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Viewing changes to contrib/ICSharpCode.NRefactory/PatternMatching/Repeat.cs

  • Committer: Package Import Robot
  • Author(s): Jo Shields
  • Date: 2013-05-12 09:46:03 UTC
  • mto: This revision was merged to the branch mainline in revision 29.
  • Revision ID: package-import@ubuntu.com-20130512094603-mad323bzcxvmcam0
Tags: upstream-4.0.5+dfsg
Import upstream version 4.0.5+dfsg

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// Copyright (c) AlphaSierraPapa for the SharpDevelop Team
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// 
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// Permission is hereby granted, free of charge, to any person obtaining a copy of this
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// software and associated documentation files (the "Software"), to deal in the Software
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// without restriction, including without limitation the rights to use, copy, modify, merge,
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// publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons
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// to whom the Software is 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 all copies or
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// 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 IMPLIED,
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// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
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// PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
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// FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
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// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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// DEALINGS IN THE SOFTWARE.
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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namespace ICSharpCode.NRefactory.PatternMatching
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{
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        /// <summary>
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        /// Represents an optional node.
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        /// </summary>
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        public class Repeat : Pattern
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        {
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                readonly INode childNode;
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                public int MinCount { get; set; }
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                public int MaxCount { get; set; }
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                public INode ChildNode {
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                        get { return childNode; }
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                }
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                public Repeat(INode childNode)
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                {
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                        if (childNode == null)
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                                throw new ArgumentNullException("childNode");
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                        this.childNode = childNode;
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                        this.MinCount = 0;
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                        this.MaxCount = int.MaxValue;
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                }
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                public override bool DoMatchCollection(Role role, INode pos, Match match, BacktrackingInfo backtrackingInfo)
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                {
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                        var backtrackingStack = backtrackingInfo.backtrackingStack;
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                        Debug.Assert(pos == null || pos.Role == role);
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                        int matchCount = 0;
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                        if (this.MinCount <= 0)
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                                backtrackingStack.Push(new PossibleMatch(pos, match.CheckPoint()));
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                        while (matchCount < this.MaxCount && pos != null && childNode.DoMatch(pos, match)) {
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                                matchCount++;
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                                do {
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                                        pos = pos.NextSibling;
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                                } while (pos != null && pos.Role != role);
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                                if (matchCount >= this.MinCount)
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                                        backtrackingStack.Push(new PossibleMatch(pos, match.CheckPoint()));
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                        }
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                        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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                }
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                public override bool DoMatch(INode other, Match match)
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                {
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                        if (other == null || other.IsNull)
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                                return this.MinCount <= 0;
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                        else
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                                return this.MaxCount >= 1 && childNode.DoMatch(other, match);
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                }
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        }
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}