1 | /* |
2 | * Copyright (c) 2015, Intel Corporation |
3 | * |
4 | * Redistribution and use in source and binary forms, with or without |
5 | * modification, are permitted provided that the following conditions are met: |
6 | * |
7 | * * Redistributions of source code must retain the above copyright notice, |
8 | * this list of conditions and the following disclaimer. |
9 | * * Redistributions in binary form must reproduce the above copyright |
10 | * notice, this list of conditions and the following disclaimer in the |
11 | * documentation and/or other materials provided with the distribution. |
12 | * * Neither the name of Intel Corporation nor the names of its contributors |
13 | * may be used to endorse or promote products derived from this software |
14 | * without specific prior written permission. |
15 | * |
16 | * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" |
17 | * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
18 | * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE |
19 | * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE |
20 | * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR |
21 | * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF |
22 | * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS |
23 | * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN |
24 | * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) |
25 | * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE |
26 | * POSSIBILITY OF SUCH DAMAGE. |
27 | */ |
28 | |
29 | /** \file |
30 | * \brief Base class for all components. |
31 | */ |
32 | |
33 | |
34 | #include "Component.h" |
35 | |
36 | #include "buildstate.h" |
37 | #include "position.h" |
38 | #include "position_info.h" |
39 | #include "ue2common.h" |
40 | |
41 | using namespace std; |
42 | |
43 | namespace ue2 { |
44 | |
45 | Component::Component() |
46 | : pos_begin(GlushkovBuildState::POS_UNINITIALIZED), |
47 | pos_end(GlushkovBuildState::POS_UNINITIALIZED) {} |
48 | |
49 | Component::~Component() {} |
50 | |
51 | bool Component::repeatable() const { |
52 | return true; |
53 | } |
54 | |
55 | void Component::recordPosBounds(u32 b, u32 e) { |
56 | pos_begin = b; |
57 | pos_end = e; |
58 | } |
59 | |
60 | void Component::optimise(bool) { |
61 | } |
62 | |
63 | bool Component::vacuous_everywhere(void) const { |
64 | return false; |
65 | } |
66 | |
67 | bool Component::checkEmbeddedStartAnchor(bool) const { |
68 | return false; |
69 | } |
70 | |
71 | bool Component::checkEmbeddedEndAnchor(bool) const { |
72 | return false; |
73 | } |
74 | |
75 | } // namespace ue2 |
76 | |