1/*
2 * Copyright (c) 2015, Intel Corporation
3 *
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5 * modification, are permitted provided that the following conditions are met:
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9 * * Redistributions in binary form must reproduce the above copyright
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12 * * Neither the name of Intel Corporation nor the names of its contributors
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15 *
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17 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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27 */
28
29/** \file
30 * \brief Word Boundary Assertion (\\b or \\B)
31 */
32
33#ifndef _RE_COMPONENTWORDBOUNDARY_H_
34#define _RE_COMPONENTWORDBOUNDARY_H_
35
36#include "Component.h"
37#include "position.h"
38
39namespace ue2 {
40
41struct ParseMode;
42
43/** \brief Encapsulates a positive (\\b) or negative (\\B) word boundary
44 * assertion. */
45class ComponentWordBoundary : public Component {
46 friend class DumpVisitor;
47 friend class PrintVisitor;
48 friend class UnsupportedVisitor;
49public:
50 ComponentWordBoundary(u32 loc, bool negated, const ParseMode &mode);
51 ~ComponentWordBoundary() override;
52 ComponentWordBoundary *clone() const override;
53
54 Component *accept(ComponentVisitor &v) override {
55 Component *c = v.visit(this);
56 v.post(this);
57 return c;
58 }
59
60 void accept(ConstComponentVisitor &v) const override {
61 v.pre(*this);
62 v.during(*this);
63 v.post(*this);
64 }
65
66 std::vector<PositionInfo> first() const override;
67 std::vector<PositionInfo> last() const override;
68 bool empty() const override;
69 bool repeatable() const override;
70 void notePositions(GlushkovBuildState &bs) override;
71 void buildFollowSet(GlushkovBuildState &bs,
72 const std::vector<PositionInfo> &lastPos) override;
73
74 void setPrefilter(bool p) { prefilter = p; }
75
76private:
77 u32 loc; //!< location in pattern for error reporting.
78 Position position;
79 bool negated;
80 bool ucp;
81 bool prefilter; //!< set by PrefilterVisitor, this is ugly
82
83 ComponentWordBoundary(const ComponentWordBoundary &other)
84 : Component(other), loc(other.loc), position(other.position),
85 negated(other.negated), ucp(other.ucp), prefilter(other.prefilter) {}
86};
87
88} // namespace ue2
89
90#endif
91