/* * 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 Visitor base class for working with the component tree. */ #ifndef COMPONENTVISITOR_H #define COMPONENTVISITOR_H namespace ue2 { class AsciiComponentClass; class Component; class ComponentAlternation; class ComponentAssertion; class ComponentAtomicGroup; class ComponentBackReference; class ComponentBoundary; class ComponentByte; class ComponentClass; class ComponentCondReference; class ComponentEmpty; class ComponentEUS; class ComponentRepeat; class ComponentSequence; class ComponentWordBoundary; class UTF8ComponentClass; /** * \brief Visitor base class for working with the component tree. * * Our approach to implementing the visitor pattern for traversing (and * optionally mutating) the Component tree for a pattern. Each _visit_ function * takes a Component subclass pointer in and returns a Component pointer. That * pointer can have several values, dictating what the containing Component * should do: * * 1. If ptr == c, then do nothing. * 2. If ptr == nullptr, then remove c from the tree. * 3. If ptr != c && ptr != nullptr, then replace c with ptr. * * Traversal order is pre-order. * * After a Component's subcomponents have been visited, the _post_ function for * that Component will be called. */ class ComponentVisitor { public: virtual ~ComponentVisitor(); virtual Component *visit(AsciiComponentClass *c) = 0; virtual Component *visit(ComponentAlternation *c) = 0; virtual Component *visit(ComponentAssertion *c) = 0; virtual Component *visit(ComponentAtomicGroup *c) = 0; virtual Component *visit(ComponentBackReference *c) = 0; virtual Component *visit(ComponentBoundary *c) = 0; virtual Component *visit(ComponentByte *c) = 0; virtual Component *visit(ComponentCondReference *c) = 0; virtual Component *visit(ComponentEmpty *c) = 0; virtual Component *visit(ComponentEUS *c) = 0; virtual Component *visit(ComponentRepeat *c) = 0; virtual Component *visit(ComponentSequence *c) = 0; virtual Component *visit(ComponentWordBoundary *c) = 0; virtual Component *visit(UTF8ComponentClass *c) = 0; virtual void post(AsciiComponentClass *c) = 0; virtual void post(ComponentAlternation *c) = 0; virtual void post(ComponentAssertion *c) = 0; virtual void post(ComponentAtomicGroup *c) = 0; virtual void post(ComponentBackReference *c) = 0; virtual void post(ComponentBoundary *c) = 0; virtual void post(ComponentByte *c) = 0; virtual void post(ComponentCondReference *c) = 0; virtual void post(ComponentEmpty *c) = 0; virtual void post(ComponentEUS *c) = 0; virtual void post(ComponentRepeat *c) = 0; virtual void post(ComponentSequence *c) = 0; virtual void post(ComponentWordBoundary *c) = 0; virtual void post(UTF8ComponentClass *c) = 0; }; /** * \brief Concrete subclass of ComponentVisitor with default behaviour, * allowing you to just implement the member functions you need. */ class DefaultComponentVisitor : public ComponentVisitor { public: DefaultComponentVisitor(); ~DefaultComponentVisitor() override; Component *visit(AsciiComponentClass *c) override; Component *visit(ComponentAlternation *c) override; Component *visit(ComponentAssertion *c) override; Component *visit(ComponentAtomicGroup *c) override; Component *visit(ComponentBackReference *c) override; Component *visit(ComponentBoundary *c) override; Component *visit(ComponentByte *c) override; Component *visit(ComponentCondReference *c) override; Component *visit(ComponentEmpty *c) override; Component *visit(ComponentEUS *c) override; Component *visit(ComponentRepeat *c) override; Component *visit(ComponentSequence *c) override; Component *visit(ComponentWordBoundary *c) override; Component *visit(UTF8ComponentClass *c) override; void post(AsciiComponentClass *c) override; void post(ComponentAlternation *c) override; void post(ComponentAssertion *c) override; void post(ComponentAtomicGroup *c) override; void post(ComponentBackReference *c) override; void post(ComponentBoundary *c) override; void post(ComponentByte *c) override; void post(ComponentCondReference *c) override; void post(ComponentEmpty *c) override; void post(ComponentEUS *c) override; void post(ComponentRepeat *c) override; void post(ComponentSequence *c) override; void post(ComponentWordBoundary *c) override; void post(UTF8ComponentClass *c) override; }; } // namespace ue2 #endif // COMPONENTVISITOR_H