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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. 
 */ 
 
#ifndef ROSE_BUILD_CASTLE_H 
#define ROSE_BUILD_CASTLE_H 
 
#include "rose_graph.h" 
 
#include <set> 
 
namespace ue2 { 
 
class RoseBuildImpl; 
struct left_id; 
struct ue2_literal; 
 
/** 
 * Runs over all rose infix/suffix engines and converts those that are pure 
 * repeats with one report into CastleProto engines. 
 */ 
void makeCastles(RoseBuildImpl &tbi); 
 
/** 
 * Identifies all the CastleProto prototypes that are small enough that they 
 * would be better implemented as NFAs, and converts them back to NGHolder 
 * prototypes. 
 * 
 * Returns true if any changes were made. 
 */ 
bool unmakeCastles(RoseBuildImpl &tbi); 
 
/** 
 * Runs over all the Castle engine prototypes in the graph and ensures that 
 * they have tops in a contiguous range, ready for construction. 
 */ 
void remapCastleTops(RoseBuildImpl &tbi); 
 
bool triggerKillsRoseCastle(const RoseBuildImpl &tbi, const left_id &left, 
                            const std::set<ue2_literal> &all_lits, 
                            const RoseEdge &e); 
 
} 
 
#endif