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typedef struct { | |
// These fields are internal state and not considered part of the public interface. | |
Node *parent; | |
int next_index; | |
// This field is public and valid to read after a call to next that returns true. | |
Node *child; | |
} Iter; | |
Iter iter_children(Node *node) { | |
return (Iter){.parent = node}; | |
} | |
bool iter_next(Iter *iter) { | |
Node *node = iter->parent; | |
switch (node->type) { | |
case MESH: | |
// Mesh nodes have no children | |
return false; | |
case TRANSFORM: | |
// Transform nodes have a variable number of children stored in an array. | |
if (iter->next_index < node->transform.num_children) { | |
iter->child = node->transform.children[iter->next_index++]; | |
return true; | |
} else { | |
return false; | |
} | |
// ... | |
} | |
} | |
void print_node(Node *node, int level) { | |
print_indent(level); | |
switch (node->type) { | |
case MESH: | |
print_mesh(node->mesh); | |
break; | |
// ... | |
} | |
Iter iter = iter_children(node); | |
while (iter_next(&iter)) { // Or you can use (Iter iter = ...; iter_next(...);) { ... } | |
// When next returns true it means there's another item, and iter's public fields are updated and valid to read. | |
print_node(iter.child, level + 1); | |
} | |
// An iterator might own resources that need clean-up (e.g. a directory enumerator owns OS directory handles). | |
// I usually make it so that if you exhaust the sequence with next it cleans up after itself. But you need to support | |
// terminating iteration prematurely (like an early break), so you should expose an iter_finish(&iter) function which | |
// does clean-up explicitly and acts as a no-op if it's already cleaned up. That way the API user doesn't need to condition | |
// the iter_finish call on whether they terminated early or not. | |
} |
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