mirror of
https://github.com/danbulant/Cosmos
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142 lines
5.4 KiB
C#
142 lines
5.4 KiB
C#
/********************************************************************************************
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Copyright (c) Microsoft Corporation
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All rights reserved.
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Microsoft Public License:
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This license governs use of the accompanying software. If you use the software, you
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accept this license. If you do not accept the license, do not use the software.
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1. Definitions
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The terms "reproduce," "reproduction," "derivative works," and "distribution" have the
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same meaning here as under U.S. copyright law.
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A "contribution" is the original software, or any additions or changes to the software.
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A "contributor" is any person that distributes its contribution under this license.
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"Licensed patents" are a contributor's patent claims that read directly on its contribution.
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2. Grant of Rights
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(A) Copyright Grant- Subject to the terms of this license, including the license conditions
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and limitations in section 3, each contributor grants you a non-exclusive, worldwide,
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royalty-free copyright license to reproduce its contribution, prepare derivative works of
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its contribution, and distribute its contribution or any derivative works that you create.
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(B) Patent Grant- Subject to the terms of this license, including the license conditions
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and limitations in section 3, each contributor grants you a non-exclusive, worldwide,
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royalty-free license under its licensed patents to make, have made, use, sell, offer for
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sale, import, and/or otherwise dispose of its contribution in the software or derivative
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works of the contribution in the software.
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3. Conditions and Limitations
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(A) No Trademark License- This license does not grant you rights to use any contributors'
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name, logo, or trademarks.
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(B) If you bring a patent claim against any contributor over patents that you claim are
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infringed by the software, your patent license from such contributor to the software ends
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automatically.
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(C) If you distribute any portion of the software, you must retain all copyright, patent,
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trademark, and attribution notices that are present in the software.
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(D) If you distribute any portion of the software in source code form, you may do so only
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under this license by including a complete copy of this license with your distribution.
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If you distribute any portion of the software in compiled or object code form, you may only
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do so under a license that complies with this license.
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(E) The software is licensed "as-is." You bear the risk of using it. The contributors give
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no express warranties, guarantees or conditions. You may have additional consumer rights
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under your local laws which this license cannot change. To the extent permitted under your
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local laws, the contributors exclude the implied warranties of merchantability, fitness for
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a particular purpose and non-infringement.
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********************************************************************************************/
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using System;
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using System.Collections.Generic;
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using Microsoft.VisualStudio;
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using Microsoft.VisualStudio.Shell.Interop;
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namespace Microsoft.VisualStudio.Project
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{
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public class EnumDependencies : IVsEnumDependencies
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{
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private List<IVsDependency> dependencyList = new List<IVsDependency>();
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private uint nextIndex;
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public EnumDependencies(IList<IVsDependency> dependencyList)
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{
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if (dependencyList == null)
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{
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throw new ArgumentNullException("dependencyList");
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}
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foreach(IVsDependency dependency in dependencyList)
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{
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this.dependencyList.Add(dependency);
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}
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}
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public EnumDependencies(IList<IVsBuildDependency> dependencyList)
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{
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if (dependencyList == null)
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{
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throw new ArgumentNullException("dependencyList");
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}
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foreach(IVsBuildDependency dependency in dependencyList)
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{
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this.dependencyList.Add(dependency);
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}
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}
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public int Clone(out IVsEnumDependencies enumDependencies)
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{
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enumDependencies = new EnumDependencies(this.dependencyList);
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ErrorHandler.ThrowOnFailure(enumDependencies.Skip(this.nextIndex));
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return VSConstants.S_OK;
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}
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public int Next(uint elements, IVsDependency[] dependencies, out uint elementsFetched)
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{
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elementsFetched = 0;
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if (dependencies == null)
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{
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throw new ArgumentNullException("dependencies");
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}
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uint fetched = 0;
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int count = this.dependencyList.Count;
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while(this.nextIndex < count && elements > 0 && fetched < count)
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{
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dependencies[fetched] = this.dependencyList[(int)this.nextIndex];
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this.nextIndex++;
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fetched++;
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elements--;
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}
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elementsFetched = fetched;
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// Did we get 'em all?
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return (elements == 0 ? VSConstants.S_OK : VSConstants.S_FALSE);
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}
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public int Reset()
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{
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this.nextIndex = 0;
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return VSConstants.S_OK;
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}
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public int Skip(uint elements)
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{
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this.nextIndex += elements;
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uint count = (uint)this.dependencyList.Count;
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if(this.nextIndex > count)
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{
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this.nextIndex = count;
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return VSConstants.S_FALSE;
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}
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return VSConstants.S_OK;
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}
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}
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}
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