/*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2016 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.
#include <sstream>
#include <dali/public-api/object/property-array.h>
#include <dali/public-api/object/property-map.h>
-#include <dali/devel-api/adaptor-framework/color-controller.h>
// INTERNAL INCLUDES
#include <dali-toolkit/internal/builder/builder-impl.h>
#include <dali-toolkit/internal/builder/builder-get-is.inl.h>
#include <dali-toolkit/internal/builder/replacement.h>
-
+#include <dali-toolkit/internal/builder/builder-set-property.h>
+#include <dali-toolkit/internal/helpers/color-conversion.h>
namespace Dali
{
namespace Internal
{
-/*
- * Set a property value from a tree node.
- * This function guesses the type of the property from the format of the string in the node.
- * This is not always possible and could be surprising.
- * @param node The node string to convert from
- * @param value The property value to set
- * @return true if the string could be converted.
- */
-bool SetPropertyFromNode( const TreeNode& node, Property::Value& value );
-
-/*
- * Set a property value from a tree node as SetPropertyFromNode() above
- * @param node The node string to convert from
- * @param value The property value to set
- * @param replacement The overriding replacement map (if any)
- * @return true if the string could be converted.
- */
-bool SetPropertyFromNode( const TreeNode& node, Property::Value& value,
- const Replacement& replacement );
-
-/*
- * Set a property value as the given type from a tree node.
- * @param node The node string to convert from
- * @param type The property type to convert to.
- * @param value The property value to set
- * @return true if the string could be converted to the correct type.
- */
-bool SetPropertyFromNode( const TreeNode& node, Property::Type type, Property::Value& value );
-
-/*
- * Set a property value as the given type from a tree node as SetPropertyFromNode() above
- * @param node The node string to convert from
- * @param type The property type to convert to.
- * @param value The property value to set
- * @param replacement The overriding replacement map (if any)
- * @return true if the string could be converted to the correct type.
- */
-bool SetPropertyFromNode( const TreeNode& node, Property::Type type, Property::Value& value,
- const Replacement& replacement );
-
-
-namespace
-{
-
-/**
- * Converts a HTML style 'color' hex string ("#FF0000" for bright red) to a Vector4.
- * The Vector4 alpha component will be set to 1.0f
- * @param hexString The HTML style hex string
- * @return a Vector4 containing the new color value
- */
-Vector4 HexStringToVector4( const char* s )
-{
- unsigned int value(0u);
- std::istringstream( s ) >> std::hex >> value;
- return Vector4( ((value >> 16 ) & 0xff ) / 255.0f,
- ((value >> 8 ) & 0xff ) / 255.0f,
- (value & 0xff ) / 255.0f,
- 1.0f );
-}
-
-} // anon namespace
-
-
/**
* A property value type can be forced when its unknown by a disambiguation convention in the json
* ie "myarray": [1,2,3,4] ; would be a vector but
- * "myarray": {'type-cast':'array', 'value':[1,2,3,4]} would be an array
- * @param child The node whos string to search for a disambiguated type
+ * "myarray": {"typeCast":"array", "value":[1,2,3,4]} would be an array
+ * @param child The node whose string to search for a disambiguated type
* @param value The value to set
- * @param overrideMap The user overriding constant map
- * @param defaultMap The default map.
+ * @param replacement The user overriding constant map
* @return True if child contained a disambiguated string that could be converted.
*/
-bool Disambiguated(const TreeNode& child, // ConstantLut& constantLut,
+bool Disambiguated(const TreeNode& child,
Dali::Property::Value& value,
const Replacement& replacement )
{
- OptionalString childType = IsString( IsChild(child, "type-cast") );
+ OptionalString childType = IsString( IsChild(child, "typeCast") );
OptionalChild childValue = IsChild(child, "value");
if( childType && childValue && (2 == child.Size()) )
// type-cast and value keys. If they do then a work around is to add a bogus key to not run this case.
