164 lines
4.4 KiB
C#
164 lines
4.4 KiB
C#
using System;
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using System.Collections.Generic;
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namespace GameEditor.Core.TreeViewBase
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{
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public static class TreeElementUtility
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{
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public static void TreeToList<T>(T root, IList<T> result) where T : TreeElement
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{
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if (result == null)
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throw new NullReferenceException("The input 'IList<T> result' list is null");
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result.Clear();
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Stack<T> stack = new Stack<T>();
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stack.Push(root);
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while (stack.Count > 0)
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{
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T current = stack.Pop();
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result.Add(current);
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if (current.children != null && current.children.Count > 0)
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{
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for (int i = current.children.Count - 1; i >= 0; i--)
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{
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stack.Push((T)current.children[i]);
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}
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}
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}
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}
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public static T ListToTree<T>(IList<T> list) where T : TreeElement
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{
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// Validate input
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ValidateDepthValues (list);
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// Clear old states
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foreach (var element in list)
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{
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element.parent = null;
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element.children = null;
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}
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// Set child and parent references using depth info
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for (int parentIndex = 0; parentIndex < list.Count; parentIndex++)
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{
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var parent = list[parentIndex];
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bool alreadyHasValidChildren = parent.children != null;
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if (alreadyHasValidChildren)
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continue;
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int parentDepth = parent.depth;
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int childCount = 0;
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// Count children based depth value, we are looking at children until it's the same depth as this object
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for (int i = parentIndex + 1; i < list.Count; i++)
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{
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if (list[i].depth == parentDepth + 1)
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childCount++;
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if (list[i].depth <= parentDepth)
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break;
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}
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// Fill child array
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List<TreeElement> childList = null;
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if (childCount != 0)
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{
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childList = new List<TreeElement>(childCount); // Allocate once
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childCount = 0;
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for (int i = parentIndex + 1; i < list.Count; i++)
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{
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if (list[i].depth == parentDepth + 1)
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{
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list[i].parent = parent;
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childList.Add(list[i]);
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childCount++;
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}
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if (list[i].depth <= parentDepth)
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break;
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}
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}
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parent.children = childList;
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}
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return list[0];
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}
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// Check state of input list
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public static void ValidateDepthValues<T>(IList<T> list) where T : TreeElement
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{
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if (list.Count == 0)
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throw new ArgumentException("list should have items, count is 0, check before calling ValidateDepthValues", "list");
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if (list[0].depth != -1)
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throw new ArgumentException("list item at index 0 should have a depth of -1 (since this should be the hidden root of the tree). Depth is: " + list[0].depth, "list");
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for (int i = 0; i < list.Count - 1; i++)
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{
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int depth = list[i].depth;
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int nextDepth = list[i + 1].depth;
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if (nextDepth > depth && nextDepth - depth > 1)
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throw new ArgumentException(string.Format("Invalid depth info in input list. Depth cannot increase more than 1 per row. Index {0} has depth {1} while index {2} has depth {3}", i, depth, i + 1, nextDepth));
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}
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for (int i = 1; i < list.Count; ++i)
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if (list[i].depth < 0)
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throw new ArgumentException("Invalid depth value for item at index " + i + ". Only the first item (the root) should have depth below 0.");
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if (list.Count > 1 && list[1].depth != 0)
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throw new ArgumentException("Input list item at index 1 is assumed to have a depth of 0", "list");
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}
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// For updating depth values below any given element e.g after reparenting elements
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public static void UpdateDepthValues<T>(T root) where T : TreeElement
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{
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if (root == null)
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throw new ArgumentNullException("root", "The root is null");
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if (!root.hasChildren)
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return;
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Stack<TreeElement> stack = new Stack<TreeElement>();
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stack.Push(root);
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while (stack.Count > 0)
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{
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TreeElement current = stack.Pop();
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if (current.children != null)
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{
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foreach (var child in current.children)
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{
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child.depth = current.depth + 1;
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stack.Push(child);
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}
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}
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}
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}
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// Returns true if there is an ancestor of child in the elements list
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static bool IsChildOf<T>(T child, IList<T> elements) where T : TreeElement
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{
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while (child != null)
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{
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child = (T)child.parent;
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if (elements.Contains(child))
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return true;
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}
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return false;
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}
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public static IList<T> FindCommonAncestorsWithinList<T>(IList<T> elements) where T : TreeElement
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{
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if (elements.Count == 1)
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return new List<T>(elements);
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List<T> result = new List<T>(elements);
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result.RemoveAll(g => IsChildOf(g, elements));
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return result;
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}
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}
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}
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