1 /*
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16  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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27  */
28 
29 /** \file
30  * \brief Character classes and their mnemonics.
31  */
32 #include "AsciiComponentClass.h"
33 #include "Utf8ComponentClass.h"
34 #include "buildstate.h"
35 #include "parse_error.h"
36 #include "position.h"
37 #include "position_info.h"
38 #include "nfagraph/ng_builder.h"
39 #include "util/charreach_util.h"
40 
41 using namespace std;
42 
43 namespace ue2 {
44 
AsciiComponentClass(const ParseMode & mode_in)45 AsciiComponentClass::AsciiComponentClass(const ParseMode &mode_in)
46     : ComponentClass(mode_in), position(GlushkovBuildState::POS_UNINITIALIZED) {
47     assert(!mode.utf8);
48 }
49 
clone() const50 AsciiComponentClass *AsciiComponentClass::clone() const {
51     return new AsciiComponentClass(*this);
52 }
53 
class_empty(void) const54 bool AsciiComponentClass::class_empty(void) const {
55     assert(finalized);
56     return cr.none();
57 }
58 
createRange(unichar to)59 void AsciiComponentClass::createRange(unichar to) {
60     assert(range_start <= 0xff);
61     unsigned char from = (u8)range_start;
62     if (from > to) {
63         throw LocatedParseError("Range out of order in character class");
64     }
65 
66     in_cand_range = false;
67     CharReach ncr(from, to);
68     if (mode.caseless) {
69         make_caseless(&ncr);
70     }
71     cr |= ncr;
72     range_start = INVALID_UNICODE;
73 }
74 
notePositions(GlushkovBuildState & bs)75 void AsciiComponentClass::notePositions(GlushkovBuildState &bs) {
76     // We should always be finalized by now.
77     assert(finalized);
78 
79     NFABuilder &builder = bs.getBuilder();
80     position = builder.makePositions(1);
81 
82     builder.addCharReach(position, cr);
83     builder.setNodeReportID(position, 0 /* offset adj */);
84     recordPosBounds(position, position + 1);
85 }
86 
buildFollowSet(GlushkovBuildState &,const vector<PositionInfo> &)87 void AsciiComponentClass::buildFollowSet(GlushkovBuildState &,
88                                          const vector<PositionInfo> &) {
89     // all follow set construction is handled by firsts/lasts
90 }
91 
add(PredefinedClass c,bool negative)92 void AsciiComponentClass::add(PredefinedClass c, bool negative) {
93     if (in_cand_range) { // can't form a range here
94         throw LocatedParseError("Invalid range in character class");
95     }
96     DEBUG_PRINTF("getting %u %s\n", (u32)c, negative ? "^" : "");
97 
98     if (mode.ucp) {
99         c = translateForUcpMode(c, mode);
100     }
101 
102     // Note: caselessness is handled by getPredefinedCharReach.
103     CharReach pcr = getPredefinedCharReach(c, mode);
104     if (negative) {
105         pcr.flip();
106     }
107 
108     cr |= pcr;
109     range_start = INVALID_UNICODE;
110     in_cand_range = false;
111 }
112 
add(unichar c)113 void AsciiComponentClass::add(unichar c) {
114     DEBUG_PRINTF("adding \\x%02x\n", c);
115     if (c > 0xff) { // too big!
116         throw LocatedParseError("Hexadecimal value is greater than \\xFF");
117     }
118 
119     if (in_cand_range) {
120         createRange(c);
121         return;
122     }
123 
124     CharReach ncr(c, c);
125     if (mode.caseless) {
126         make_caseless(&ncr);
127     }
128 
129     cr |= ncr;
130     range_start = c;
131 }
132 
finalize()133 void AsciiComponentClass::finalize() {
134     if (finalized) {
135         return;
136     }
137 
138     // Handle unclosed ranges, like '[a-]' and '[a-\Q\E]' -- in these cases the
139     // dash is a literal dash.
140     if (in_cand_range) {
141         cr.set('-');
142         in_cand_range = false;
143     }
144 
145     if (m_negate) {
146         cr.flip();
147     }
148 
149     finalized = true;
150 }
151 
first(void) const152 vector<PositionInfo> AsciiComponentClass::first(void) const {
153     return vector<PositionInfo>(1, PositionInfo(position));
154 }
155 
last(void) const156 vector<PositionInfo> AsciiComponentClass::last(void) const {
157     return vector<PositionInfo>(1, PositionInfo(position));
158 }
159 
160 } // namespace ue2
161