if(*childType == "boolean")
{
- return SetPropertyFromNode( *childValue, Dali::Property::BOOLEAN, value, replacement);
+ return DeterminePropertyFromNode( *childValue, Dali::Property::BOOLEAN, value, replacement);
}
else if(*childType == "float")
{
- return SetPropertyFromNode( *childValue, Dali::Property::FLOAT, value, replacement);
+ return DeterminePropertyFromNode( *childValue, Dali::Property::FLOAT, value, replacement);
}
else if(*childType == "vector2")
{
- return SetPropertyFromNode( *childValue, Dali::Property::VECTOR2, value, replacement);
+ return DeterminePropertyFromNode( *childValue, Dali::Property::VECTOR2, value, replacement);
}
else if(*childType == "vector3")
{
- return SetPropertyFromNode( *childValue, Dali::Property::VECTOR3, value, replacement);
+ return DeterminePropertyFromNode( *childValue, Dali::Property::VECTOR3, value, replacement);
}
else if(*childType == "vector4")
{
- return SetPropertyFromNode( *childValue, Dali::Property::VECTOR4, value, replacement);
+ return DeterminePropertyFromNode( *childValue, Dali::Property::VECTOR4, value, replacement);
}
else if(*childType == "rotation")
{
- return SetPropertyFromNode( *childValue, Dali::Property::ROTATION, value, replacement);
+ return DeterminePropertyFromNode( *childValue, Dali::Property::ROTATION, value, replacement);
}
else if(*childType == "rect")
{
- return SetPropertyFromNode( *childValue, Dali::Property::RECTANGLE, value, replacement);
+ return DeterminePropertyFromNode( *childValue, Dali::Property::RECTANGLE, value, replacement);
}
else if(*childType == "string")
{
- return SetPropertyFromNode( *childValue, Dali::Property::STRING, value, replacement);
+ return DeterminePropertyFromNode( *childValue, Dali::Property::STRING, value, replacement);
}
else if(*childType == "map")
{
- return SetPropertyFromNode( *childValue, Dali::Property::MAP, value, replacement);
+ return DeterminePropertyFromNode( *childValue, Dali::Property::MAP, value, replacement);
}
else if(*childType == "array")
{
- return SetPropertyFromNode( *childValue, Dali::Property::ARRAY, value, replacement);
+ return DeterminePropertyFromNode( *childValue, Dali::Property::ARRAY, value, replacement);
+ }
+ else if(*childType == "extents")
+ {
+ return DeterminePropertyFromNode( *childValue, Dali::Property::EXTENTS, value, replacement);
}
}
}
-bool SetPropertyFromNode( const TreeNode& node, Property::Type type, Property::Value& value)
+bool DeterminePropertyFromNode( const TreeNode& node, Property::Type type, Property::Value& value)
{
Replacement noReplacement;
- return SetPropertyFromNode( node, type, value, noReplacement );
+ return DeterminePropertyFromNode( node, type, value, noReplacement );
}
-bool SetPropertyFromNode( const TreeNode& node, Property::Type type, Property::Value& value,
- const Replacement& replacer )
+bool DeterminePropertyFromNode( const TreeNode& node, Property::Type type, Property::Value& value,
+ const Replacement& replacer )
{
bool done = false;
}
break;
}
- case Property::UNSIGNED_INTEGER:
- {
- if( OptionalUnsignedInt v = replacer.IsUnsignedInteger( node) )
- {
- value = *v;
- done = true;
- }
- break;
- }
case Property::VECTOR2:
{
if( OptionalVector2 v = replacer.IsVector2(node) )
}
else if( OptionalString s = replacer.IsString(node) )
{
- if( (*s)[0] == '#' && 7 == (*s).size() )
- {
- value = HexStringToVector4( &(*s)[1] );
- done = true;
- }
- else if( Dali::ColorController::Get() )
- {
- Vector4 color;
- done = Dali::ColorController::Get().RetrieveColor( *s, color );
- value = color;
- }
+ Vector4 color;
+ done = ConvertStringToColor( *s, color );
+ value = color;
}
else if( TreeNode::OBJECT == node.GetType() )
{
{
value = Property::Value(Property::ARRAY);
Property::Array* array = value.GetArray();
+
unsigned int i = 0;
TreeNode::ConstIterator iter(node.CBegin());
- for( ; i < node.Size(); ++i, ++iter)
+
+ if( array )
{
- Property::Value childValue;
- if( SetPropertyFromNode( (*iter).second, childValue, replacer ) )
+ for( ; i < node.Size(); ++i, ++iter)
{
+ Property::Value childValue;
