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diff --git a/runtime/CSharp3/Sources/Antlr3.Runtime/Tree/TreeIterator.cs b/runtime/CSharp3/Sources/Antlr3.Runtime/Tree/TreeIterator.cs
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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;
+ private bool reachedEof;
+
+ // 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( CommonTree 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();
+ }
+ }
+ }
+ }
+ }
+
+ bool result = Current != eof || !reachedEof;
+ reachedEof = Current == eof;
+ return result;
+ }
+
+ public void Reset()
+ {
+ firstTime = true;
+ tree = root;
+ nodes.Clear();
+ }
+
+ #endregion
+ }
+}