public static void Traverse(
            SelectionNode root,
            bool realizeChildren,
            Action <TreeWalkNodeInfo> nodeAction)
        {
            var pendingNodes = new List <TreeWalkNodeInfo>();
            var current      = new IndexPath(null);

            pendingNodes.Add(new TreeWalkNodeInfo(root, current));

            while (pendingNodes.Count > 0)
            {
                var nextNode = pendingNodes.Last();
                pendingNodes.RemoveAt(pendingNodes.Count - 1);
                int count = realizeChildren ? nextNode.Node.DataCount : nextNode.Node.ChildrenNodeCount;
                for (int i = count - 1; i >= 0; i--)
                {
                    var child     = nextNode.Node.GetAt(i, realizeChildren, nextNode.Path);
                    var childPath = nextNode.Path.CloneWithChildIndex(i);
                    if (child != null)
                    {
                        pendingNodes.Add(new TreeWalkNodeInfo(child, childPath, nextNode.Node));
                    }
                }

                // Queue the children first and then perform the action. This way
                // the action can remove the children in the action if necessary
                nodeAction(nextNode);
            }
        }
            public TreeWalkNodeInfo(SelectionNode node, IndexPath indexPath)
            {
                node = node ?? throw new ArgumentNullException(nameof(node));

                Node       = node;
                Path       = indexPath;
                ParentNode = null;
            }
        public static void TraverseIndexPath(
            SelectionNode root,
            IndexPath path,
            bool realizeChildren,
            Action <SelectionNode, IndexPath, int, int> nodeAction)
        {
            var node = root;

            for (int depth = 0; depth < path.GetSize(); depth++)
            {
                int childIndex = path.GetAt(depth);
                nodeAction(node, path, depth, childIndex);

                if (depth < path.GetSize() - 1)
                {
                    node = node.GetAt(childIndex, realizeChildren, path) !;
                }
            }
        }
Пример #4
0
 public SelectionModel()
 {
     _rootNode      = new SelectionNode(this, null);
     SharedLeafNode = new SelectionNode(this, null);
 }
 public SelectionNodeOperation(SelectionNode owner)
 {
     _owner = owner;
 }
        public static void TraverseRangeRealizeChildren(
            SelectionNode root,
            IndexPath start,
            IndexPath end,
            Action <TreeWalkNodeInfo> nodeAction)
        {
            var pendingNodes = new List <TreeWalkNodeInfo>();
            var current      = start;

            // Build up the stack to account for the depth first walk up to the
            // start index path.
            TraverseIndexPath(
                root,
                start,
                true,
                (node, path, depth, childIndex) =>
            {
                var currentPath  = StartPath(path, depth);
                bool isStartPath = IsSubSet(start, currentPath);
                bool isEndPath   = IsSubSet(end, currentPath);

                int startIndex = depth < start.GetSize() && isStartPath ? start.GetAt(depth) : 0;
                int endIndex   = depth < end.GetSize() && isEndPath ? end.GetAt(depth) : node.DataCount - 1;

                for (int i = endIndex; i >= startIndex; i--)
                {
                    var child = node.GetAt(i, true, end);
                    if (child != null)
                    {
                        var childPath = currentPath.CloneWithChildIndex(i);
                        pendingNodes.Add(new TreeWalkNodeInfo(child, childPath, node));
                    }
                }
            });

            // From the start index path, do a depth first walk as long as the
            // current path is less than the end path.
            while (pendingNodes.Count > 0)
            {
                var info = pendingNodes.Last();
                pendingNodes.RemoveAt(pendingNodes.Count - 1);
                int  depth       = info.Path.GetSize();
                bool isStartPath = IsSubSet(start, info.Path);
                bool isEndPath   = IsSubSet(end, info.Path);
                int  startIndex  = depth < start.GetSize() && isStartPath?start.GetAt(depth) : 0;

                int endIndex = depth < end.GetSize() && isEndPath?end.GetAt(depth) : info.Node.DataCount - 1;

                for (int i = endIndex; i >= startIndex; i--)
                {
                    var child = info.Node.GetAt(i, true, end);
                    if (child != null)
                    {
                        var childPath = info.Path.CloneWithChildIndex(i);
                        pendingNodes.Add(new TreeWalkNodeInfo(child, childPath, info.Node));
                    }
                }

                nodeAction(info);

                if (info.Path.CompareTo(end) == 0)
                {
                    // We reached the end index path. stop iterating.
                    break;
                }
            }
        }