/* * Copyright (c) 2015, Intel Corporation * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * * Redistributions of source code must retain the above copyright notice, * this list of conditions and the following disclaimer. * * 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. * * Neither the name of Intel Corporation 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 THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS 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. */ /** \file * \brief Character classes and their mnemonics. */ #include "AsciiComponentClass.h" #include "Utf8ComponentClass.h" #include "buildstate.h" #include "parse_error.h" #include "position.h" #include "position_info.h" #include "nfagraph/ng_builder.h" #include "util/charreach_util.h" using namespace std; namespace ue2 { AsciiComponentClass::AsciiComponentClass(const ParseMode &mode_in) : ComponentClass(mode_in), position(GlushkovBuildState::POS_UNINITIALIZED) { assert(!mode.utf8); } AsciiComponentClass *AsciiComponentClass::clone() const { return new AsciiComponentClass(*this); } bool AsciiComponentClass::class_empty(void) const { assert(finalized); return cr.none(); } void AsciiComponentClass::createRange(unichar to) { assert(range_start <= 0xff); unsigned char from = (u8)range_start; if (from > to) { throw LocatedParseError("Range out of order in character class"); } in_cand_range = false; CharReach ncr(from, to); if (mode.caseless) { make_caseless(&ncr); } cr |= ncr; range_start = INVALID_UNICODE; } void AsciiComponentClass::notePositions(GlushkovBuildState &bs) { // We should always be finalized by now. assert(finalized); NFABuilder &builder = bs.getBuilder(); position = builder.makePositions(1); builder.addCharReach(position, cr); builder.setNodeReportID(position, 0 /* offset adj */); recordPosBounds(position, position + 1); } void AsciiComponentClass::buildFollowSet(GlushkovBuildState &, const vector<PositionInfo> &) { // all follow set construction is handled by firsts/lasts } void AsciiComponentClass::add(PredefinedClass c, bool negative) { if (in_cand_range) { // can't form a range here throw LocatedParseError("Invalid range in character class"); } DEBUG_PRINTF("getting %u %s\n", (u32)c, negative ? "^" : ""); if (mode.ucp) { c = translateForUcpMode(c, mode); } // Note: caselessness is handled by getPredefinedCharReach. CharReach pcr = getPredefinedCharReach(c, mode); if (negative) { pcr.flip(); } cr |= pcr; range_start = INVALID_UNICODE; in_cand_range = false; } void AsciiComponentClass::add(unichar c) { DEBUG_PRINTF("adding \\x%02x\n", c); if (c > 0xff) { // too big! throw LocatedParseError("Hexadecimal value is greater than \\xFF"); } if (in_cand_range) { createRange(c); return; } CharReach ncr(c, c); if (mode.caseless) { make_caseless(&ncr); } cr |= ncr; range_start = c; } void AsciiComponentClass::finalize() { if (finalized) { return; } // Handle unclosed ranges, like '[a-]' and '[a-\Q\E]' -- in these cases the // dash is a literal dash. if (in_cand_range) { cr.set('-'); in_cand_range = false; } if (m_negate) { cr.flip(); } finalized = true; } vector<PositionInfo> AsciiComponentClass::first(void) const { return vector<PositionInfo>(1, PositionInfo(position)); } vector<PositionInfo> AsciiComponentClass::last(void) const { return vector<PositionInfo>(1, PositionInfo(position)); } } // namespace ue2