#include "lottie_lottiekeypath.h" #include LOTKeyPath::LOTKeyPath(const std::string &keyPath) { std::stringstream ss(keyPath); std::string item; while (getline(ss, item, '.')) { mKeys.push_back(item); } } bool LOTKeyPath::matches(const std::string &key, uint depth) { if (skip(key)) { // This is an object we programatically create. return true; } if (depth > size()) { return false; } if ((mKeys[depth] == key) || (mKeys[depth] == "*") || (mKeys[depth] == "**")) { return true; } return false; } uint LOTKeyPath::nextDepth(const std::string key, uint depth) { if (skip(key)) { // If it's a container then we added programatically and it isn't a part // of the keypath. return depth; } if (mKeys[depth] != "**") { // If it's not a globstar then it is part of the keypath. return depth + 1; } if (depth == size()) { // The last key is a globstar. return depth; } if (mKeys[depth + 1] == key) { // We are a globstar and the next key is our current key so consume // both. return depth + 2; } return depth; } bool LOTKeyPath::fullyResolvesTo(const std::string key, uint depth) { if (depth > mKeys.size()) { return false; } bool isLastDepth = (depth == size()); if (!isGlobstar(depth)) { bool matches = (mKeys[depth] == key) || isGlob(depth); return (isLastDepth || (depth == size() - 1 && endsWithGlobstar())) && matches; } bool isGlobstarButNextKeyMatches = !isLastDepth && mKeys[depth + 1] == key; if (isGlobstarButNextKeyMatches) { return depth == size() - 1 || (depth == size() - 2 && endsWithGlobstar()); } if (isLastDepth) { return true; } if (depth + 1 < size()) { // We are a globstar but there is more than 1 key after the globstar we // we can't fully match. return false; } // Return whether the next key (which we now know is the last one) is the // same as the current key. return mKeys[depth + 1] == key; }