/* * [The "BSD licence"] * Copyright (c) 2011 Terence Parr * All rights reserved. * * Conversion to C#: * Copyright (c) 2011 Sam Harwell, Pixel Mine, Inc. * 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. */ namespace Antlr.Runtime.Tree { /** <summary> * How to create and navigate trees. Rather than have a separate factory * and adaptor, I've merged them. Makes sense to encapsulate. * </summary> * * <remarks> * This takes the place of the tree construction code generated in the * generated code in 2.x and the ASTFactory. * * I do not need to know the type of a tree at all so they are all * generic Objects. This may increase the amount of typecasting needed. :( * </remarks> */ public interface ITreeAdaptor { #region Construction /** <summary> * Create a tree node from Token object; for CommonTree type trees, * then the token just becomes the payload. This is the most * common create call. * </summary> * * <remarks> * Override if you want another kind of node to be built. * </remarks> */ object Create(IToken payload); /** <summary> * Create a new node derived from a token, with a new token type. * This is invoked from an imaginary node ref on right side of a * rewrite rule as IMAG[$tokenLabel]. * </summary> * * <remarks> * This should invoke createToken(Token). * </remarks> */ object Create(int tokenType, IToken fromToken); /** <summary> * Same as create(tokenType,fromToken) except set the text too. * This is invoked from an imaginary node ref on right side of a * rewrite rule as IMAG[$tokenLabel, "IMAG"]. * </summary> * * <remarks> * This should invoke createToken(Token). * </remarks> */ object Create(int tokenType, IToken fromToken, string text); /** <summary> * Same as create(fromToken) except set the text too. * This is invoked when the <c>text</c> terminal option is set, as in * IMAG<text='IMAG'>. * </summary> * * <remarks> * This should invoke createToken(Token). * </remarks> */ object Create(IToken fromToken, string text); /** <summary> * Create a new node derived from a token, with a new token type. * This is invoked from an imaginary node ref on right side of a * rewrite rule as IMAG["IMAG"]. * </summary> * * <remarks> * This should invoke createToken(int,String). * </remarks> */ object Create(int tokenType, string text); /** <summary>Duplicate a single tree node.</summary> * <remarks>Override if you want another kind of node to be built.</remarks> */ object DupNode(object treeNode); object DupNode(int type, object treeNode); object DupNode(object treeNode, string text); object DupNode(int type, object treeNode, string text); /** <summary>Duplicate tree recursively, using dupNode() for each node</summary> */ object DupTree( object tree ); /** <summary> * Return a nil node (an empty but non-null node) that can hold * a list of element as the children. If you want a flat tree (a list) * use "t=adaptor.nil(); t.addChild(x); t.addChild(y);" * </summary> */ object Nil(); /** <summary> * Return a tree node representing an error. This node records the * tokens consumed during error recovery. The start token indicates the * input symbol at which the error was detected. The stop token indicates * the last symbol consumed during recovery. * </summary> * * </remarks> * You must specify the input stream so that the erroneous text can * be packaged up in the error node. The exception could be useful * to some applications; default implementation stores ptr to it in * the CommonErrorNode. * * This only makes sense during token parsing, not tree parsing. * Tree parsing should happen only when parsing and tree construction * succeed. * </remarks> */ object ErrorNode( ITokenStream input, IToken start, IToken stop, RecognitionException e ); /** <summary>Is tree considered a nil node used to make lists of child nodes?</summary> */ bool IsNil( object tree ); /** <summary> * Add a child to the tree t. If child is a flat tree (a list), make all * in list children of t. Warning: if t has no children, but child does * and child isNil then you can decide it is ok to move children to t via * t.children = child.children; i.e., without copying the array. Just * make sure that this is consistent with have the user will build * ASTs. Do nothing if t or child is null. * </summary> */ void AddChild( object t, object child ); /** <summary> * If oldRoot is a nil root, just copy or move the children to newRoot. * If not a nil root, make oldRoot a child of newRoot. * </summary> * * <remarks> * old=^(nil a b c), new=r yields ^(r a b c) * old=^(a b c), new=r yields ^(r ^(a b c)) * * If newRoot is a nil-rooted single child tree, use the single * child as the new root node. * * old=^(nil a b c), new=^(nil r) yields ^(r a b c) * old=^(a b c), new=^(nil r) yields ^(r ^(a b c)) * * If oldRoot was null, it's ok, just return newRoot (even if isNil). * * old=null, new=r yields r * old=null, new=^(nil r) yields ^(nil r) * * Return newRoot. Throw an exception if newRoot is not a * simple node or