1 /* 2 * [The "BSD licence"] 3 * Copyright (c) 2005-2008 Terence Parr 4 * All rights reserved. 5 * 6 * Conversion to C#: 7 * Copyright (c) 2008-2009 Sam Harwell, Pixel Mine, Inc. 8 * All rights reserved. 9 * 10 * Redistribution and use in source and binary forms, with or without 11 * modification, are permitted provided that the following conditions 12 * are met: 13 * 1. Redistributions of source code must retain the above copyright 14 * notice, this list of conditions and the following disclaimer. 15 * 2. Redistributions in binary form must reproduce the above copyright 16 * notice, this list of conditions and the following disclaimer in the 17 * documentation and/or other materials provided with the distribution. 18 * 3. The name of the author may not be used to endorse or promote products 19 * derived from this software without specific prior written permission. 20 * 21 * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR 22 * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES 23 * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. 24 * IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, 25 * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT 26 * NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, 27 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 28 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 29 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF 30 * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 31 */ 32 33 namespace Antlr.Runtime.Tree 34 { 35 using System.Collections.Generic; 36 37 /** Return a node stream from a doubly-linked tree whose nodes 38 * know what child index they are. No remove() is supported. 39 * 40 * Emit navigation nodes (DOWN, UP, and EOF) to let show tree structure. 41 */ 42 public class TreeIterator : IEnumerator<object> 43 { 44 protected ITreeAdaptor adaptor; 45 protected object root; 46 protected object tree; 47 protected bool firstTime = true; 48 private bool reachedEof; 49 50 // navigation nodes to return during walk and at end 51 public object up; 52 public object down; 53 public object eof; 54 55 /** If we emit UP/DOWN nodes, we need to spit out multiple nodes per 56 * next() call. 57 */ 58 protected Queue<object> nodes; 59 TreeIterator( CommonTree tree )60 public TreeIterator( CommonTree tree ) 61 : this( new CommonTreeAdaptor(), tree ) 62 { 63 } 64 TreeIterator( ITreeAdaptor adaptor, object tree )65 public TreeIterator( ITreeAdaptor adaptor, object tree ) 66 { 67 this.adaptor = adaptor; 68 this.tree = tree; 69 this.root = tree; 70 nodes = new Queue<object>(); 71 down = adaptor.Create( TokenTypes.Down, "DOWN" ); 72 up = adaptor.Create( TokenTypes.Up, "UP" ); 73 eof = adaptor.Create( TokenTypes.EndOfFile, "EOF" ); 74 } 75 76 #region IEnumerator<object> Members 77 78 public object Current 79 { 80 get; 81 private set; 82 } 83 84 #endregion 85 86 #region IDisposable Members 87 Dispose()88 public void Dispose() 89 { 90 } 91 92 #endregion 93 94 #region IEnumerator Members 95 MoveNext()96 public bool MoveNext() 97 { 98 if ( firstTime ) 99 { 100 // initial condition 101 firstTime = false; 102 if ( adaptor.GetChildCount( tree ) == 0 ) 103 { 104 // single node tree (special) 105 nodes.Enqueue( eof ); 106 } 107 Current = tree; 108 } 109 else 110 { 111 // if any queued up, use those first 112 if ( nodes != null && nodes.Count > 0 ) 113 { 114 Current = nodes.Dequeue(); 115 } 116 else 117 { 118 // no nodes left? 119 if ( tree == null ) 120 { 121 Current = eof; 122 } 123 else 124 { 125 // next node will be child 0 if any children 126 if ( adaptor.GetChildCount( tree ) > 0 ) 127 { 128 tree = adaptor.GetChild( tree, 0 ); 129 nodes.Enqueue( tree ); // real node is next after DOWN 130 Current = down; 131 } 132 else 133 { 134 // if no children, look for next sibling of tree or ancestor 135 object parent = adaptor.GetParent( tree ); 136 // while we're out of siblings, keep popping back up towards root 137 while ( parent != null && 138 adaptor.GetChildIndex( tree ) + 1 >= adaptor.GetChildCount( parent ) ) 139 { 140 nodes.Enqueue( up ); // we're moving back up 141 tree = parent; 142 parent = adaptor.GetParent( tree ); 143 } 144 145 // no nodes left? 146 if ( parent == null ) 147 { 148 tree = null; // back at root? nothing left then 149 nodes.Enqueue( eof ); // add to queue, might have UP nodes in there 150 Current = nodes.Dequeue(); 151 } 152 else 153 { 154 // must have found a node with an unvisited sibling 155 // move to it and return it 156 int nextSiblingIndex = adaptor.GetChildIndex( tree ) + 1; 157 tree = adaptor.GetChild( parent, nextSiblingIndex ); 158 nodes.Enqueue( tree ); // add to queue, might have UP nodes in there 159 Current = nodes.Dequeue(); 160 } 161 } 162 } 163 } 164 } 165 166 bool result = Current != eof || !reachedEof; 167 reachedEof = Current == eof; 168 return result; 169 } 170 Reset()171 public void Reset() 172 { 173 firstTime = true; 174 tree = root; 175 nodes.Clear(); 176 } 177 178 #endregion 179 } 180 } 181