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) !;
                }
            }
        }
        private static bool IsSubSet(IndexPath path, IndexPath subset)
        {
            var subsetSize = subset.GetSize();

            if (path.GetSize() < subsetSize)
            {
                return(false);
            }

            for (int i = 0; i < subsetSize; i++)
            {
                if (path.GetAt(i) != subset.GetAt(i))
                {
                    return(false);
                }
            }

            return(true);
        }
        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;
                }
            }
        }