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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 Sequence of Component objects. 
 */ 
 
#ifndef COMPONENT_SEQUENCE_H 
#define COMPONENT_SEQUENCE_H 
 
#include "Component.h" 
#include "ComponentRepeat.h" // for ComponentRepeat::RepeatType 
#include "ue2common.h" 
 
#include <memory> 
#include <set> 
#include <vector> 
 
namespace ue2 { 
 
class ComponentAlternation; 
class GlushkovBuildState; 
 
// Encapsulates a number of sub expressions to be applied sequentially 
class ComponentSequence : public Component { 
    friend class DumpVisitor; 
    friend class PrintVisitor; 
    friend class SimplifyVisitor; 
public: 
    /** \brief capture index representing a sequence that ISN'T capturing */ 
    static constexpr unsigned int NOT_CAPTURED = 65536; 
 
    ComponentSequence(); 
    ~ComponentSequence() override; 
    ComponentSequence *clone() const override; 
    Component *accept(ComponentVisitor &v) override; 
    void accept(ConstComponentVisitor &v) const override; 
 
    bool addRepeat(u32 min, u32 max, ComponentRepeat::RepeatType type); 
 
    // overridden by ComponentCondReference, which can only have 1 or 2 
    // branches. 
    virtual void addAlternation(); 
 
    virtual void finalize(); 
 
    void addComponent(std::unique_ptr<Component> comp); 
 
    std::vector<PositionInfo> first() const override; 
    std::vector<PositionInfo> last() const override; 
    bool empty(void) const override; 
    bool vacuous_everywhere() const override; 
    void notePositions(GlushkovBuildState &bs) override; 
    void buildFollowSet(GlushkovBuildState &bs, 
                        const std::vector<PositionInfo> &lastPos) override; 
    bool checkEmbeddedStartAnchor(bool at_start) const override; 
    bool checkEmbeddedEndAnchor(bool at_end) const override; 
 
    void optimise(bool connected_to_sds) override; 
 
    void setCaptureIndex(unsigned int idx) { capture_index = idx; } 
    unsigned int getCaptureIndex() const { return capture_index; } 
    void setCaptureName(const std::string &s) { capture_name = s; } 
    const std::string &getCaptureName() const { return capture_name; } 
 
    virtual const std::vector<std::unique_ptr<Component>> &getChildren() const { 
        return children; 
    } 
 
protected: 
    ComponentSequence(const ComponentSequence &other); 
 
    std::vector<std::unique_ptr<Component>> children; 
    std::unique_ptr<ComponentAlternation> alternation; 
 
private: 
    unsigned int capture_index; 
    std::string capture_name; //!< empty means no name 
}; 
 
} // namespace ue2 
 
#endif