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#pragma once
#include <mbgl/style/property_value.hpp>
#include <mbgl/style/conversion.hpp>
#include <mbgl/style/conversion/constant.hpp>
#include <mbgl/style/conversion/function.hpp>
namespace mbgl {
namespace style {
namespace conversion {
template <class T>
struct Converter<PropertyValue<T>> {
template <class V>
optional<PropertyValue<T>> operator()(const V& value, Error& error) const {
if (isUndefined(value)) {
return PropertyValue<T>();
} else if (isObject(value)) {
optional<CameraFunction<T>> function = convert<CameraFunction<T>>(value, error);
if (!function) {
return {};
}
return { *function };
} else {
optional<T> constant = convert<T>(value, error);
if (!constant) {
return {};
}
return { *constant };
}
}
};
} // namespace conversion
} // namespace style
} // namespace mbgl
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