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-rw-r--r--include/mbgl/style/conversion/light.hpp122
1 files changed, 122 insertions, 0 deletions
diff --git a/include/mbgl/style/conversion/light.hpp b/include/mbgl/style/conversion/light.hpp
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+++ b/include/mbgl/style/conversion/light.hpp
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+#pragma once
+
+#include <mbgl/style/light.hpp>
+#include <mbgl/style/conversion.hpp>
+#include <mbgl/style/conversion/position.hpp>
+#include <mbgl/style/conversion/property_value.hpp>
+#include <mbgl/style/conversion/transition_options.hpp>
+
+namespace mbgl {
+namespace style {
+namespace conversion {
+
+template <>
+struct Converter<Light> {
+public:
+ template <class V>
+ optional<Light> operator()(const V& value, Error& error) const {
+ if (!isObject(value)) {
+ error = { "light must be an object" };
+ return {};
+ }
+
+ Light light;
+
+ const auto anchor = objectMember(value, "anchor");
+ if (anchor) {
+ optional<PropertyValue<LightAnchorType>> convertedAnchor =
+ convert<PropertyValue<LightAnchorType>>(*anchor, error);
+
+ if (convertedAnchor) {
+ light.get<LightAnchor>().value = *convertedAnchor;
+ } else {
+ return {};
+ }
+ }
+
+ const auto anchorTransition = objectMember(value, "anchor-transition");
+ if (anchorTransition) {
+ optional<TransitionOptions> transition =
+ convert<TransitionOptions>(*anchorTransition, error);
+ if (transition) {
+ light.get<LightAnchor>().transition = *transition;
+ } else {
+ return {};
+ }
+ }
+
+ const auto color = objectMember(value, "color");
+ if (color) {
+ optional<PropertyValue<Color>> convertedColor =
+ convert<PropertyValue<Color>>(*color, error);
+
+ if (convertedColor) {
+ light.get<LightColor>().value = *convertedColor;
+ } else {
+ return {};
+ }
+ }
+
+ const auto colorTransition = objectMember(value, "color-transition");
+ if (colorTransition) {
+ optional<TransitionOptions> transition =
+ convert<TransitionOptions>(*colorTransition, error);
+ if (transition) {
+ light.get<LightColor>().transition = *transition;
+ } else {
+ return {};
+ }
+ }
+
+ const auto position = objectMember(value, "position");
+ if (position) {
+ optional<PropertyValue<Position>> convertedPosition =
+ convert<PropertyValue<Position>>(*position, error);
+
+ if (convertedPosition) {
+ light.get<LightPosition>().value = *convertedPosition;
+ } else {
+ return {};
+ }
+ }
+
+ const auto positionTransition = objectMember(value, "position-transition");
+ if (positionTransition) {
+ optional<TransitionOptions> transition =
+ convert<TransitionOptions>(*positionTransition, error);
+ if (transition) {
+ light.get<LightPosition>().transition = *transition;
+ } else {
+ return {};
+ }
+ }
+
+ const auto intensity = objectMember(value, "intensity");
+ if (intensity) {
+ optional<PropertyValue<float>> convertedIntensity =
+ convert<PropertyValue<float>>(*intensity, error);
+
+ if (convertedIntensity) {
+ light.get<LightIntensity>().value = *convertedIntensity;
+ } else {
+ return {};
+ }
+ }
+
+ const auto intensityTransition = objectMember(value, "intensity-transition");
+ if (intensityTransition) {
+ optional<TransitionOptions> transition =
+ convert<TransitionOptions>(*intensityTransition, error);
+ if (transition) {
+ light.get<LightIntensity>().transition = *transition;
+ } else {
+ return {};
+ }
+ }
+ return { light };
+ };
+};
+
+} // namespace conversion
+} // namespace style
+} // namespace mbgl