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Viewing changes to src/addins/CSharpBinding/MonoDevelop.CSharp.Ast/CompilationUnit.cs

  • Committer: Bazaar Package Importer
  • Author(s): Jo Shields
  • Date: 2011-06-27 17:03:13 UTC
  • mto: (1.8.1 upstream)
  • mto: This revision was merged to the branch mainline in revision 54.
  • Revision ID: james.westby@ubuntu.com-20110627170313-6cvz3s19x6e9hqe9
Import upstream version 2.5.92+dfsg

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// 
 
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// CompilationUnit.cs
 
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//  
 
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// Author:
 
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//       Mike Krüger <mkrueger@novell.com>
 
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// 
 
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// Copyright (c) 2010 Novell, Inc (http://www.novell.com)
 
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// 
 
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// Permission is hereby granted, free of charge, to any person obtaining a copy
 
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// of this software and associated documentation files (the "Software"), to deal
 
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// in the Software without restriction, including without limitation the rights
 
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 
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// copies of the Software, and to permit persons to whom the Software is
 
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// furnished to do so, subject to the following conditions:
 
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// 
 
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// The above copyright notice and this permission notice shall be included in
 
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// all copies or substantial portions of the Software.
 
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// 
 
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 
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// THE SOFTWARE.
 
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using System;
 
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using MonoDevelop.Projects.Dom;
 
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using System.Collections.Generic;
 
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namespace MonoDevelop.CSharp.Ast
 
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{
 
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        public class CompilationUnit : AstNode 
 
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        {
 
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                public static readonly Role<AstNode> MemberRole = new Role<AstNode>("Member", AstNode.Null);
 
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                public override NodeType NodeType {
 
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                        get {
 
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                                return NodeType.Unknown;
 
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                        }
 
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                }
 
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                public CompilationUnit ()
 
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                {
 
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                }
 
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                public AstNode GetNodeAt (int line, int column)
 
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                {
 
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                        return GetNodeAt (new AstLocation (line, column));
 
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                }
 
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                public AstNode GetNodeAt (AstLocation location)
 
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                {
 
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                        AstNode node = this;
 
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                        while (node.FirstChild != null) {
 
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                                var child = node.FirstChild;
 
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                                while (child != null) {
 
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                                        if (child.StartLocation <= location && location < child.EndLocation) {
 
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                                                node = child;
 
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                                                break;
 
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                                        }
 
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                                        child = child.NextSibling;
 
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                                }
 
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                                // found no better child node - therefore the parent is the right one.
 
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                                if (child == null)
 
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                                        break;
 
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                        }
 
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                        return node;
 
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                }
 
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                public IEnumerable<AstNode> GetNodesBetween (int startLine, int startColumn, int endLine, int endColumn)
 
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                {
 
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                        return GetNodesBetween (new AstLocation (startLine, startColumn), new AstLocation (endLine, endColumn));
 
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                }
 
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                public IEnumerable<AstNode> GetNodesBetween (AstLocation start, AstLocation end)
 
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                {
 
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                        AstNode node = this;
 
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                        while (node != null) {
 
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                                AstNode next;
 
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                                if (start <= node.StartLocation && node.EndLocation <= end) {
 
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                                        // Remember next before yielding node.
 
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                                        // This allows iteration to continue when the caller removes/replaces the node.
 
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                                        next = node.NextSibling;
 
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                                        yield return node;
 
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                                } else {
 
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                                        if (node.EndLocation < start) {
 
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                                                next = node.NextSibling; 
 
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                                        } else {
 
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                                                next = node.FirstChild;
 
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                                        }
 
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                                }
 
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                                if (next != null && next.StartLocation > end)
 
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                                        yield break;
 
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                                node = next;
 
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                        }
 
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                }
 
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                public override S AcceptVisitor<T, S> (IAstVisitor<T, S> visitor, T data)
 
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                {
 
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                        return visitor.VisitCompilationUnit (this, data);
 
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                }
 
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        }
 
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}
 
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