| /* |
| * [The "BSD licence"] |
| * Copyright (c) 2005-2008 Terence Parr |
| * All rights reserved. |
| * |
| * Conversion to C#: |
| * Copyright (c) 2008-2009 Sam Harwell, Pixel Mine, Inc. |
| * 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. The name of the author may not be used to endorse or promote products |
| * derived from this software without specific prior written permission. |
| * |
| * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``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 THE AUTHOR 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. |
| */ |
| |
| namespace Antlr.Runtime.Tree { |
| using System.Collections.Generic; |
| |
| /** Return a node stream from a doubly-linked tree whose nodes |
| * know what child index they are. No remove() is supported. |
| * |
| * Emit navigation nodes (DOWN, UP, and EOF) to let show tree structure. |
| */ |
| public class TreeIterator : IEnumerator<object> { |
| protected ITreeAdaptor adaptor; |
| protected object root; |
| protected object tree; |
| protected bool firstTime = true; |
| |
| // navigation nodes to return during walk and at end |
| public object up; |
| public object down; |
| public object eof; |
| |
| /** If we emit UP/DOWN nodes, we need to spit out multiple nodes per |
| * next() call. |
| */ |
| protected Queue<object> nodes; |
| |
| public TreeIterator(object tree) |
| : this(new CommonTreeAdaptor(), tree) { |
| } |
| |
| public TreeIterator(ITreeAdaptor adaptor, object tree) { |
| this.adaptor = adaptor; |
| this.tree = tree; |
| this.root = tree; |
| nodes = new Queue<object>(); |
| down = adaptor.Create(TokenTypes.Down, "DOWN"); |
| up = adaptor.Create(TokenTypes.Up, "UP"); |
| eof = adaptor.Create(TokenTypes.EndOfFile, "EOF"); |
| } |
| |
| #region IEnumerator<object> Members |
| |
| public object Current { |
| get; |
| private set; |
| } |
| |
| #endregion |
| |
| #region IDisposable Members |
| |
| public void Dispose() { |
| } |
| |
| #endregion |
| |
| #region IEnumerator Members |
| |
| public bool MoveNext() { |
| if (firstTime) { |
| // initial condition |
| firstTime = false; |
| if (adaptor.GetChildCount(tree) == 0) { |
| // single node tree (special) |
| nodes.Enqueue(eof); |
| } |
| Current = tree; |
| } else { |
| // if any queued up, use those first |
| if (nodes != null && nodes.Count > 0) { |
| Current = nodes.Dequeue(); |
| } else { |
| // no nodes left? |
| if (tree == null) { |
| Current = eof; |
| } else { |
| // next node will be child 0 if any children |
| if (adaptor.GetChildCount(tree) > 0) { |
| tree = adaptor.GetChild(tree, 0); |
| nodes.Enqueue(tree); // real node is next after DOWN |
| Current = down; |
| } else { |
| // if no children, look for next sibling of tree or ancestor |
| object parent = adaptor.GetParent(tree); |
| // while we're out of siblings, keep popping back up towards root |
| while (parent != null && |
| adaptor.GetChildIndex(tree) + 1 >= adaptor.GetChildCount(parent)) { |
| nodes.Enqueue(up); // we're moving back up |
| tree = parent; |
| parent = adaptor.GetParent(tree); |
| } |
| |
| // no nodes left? |
| if (parent == null) { |
| tree = null; // back at root? nothing left then |
| nodes.Enqueue(eof); // add to queue, might have UP nodes in there |
| Current = nodes.Dequeue(); |
| } else { |
| // must have found a node with an unvisited sibling |
| // move to it and return it |
| int nextSiblingIndex = adaptor.GetChildIndex(tree) + 1; |
| tree = adaptor.GetChild(parent, nextSiblingIndex); |
| nodes.Enqueue(tree); // add to queue, might have UP nodes in there |
| Current = nodes.Dequeue(); |
| } |
| } |
| } |
| } |
| } |
| |
| return Current != eof; |
| } |
| |
| public void Reset() { |
| firstTime = true; |
| tree = root; |
| nodes.Clear(); |
| } |
| |
| #endregion |
| } |
| } |