/* * 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. */ #ifndef ASCIICOMPONENTCLASS_H #define ASCIICOMPONENTCLASS_H #include "ComponentClass.h" #include "util/charreach.h" namespace ue2 { class AsciiComponentClass : public ComponentClass { friend class ConstructLiteralVisitor; friend class DumpVisitor; friend class PrintVisitor; friend class CaselessVisitor; friend class SimplifyVisitor; friend class SimplifyCandidatesVisitor; public: explicit AsciiComponentClass(const ParseMode &mode_in); ~AsciiComponentClass() override {} AsciiComponentClass *clone() const override; Component *accept(ComponentVisitor &v) override { Component *c = v.visit(this); v.post(this); return c; } void accept(ConstComponentVisitor &v) const override { v.pre(*this); v.during(*this); v.post(*this); } bool class_empty(void) const override; void add(PredefinedClass c, bool negative) override; void add(unichar c) override; void finalize(void) override; void notePositions(GlushkovBuildState &bs) override; void buildFollowSet(GlushkovBuildState &bs, const std::vector<PositionInfo> &) override; std::vector<PositionInfo> first(void) const override; std::vector<PositionInfo> last(void) const override; protected: void createRange(unichar to) override; private: Position position; CharReach cr; // Private copy ctor. Use clone instead. AsciiComponentClass(const AsciiComponentClass &other) : ComponentClass(other), position(other.position), cr(other.cr) {} }; } // namespace ue2 #endif // ASCIICOMPONENTCLASS_H