private DiagramDocumentCore PasteAndSelect(Stream buf, VectorT offset) { var doc = DeserializeAndEliminateDuplicateStyles(buf); foreach (var shape in doc.Shapes) { shape.MoveBy(offset); } _doc.MergeShapes(doc); _selectedShapes.Clear(); _selectedShapes.AddRange(doc.Shapes); return(doc); }
private void ShowEraseDuringDrag(DragState state, MSet <LLShape> adorners, IEnumerable <Shape> eraseSet, List <PointT> simplified, bool cancel) { DiagramControl.EraseLineStyle.LineColor = Color.FromArgb(128, Control.BackColor); var eraseLine = new LLPolyline(DiagramControl.EraseLineStyle, simplified); adorners.Add(eraseLine); if (cancel) { eraseLine.Style = Control.LineStyle; Control.BeginRemoveAnimation(adorners); adorners.Clear(); state.IsComplete = true; } else { // Show which shapes are erased by drawing them in the background color foreach (Shape s in eraseSet) { Shape s_ = s.Clone(); s_.Style = (DiagramDrawStyle)s.Style.Clone(); s_.Style.FillColor = s_.Style.LineColor = s_.Style.TextColor = Color.FromArgb(192, Control.BackColor); // avoid an outline artifact, in which color from the edges of the // original shape bleeds through by a variable amount that depends // on subpixel offsets. s_.Style.LineWidth++; s_.AddLLShapesTo(adorners); } } }
protected LNode GeneratePredictionTreeCode(PredictionTree tree, Pair<LNode, string>[] matchingCode, ref Symbol haveLoop) { var braces = F.Braces(); Debug.Assert(tree.Children.Count >= 1); var alts = (Alts)_currentPred; if (tree.Children.Count == 1) return GetPredictionSubtreeCode(tree.Children[0], matchingCode, ref haveLoop); // From the prediction table, we can generate either an if-else chain: // // if (la0 >= '0' && la0 <= '7') sub_tree_1(); // else if (la0 == '-') sub_tree_2(); // else break; // // or a switch statement: // // switch(la0) { // case '0': case '1': case '2': case '3': case '4': case '5': case '6': case '7': // sub_tree_1(); // break; // case '-': // sub_tree_2(); // break; // default: // goto breakfor; // } // // Assertion levels always need an if-else chain; lookahead levels // consider the complexity of switch vs if and decide which is most // appropriate. Generally "if" is slower, but a switch may require // too many labels since it doesn't support ranges like "la0 >= 'a' // && la0 <= 'z'". // // This class makes if-else chains directly (using IPGTerminalSet. // GenerateTest() to generate the test expressions), but the code // snippet generator (CSG) is used to generate switch statements // because the required code may be more complex. // // We may or may not be generating code inside a for(;;) loop. If we // decide to generate a switch() statement, one of the branches will // usually need to break out of the for loop, but "break" can only // break out of the switch(). In that case, add "stop:" after the // switch() and use "goto stop" instead of "break". WList<LNode> block = new WList<LNode>(); LNode laVar = null; MSet<int> switchCases = new MSet<int>(); IPGTerminalSet[] branchSets = null; bool should = false; if (tree.UsesLA()) { laVar = F.Id("la" + tree.Lookahead.ToString()); if (!tree.IsAssertionLevel) { IPGTerminalSet covered = CGH.EmptySet; branchSets = tree.Children.Select(branch => { var set = branch.Set.Subtract(covered); covered = covered.Union(branch.Set); return set; }).ToArray(); should = CGH.ShouldGenerateSwitch(branchSets, switchCases, tree.Children.Last.IsErrorBranch); if (!should) switchCases.Clear(); else if (should && haveLoop == S.For) // Can't "break" out of the for-loop when there is a nested switch, haveLoop = GSymbol.Get(NextStopLabel()); // so use "goto stop". } } LNode[] branchCode = new LNode[tree.Children.Count]; for (int i = 0; i < tree.Children.Count; i++) if (tree.Children[i].IsErrorBranch) { if (alts.ErrorBranch != null && alts.ErrorBranch != DefaultErrorBranch.Value) { Debug.Assert(matchingCode.Length == alts.Arms.Count + 1); branchCode[i] = matchingCode[alts.Arms.Count].A; } else branchCode[i] = CGH.ErrorBranch(tree.TotalCoverage, tree.Lookahead); } else branchCode[i] = GetPredictionSubtreeCode(tree.Children[i], matchingCode, ref haveLoop); var code = GenerateIfElseChain(tree, branchCode, ref laVar, switchCases); if (laVar != null) { block.Insert(0, F.Assign(laVar, CGH.LA(tree.Lookahead))); _laVarsNeeded |= 1ul << tree.Lookahead; } else if (should) laVar = CGH.LA(tree.Lookahead); if (should) { Debug.Assert(switchCases.Count != 0); code = CGH.GenerateSwitch(branchSets, switchCases, branchCode, code, laVar); } block.Add(code); return F.Braces(block.ToVList()); }