nil root with a single child node--it must be a root * node. If newRoot is ^(nil x) return x as newRoot. * * Be advised that it's ok for newRoot to point at oldRoot's * children; i.e., you don't have to copy the list. We are * constructing these nodes so we should have this control for * efficiency. * </remarks> */ object BecomeRoot( object newRoot, object oldRoot ); /** <summary> * Given the root of the subtree created for this rule, post process * it to do any simplifications or whatever you want. A required * behavior is to convert ^(nil singleSubtree) to singleSubtree * as the setting of start/stop indexes relies on a single non-nil root * for non-flat trees. * </summary> * * <remarks> * Flat trees such as for lists like "idlist : ID+ ;" are left alone * unless there is only one ID. For a list, the start/stop indexes * are set in the nil node. * * This method is executed after all rule tree construction and right * before setTokenBoundaries(). * </remarks> */ object RulePostProcessing( object root ); /** <summary>For identifying trees.</summary> * * <remarks> * How to identify nodes so we can say "add node to a prior node"? * Even becomeRoot is an issue. Use System.identityHashCode(node) * usually. * </remarks> */ int GetUniqueID( object node ); // R e w r i t e R u l e s /** <summary> * Create a node for newRoot make it the root of oldRoot. * If oldRoot is a nil root, just copy or move the children to newRoot. * If not a nil root, make oldRoot a child of newRoot. * </summary> * * <returns> * Return node created for newRoot. * </returns> * * <remarks> * Be advised: when debugging ASTs, the DebugTreeAdaptor manually * calls create(Token child) and then plain becomeRoot(node, node) * because it needs to trap calls to create, but it can't since it delegates * to not inherits from the TreeAdaptor. * </remarks> */ object BecomeRoot( IToken newRoot, object oldRoot ); #endregion #region Content /** <summary>For tree parsing, I need to know the token type of a node</summary> */ int GetType( object t ); /** <summary>Node constructors can set the type of a node</summary> */ void SetType( object t, int type ); string GetText( object t ); /** <summary>Node constructors can set the text of a node</summary> */ void SetText( object t, string text ); /** <summary> * Return the token object from which this node was created. * Currently used only for printing an error message. * The error display routine in BaseRecognizer needs to * display where the input the error occurred. If your * tree of limitation does not store information that can * lead you to the token, you can create a token filled with * the appropriate information and pass that back. See * BaseRecognizer.getErrorMessage(). * </summary> */ IToken GetToken( object t ); /** <summary> * Where are the bounds in the input token stream for this node and * all children? Each rule that creates AST nodes will call this * method right before returning. Flat trees (i.e., lists) will * still usually have a nil root node just to hold the children list. * That node would contain the start/stop indexes then. * </summary> */ void SetTokenBoundaries( object t, IToken startToken, IToken stopToken ); /** <summary>Get the token start index for this subtree; return -1 if no such index</summary> */ int GetTokenStartIndex( object t ); /** <summary>Get the token stop index for this subtree; return -1 if no such index</summary> */ int GetTokenStopIndex( object t ); #endregion #region Navigation / Tree Parsing /** <summary>Get a child 0..n-1 node</summary> */ object GetChild( object t, int i ); /** <summary>Set ith child (0..n-1) to t; t must be non-null and non-nil node</summary> */ void SetChild( object t, int i, object child ); /** <summary>Remove ith child and shift children down from right.</summary> */ object DeleteChild( object t, int i ); /** <summary>How many children? If 0, then this is a leaf node</summary> */ int GetChildCount( object t ); /** <summary> * Who is the parent node of this node; if null, implies node is root. * If your node type doesn't handle this, it's ok but the tree rewrites * in tree parsers need this functionality. * </summary> */ object GetParent( object t ); void SetParent( object t, object parent ); /** <summary> * What index is this node in the child list? Range: 0..n-1 * If your node type doesn't handle this, it's ok but the tree rewrites * in tree parsers need this functionality. * </summary> */ int GetChildIndex( object t ); void SetChildIndex( object t, int index ); /** <summary> * Replace from start to stop child index of parent with t, which might * be a list. Number of children may be different after this call. * </summary> * * <remarks> * If parent is null, don't do anything; must be at root of overall tree. * Can't replace whatever points to the parent externally. Do nothing. * </remarks> */ void ReplaceChildren( object parent, int startChildIndex, int stopChildIndex, object t ); #endregion } }