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/*
* [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
}
}