antlr/runtime/CSharp/Antlr4.Runtime/RuleContext.cs

324 lines
10 KiB
C#

/*
* [The "BSD license"]
* Copyright (c) 2013 Terence Parr
* Copyright (c) 2013 Sam Harwell
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* 3. The name of the author may not be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System.Collections.Generic;
using System.Text;
using Antlr4.Runtime;
using Antlr4.Runtime.Misc;
using Antlr4.Runtime.Sharpen;
using Antlr4.Runtime.Tree;
namespace Antlr4.Runtime
{
/// <summary>A rule context is a record of a single rule invocation.</summary>
/// <remarks>
/// A rule context is a record of a single rule invocation. It knows
/// which context invoked it, if any. If there is no parent context, then
/// naturally the invoking state is not valid. The parent link
/// provides a chain upwards from the current rule invocation to the root
/// of the invocation tree, forming a stack. We actually carry no
/// information about the rule associated with this context (except
/// when parsing). We keep only the state number of the invoking state from
/// the ATN submachine that invoked this. Contrast this with the s
/// pointer inside ParserRuleContext that tracks the current state
/// being "executed" for the current rule.
/// The parent contexts are useful for computing lookahead sets and
/// getting error information.
/// These objects are used during parsing and prediction.
/// For the special case of parsers, we use the subclass
/// ParserRuleContext.
/// </remarks>
/// <seealso cref="ParserRuleContext"/>
public class RuleContext : IRuleNode
{
/// <summary>What context invoked this rule?</summary>
public Antlr4.Runtime.RuleContext parent;
/// <summary>
/// What state invoked the rule associated with this context?
/// The "return address" is the followState of invokingState
/// If parent is null, this should be -1.
/// </summary>
/// <remarks>
/// What state invoked the rule associated with this context?
/// The "return address" is the followState of invokingState
/// If parent is null, this should be -1.
/// </remarks>
public int invokingState = -1;
public RuleContext()
{
}
public RuleContext(Antlr4.Runtime.RuleContext parent, int invokingState)
{
this.parent = parent;
//if ( parent!=null ) System.out.println("invoke "+stateNumber+" from "+parent);
this.invokingState = invokingState;
}
public static Antlr4.Runtime.RuleContext GetChildContext(Antlr4.Runtime.RuleContext parent, int invokingState)
{
return new Antlr4.Runtime.RuleContext(parent, invokingState);
}
public virtual int Depth()
{
int n = 0;
Antlr4.Runtime.RuleContext p = this;
while (p != null)
{
p = p.parent;
n++;
}
return n;
}
/// <summary>
/// A context is empty if there is no invoking state; meaning nobody call
/// current context.
/// </summary>
/// <remarks>
/// A context is empty if there is no invoking state; meaning nobody call
/// current context.
/// </remarks>
public virtual bool IsEmpty
{
get
{
return invokingState == -1;
}
}
public virtual Interval SourceInterval
{
get
{
// satisfy the ParseTree / SyntaxTree interface
return Interval.Invalid;
}
}
RuleContext IRuleNode.RuleContext
{
get
{
return this;
}
}
public virtual Antlr4.Runtime.RuleContext Parent
{
get
{
return parent;
}
}
IRuleNode IRuleNode.Parent
{
get
{
return Parent;
}
}
IParseTree IParseTree.Parent
{
get
{
return Parent;
}
}
ITree ITree.Parent
{
get
{
return Parent;
}
}
public virtual Antlr4.Runtime.RuleContext Payload
{
get
{
return this;
}
}
object ITree.Payload
{
get
{
return Payload;
}
}
/// <summary>Return the combined text of all child nodes.</summary>
/// <remarks>
/// Return the combined text of all child nodes. This method only considers
/// tokens which have been added to the parse tree.
/// <p/>
/// Since tokens on hidden channels (e.g. whitespace or comments) are not
/// added to the parse trees, they will not appear in the output of this
/// method.
/// </remarks>
public virtual string GetText()
{
if (ChildCount == 0)
{
return string.Empty;
}
StringBuilder builder = new StringBuilder();
for (int i = 0; i < ChildCount; i++)
{
builder.Append(GetChild(i).GetText());
}
return builder.ToString();
}
public virtual int RuleIndex
{
get
{
return -1;
}
}
public virtual IParseTree GetChild(int i)
{
return null;
}
ITree ITree.GetChild(int i)
{
return GetChild(i);
}
public virtual int ChildCount
{
get
{
return 0;
}
}
public virtual T Accept<T>(IParseTreeVisitor<T> visitor)
{
return visitor.VisitChildren(this);
}
/// <summary>
/// Print out a whole tree, not just a node, in LISP format
/// (root child1 ..
/// </summary>
/// <remarks>
/// Print out a whole tree, not just a node, in LISP format
/// (root child1 .. childN). Print just a node if this is a leaf.
/// We have to know the recognizer so we can get rule names.
/// </remarks>
public virtual string ToStringTree(Parser recog)
{
return Trees.ToStringTree(this, recog);
}
/// <summary>
/// Print out a whole tree, not just a node, in LISP format
/// (root child1 ..
/// </summary>
/// <remarks>
/// Print out a whole tree, not just a node, in LISP format
/// (root child1 .. childN). Print just a node if this is a leaf.
/// </remarks>
public virtual string ToStringTree(IList<string> ruleNames)
{
return Trees.ToStringTree(this, ruleNames);
}
public virtual string ToStringTree()
{
return ToStringTree((IList<string>)null);
}
public override string ToString()
{
return ToString((IList<string>)null, (Antlr4.Runtime.RuleContext)null);
}
public string ToString(IRecognizer recog)
{
return ToString(recog, ParserRuleContext.EmptyContext);
}
public string ToString(IList<string> ruleNames)
{
return ToString(ruleNames, null);
}
// recog null unless ParserRuleContext, in which case we use subclass toString(...)
public virtual string ToString(IRecognizer recog, Antlr4.Runtime.RuleContext stop)
{
string[] ruleNames = recog != null ? recog.RuleNames : null;
IList<string> ruleNamesList = ruleNames != null ? Arrays.AsList(ruleNames) : null;
return ToString(ruleNamesList, stop);
}
public virtual string ToString(IList<string> ruleNames, Antlr4.Runtime.RuleContext stop)
{
StringBuilder buf = new StringBuilder();
Antlr4.Runtime.RuleContext p = this;
buf.Append("[");
while (p != null && p != stop)
{
if (ruleNames == null)
{
if (!p.IsEmpty)
{
buf.Append(p.invokingState);
}
}
else
{
int ruleIndex = p.RuleIndex;
string ruleName = ruleIndex >= 0 && ruleIndex < ruleNames.Count ? ruleNames[ruleIndex] : ruleIndex.ToString();
buf.Append(ruleName);
}
if (p.parent != null && (ruleNames != null || !p.parent.IsEmpty))
{
buf.Append(" ");
}
p = p.parent;
}
buf.Append("]");
return buf.ToString();
}
}
}