| File: MS\Internal\Generic\Span.cs | Web Access |
| Project: src\wpf\src\Microsoft.DotNet.Wpf\src\PresentationCore\PresentationCore.csproj (PresentationCore) |
// Licensed to the .NET Foundation under one or more agreements. // The .NET Foundation licenses this file to you under the MIT license. // // // Description: Pairing of value and the number of positions sharing that value. // // using System.Collections; using MS.Utility; namespace MS.Internal.Generic { /// <summary> /// Pairing of value and the number of positions sharing that value. /// </summary> internal struct Span<T> { internal T Value; internal int Length; /// <summary> /// Construct a span of value of type /// </summary> internal Span(T value, int length) { Value = value; Length = length; } } /// <summary> /// Collection of spans /// </summary> internal struct SpanVector<T> : IEnumerable<Span<T>> { private FrugalStructList<Span<T>> _spanList; private T _defaultValue; /// <summary> /// Construct a collection of spans /// </summary> internal SpanVector(T defaultValue) : this(defaultValue, new FrugalStructList<Span<T>>()) {} private SpanVector( T defaultValue, FrugalStructList<Span<T>> spanList ) { _defaultValue = defaultValue; _spanList = spanList; } /// <summary> /// Get Generic enumerator of span vector /// </summary> public IEnumerator<Span<T>> GetEnumerator() { return new SpanEnumerator<T>(this); } /// <summary> /// Get enumerator of span vector /// </summary> IEnumerator IEnumerable.GetEnumerator() { return this.GetEnumerator(); } /// <summary> /// Add a new span to span vector /// </summary> private void Add(Span<T> span) { _spanList.Add(span); } /// <summary> /// Delete n elements of vector /// </summary> internal void Delete(int index, int count) { // Do removes highest index to lowest to minimize the number // of array entires copied. for (int i = index + count - 1; i >= index; --i) { _spanList.RemoveAt(i); } } /// <summary> /// Insert n elements to span vector /// </summary> private void Insert(int index, int count) { for (int i = 0; i < count; i++) _spanList.Insert(index, new Span<T>()); } /// <summary> /// Set a value to a range in span vector /// </summary> internal void Set(int first, int length, T value) { // Identify first span affected by update int fs = 0; // First affected span index int fc = 0; // Character position at start of first affected span while ( fs < Count && fc + _spanList[fs].Length <= first) { fc += _spanList[fs].Length; fs++; } // If the span list terminated before first, just add the new span if (fs >= Count) { // Ran out of Spans before reaching first Debug.Assert(fc <= first); if (fc < first) { // Create default run up to first Add(new Span<T>(_defaultValue, first-fc)); } if ( Count > 0 && _spanList[Count - 1].Value.Equals(value)) { // New Element matches end Element, just extend end Element Span<T> lastSpan = _spanList[Count - 1]; _spanList[Count - 1] = new Span<T>(lastSpan.Value, lastSpan.Length + length); } else { Add(new Span<T>(value, length)); } return; } // fs = index of first span partly or completely updated // fc = character index at start of fs // Now find the last span affected by the update int ls = fs; int lc = fc; while ( ls < Count && lc + _spanList[ls].Length <= first + length) { lc += _spanList[ls].Length; ls++; } // ls = first span following update to remain unchanged in part or in whole // lc = character index at start of ls // expand update region backwards to include existing Spans of identical // Element type if (first == fc) { // Item at [fs] is completely replaced. Check prior item if ( fs > 0 && _spanList[fs - 1].Value.Equals(value)) { // Expand update area over previous run of equal classification fs--; fc -= _spanList[fs].Length; first = fc; length += _spanList[fs].Length; } } else { // Item at [fs] is partially replaced. Check if it is same as update if (_spanList[fs].Value.Equals(value)) { // Expand update area back to start of first affected equal valued run length = first + length - fc; first = fc; } } // Expand update region forwards to include existing Spans of identical // Element type if ( ls < Count && _spanList[ls].Value.Equals( value)) { // Extend update region to end of existing split run length = lc + _spanList[ls].Length - first; lc += _spanList[ls].Length; ls++; } // If no old Spans remain beyond area affected by update, handle easily: if (ls >= Count) { // None of the old span list extended beyond the update region if (fc < first) { // Updated region leaves some of [fs] if (Count != fs + 2) { if (!Resize(fs + 2)) throw new OutOfMemoryException(); } Span<T> currentSpan = _spanList[fs]; _spanList[fs] = new Span<T>(currentSpan.Value, first - fc); _spanList[fs + 1] = new Span<T>(value, length); } else { // Updated item replaces [fs] if (Count != fs + 1) { if (!Resize(fs + 1)) throw new OutOfMemoryException(); } _spanList[fs] = new Span<T>(value, length); } return; // DONE } // Record partial elementtype at end, if any T trailingValue = (new Span<T>()).Value; int trailingLength = 0; if (first + length > lc) { trailingValue = _spanList[ls].Value; trailingLength = lc + _spanList[ls].Length - (first + length); } // Calculate change in number of Spans int spanDelta = 1 // The new span + (first > fc ? 