+ DeterminePropertyFromNode( (*iter).second, childValue, replacer );
array->PushBack( childValue );
}
- }
- if( array->Count() == node.Size() )
- {
- done = true;
- }
- else
- {
- done = false;
+ done = ( array->Count() == node.Size() );
}
}
break;
{
value = Property::Value(Property::MAP);
Property::Map* map = value.GetMap();
+
unsigned int i = 0;
TreeNode::ConstIterator iter(node.CBegin());
- for( ; i < node.Size(); ++i, ++iter)
+
+ if( map )
{
- Property::Value childValue;
- if( SetPropertyFromNode( (*iter).second, childValue, replacer ) )
+ for( ; i < node.Size(); ++i, ++iter)
{
+ Property::Value childValue;
+ DeterminePropertyFromNode( (*iter).second, childValue, replacer );
map->Insert( (*iter).first, childValue );
}
- }
- if( map->Count() == node.Size() )
- {
- done = true;
- }
- else
- {
- done = false;
+ done = ( map->Count() == node.Size() );
}
}
break;
}
+ case Property::EXTENTS:
+ {
+ if( OptionalExtents v = replacer.IsExtents(node) )
+ {
+ value = *v;
+ done = true;
+ }
+ break;
+ }
case Property::NONE:
{
break;
return done;
}
-bool SetPropertyFromNode( const TreeNode& node, Property::Value& value )
+void DeterminePropertyFromNode( const TreeNode& node, Property::Value& value )
{
Replacement replacer;
- return SetPropertyFromNode( node, value, replacer );
+ DeterminePropertyFromNode( node, value, replacer );
}
-bool SetPropertyFromNode( const TreeNode& node, Property::Value& value,
- const Replacement& replacer )
+void DeterminePropertyFromNode( const TreeNode& node, Property::Value& value,
+ const Replacement& replacer )
{
- bool done = false;
- // some values are ambiguous as we have no Property::Type but can be disambiguated in the json
+ TreeNode::NodeType nodeType = node.GetType();
- // Currently Rotations and Rectangle must always be disambiguated when a type isnt available
- if( Disambiguated( node, value, replacer ) )
- {
- done = true;
- }
- else
+ // Some values are ambiguous as we have no Property::Type but can be disambiguated in the JSON.
+ // Currently Rotations and Rectangle must always be disambiguated when a type isn't available
+ if( !Disambiguated( node, value, replacer ) )
{
+ bool done = false;
+
+ // Here, nodes are handled with the following precedence order:
+ // 1) Nodes with children, that have type ARRAY: Checked for array types including vectors and matrices.
+ // 2) Nodes without children, that do not have type ARRAY OR OBJECT: Checked for primitive types (int / float /etc).
+ // 3) If no match so far; If type is OBJECT: attempt to create as a Property::Map.
+ // 4) If no match still; Create as array.
+
+ // First handle nodes with children.
if( node.Size() )
{
- // our current heuristic for deciding an array is actually a vector and not say a map
- // is to check if the values are all floats
- bool allNumbers = true;
- for(TreeConstIter iter = node.CBegin(); iter != node.CEnd(); ++iter)
+ // Handle array types.
+ if( nodeType == TreeNode::ARRAY )
{
- OptionalFloat f = IsFloat((*iter).second);
- if(!f)
+ // our current heuristic for deciding an array is actually a vector and not say a map
+ // is to check if the values are all floats
+ bool allNumbers = true;
+ for( TreeConstIter iter = node.CBegin(); iter != node.CEnd(); ++iter )
{
- allNumbers = false;
- break;
+ OptionalFloat checkFloat = IsFloat( ( *iter ).second );
+ if( !checkFloat )
+ {
+ allNumbers = false;
+ break;
+ }
}
- }
- if( allNumbers )
- {
- // prefer finding vectors over presuming composite Property::Array...
- if( OptionalMatrix v = IsMatrix(node) )
- {
- value = *v;
- done = true;
- }
- else if( OptionalMatrix3 v = IsMatrix3(node) )
- {
- value = *v;
- done = true;
- }
- else if( OptionalVector4 v = IsVector4(node) )
- {
- value = *v;
- done = true;
- }
- else if( OptionalVector3 v = IsVector3(node) )
+ if( allNumbers )
{
- value = *v;
- done = true;
- }
- else if( OptionalVector2 v = IsVector2(node) )
- {
- value = *v;
- done = true;
- }
- else if( 4 == node.Size() )
- {
- if( OptionalVector4 v = IsVector4(node) )
+ // prefer finding vectors over presuming composite Property::Array...
