/*
* Copyright (c) 2008, Anthony James McCreath
* 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 Neither the name of the project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY Anthony James McCreath "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 Anthony James McCreath 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;
using System.Data;
using System.Configuration;
using System.Collections.Generic;
using System.Collections;
using ClockWork.ScriptBuilder.JavaScript;
namespace ClockWork.ScriptBuilder
{
/// <summary>
/// A ScriptItem that consists of a set/list/collection of things
/// </summary>
public class ScriptSet : ScriptItem, IEnumerable<object>, IList<object>, ICollection<object>
{
#region Constructors
/// <summary>
/// Create an empty item
/// </summary>
public ScriptSet()
{
#if DEBUG
Assert();
#endif
}
/// <summary>
/// Create an empty item using a custom layout
/// </summary>
/// <param name="layout">override the default layout</param>
public ScriptSet(ScriptLayout layout)
: base(layout)
{
#if DEBUG
Assert();
#endif
}
/// <summary>
/// Create a script from a collection of objects
/// </summary>
/// <param name="items">collection of objects</param>
public ScriptSet(IEnumerable<object> items)
{
this.Items.AddRange(items);
#if DEBUG
Assert();
#endif
}
/// <summary>
/// Create an item using a custom layout from a collection of objects
/// </summary>
/// <param name="layout">override the default layout</param>
/// <param name="items">collection of objects</param>
public ScriptSet(ScriptLayout layout, IEnumerable<object> items)
: base(layout)
{
this.Items.AddRange(items);
#if DEBUG
Assert();
#endif
}
/// <summary>
/// Create an item from parameters, each representing a object in the item
/// </summary>
/// <param name="items">set of paramters</param>
public ScriptSet(params object[] items)
{
this.Items.AddRange(items);
#if DEBUG
Assert();
#endif
}
/// <summary>
/// Create an item using a custom layout from parameters
/// </summary>
/// <param name="layout">override the default layout</param>
/// <param name="items">set of paramters</param>
public ScriptSet(ScriptLayout layout, params object[] items)
: base(layout)
{
this.Items.AddRange(items);
#if DEBUG
Assert();
#endif
}
#endregion
#region Data
private List<object> _Items;
/// <summary>
/// The collection of objects in the set
/// </summary>
protected List<object> Items
{
get
{
if (_Items == null)
_Items = new List<object>();
return _Items;
}
}
#endregion
#region Rendering
private string _Seperator = String.Empty;
/// <summary>
/// The string to render between each item
/// </summary>
public virtual string Seperator
{
get { return _Seperator; }
set { _Seperator = value; }
}
/// <summary>
/// Gets the items to be included in the sets rendering
/// </summary>
/// <returns></returns>
private IEnumerable<object> GetRenderList()
{
List<object> toRender = new List<object>();
foreach (object o in this)
{
AddToRenderList(toRender, o);
}
return toRender;
}
/// <summary>
/// By default, adds all items from this collection so they get renderred
/// Also supports the conversion of object[] to the actual items.
/// </summary>
/// <param name="dest"></param>
/// <param name="o"></param>
protected virtual void AddToRenderList(List<object> dest, object o)
{
if (o is object[])
{
foreach (object p in (object[])o)
{
AddToRenderList(dest, p);
}
}
else
dest.Add(o);
}
/// <summary>
/// Used to write the string that seperates each item
/// By default, renders the Seperator property
/// </summary>
/// <param name="writer"></param>
protected virtual void WriteSeperator(IScriptWriter writer)
{
writer.Write(this.Seperator);
}
/// <summary>
/// renders each item in the set, seperated by the Seperator
/// </summary>
/// <param name="e">includes the script writer to render content to</param>
protected override void OnRender(RenderingEventArgs e)
{
base.OnRender(e);
IScriptWriter writer = e.Writer;
if (this.Layout == ScriptLayout.Block && this.HasRenderContent)
writer.WriteNewLineAndIndent();
bool first = true;
foreach (object line in GetRenderList())
{
if (line != null)
{
if (line is IScriptItem)
{
IScriptItem scriptItem = (IScriptItem)line;
if (scriptItem.HasRenderContent)
{
if (first)
first = false;
else
{
WriteSeperator(writer);
// start a new line, if the script item is multiline let it do things for us. this lets it alter indentation first
if (scriptItem.Layout == ScriptLayout.Inline &&
(this.Layout == ScriptLayout.Block || this.Layout == ScriptLayout.InlineBlock))
writer.WriteNewLineAndIndent();
}
}
}
else
{
if (first)
first = false;
else
{
WriteSeperator(writer);
if (this.Layout == ScriptLayout.Block || this.Layout == ScriptLayout.InlineBlock)
writer.WriteNewLineAndIndent();
}
}
writer.Write(line);
}
}
}
/// <summary>
/// true if contains no items (IfTest) and has no wrapper
/// </summary>
/// <returns></returns>
