/* * [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 { 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 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(); down = adaptor.Create( TokenTypes.Down, "DOWN" ); up = adaptor.Create( TokenTypes.Up, "UP" ); eof = adaptor.Create( TokenTypes.EndOfFile, "EOF" ); } #region IEnumerator 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 } }