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ScriptIf.cs
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ScriptIf.cs
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/*
* Copyright (c) 2008, Anthony James McCreath
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* 1 Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2 Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* 3 Neither the name of the project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY Anthony James McCreath "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL Anthony James McCreath BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*/
using System;
using System.Data;
using System.Configuration;
using System.IO;
namespace ClockWork.ScriptBuilder
{
/// <summary>
/// This item lets you place if-then-else like logic within a script. The logic is only tested at render time.
/// When rendering this item will check if the test objects results in a true or false
/// It will then render the object related to that state
/// It the test object implements IScriptIfCondition the test result is based on its ScriptIfResult property
/// Otherwise the test object is converted to a boolean in the normal way
/// A null test object returns false.
/// </summary>
public class ScriptIf : ScriptItem
{
#region Constructors
/// <summary>
/// If the test object is an IScriptIfCondition then it tests using its ScriptIfResult method
/// Otherwise we attempt to convert the object to a boolean using ConvertToBoolean()
/// </summary>
/// <param name="test">object to test against. must be convertable to a boolean or a IScriptIfCondition</param>
/// <param name="trueValue">The object to render if the test return true</param>
/// <param name="falseValue">The object to render if the test return false</param>
public ScriptIf(object test, object trueValue, object falseValue)
:base()
{
Test = test;
FalseValue = falseValue;
TrueValue = trueValue;
}
/// <summary>
/// This item lets you place if-then like logic within a script. The logic is only tested at render time.
/// When rendering this item will check if the test objects results in a true
/// It will then render the trueValue object, oherwise it renders nothing
/// It the test object implements IScriptIfCondition the test result is based on its ScriptIfResult property
/// Otherwise the test object is converted to a boolean in the normal way
/// A null test object result sin nothing being renderred.
/// </summary>
/// <param name="test">object to test. if it results in a true then render the trueValue object</param>
/// <param name="trueValue">object to render if the test returns true</param>
public ScriptIf(object test, object trueValue)
: base()
{
Test = test;
TrueValue = trueValue;
}
#endregion
#region Data
private object _Test;
/// <summary>
/// The object to apply the test on.
/// If its a ScriptItem the test is based on that items IfTest() method
/// Otherwise we attempt to convert the object to a boolean using ConvertToBoolean()
/// </summary>
public object Test
{
get { return _Test; }
set { _Test = value; }
}
private object _TrueValue;
/// <summary>
/// The object to render if the test return true
/// </summary>
public object TrueValue
{
get { return _TrueValue; }
set { _TrueValue = value; }
}
private object _FalseValue;
/// <summary>
/// The object to render if the test return false
/// </summary>
public object FalseValue
{
get { return _FalseValue; }
set { _FalseValue = value; }
}
#endregion
#region Performing Test
/// <summary>
/// Runs the test and returns the result
/// </summary>
public bool TestResult
{
get
{
return ScriptIf.ObjectScriptIfResult(Test);
}
}
/// <summary>
/// Helper to perform the test on any object
/// </summary>
/// <param name="item">object to test</param>
/// <returns></returns>
public static bool ObjectScriptIfResult(object item)
{
if (item == null)
return false;
else if (item is IScriptIfCondition)
{
return ((IScriptIfCondition)item).ScriptIfResult;
}
else
{
try
{
return Convert.ToBoolean(item);
}
catch
{
return false;
}
}
}
/// <summary>
/// Returns the object to be used based on the test result
/// </summary>
public object Winner
{
get
{
return this.TestResult ? TrueValue : FalseValue;
}
}
/// <summary>
/// A ScriptIf will return true if the winner has content
/// </summary>
/// <returns></returns>
public override bool ScriptIfResult
{
get
{
return HasRenderContent;
}
}
#endregion
#region Rendering
/// <summary>
/// Renders the winner of the test
/// </summary>
/// <param name="e"></param>
protected override void OnRender(RenderingEventArgs e)
{
base.OnRender(e);
IScriptWriter writer = e.Writer;
object winner = this.Winner;
writer.Write(winner);
}
/// <summary>
/// Based on the state of the winner
/// </summary>
/// <returns></returns>
public override bool HasRenderContent
{
get
{
return Sb.HasRenderContent(this.Winner);
}
}
#endregion
}
}