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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