| 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 Word Boundary Assertion (\\b or \\B) |
| 31 | */ |
| 32 | #include "ComponentWordBoundary.h" |
| 33 | #include "buildstate.h" |
| 34 | #include "parse_error.h" |
| 35 | #include "Parser.h" |
| 36 | #include "position_info.h" |
| 37 | #include "nfagraph/ng_builder.h" |
| 38 | |
| 39 | using namespace std; |
| 40 | |
| 41 | namespace ue2 { |
| 42 | |
| 43 | ComponentWordBoundary::ComponentWordBoundary(u32 loc_in, bool neg, |
| 44 | const ParseMode &mode) |
| 45 | : loc(loc_in), position(GlushkovBuildState::POS_UNINITIALIZED), |
| 46 | negated(neg), ucp(mode.ucp), prefilter(false) {} |
| 47 | |
| 48 | ComponentWordBoundary::~ComponentWordBoundary() { |
| 49 | // empty |
| 50 | } |
| 51 | |
| 52 | ComponentWordBoundary * ComponentWordBoundary::clone() const { |
| 53 | return new ComponentWordBoundary(*this); |
| 54 | } |
| 55 | |
| 56 | vector<PositionInfo> ComponentWordBoundary::first() const { |
| 57 | vector<PositionInfo> firsts; |
| 58 | firsts.push_back(position); |
| 59 | return firsts; |
| 60 | } |
| 61 | |
| 62 | vector<PositionInfo> ComponentWordBoundary::last() const { |
| 63 | // Same as firsts |
| 64 | return first(); |
| 65 | } |
| 66 | |
| 67 | bool ComponentWordBoundary::empty() const { |
| 68 | return false; |
| 69 | } |
| 70 | |
| 71 | bool ComponentWordBoundary::repeatable() const { |
| 72 | return false; |
| 73 | } |
| 74 | |
| 75 | void ComponentWordBoundary::notePositions(GlushkovBuildState &bs) { |
| 76 | NFABuilder &builder = bs.getBuilder(); |
| 77 | position = builder.makePositions(1); |
| 78 | |
| 79 | if (ucp) { |
| 80 | assert(prefilter); // only in prefiltering mode! |
| 81 | if (negated) { |
| 82 | builder.setAssertFlag(position, POS_FLAG_ASSERT_WORD_TO_WORD_UCP |
| 83 | | POS_FLAG_ASSERT_NONWORD_TO_NONWORD_UCP); |
| 84 | } else { |
| 85 | builder.setAssertFlag(position, POS_FLAG_ASSERT_WORD_TO_NONWORD_UCP |
| 86 | | POS_FLAG_ASSERT_NONWORD_TO_WORD_UCP); |
| 87 | } |
| 88 | } else { |
| 89 | if (negated) { |
| 90 | builder.setAssertFlag(position, POS_FLAG_ASSERT_WORD_TO_WORD |
| 91 | | POS_FLAG_ASSERT_NONWORD_TO_NONWORD); |
| 92 | } else { |
| 93 | builder.setAssertFlag(position, POS_FLAG_ASSERT_WORD_TO_NONWORD |
| 94 | | POS_FLAG_ASSERT_NONWORD_TO_WORD); |
| 95 | } |
| 96 | } |
| 97 | recordPosBounds(position, position + 1); |
| 98 | } |
| 99 | |
| 100 | void ComponentWordBoundary::buildFollowSet(GlushkovBuildState&, |
| 101 | const vector<PositionInfo>&) { |
| 102 | // No internal connections, nowt to do |
| 103 | } |
| 104 | |
| 105 | } // namespace ue2 |
| 106 | |