vectorscan/src/parser/AsciiComponentClass.cpp
Justin Viiret 25a01e1c3c Unify handling of caseless flag in class parser
Apply caselessness to each element added to a class, rather than all at
finalize time (which required separated ucp dnf and-ucp working data).

Unifies the behaviour of AsciiComponentClass and Utf8ComponentClass in
this respect.
2015-12-07 09:07:37 +11:00

161 lines
4.7 KiB
C++

/*
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/** \file
* \brief Character classes and their mnemonics.
*/
#include "AsciiComponentClass.h"
#include "Utf8ComponentClass.h"
#include "buildstate.h"
#include "parse_error.h"
#include "position.h"
#include "position_info.h"
#include "nfagraph/ng_builder.h"
#include "util/charreach_util.h"
using namespace std;
namespace ue2 {
AsciiComponentClass::AsciiComponentClass(const ParseMode &mode_in)
: ComponentClass(mode_in), position(GlushkovBuildState::POS_UNINITIALIZED) {
assert(!mode.utf8);
}
AsciiComponentClass *AsciiComponentClass::clone() const {
return new AsciiComponentClass(*this);
}
bool AsciiComponentClass::class_empty(void) const {
assert(finalized);
return cr.none();
}
void AsciiComponentClass::createRange(unichar to) {
assert(range_start <= 0xff);
unsigned char from = (u8)range_start;
if (from > to) {
throw LocatedParseError("Range out of order in character class");
}
in_cand_range = false;
CharReach ncr(from, to);
if (mode.caseless) {
make_caseless(&ncr);
}
cr |= ncr;
range_start = INVALID_UNICODE;
}
void AsciiComponentClass::notePositions(GlushkovBuildState &bs) {
// We should always be finalized by now.
assert(finalized);
NFABuilder &builder = bs.getBuilder();
position = builder.makePositions(1);
builder.addCharReach(position, cr);
builder.setNodeReportID(position, 0 /* offset adj */);
recordPosBounds(position, position + 1);
}
void AsciiComponentClass::buildFollowSet(GlushkovBuildState &,
const vector<PositionInfo> &) {
// all follow set construction is handled by firsts/lasts
}
void AsciiComponentClass::add(PredefinedClass c, bool negative) {
if (in_cand_range) { // can't form a range here
throw LocatedParseError("Invalid range in character class");
}
DEBUG_PRINTF("getting %u %s\n", (u32)c, negative ? "^" : "");
if (mode.ucp) {
c = translateForUcpMode(c, mode);
}
// Note: caselessness is handled by getPredefinedCharReach.
CharReach pcr = getPredefinedCharReach(c, mode);
if (negative) {
pcr.flip();
}
cr |= pcr;
range_start = INVALID_UNICODE;
in_cand_range = false;
}
void AsciiComponentClass::add(unichar c) {
DEBUG_PRINTF("adding \\x%02x\n", c);
if (c > 0xff) { // too big!
throw LocatedParseError("Hexadecimal value is greater than \\xFF");
}
if (in_cand_range) {
createRange(c);
return;
}
CharReach ncr(c, c);
if (mode.caseless) {
make_caseless(&ncr);
}
cr |= ncr;
range_start = c;
}
void AsciiComponentClass::finalize() {
if (finalized) {
return;
}
// Handle unclosed ranges, like '[a-]' and '[a-\Q\E]' -- in these cases the
// dash is a literal dash.
if (in_cand_range) {
cr.set('-');
in_cand_range = false;
}
if (m_negate) {
cr.flip();
}
finalized = true;
}
vector<PositionInfo> AsciiComponentClass::first(void) const {
return vector<PositionInfo>(1, PositionInfo(position));
}
vector<PositionInfo> AsciiComponentClass::last(void) const {
return vector<PositionInfo>(1, PositionInfo(position));
}
} // namespace ue2