Facebook.Unity.Editor/iOS/PBX/Elements.cs (83 lines of code) (raw):
/**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
using System.Collections.Generic;
using System.Collections;
using System;
namespace Facebook.Unity.Editor.iOS.Xcode.PBX
{
class PBXElement
{
protected PBXElement() {}
// convenience methods
public string AsString() { return ((PBXElementString)this).value; }
public PBXElementArray AsArray() { return (PBXElementArray)this; }
public PBXElementDict AsDict() { return (PBXElementDict)this; }
public PBXElement this[string key]
{
get { return AsDict()[key]; }
set { AsDict()[key] = value; }
}
}
class PBXElementString : PBXElement
{
public PBXElementString(string v) { value = v; }
public string value;
}
class PBXElementDict : PBXElement
{
public PBXElementDict() : base() {}
private Dictionary<string, PBXElement> m_PrivateValue = new Dictionary<string, PBXElement>();
public IDictionary<string, PBXElement> values { get { return m_PrivateValue; }}
new public PBXElement this[string key]
{
get {
if (values.ContainsKey(key))
return values[key];
return null;
}
set { this.values[key] = value; }
}
public bool Contains(string key)
{
return values.ContainsKey(key);
}
public void Remove(string key)
{
values.Remove(key);
}
public void SetString(string key, string val)
{
values[key] = new PBXElementString(val);
}
public PBXElementArray CreateArray(string key)
{
var v = new PBXElementArray();
values[key] = v;
return v;
}
public PBXElementDict CreateDict(string key)
{
var v = new PBXElementDict();
values[key] = v;
return v;
}
}
class PBXElementArray : PBXElement
{
public PBXElementArray() : base() {}
public List<PBXElement> values = new List<PBXElement>();
// convenience methods
public void AddString(string val)
{
values.Add(new PBXElementString(val));
}
public PBXElementArray AddArray()
{
var v = new PBXElementArray();
values.Add(v);
return v;
}
public PBXElementDict AddDict()
{
var v = new PBXElementDict();
values.Add(v);
return v;
}
}
} // namespace UnityEditor.iOS.Xcode