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/*
* Copyright (c) 2015-2016, 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.
*/
#include "Utf8ComponentClass.h"
#include <algorithm>
using namespace std;
namespace ue2 {
#define UCP_FN(cat) \
CodePointSet getUcp##cat(void) { \
CodePointSet rv; \
for (u32 i = 0; i < ARRAY_LENGTH(ucp_##cat##_def); i += 2) { \
rv.setRange(ucp_##cat##_def[i], ucp_##cat##_def[i + 1]); \
} \
return rv; \
}
struct unicase {
unichar base;
unichar caseless;
};
} // namespace ue2
#define UCP_TABLE_DEFINE_FN
#include "ucp_table.h"
namespace ue2 {
static
bool operator<(const unicase &a, const unicase &b) {
if (a.base < b.base) {
return true;
}
if (a.base > b.base) {
return false;
}
return a.caseless < b.caseless;
}
void make_caseless(CodePointSet *cps) {
assert(cps);
DEBUG_PRINTF("hello\n");
// Cheap optimisation: if we are empty or a dot, we're already caseless.
if (cps->begin() == cps->end()) {
DEBUG_PRINTF("empty\n");
return;
}
if (lower(*cps->begin()) == 0 && upper(*cps->begin()) == MAX_UNICODE) {
DEBUG_PRINTF("dot\n");
return;
}
CodePointSet base = *cps;
auto uc_begin = begin(ucp_caseless_def);
auto uc_end = end(ucp_caseless_def);
DEBUG_PRINTF("uc len %zd\n", distance(uc_begin, uc_end));
for (const auto &elem : base) {
unichar b = lower(elem);
unichar e = upper(elem) + 1;
for (; b < e; b++) {
DEBUG_PRINTF("decasing %x\n", b);
unicase test = {b, 0}; /* NUL is not a caseless version of anything,
* so we are ok */
uc_begin = lower_bound(uc_begin, uc_end, test);
if (uc_begin == uc_end) {
DEBUG_PRINTF("EOL\n");
return;
}
while (uc_begin != uc_end && uc_begin->base == b) {
DEBUG_PRINTF("at {%x,%x}\n", uc_begin->base, uc_begin->caseless);
cps->set(uc_begin->caseless);
++uc_begin;
}
}
}
}
/** \brief Flip the case of the codepoint in c, if possible.
*
* Note that this assumes a one-to-one case mapping, which (though not
* realistic) is what PCRE does. */
bool flip_case(unichar *c) {
assert(c);
const unicase test = { *c, 0 };
const auto uc_begin = begin(ucp_caseless_def);
const auto uc_end = end(ucp_caseless_def);
const auto f = lower_bound(uc_begin, uc_end, test);
if (f != uc_end && f->base == *c) {
DEBUG_PRINTF("flipped c=%x to %x\n", *c, f->caseless);
*c = f->caseless;
return true;
}
return false;
}
} // namespace ue2
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