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 Single bytes (\\C metachar) |
31 | */ |
32 | |
33 | |
34 | #include "ComponentByte.h" |
35 | |
36 | #include "buildstate.h" |
37 | #include "position.h" |
38 | #include "position_info.h" |
39 | #include "nfagraph/ng_builder.h" |
40 | #include "util/charreach.h" |
41 | |
42 | using namespace std; |
43 | |
44 | namespace ue2 { |
45 | |
46 | ComponentByte::ComponentByte() |
47 | : position(GlushkovBuildState::POS_UNINITIALIZED) {} |
48 | |
49 | ComponentByte::~ComponentByte() {} |
50 | |
51 | ComponentByte *ComponentByte::clone() const { |
52 | return new ComponentByte(*this); |
53 | } |
54 | |
55 | vector<PositionInfo> ComponentByte::first() const { |
56 | return vector<PositionInfo>(1, PositionInfo(position)); |
57 | } |
58 | |
59 | vector<PositionInfo> ComponentByte::last() const { |
60 | return vector<PositionInfo>(1, PositionInfo(position)); |
61 | } |
62 | |
63 | void ComponentByte::notePositions(GlushkovBuildState &bs) { |
64 | NFABuilder &builder = bs.getBuilder(); |
65 | position = builder.makePositions(1); |
66 | builder.addCharReach(position, CharReach::dot()); |
67 | builder.setNodeReportID(position, 0 /* offset adj */); |
68 | } |
69 | |
70 | } // namespace ue2 |
71 | |