/* * Copyright (c) 2015-2016, Intel Corporation * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * * Redistributions of source code must retain the above copyright notice, * this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of Intel Corporation nor the names of its contributors * may be used to endorse or promote products derived from this software * without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. */ /** \file * \brief Class for representing character reachability. * * This is a simple (but hopefully fast) class for representing 8-bit character * reachability, along with a bunch of useful operations. */ #include "ue2common.h" #include "charreach.h" #include "charreach_util.h" #include "compare.h" #include "unicode_def.h" #include #include namespace ue2 { /// Switch on the bits corresponding to the characters in \a s. void CharReach::set(const std::string &s) { for (const auto &c : s) { set(c); } } /// Do we only contain bits representing alpha characters? bool CharReach::isAlpha() const { if (none()) { return false; } for (size_t i = find_first(); i != npos; i = find_next(i)) { if (!ourisalpha((char)i)) { return false; } } return true; } /// Do we represent an uppercase/lowercase pair? bool CharReach::isCaselessChar() const { if (count() != 2) { return false; } size_t first = find_first(); size_t second = find_next(first); assert(first != npos && second != npos); return (char)first == mytoupper((char)second); } /// Do we represent a cheapskate caseless set? bool CharReach::isBit5Insensitive() const { for (size_t i = find_first(); i != npos; i = find_next(i)) { if (!test((char)i ^ 0x20)) { return false; } } return true; } /// Return a string containing the characters that are switched on. std::string CharReach::to_string() const { std::string s; for (size_t i = find_first(); i != npos; i = find_next(i)) { s += (char)i; } return s; } /** \brief True iff there is a non-empty intersection between \a and \a b */ bool overlaps(const CharReach &a, const CharReach &b) { return (a & b).any(); } /** \brief True iff \a small is a subset of \a big. */ bool isSubsetOf(const CharReach &small, const CharReach &big) { return small.isSubsetOf(big); } /// True if this character class is a subset of \a other. bool CharReach::isSubsetOf(const CharReach &other) const { return (bits & other.bits) == bits; } void make_caseless(CharReach *cr) { for (char c = 'A'; c <= 'Z'; c++) { if (cr->test(c) || cr->test(mytolower(c))) { cr->set(c); cr->set(mytolower(c)); } } } bool isutf8ascii(const CharReach &cr) { return (cr & ~CharReach(0x0, 0x7f)).none(); } bool isutf8start(const CharReach &cr) { return (cr & CharReach(0x0, UTF_CONT_MAX)).none(); } void fill_bitvector(const CharReach &cr, u8 *bits) { assert(bits); std::fill_n(bits, 32, 0); for (size_t i = cr.find_first(); i != cr.npos; i = cr.find_next(i)) { bits[i / 8U] |= (u8)1U << (i % 8U); } } void make_and_cmp_mask(const CharReach &cr, u8 *and_mask, u8 *cmp_mask) { u8 lo = 0xff; u8 hi = 0; for (size_t c = cr.find_first(); c != cr.npos; c = cr.find_next(c)) { hi |= (u8)c; lo &= (u8)c; } *and_mask = ~(lo ^ hi); *cmp_mask = lo; } } // namespace ue2