internal override void Execute(Processor processor, ActionFrame frame) {
Debug.Assert(processor != null && frame != null);
while (processor.CanContinue) {
switch (frame.State) {
case Initialized:
if (!frame.Node.HasAttributes || frame.Node.MoveToFirstAttribute() == false) {
frame.Finished();
break;
}
frame.State = BeginEvent;
goto case BeginEvent;
case BeginEvent:
Debug.Assert(frame.State == BeginEvent);
Debug.Assert(frame.Node.NodeType == XPathNodeType.Attribute);
if (SendBeginEvent(processor, frame.Node) == false) {
// This one wasn't output
break;
}
frame.State = TextEvent;
continue;
case TextEvent:
Debug.Assert(frame.State == TextEvent);
Debug.Assert(frame.Node.NodeType == XPathNodeType.Attribute);
if (SendTextEvent(processor, frame.Node) == false) {
// This one wasn't output
break;
}
frame.State = EndEvent;
continue;
case EndEvent:
Debug.Assert(frame.State == EndEvent);
Debug.Assert(frame.Node.NodeType == XPathNodeType.Attribute);
if (SendEndEvent(processor, frame.Node) == false) {
// This one wasn't output
break;
}
frame.State = Advance;
continue;
case Advance:
Debug.Assert(frame.State == Advance);
Debug.Assert(frame.Node.NodeType == XPathNodeType.Attribute);
if (frame.Node.MoveToNextAttribute()) {
frame.State = BeginEvent;
continue;
}
else {
frame.Node.MoveToParent();
frame.Finished();
break;
}
}
break;
}// while (processor.CanContinue)
}