// These properties should be dynamically registered to the child which
// would be added to FlexContainer.
- childNode->style.flex = childActor.GetProperty( Toolkit::FlexContainer::ChildProperty::FLEX ).Get<float>();
-
- Toolkit::FlexContainer::Alignment alignSelf( Toolkit::FlexContainer::ALIGN_AUTO );
- Property::Value alignSelfPropertyValue = childActor.GetProperty( Toolkit::FlexContainer::ChildProperty::ALIGN_SELF );
- if( alignSelfPropertyValue.GetType() == Property::INTEGER )
+ if( childActor.GetPropertyType( Toolkit::FlexContainer::ChildProperty::FLEX ) != Property::NONE )
{
- alignSelf = static_cast<Toolkit::FlexContainer::Alignment>( alignSelfPropertyValue.Get< int >() );
+ childNode->style.flex = childActor.GetProperty( Toolkit::FlexContainer::ChildProperty::FLEX ).Get<float>();
}
- else if( alignSelfPropertyValue.GetType() == Property::STRING )
+
+ Toolkit::FlexContainer::Alignment alignSelf( Toolkit::FlexContainer::ALIGN_AUTO );
+ if( childActor.GetPropertyType( Toolkit::FlexContainer::FlexContainer::ChildProperty::ALIGN_SELF ) != Property::NONE )
{
- std::string value = alignSelfPropertyValue.Get<std::string>();
- Scripting::GetEnumeration< Toolkit::FlexContainer::Alignment >( value.c_str(),
- ALIGN_SELF_STRING_TABLE,
- ALIGN_SELF_STRING_TABLE_COUNT,
- alignSelf );
+ Property::Value alignSelfPropertyValue = childActor.GetProperty( Toolkit::FlexContainer::ChildProperty::ALIGN_SELF );
+ if( alignSelfPropertyValue.GetType() == Property::INTEGER )
+ {
+ alignSelf = static_cast<Toolkit::FlexContainer::Alignment>( alignSelfPropertyValue.Get< int >() );
+ }
+ else if( alignSelfPropertyValue.GetType() == Property::STRING )
+ {
+ std::string value = alignSelfPropertyValue.Get<std::string>();
+ Scripting::GetEnumeration< Toolkit::FlexContainer::Alignment >( value.c_str(),
+ ALIGN_SELF_STRING_TABLE,
+ ALIGN_SELF_STRING_TABLE_COUNT,
+ alignSelf );
+ }
}
childNode->style.align_self = static_cast<css_align_t>(alignSelf);
- Vector4 flexMargin = childActor.GetProperty( Toolkit::FlexContainer::ChildProperty::FLEX_MARGIN ).Get<Vector4>();
- childNode->style.margin[CSS_LEFT] = flexMargin.x;
- childNode->style.margin[CSS_TOP] = flexMargin.y;
- childNode->style.margin[CSS_RIGHT] = flexMargin.z;
- childNode->style.margin[CSS_BOTTOM] = flexMargin.w;
+ if( childActor.GetPropertyType( Toolkit::FlexContainer::ChildProperty::FLEX_MARGIN ) != Property::NONE )
+ {
+ Vector4 flexMargin = childActor.GetProperty( Toolkit::FlexContainer::ChildProperty::FLEX_MARGIN ).Get<Vector4>();
+ childNode->style.margin[CSS_LEFT] = flexMargin.x;
+ childNode->style.margin[CSS_TOP] = flexMargin.y;
+ childNode->style.margin[CSS_RIGHT] = flexMargin.z;
+ childNode->style.margin[CSS_BOTTOM] = flexMargin.w;
+ }
}
// Calculate the layout