/* * Copyright (c) 2015, 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 Extended Unicode sequences (\\X) */ #include "ComponentEUS.h" #include "buildstate.h" #include "position.h" #include "position_info.h" #include "Parser.h" #include "nfagraph/ng_builder.h" #include "util/charreach.h" using namespace std; namespace ue2 { ComponentEUS::ComponentEUS(u32 loc_in, const ParseMode &mode) : loc(loc_in), utf8(mode.utf8), position(GlushkovBuildState::POS_UNINITIALIZED) {} ComponentEUS::~ComponentEUS() {} ComponentEUS * ComponentEUS::clone() const { return new ComponentEUS(*this); } vector ComponentEUS::first() const { return vector(1, PositionInfo(position)); } vector ComponentEUS::last() const { return vector(1, PositionInfo(position)); } void ComponentEUS::notePositions(GlushkovBuildState &bs) { NFABuilder &builder = bs.getBuilder(); position = builder.makePositions(1); builder.addCharReach(position, CharReach::dot()); builder.setNodeReportID(position, 0 /* offset adj */); if (utf8) { /* we are prefiltering, turn to.+ */ builder.addEdge(position, position); } } } // namespace ue2