public override bool HasRenderContent
{
get
{
return HasRenderContentInSet;
}
}
#endregion
#region IScriptIfCondition
/// <summary>
/// Fail test if empty or all contained ScriptItems fail the iftest
/// </summary>
/// <returns></returns>
public override bool ScriptIfResult
{
get
{
return HasRenderContentInSet;
}
}
/// <summary>
/// True if any of the items in the set contain any render content
/// </summary>
public bool HasRenderContentInSet
{
get
{
foreach (object o in this)
{
if (Sb.HasRenderContent(o))
return true;
}
return false; // didn't find anything
}
}
#endregion
#region Parameterised Range Adding
/// <summary>
/// Lets you insert multiple items
/// </summary>
/// <param name="items"></param>
public void InsertRange(params object[] items)
{
this.Items.InsertRange(0, items);
#if DEBUG
Assert();
#endif
}
/// <summary>
/// Lets you add multiple items
/// </summary>
/// <param name="items"></param>
public void AddRange(params object[] items)
{
this.Items.AddRange(items);
#if DEBUG
Assert();
#endif
}
#endregion
#region Registration Support
private Dictionary<string, object> _Registry = null;
/// <summary>
/// Only add it if its not already been registered
///
/// </summary>
/// <param name="name"></param>
/// <param name="item"></param>
/// <returns></returns>
public bool RegisterItem(string name, object item)
{
if (_Registry == null)
_Registry = new Dictionary<string, object>();
else
{
if (_Registry.ContainsKey(name))
return false;
}
_Registry.Add(name, item);
this.Add(item);
return true;
}
#endregion
#region IEnumerable Members
IEnumerator IEnumerable.GetEnumerator()
{
return ((IEnumerable)this.Items).GetEnumerator();
}
#endregion
#region IEnumerable<object> Members
IEnumerator<object> IEnumerable<object>.GetEnumerator()
{
return this.Items.GetEnumerator();
}
#endregion
#region IList<object> Members
/// <summary>
/// Determines the index of a specific item
/// </summary>
/// <param name="item">The object to locate</param>
/// <returns>The index of item if found in the list; otherwise, -1. </returns>
public int IndexOf(object item)
{
return this.Items.IndexOf(item);
}
/// <summary>
/// Inserts an item at the specified index
/// </summary>
/// <param name="index"></param>
/// <param name="item"></param>
public void Insert(int index, object item)
{
this.Items.Insert(index, item);
#if DEBUG
Assert();
#endif
}
/// <summary>
/// Removes the first occurrence of a specific object
/// </summary>
/// <param name="index"></param>
public void RemoveAt(int index)
{
this.Items.RemoveAt(index);
}
/// <summary>
/// Gets or sets the element at the specified index.
/// </summary>
/// <param name="index"></param>
/// <returns></returns>
public object this[int index]
{
get
{
return this.Items[index];
}
set
{
this.Items[index] = value;
#if DEBUG
Assert();
#endif
}
}
#endregion
#region ICollection<object> Members
/// <summary>
/// Removes all items
/// </summary>
public void Clear()
{
this.Items.Clear();
}
/// <summary>
/// Determines whether the set contains a specific item.
/// </summary>
/// <param name="item"></param>
/// <returns></returns>
public bool Contains(object item)
{
return this.Items.Contains(item);
}
/// <summary>
/// Copies the elements of the set to an Array, starting at a particular Array index.
/// </summary>
/// <param name="array"></param>
/// <param name="arrayIndex"></param>
public void CopyTo(object[] array, int arrayIndex)
{
this.Items.CopyTo(array, arrayIndex);
}
/// <summary>
/// how many items are in the set
/// </summary>
public int Count
{
get { return this.Items.Count; }
}
/// <summary>
/// False
/// </summary>
public bool IsReadOnly
{
get { return false; }
}
/// <summary>
/// Removes the first occurrence of a specific object
/// </summary>
/// <param name="item"></param>
/// <returns></returns>
public bool Remove(object item)
{
return this.Items.Remove(item);
}
/// <summary>
/// Adds an item to the end of the set
/// </summary>
/// <param name="item"></param>
public void Add(object item)
{
this.Items.Add(item);
#if DEBUG
Assert();
#endif
}
#endregion
#region Debug
#if DEBUG
/// <summary>
/// Check that the item does not contain itself
/// </summary>
protected void Assert()
{
foreach (IScriptItem i in AllItems)
{
if (object.ReferenceEquals(this, i))
throw new Exception("ScriptSet contains itself");
}
}
/// <summary>
/// Recursively gather all ScriptItems contained within this one
/// </summary>
public List<IScriptItem> AllItems
{
get
{
List<IScriptItem> list = new List<IScriptItem>();
foreach (object o in this)
{
if (o is IScriptItem)
{
list.Add((IScriptItem)o);
if (o is ScriptSet)
{
list.AddRange(((ScriptSet)o).AllItems);
}
}
}
return list;
}
}
#endif
#endregion
#region ToString
/// <summary>
/// Add collection size
/// </summary>
/// <returns></returns>
public override string ToString()
{
return base.ToString() + " ("+ this.Count+")";
}
#endregion
}
}