CharEntityEncoderFallback.cs source code in C# .NET

Source code for the .NET framework in C#

                        

Code:

/ FXUpdate3074 / FXUpdate3074 / 1.1 / untmp / whidbey / QFE / ndp / fx / src / Xml / System / Xml / Core / CharEntityEncoderFallback.cs / 2 / CharEntityEncoderFallback.cs

                            //------------------------------------------------------------------------------ 
// 
//     Copyright (c) Microsoft Corporation.  All rights reserved.
// 
// [....] 
//-----------------------------------------------------------------------------
 
using System.Text; 
using System.Diagnostics;
using System.Globalization; 

namespace System.Xml {

// 
// CharEntityEncoderFallback
// 
 
    internal class CharEntityEncoderFallback : EncoderFallback {
        private CharEntityEncoderFallbackBuffer fallbackBuffer; 

        private int[]   textContentMarks;
        private int     endMarkPos;
        private int     curMarkPos; 
        private int     startOffset;
 
        internal CharEntityEncoderFallback() { 
        }
 
        public override EncoderFallbackBuffer CreateFallbackBuffer() {
            if ( fallbackBuffer == null ) {
                fallbackBuffer = new CharEntityEncoderFallbackBuffer( this );
            } 
            return fallbackBuffer;
        } 
 
        public override int MaxCharCount {
            get { 
                return 12;
            }
        }
 
        internal int StartOffset {
            get { 
                return startOffset; 
            }
            set { 
                startOffset = value;
            }
        }
 
        internal void Reset( int[] textContentMarks, int endMarkPos ) {
            this.textContentMarks = textContentMarks; 
            this.endMarkPos = endMarkPos; 
            curMarkPos = 0;
        } 

        internal bool CanReplaceAt( int index ) {
            int mPos = curMarkPos;
            int charPos = startOffset + index; 
            while ( mPos < endMarkPos && charPos >= textContentMarks[mPos+1] ) {
                mPos++; 
            } 
            curMarkPos = mPos;
 
            return (mPos & 1) != 0;
        }
    }
 
//
// CharEntityFallbackBuffer 
// 
    internal class CharEntityEncoderFallbackBuffer : EncoderFallbackBuffer {
        private CharEntityEncoderFallback parent; 

        private string  charEntity = string.Empty;
        private int     charEntityIndex = -1;
 
        internal CharEntityEncoderFallbackBuffer( CharEntityEncoderFallback parent ) {
            this.parent = parent; 
        } 

        public override bool Fallback( char charUnknown, int index ) { 
            // If we are already in fallback, throw, it's probably at the suspect character in charEntity
            if ( charEntityIndex >= 0 ) {
                (new EncoderExceptionFallbackBuffer()).Fallback( charUnknown, index );
            } 

            // find out if we can replace the character with entity 
            if ( parent.CanReplaceAt( index ) ) { 
                // Create the replacement character entity
                charEntity = string.Format( CultureInfo.InvariantCulture, "&#x{0:X};", new object[] { (int)charUnknown } ); 
                charEntityIndex = 0;
                return true;
            }
            else { 
                EncoderFallbackBuffer errorFallbackBuffer = ( new EncoderExceptionFallback() ).CreateFallbackBuffer();
                errorFallbackBuffer.Fallback( charUnknown, index ); 
                return false; 
            }
        } 

        public override bool Fallback( char charUnknownHigh, char charUnknownLow, int index ) {
            //
            if ( !char.IsSurrogatePair( charUnknownHigh, charUnknownLow ) ) { 
                throw XmlConvert.CreateInvalidSurrogatePairException( charUnknownHigh, charUnknownLow );
            } 
 
            // If we are already in fallback, throw, it's probably at the suspect character in charEntity
            if ( charEntityIndex >= 0 ) { 
                (new EncoderExceptionFallbackBuffer()).Fallback( charUnknownHigh, charUnknownLow, index );
            }

            if ( parent.CanReplaceAt( index ) ) { 
                // Create the replacement character entity
                charEntity = string.Format( CultureInfo.InvariantCulture, "&#x{0:X};", new object[] { char.ConvertToUtf32( charUnknownHigh, charUnknownLow ) } ); 
                charEntityIndex = 0; 
                return true;
            } 
            else {
                EncoderFallbackBuffer errorFallbackBuffer = ( new EncoderExceptionFallback() ).CreateFallbackBuffer();
                errorFallbackBuffer.Fallback( charUnknownHigh, charUnknownLow, index );
                return false; 
            }
        } 
 
        public override char GetNextChar() {
            if ( charEntityIndex == -1 ) { 
                return (char)0;
            }
            else {
                Debug.Assert( charEntityIndex < charEntity.Length ); 
                char ch = charEntity[charEntityIndex++];
                if ( charEntityIndex == charEntity.Length ) { 
                    charEntityIndex = -1; 
                }
                return ch; 
            }
        }

        public override bool MovePrevious() { 
            if ( charEntityIndex == -1 ) {
                return false; 
            } 
            else {
                Debug.Assert( charEntityIndex < charEntity.Length ); 
                if ( charEntityIndex > 0 ) {
                    charEntityIndex--;
                    return true;
                } 
                else {
                    return false; 
                } 
            }
        } 


        public override int Remaining {
            get { 
                if ( charEntityIndex == -1 ) {
                    return 0; 
                } 
                else {
                    return charEntity.Length - charEntityIndex; 
                }
            }
        }
 
        public override void Reset() {
            charEntityIndex = -1; 
        } 
    }
} 

// File provided for Reference Use Only by Microsoft Corporation (c) 2007.
// Copyright (c) Microsoft Corporation. All rights reserved.


                        

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