internal 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[pendingNodes.Count - 1]; pendingNodes.RemoveAt(pendingNodes.Count - 1); int count = realizeChildren ? nextNode.Node.DataCount : nextNode.Node.ChildrenNodeCount; for (int i = count - 1; i >= 0; i--) { SelectionNode child = nextNode.Node.GetAt(i, realizeChildren); 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); } }
internal void Initialize(object source, IndexPath sourceIndexPath, bool throwOnAccess) { m_source = source; m_sourceIndexPath = sourceIndexPath; m_throwOnAccess = throwOnAccess; Children = null; }
internal IndexPath CloneWithChildIndex(int childIndex) { var newPath = new IndexPath(m_path); newPath.m_path.Add(childIndex); return(newPath); }
internal static IndexPath StartPath(IndexPath path, int length) { List <int> subPath = new List <int>(); for (int i = 0; i < length; i++) { subPath.Add(path.GetAt(i)); } return(new IndexPath(subPath)); }
internal static void TraverseIndexPath( SelectionNode root, IndexPath path, bool realizeChildren, Action <SelectionNode, IndexPath, int /*depth*/, int /*childIndex*/> 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); } } }
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 int CompareTo(IndexPath other) { var rhsPath = other; int compareResult = 0; int lhsCount = m_path.Count; int rhsCount = rhsPath.m_path.Count; if (lhsCount == 0 || rhsCount == 0) { // one of the paths are empty, compare based on size compareResult = (lhsCount - rhsCount); } else { // both paths are non-empty, but can be of different size for (int i = 0; i < Math.Min(lhsCount, rhsCount); i++) { if (m_path[i] < rhsPath.m_path[i]) { compareResult = -1; break; } else if (m_path[i] > rhsPath.m_path[i]) { compareResult = 1; break; } } // if both match upto min(lhsCount, rhsCount), compare based on size compareResult = compareResult == 0 ? (lhsCount - rhsCount) : compareResult; } if (compareResult != 0) { compareResult = compareResult > 0 ? 1 : -1; } return(compareResult); }
internal SelectionModelChildrenRequestedEventArgs(object source, IndexPath sourceIndexPath, bool throwOnAccess) { Initialize(source, sourceIndexPath, throwOnAccess); }
internal static void TraverseRangeRealizeChildren( SelectionNode root, IndexPath start, IndexPath end, Action <TreeWalkNodeInfo> nodeAction) { MUX_ASSERT(start.CompareTo(end) == -1); var pendingNodes = new List <TreeWalkNodeInfo>(); IndexPath current = start; // Build up the stack to account for the depth first walk up to the // start index path. TraverseIndexPath( root, start, true, /* realizeChildren */ (SelectionNode node, IndexPath path, int depth, int childIndex) => { var currentPath = StartPath(path, depth); bool isStartPath = IsSubSet(start, currentPath); bool isEndPath = IsSubSet(end, currentPath); int startIndex = depth < start.GetSize() && isStartPath ? Math.Max(0, start.GetAt(depth)) : 0; int endIndex = depth < end.GetSize() && isEndPath ? Math.Min(node.DataCount - 1, end.GetAt(depth)) : node.DataCount - 1; for (int i = endIndex; i >= startIndex; i--) { var child = node.GetAt(i, true /* realizeChild */); 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[pendingNodes.Count - 1]; 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 /* realizeChild */); 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; } } }
internal TreeWalkNodeInfo(SelectionNode node, IndexPath indexPath) { Node = node; Path = indexPath; ParentNode = null; }
internal TreeWalkNodeInfo(SelectionNode node, IndexPath indexPath, SelectionNode parent) { Node = node; Path = indexPath; ParentNode = parent; }