISTRATION_MAX_INDEX ) )
{
// check whether the animatable property is registered already, if not then register one.
- // this is needed because property value may have been set as full property and get as a property component
+ // this is needed because property value may have been set as full property and get as a property component
AnimatablePropertyMetadata* animatableProperty = GetSceneAnimatableProperty( index, nullptr );
if( animatableProperty )
{
}
}
-Property::Index Object::RegisterProperty( const std::string& name, const Property::Value& propertyValue )
+Property::Index Object::RegisterProperty(std::string name, Property::Value propertyValue)
{
- return RegisterProperty( name, Property::INVALID_KEY, propertyValue, Property::ANIMATABLE );
+ return RegisterProperty(std::move(name), Property::INVALID_KEY, std::move(propertyValue), Property::ANIMATABLE);
}
-Property::Index Object::RegisterProperty( const std::string& name, Property::Index key, const Property::Value& propertyValue )
+Property::Index Object::RegisterProperty(std::string name, Property::Index key, Property::Value propertyValue)
{
- return RegisterProperty( name, key, propertyValue, Property::ANIMATABLE );
+ return RegisterProperty(std::move(name), key, std::move(propertyValue), Property::ANIMATABLE);
}
-Property::Index Object::RegisterProperty( const std::string& name, const Property::Value& propertyValue, Property::AccessMode accessMode )
+void Object::SetProperties( const Property::Map& properties )
{
- return RegisterProperty( name, Property::INVALID_KEY, propertyValue, accessMode );
+ const auto count = properties.Count();
+ for( auto position = 0u; position < count; ++position )
+ {
+ // GetKeyAt and GetValue both return references which means no potential copying of maps/arrays.
+ // Iterating twice to get the value we want should still be fairly quick in a Property::Map.
+
+ const auto& key = properties.GetKeyAt( position );
+ const auto propertyIndex = ( key.type == Property::Key::INDEX ) ? key.indexKey : GetPropertyIndex( key );
+
+ if( propertyIndex != Property::INVALID_INDEX )
+ {
+ const auto& value = properties.GetValue( position );
+ SetProperty( propertyIndex, value );
+ }
+ }
}
-Property::Index Object::RegisterProperty( const std::string& name, Property::Index key, const Property::Value& propertyValue, Property::AccessMode accessMode )
+void Object::GetProperties( Property::Map& properties )
+{
+ properties.Clear();
+
+ Property::IndexContainer indexContainer;
+ GetPropertyIndices( indexContainer );
+
+ for( auto index : indexContainer )
+ {
+ properties[ index ] = GetProperty( index );
+ }
+}
+
+Property::Index Object::RegisterProperty(std::string name,
+ Property::Value propertyValue,
+ Property::AccessMode accessMode)
+{
+ return RegisterProperty(std::move(name), Property::INVALID_KEY, std::move(propertyValue), accessMode);
+}
+
+Property::Index Object::RegisterProperty(std::string name,
+ Property::Index key,
+ Property::Value propertyValue,
+ Property::AccessMode accessMode)
{
// If property with the required key already exists, then just set it.
Property::Index index = Property::INVALID_INDEX;
if( index != Property::INVALID_INDEX ) // If there was a valid index found by either key, set it.
{
- SetProperty( index, propertyValue );
+ SetProperty(index, std::move(propertyValue));
}
else
{
// Otherwise register the property
if( Property::ANIMATABLE == accessMode )
{
- index = RegisterSceneGraphProperty( name, key, PROPERTY_CUSTOM_START_INDEX + static_cast<Property::Index>( mCustomProperties.Count() ), propertyValue );
- AddUniformMapping( index, name );
+ index = RegisterSceneGraphProperty(
+ name,
+ key,
+ PROPERTY_CUSTOM_START_INDEX + static_cast<Property::Index>(mCustomProperties.Count()),
+ std::move(propertyValue));
+ AddUniformMapping(index, std::move(name));
}
else
{
// Add entry to the property lookup
index = PROPERTY_CUSTOM_START_INDEX + static_cast<Property::Index>( mCustomProperties.Count() );
- CustomPropertyMetadata* customProperty = new CustomPropertyMetadata( name, propertyValue, accessMode );
+ CustomPropertyMetadata* customProperty =
+ new CustomPropertyMetadata(std::move(name), std::move(propertyValue), accessMode);
// Resolve index for the child property
Object* parent = GetParentObject();
const TypeInfo* parentTypeInfo( parent->GetTypeInfo() );
if( parentTypeInfo )
{
- Property::Index childPropertyIndex = parentTypeInfo->GetChildPropertyIndex( name );
+ Property::Index childPropertyIndex = parentTypeInfo->GetChildPropertyIndex( customProperty->name );
if( childPropertyIndex != Property::INVALID_INDEX )
{
customProperty->childPropertyIndex = childPropertyIndex;
}
}
-void Object::AddUniformMapping( Property::Index propertyIndex, const std::string& uniformName ) const
+void Object::AddUniformMapping(Property::Index propertyIndex, std::string uniformName) const
{
// Get the address of the property if it's a scene property
const PropertyInputImpl* propertyPtr = GetSceneObjectInputProperty( propertyIndex );
{
const SceneGraph::PropertyOwner& sceneObject = GetSceneObject();
- OwnerPointer< SceneGraph::UniformPropertyMapping > map = new SceneGraph::UniformPropertyMapping( uniformName, propertyPtr );
+ OwnerPointer<SceneGraph::UniformPropertyMapping> map =
+ new SceneGraph::UniformPropertyMapping(std::move(uniformName), propertyPtr);
// Message takes ownership of Uniform map (and will delete it after copy)
AddUniformMapMessage( const_cast<EventThreadServices&>(GetEventThreadServices()), sceneObject, map );
}
return componentIndex;
}
-DevelHandle::PropertySetSignalType& Object::PropertySetSignal()
+Handle::PropertySetSignalType& Object::PropertySetSignal()
{
return mPropertySetSignal;
}
Object::Object( const SceneGraph::PropertyOwner* sceneObject )
-: mEventThreadServices( *Stage::GetCurrent() ),
+: mEventThreadServices( EventThreadServices::Get() ),
mUpdateObject( sceneObject ),
mTypeInfo( nullptr ),
mConstraints( nullptr ),
return nullptr;
}
-Property::Index Object::RegisterSceneGraphProperty( const std::string& name, Property::Index key, Property::Index index, const Property::Value& propertyValue ) const
+Property::Index Object::RegisterSceneGraphProperty( std::string name, Property::Index key, Property::Index index, Property::Value propertyValue ) const
{
// Create a new property
Dali::Internal::OwnerPointer<PropertyBase> newProperty;
{
DALI_ASSERT_ALWAYS( index <= PROPERTY_CUSTOM_MAX_INDEX && "Too many custom properties have been registered" );
- mCustomProperties.PushBack( new CustomPropertyMetadata( name, key, propertyValue, property ) );
+ mCustomProperties.PushBack( new CustomPropertyMetadata( std::move(name), key, std::move(propertyValue), property ) );
}
else
{
- mAnimatableProperties.PushBack( new AnimatablePropertyMetadata( index, propertyValue, property ) );
+ mAnimatableProperties.PushBack( new AnimatablePropertyMetadata( index, std::move(propertyValue), property ) );
}
// queue a message to add the property