protected LNode GeneratePredictionTreeCode(PredictionTree tree, Pair <LNode, string>[] matchingCode, ref Symbol haveLoop) { var braces = F.Braces(); Debug.Assert(tree.Children.Count >= 1); var alts = (Alts)_currentPred; if (tree.Children.Count == 1) { return(GetPredictionSubtreeCode(tree.Children[0], matchingCode, ref haveLoop)); } // From the prediction table, we can generate either an if-else chain: // // if (la0 >= '0' && la0 <= '7') sub_tree_1(); // else if (la0 == '-') sub_tree_2(); // else break; // // or a switch statement: // // switch(la0) { // case '0': case '1': case '2': case '3': case '4': case '5': case '6': case '7': // sub_tree_1(); // break; // case '-': // sub_tree_2(); // break; // default: // goto breakfor; // } // // Assertion levels always need an if-else chain; lookahead levels // consider the complexity of switch vs if and decide which is most // appropriate. Generally "if" is slower, but a switch may require // too many labels since it doesn't support ranges like "la0 >= 'a' // && la0 <= 'z'". // // This class makes if-else chains directly (using IPGTerminalSet. // GenerateTest() to generate the test expressions), but the code // generation helper (CGH) is used to generate switch statements // because the required code may be more complex. // // We may or may not be generating code inside a for(;;) loop. If we // decide to generate a switch() statement, one of the branches will // usually need to break out of the for loop, but "break" can only // break out of the switch(). In that case, add "stop:" after the // switch() and use "goto stop" instead of "break". WList <LNode> block = new WList <LNode>(); LNode laVar = null; MSet <int> switchCases = new MSet <int>(); IPGTerminalSet[] branchSets = null; bool should = false; if (tree.UsesLA()) { laVar = F.Id("la" + tree.Lookahead.ToString()); if (!tree.IsAssertionLevel) { IPGTerminalSet covered = CGH.EmptySet; branchSets = tree.Children.Select(branch => { var set = branch.Set.Subtract(covered); covered = covered.Union(branch.Set); return(set); }).ToArray(); should = CGH.ShouldGenerateSwitch(branchSets, switchCases, tree.Children.Last.IsErrorBranch); if (!should) { switchCases.Clear(); } else if (should && haveLoop == S.For) { // Can't "break" out of the for-loop when there is a nested switch, haveLoop = GSymbol.Get(NextStopLabel()); // so use "goto stop". } } } LNode[] branchCode = new LNode[tree.Children.Count]; for (int i = 0; i < tree.Children.Count; i++) { if (tree.Children[i].IsErrorBranch) { if (_recognizerMode) { branchCode[i] = F.Call(S.Return, F.False); } else if (alts.ErrorBranch != null && alts.ErrorBranch != DefaultErrorBranch.Value) { Debug.Assert(matchingCode.Length == alts.Arms.Count + 1); branchCode[i] = matchingCode[alts.Arms.Count].A; } else { branchCode[i] = CGH.ErrorBranch(tree.TotalCoverage, tree.Lookahead); } } else { branchCode[i] = GetPredictionSubtreeCode(tree.Children[i], matchingCode, ref haveLoop); } } var code = GenerateIfElseChain(tree, branchCode, ref laVar, switchCases); if (laVar != null) { block.Insert(0, F.Assign(laVar, CGH.LA(tree.Lookahead))); _laVarsNeeded |= 1ul << tree.Lookahead; } else if (should) { laVar = CGH.LA(tree.Lookahead); } if (should) { Debug.Assert(switchCases.Count != 0); code = CGH.GenerateSwitch(branchSets, branchCode, switchCases, code ?? F.Missing, laVar); } block.Add(code); return(F.Braces(block.ToVList())); }
private void ShowEraseDuringDrag(DragState state, MSet<LLShape> adorners, IEnumerable<Shape> eraseSet, List<PointT> simplified, bool cancel) { DiagramControl.EraseLineStyle.LineColor = Color.FromArgb(128, Control.BackColor); var eraseLine = new LLPolyline(DiagramControl.EraseLineStyle, simplified); adorners.Add(eraseLine); if (cancel) { eraseLine.Style = Control.LineStyle; Control.BeginRemoveAnimation(adorners); adorners.Clear(); state.IsComplete = true; } else { // Show which shapes are erased by drawing them in the background color foreach (Shape s in eraseSet) { Shape s_ = s.Clone(); s_.Style = (DiagramDrawStyle)s.Style.Clone(); s_.Style.FillColor = s_.Style.LineColor = s_.Style.TextColor = Color.FromArgb(192, Control.BackColor); // avoid an outline artifact, in which color from the edges of the // original shape bleeds through by a variable amount that depends // on subpixel offsets. s_.Style.LineWidth++; s_.AddLLShapesTo(adorners); } } }