[11700] | 1 | // Copyright (c) 2011-2013 AlphaSierraPapa for the SharpDevelop Team |
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| 2 | // |
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| 3 | // Permission is hereby granted, free of charge, to any person obtaining a copy of this |
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| 4 | // software and associated documentation files (the "Software"), to deal in the Software |
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| 5 | // without restriction, including without limitation the rights to use, copy, modify, merge, |
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| 6 | // publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons |
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| 7 | // to whom the Software is furnished to do so, subject to the following conditions: |
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| 8 | // |
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| 9 | // The above copyright notice and this permission notice shall be included in all copies or |
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| 10 | // substantial portions of the Software. |
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| 11 | // |
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| 12 | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, |
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| 13 | // INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR |
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| 14 | // PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE |
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| 15 | // FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR |
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| 16 | // OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
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| 17 | // DEALINGS IN THE SOFTWARE. |
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| 18 | |
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| 19 | using System; |
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| 20 | using System.Collections.Generic; |
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| 21 | using System.Diagnostics; |
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| 22 | |
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| 23 | namespace ICSharpCode.NRefactory.PatternMatching |
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| 24 | { |
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| 25 | /// <summary> |
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| 26 | /// Represents an optional node. |
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| 27 | /// </summary> |
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| 28 | public class Repeat : Pattern |
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| 29 | { |
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| 30 | readonly INode childNode; |
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| 31 | |
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| 32 | public int MinCount { get; set; } |
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| 33 | public int MaxCount { get; set; } |
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| 34 | |
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| 35 | public INode ChildNode { |
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| 36 | get { return childNode; } |
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| 37 | } |
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| 38 | |
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| 39 | public Repeat(INode childNode) |
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| 40 | { |
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| 41 | if (childNode == null) |
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| 42 | throw new ArgumentNullException("childNode"); |
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| 43 | this.childNode = childNode; |
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| 44 | this.MinCount = 0; |
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| 45 | this.MaxCount = int.MaxValue; |
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| 46 | } |
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| 47 | |
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| 48 | public override bool DoMatchCollection(Role role, INode pos, Match match, BacktrackingInfo backtrackingInfo) |
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| 49 | { |
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| 50 | var backtrackingStack = backtrackingInfo.backtrackingStack; |
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| 51 | Debug.Assert(pos == null || pos.Role == role); |
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| 52 | int matchCount = 0; |
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| 53 | if (this.MinCount <= 0) |
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| 54 | backtrackingStack.Push(new PossibleMatch(pos, match.CheckPoint())); |
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| 55 | while (matchCount < this.MaxCount && pos != null && childNode.DoMatch(pos, match)) { |
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| 56 | matchCount++; |
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| 57 | do { |
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| 58 | pos = pos.NextSibling; |
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| 59 | } while (pos != null && pos.Role != role); |
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| 60 | if (matchCount >= this.MinCount) |
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| 61 | backtrackingStack.Push(new PossibleMatch(pos, match.CheckPoint())); |
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| 62 | } |
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| 63 | return false; // never do a normal (single-element) match; always make the caller look at the results on the back-tracking stack. |
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| 64 | } |
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| 65 | |
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| 66 | public override bool DoMatch(INode other, Match match) |
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| 67 | { |
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| 68 | if (other == null || other.IsNull) |
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| 69 | return this.MinCount <= 0; |
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| 70 | else |
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| 71 | return this.MaxCount >= 1 && childNode.DoMatch(other, match); |
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| 72 | } |
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| 73 | } |
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| 74 | } |
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