+ for(TreeNode::ConstIterator iter = (*inheritFromNode).CBegin(); iter != (*inheritFromNode).CEnd(); ++iter)
+ {
+ if( OptionalString styleName = IsString( (*iter).second ) )
+ {
+ DALI_SCRIPT_VERBOSE("Style Applied '%s'\n", (*styleName).c_str());
+ }
+ }
+#endif
+
+ // a style may have other styles, which has other styles etc so we apply in reverse by convention.
+ for(TreeNodeList::reverse_iterator iter = additionalStyleNodes.rbegin(); iter != additionalStyleNodes.rend(); ++iter)
+ {
+ RecordStyle( style, *(*iter), handle, constant );
+ ApplySignals( root, *(*iter), handle );
+ ApplyStylesByActor( root, *(*iter), handle, constant );
+ }
+ }
+
+ RecordStyle( style, node, handle, constant );
+ mStyles.Add( styleName, style ); // shallow copy
+ matchedStyle = &style;
+ }
+ }
+ }
+
+ if( matchedStyle )
+ {
+ StylePtr style( *matchedStyle );
+ Dictionary<Property::Map> instancedProperties;
+ style->ApplyVisualsAndPropertiesRecursively( handle, instancedProperties );
+ }
+ else // If there were no styles, instead set properties
+ {
+ SetProperties( node, handle, constant );
+ }
+ ApplySignals( root, node, handle );
+ ApplyStylesByActor( root, node, handle, constant );
+}
+
+void Builder::RecordStyle( StylePtr style,
+ const TreeNode& node,
+ Dali::Handle& handle,
+ const Replacement& replacements )
+{
+ // With repeated calls, accumulate inherited states, visuals and properties
+ // but override any with same name
+
+ for( TreeNode::ConstIterator iter = node.CBegin(); iter != node.CEnd(); ++iter )
+ {
+ const TreeNode::KeyNodePair& keyValue = *iter;
+ std::string key( keyValue.first );
+ if( key == KEYNAME_STATES )