/*
- * Copyright (c) 2014 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.
class Replacement;
extern Animation CreateAnimation(const TreeNode& child, const Replacement& replacements, const Dali::Actor searchRoot, Builder* const builder );
-extern bool SetPropertyFromNode( const TreeNode& node, Property::Value& value );
-extern bool SetPropertyFromNode( const TreeNode& node, Property::Value& value, const Replacement& replacements );
-extern bool SetPropertyFromNode( const TreeNode& node, Property::Type type, Property::Value& value );
-extern bool SetPropertyFromNode( const TreeNode& node, Property::Type type, Property::Value& value, const Replacement& replacements );
+extern void DeterminePropertyFromNode( const TreeNode& node, Property::Value& value );
+extern void DeterminePropertyFromNode( const TreeNode& node, Property::Value& value, const Replacement& replacements );
+extern bool DeterminePropertyFromNode( const TreeNode& node, Property::Type type, Property::Value& value );
+extern bool DeterminePropertyFromNode( const TreeNode& node, Property::Type type, Property::Value& value, const Replacement& replacements );
extern Actor SetupSignalAction(ConnectionTracker* tracker, const TreeNode &root, const TreeNode &child, Actor actor, Dali::Toolkit::Internal::Builder* const builder);
extern Actor SetupPropertyNotification(ConnectionTracker* tracker, const TreeNode &root, const TreeNode &child, Actor actor, Dali::Toolkit::Internal::Builder* const builder);
extern Actor SetupActor( const TreeNode& node, Actor& actor, const Replacement& constant );
Property::Type type = propertyObject.GetPropertyType(index);
Property::Value value;
- if( !SetPropertyFromNode( keyChild.second, type, value, constant ) )
+ if( !DeterminePropertyFromNode( keyChild.second, type, value, constant ) )
{
// verbose as this might not be a problem
// eg parentOrigin can be a string which is picked up later
if( OptionalChild effect = IsChild( *effects, name ) )
{
Dali::Property::Value propertyMap(Property::MAP);
- if( SetPropertyFromNode( *effect, Property::MAP, propertyMap, constant ) )
+ if( DeterminePropertyFromNode( *effect, Property::MAP, propertyMap, constant ) )
{
ret = Dali::Scripting::NewShaderEffect( propertyMap );
mShaderEffectLut[ name ] = ret;
if( OptionalChild image = IsChild( *images, name ) )
{
Dali::Property::Value property(Property::MAP);
- if( SetPropertyFromNode( *image, Property::MAP, property, constant ) )
+ if( DeterminePropertyFromNode( *image, Property::MAP, property, constant ) )
{
Property::Map* map = property.GetMap();
if( OptionalChild pointsProperty = IsChild( *path, "points") )
{
Dali::Property::Value points(Property::ARRAY);
- if( SetPropertyFromNode( *pointsProperty, Property::ARRAY, points ) )
+ if( DeterminePropertyFromNode( *pointsProperty, Property::ARRAY, points ) )
{
ret = Path::New();
ret.SetProperty( Path::Property::POINTS, points);
if( OptionalChild pointsProperty = IsChild( *path, "controlPoints") )
{
Dali::Property::Value points(Property::ARRAY);
- if( SetPropertyFromNode( *pointsProperty, Property::ARRAY, points ) )
+ if( DeterminePropertyFromNode( *pointsProperty, Property::ARRAY, points ) )
{
ret.SetProperty( Path::Property::CONTROL_POINTS, points);
}
if( OptionalChild pointsProperty = IsChild( *pathConstrainer, "points") )
{
Dali::Property::Value points(Property::ARRAY);
- if( SetPropertyFromNode( *pointsProperty, Property::ARRAY, points ) )
+ if( DeterminePropertyFromNode( *pointsProperty, Property::ARRAY, points ) )
{
ret = PathConstrainer::New();
ret.SetProperty( PathConstrainer::Property::POINTS, points);
if( OptionalChild pointsProperty = IsChild( *pathConstrainer, "controlPoints") )
{
Dali::Property::Value points(Property::ARRAY);
- if( SetPropertyFromNode( *pointsProperty, Property::ARRAY, points ) )
+ if( DeterminePropertyFromNode( *pointsProperty, Property::ARRAY, points ) )
{
ret.SetProperty( PathConstrainer::Property::CONTROL_POINTS, points);
}
if( OptionalChild pointsProperty = IsChild( *linearConstrainer, "value") )
{
Dali::Property::Value points(Property::ARRAY);
- if( SetPropertyFromNode( *pointsProperty, Property::ARRAY, points ) )
+ if( DeterminePropertyFromNode( *pointsProperty, Property::ARRAY, points ) )
{