1 : 0) // part span at start - (ls - fs); // existing affected span count // Note part span at end doesn't affect the calculation - the run may need // updating, but it doesn't need creating. if (spanDelta < 0) { Delete(fs + 1, -spanDelta); } else if (spanDelta > 0) { Insert(fs + 1, spanDelta); // Initialize inserted Spans for (int i = 0; i < spanDelta; i++) { _spanList[fs + 1 + i] = new Span<T>(); } } // Assign Element values // Correct Length of split span before updated range if (fc < first) { Span<T> currentSpan = _spanList[fs]; _spanList[fs] = new Span<T>(currentSpan.Value, first - fc); fs++; } // Record Element type for updated range _spanList[fs] = new Span<T>(value, length); fs++; // Correct Length of split span following updated range if (lc < first + length) { _spanList[fs] = new Span<T>(trailingValue, trailingLength); } // Phew, all done .... return; } /// <summary> /// Number of spans in span vector /// </summary> internal int Count { get { return _spanList.Count; } } /// <summary> /// The default value of span vector /// </summary> internal T DefaultValue { get { return _defaultValue; } } /// <summary> /// Indexer of span vector /// </summary> internal Span<T> this[int index] { get { return _spanList[index]; } } private bool Resize(int targetCount) { if (targetCount > Count) { for (int c = 0; c < targetCount - Count; c++) { _spanList.Add(new Span<T>()); } } else if (targetCount < Count) { Delete(targetCount, Count - targetCount); } return true; } /// <summary> /// Enumerator of span vector to facilitate iterating of spans /// </summary> private struct SpanEnumerator<U> : IEnumerator<Span<U>> { private SpanVector<U> _vector; private int _current; internal SpanEnumerator(SpanVector<U> vector) { _vector = vector; _current = -1; } void IDisposable.Dispose() { } /// <summary> /// The current span /// </summary> public Span<U> Current { get { return _vector[_current]; } } /// <summary> /// The current span /// </summary> object IEnumerator.Current { get { return this.Current; } } /// <summary> /// Move to the next span /// </summary> public bool MoveNext() { _current++; return _current < _vector.Count; } /// <summary> /// Reset the enumerator /// </summary> public void Reset() { _current = -1; } } } /// <summary> /// Span rider facilitates random access of value at any position in the span vector /// </summary> internal struct SpanRider<T> { private const int MaxCch = int.MaxValue; private SpanVector<T> _vector; private Span<T> _defaultSpan; private int _current; // current span private int _cp; // current cp private int _dcp; // dcp from start to the start of current span private int _cch; // length of the current span internal SpanRider(SpanVector<T> vector) { _defaultSpan = new Span<T>(vector.DefaultValue, MaxCch); _vector = vector; _current = 0; _cp = 0; _dcp = 0; _cch = 0; At(0); } /// <summary> /// Position the rider at the specfied position /// </summary> /// <param name="cp">position to move to</param> internal bool At(int cp) { #if DEBUG { // Check that current position details are valid int dcp = 0; int i = 0; // advance to current value start while (dcp < _dcp && i < _vector.Count) { dcp += _vector[i].Length; i++; } Debug.Assert( i <= _vector.Count // current value is within valid range && i == _current // current value is valid && dcp == _dcp // current value start is valid && ( i == _vector.Count || _cp <= dcp + _vector[i].Length), // current cp is within range of current value "Span vector is corrupted!" ); } #endif if (cp < _dcp) { // Need to start from 0 again _cp = _dcp = _current = _cch = 0; } // Advance to value containing cp Span<T> span = new Span<T>(); while( _current < _vector.Count && _dcp + (span = _vector[_current]).Length <= cp) { _dcp += span.Length; _current++; } if (_current < _vector.Count) { _cch = _vector[_current].Length - cp + _dcp; _cp = cp; return true; } else { _cch = _defaultSpan.Length; _cp = Math.Min(cp, _dcp); return false; } } /// <summary> /// The first position of the current span /// </summary> internal int CurrentSpanStart { get { return _dcp; } } /// <summary> /// The remaining length of the current span start from the current position /// </summary> internal int Length { get { return _cch; } } /// <summary> /// The current position /// </summary> internal int CurrentPosition { get { return _cp; } } /// <summary> /// The value of the current span /// </summary> internal T CurrentValue { get { return _current >= _vector.Count ? _defaultSpan.Value : _vector[_current].Value; } } } }