| 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 Lookahead/lookbehind zero-width assertions. |
| 31 | */ |
| 32 | #include "ComponentAssertion.h" |
| 33 | #include "buildstate.h" |
| 34 | #include "position.h" |
| 35 | #include "position_info.h" |
| 36 | #include "ue2common.h" |
| 37 | |
| 38 | #include <cassert> |
| 39 | #include <algorithm> |
| 40 | |
| 41 | using namespace std; |
| 42 | |
| 43 | namespace ue2 { |
| 44 | |
| 45 | ComponentAssertion::ComponentAssertion(enum Direction dir, enum Sense sense) |
| 46 | : m_dir(dir), m_sense(sense) {} |
| 47 | |
| 48 | ComponentAssertion::~ComponentAssertion() { } |
| 49 | |
| 50 | ComponentAssertion *ComponentAssertion::clone() const { |
| 51 | return new ComponentAssertion(*this); |
| 52 | } |
| 53 | |
| 54 | Component * ComponentAssertion::accept(ComponentVisitor &v) { |
| 55 | Component *c = v.visit(this); |
| 56 | if (c != this) { |
| 57 | v.post(this); |
| 58 | return c; |
| 59 | } |
| 60 | |
| 61 | for (auto i = children.begin(), e = children.end(); i != e; ++i) { |
| 62 | Component *child = i->get(); |
| 63 | c = (*i)->accept(v); |
| 64 | if (c != child) { |
| 65 | // Child has been replaced (new Component pointer) or we've been |
| 66 | // instructed to delete it (null). |
| 67 | i->reset(c); |
| 68 | } |
| 69 | } |
| 70 | |
| 71 | // Remove deleted children. |
| 72 | children.erase(remove(children.begin(), children.end(), nullptr), |
| 73 | children.end()); |
| 74 | |
| 75 | v.post(this); |
| 76 | return this; |
| 77 | } |
| 78 | |
| 79 | void ComponentAssertion::accept(ConstComponentVisitor &v) const { |
| 80 | v.pre(*this); |
| 81 | for (auto i = children.begin(), e = children.end(); i != e; ++i) { |
| 82 | (*i)->accept(v); |
| 83 | if (i + 1 != e) { |
| 84 | v.during(*this); |
| 85 | } |
| 86 | } |
| 87 | |
| 88 | v.post(*this); |
| 89 | } |
| 90 | |
| 91 | vector<PositionInfo> ComponentAssertion::first() const { |
| 92 | assert(0); |
| 93 | return vector<PositionInfo>(); |
| 94 | } |
| 95 | |
| 96 | vector<PositionInfo> ComponentAssertion::last() const { |
| 97 | assert(0); |
| 98 | return vector<PositionInfo>(); |
| 99 | } |
| 100 | |
| 101 | bool ComponentAssertion::empty() const { |
| 102 | return true; |
| 103 | } |
| 104 | |
| 105 | void ComponentAssertion::notePositions(GlushkovBuildState &) { |
| 106 | assert(0); |
| 107 | } |
| 108 | |
| 109 | void ComponentAssertion::buildFollowSet(GlushkovBuildState &, |
| 110 | const vector<PositionInfo> &) { |
| 111 | assert(0); |
| 112 | } |
| 113 | |
| 114 | bool ComponentAssertion::repeatable() const { |
| 115 | // If this assertion has no children (it's an empty sequence, like that |
| 116 | // produced by '(?!)') then PCRE would throw a "nothing to repeat" error. |
| 117 | // So we do as well. |
| 118 | return !children.empty(); |
| 119 | } |
| 120 | |
| 121 | } // namespace ue2 |
| 122 | |