ret = Dali::LinearConstrainer::New();
ret.SetProperty( LinearConstrainer::Property::VALUE, points);
if( OptionalChild pointsProperty = IsChild( *linearConstrainer, "progress") )
{
Dali::Property::Value points(Property::ARRAY);
- if( SetPropertyFromNode( *pointsProperty, Property::ARRAY, points ) )
+ if( DeterminePropertyFromNode( *pointsProperty, Property::ARRAY, points ) )
{
ret.SetProperty( LinearConstrainer::Property::PROGRESS, points);
}
#if defined(DEBUG_ENABLED)
DALI_SCRIPT_VERBOSE("Constant set from json '%s'\n", (*iter).second.GetName());
#endif
- if( SetPropertyFromNode( (*iter).second, property, replacer ) )
- {
- intoMap[ (*iter).second.GetName() ] = property;
- }
- else
- {
- DALI_SCRIPT_WARNING("Cannot convert property for constant %s\n",
- (*iter).second.GetName() == NULL ? "no name?" : (*iter).second.GetName());
- }
+ DeterminePropertyFromNode( (*iter).second, property, replacer );
+ intoMap[ (*iter).second.GetName() ] = property;
}
}
}
/*
- * 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.
/*
* 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.
+ * This function determines the type of the property from the format of the string in the node.
+ * This is not always possible and if the type cannot be determined then then the type will default to Array.
* @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 );
+void DeterminePropertyFromNode( const TreeNode& node, Property::Value& value );
/*
* Set a property value from a tree node as SetPropertyFromNode() above
+ * This function determines the type of the property from the format of the string in the node.
+ * This is not always possible and if the type cannot be determined then then the type will default to Array.
* @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,
+void DeterminePropertyFromNode( const TreeNode& node, Property::Value& value,
const Replacement& replacement );
/*
* @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 );
+bool DeterminePropertyFromNode( 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 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,
+bool DeterminePropertyFromNode( const TreeNode& node, Property::Type type, Property::Value& value,
const Replacement& replacement );
// 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);
}
}
}
-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,
+bool DeterminePropertyFromNode( const TreeNode& node, Property::Type type, Property::Value& value,
const Replacement& replacer )
{
bool done = false;
for( ; i < node.Size(); ++i, ++iter)
{
Property::Value childValue;
- if( SetPropertyFromNode( (*iter).second, childValue, replacer ) )
- {
- array->PushBack( 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;
for( ; i < node.Size(); ++i, ++iter)
{
Property::Value childValue;
- if( SetPropertyFromNode( (*iter).second, childValue, replacer ) )
- {
- map->Insert( (*iter).first, 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;
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,
+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) )
- {
- value = *v;
- done = true;
- }
- else if( OptionalVector2 v = IsVector2(node) )
- {
- value = *v;
- done = true;
- }
- else if( 4 == node.Size() )
+ if( allNumbers )
{
- 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();
-
- if( array )
+ else if( OptionalMatrix3 v = IsMatrix3( node ) )
{
- for(TreeConstIter iter = node.CBegin(); iter != node.CEnd(); ++iter)
- {
- 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();
-
- if( array )
+ else if( OptionalVector4 v = IsVector4( node ) )
{
- for(unsigned int i = 0; i < node.Size(); ++i, ++iter)
- {
- 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();
-
- if( map )
+ else if( OptionalVector3 v = IsVector3( node ) )
{
- for(unsigned int i = 0; i < node.Size(); ++i, ++iter)
+ value = *v;
+ done = true;
+ }
+ else if( OptionalVector2 v = IsVector2( node ) )
+ {
+ value = *v;
+ done = true;
+ }
+ else if( 4 == node.Size() )
+ {
+ if( OptionalVector4 v = IsVector4( node ) )
{
- Property::Value childValue;
- if( SetPropertyFromNode( (*iter).second, childValue, replacer ) )
- {
- map->Insert( (*iter).first, childValue );
- done = true;
- }
+ 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