+ if( OptionalMatrix v = IsMatrix( node ) )
{
value = *v;
done = true;
}
- }
- else
- {
- value = Property::Value(Property::ARRAY);
- Property::Array* array = value.GetArray();
-
- for(TreeConstIter iter = node.CBegin(); iter != node.CEnd(); ++iter)
+ else if( OptionalMatrix3 v = IsMatrix3( node ) )
{
- Property::Value childValue;
- if( SetPropertyFromNode( (*iter).second, childValue, replacer ) )
- {
- array->PushBack( childValue );
- done = true;
- }
+ value = *v;
+ done = true;
}
- }
- }
-
- if(!done)
- {
- // presume an array or map
- // container of size 1
- TreeNode::ConstIterator iter = node.CBegin();
-
- // its seems legal with current json parser for a map to have an empty key
- // but here we take that to mean the structure is a list
- if( ((*iter).first) == 0 )
- {
- value = Property::Value(Property::ARRAY);
- Property::Array* array = value.GetArray();
- for(unsigned int i = 0; i < node.Size(); ++i, ++iter)
+ else if( OptionalVector4 v = IsVector4( node ) )
{
- Property::Value childValue;
- if( SetPropertyFromNode( (*iter).second, childValue, replacer ) )
- {
- array->PushBack( childValue );
- done = true;
- }
+ value = *v;
+ done = true;
}
- }
- else
- {
- value = Property::Value(Property::MAP);
- Property::Map* map = value.GetMap();
- for(unsigned int i = 0; i < node.Size(); ++i, ++iter)
+ else if( OptionalVector3 v = IsVector3( node ) )
{
- Property::Value childValue;
- if( SetPropertyFromNode( (*iter).second, childValue, replacer ) )
+ value = *v;
+ done = true;
+ }
+ else if( OptionalVector2 v = IsVector2( node ) )
+ {
+ value = *v;
+ done = true;
+ }
+ else if( 4 == node.Size() )
+ {
+ if( OptionalVector4 v = IsVector4( node ) )
{
- map->Insert( (*iter).first, childValue );
+ value = *v;
done = true;
}
}
}
- } // if!done
+ }
} // if node.size()
- else // if( 0 == node.size() )
+ else if( ( nodeType != TreeNode::OBJECT ) && ( nodeType != TreeNode::ARRAY ) )
{
// no children so either one of bool, float, integer, string
- OptionalBoolean aBool = replacer.IsBoolean(node);
- OptionalInteger anInt = replacer.IsInteger(node);
- OptionalFloat aFloat = replacer.IsFloat(node);
- OptionalString aString = replacer.IsString(node);
+ OptionalBoolean aBool = replacer.IsBoolean( node );
+ OptionalInteger anInt = replacer.IsInteger( node );
+ OptionalFloat aFloat = replacer.IsFloat( node );
+ OptionalString aString = replacer.IsString( node );
- if(aBool)
+ if( aBool )
{
// a bool is also an int but here we presume int
- if(anInt)
+ if( anInt )
{
value = *anInt;
- done = true;
}
else
{
value = *aBool;
- done = true;
}
}
else
// {"value":"123"}
// {"value":123}
// This means we can't have a string with purely numeric content without disambiguation.
- if(aFloat)
+ if( aFloat )
{
value = *aFloat;
- done = true;
}
- else if(anInt)
+ else if( anInt )
{
value = *anInt;
- done = true;
}
else
{
- // string always succeeds with the current json parser so its last
value = *aString;
- done = true;
}
-
} // if aBool
+ done = true;
} // if( node.size() )
- } // if Disambiguated()
+ // If we have not created a value so far, attempt to create a Map or Array.
+ if( !done )
+ {
+ // We are guaranteed to have at least one entry as this has been checked already.
+ TreeConstIter containerIterator = node.CBegin();
+ TreeConstIter containerEnd = node.CEnd();
- return done;
-} // bool SetPropertyFromNode( const TreeNode& node, Property::Value& value )
+ // The TreeNode::OBJECT type implies a Property::Map.
+ if( nodeType == TreeNode::OBJECT )
+ {
+ // We have a key, treat container as a Map.
+ value = Property::Value( Property::MAP );
+ Property::Map* map = value.GetMap();
+
+ if( map )
+ {
+ // Iterate through container to add all entries.
+ for( ; containerIterator != containerEnd; ++containerIterator )
+ {
+ Property::Value childValue;
+ DeterminePropertyFromNode( ( *containerIterator ).second, childValue, replacer );
+ map->Insert( ( *containerIterator ).first, childValue );
+ }
+ }
+ }
+ else
+ {
+ // We don't have a key, treat container as an array.
+ // Note: We don't check if the node type is array here, as we want to cope with unknowns by creating an array also.
+ // This is the fall-back if no other types could be created.
+ value = Property::Value( Property::ARRAY );
+ Property::Array* array = value.GetArray();
+
+ if( array )
+ {
+ // Iterate through container to add all entries.
+ for( ; containerIterator != containerEnd; ++containerIterator )
+ {
+ Property::Value childValue;
+ DeterminePropertyFromNode( ( *containerIterator ).second, childValue, replacer );
+ array->PushBack( childValue );
+ }
+ }
+ }
+ } // if !done
+ } // if !Disambiguated()
+}
} // namespace Internal