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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 Extended Unicode sequences (\\X)
*/
#ifndef _RE_COMPONENTEXTENDEDUNICODESEQUENCE_H_
#define _RE_COMPONENTEXTENDEDUNICODESEQUENCE_H_
#include "Component.h"
namespace ue2 {
struct ParseMode;
class ComponentEUS : public Component {
friend class DumpVisitor;
friend class UnsupportedVisitor;
public:
ComponentEUS(u32 loc, const ParseMode &mode);
~ComponentEUS() override;
ComponentEUS *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);
}
std::vector<PositionInfo> first() const override;
std::vector<PositionInfo> last() const override;
bool empty() const override { return false; }
void notePositions(GlushkovBuildState &bs) override;
void buildFollowSet(GlushkovBuildState &,
const std::vector<PositionInfo> &) override {
// all follow set construction is handled by firsts/lasts
return;
}
private:
u32 loc;
bool utf8;
Position position;
ComponentEUS(const ComponentEUS &other)
: Component(other), loc(other.loc), utf8(other.utf8),
position(other.position) {}
};
} // namespace ue2
#endif
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