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/*
* 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
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