/* GRAPHITE2 LICENSING Copyright 2011, SIL International All rights reserved. This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should also have received a copy of the GNU Lesser General Public License along with this library in the file named "LICENSE". If not, write to the Free Software Foundation, 51 Franklin Street, Suite 500, Boston, MA 02110-1335, USA or visit their web page on the internet at http://www.fsf.org/licenses/lgpl.html. Alternatively, the contents of this file may be used under the terms of the Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public License, as published by the Free Software Foundation, either version 2 of the License or (at your option) any later version. */ #pragma once #include "inc/Code.h" #include "inc/Slot.h" namespace graphite2 { struct Rule { const vm::Machine::Code * constraint, * action; unsigned short sort; byte preContext; #ifndef NDEBUG uint16 rule_idx; #endif Rule(); ~Rule() {} CLASS_NEW_DELETE; private: Rule(const Rule &); Rule & operator = (const Rule &); }; inline Rule::Rule() : constraint(0), action(0), sort(0), preContext(0) { #ifndef NDEBUG rule_idx = 0; #endif } struct RuleEntry { const Rule * rule; inline bool operator < (const RuleEntry &r) const { const unsigned short lsort = rule->sort, rsort = r.rule->sort; return lsort > rsort || (lsort == rsort && rule < r.rule); } inline bool operator == (const RuleEntry &r) const { return rule == r.rule; } }; struct State { const RuleEntry * rules, * rules_end; bool empty() const; }; inline bool State::empty() const { return rules_end == rules; } class SlotMap { public: enum {MAX_SLOTS=64}; SlotMap(Segment & seg, uint8 direction, size_t maxSize); Slot * * begin(); Slot * * end(); size_t size() const; unsigned short context() const; void reset(Slot &, unsigned short); Slot * const & operator[](int n) const; Slot * & operator [] (int); void pushSlot(Slot * const slot); void collectGarbage(Slot *& aSlot); Slot * highwater() { return m_highwater; } void highwater(Slot *s) { m_highwater = s; m_highpassed = false; } bool highpassed() const { return m_highpassed; } void highpassed(bool v) { m_highpassed = v; } uint8 dir() const { return m_dir; } int decMax() { return --m_maxSize; } Segment & segment; private: Slot * m_slot_map[MAX_SLOTS+1]; unsigned short m_size; unsigned short m_precontext; Slot * m_highwater; int m_maxSize; uint8 m_dir; bool m_highpassed; }; class FiniteStateMachine { public: enum {MAX_RULES=128}; private: class Rules { public: Rules(); void clear(); const RuleEntry * begin() const; const RuleEntry * end() const; size_t size() const; void accumulate_rules(const State &state); private: RuleEntry * m_begin, * m_end, m_rules[MAX_RULES*2]; }; public: FiniteStateMachine(SlotMap & map, json * logger); void reset(Slot * & slot, const short unsigned int max_pre_ctxt); Rules rules; SlotMap & slots; json * const dbgout; }; inline FiniteStateMachine::FiniteStateMachine(SlotMap& map, json * logger) : slots(map), dbgout(logger) { } inline void FiniteStateMachine::reset(Slot * & slot, const short unsigned int max_pre_ctxt) { rules.clear(); int ctxt = 0; for (; ctxt != max_pre_ctxt && slot->prev(); ++ctxt, slot = slot->prev()); slots.reset(*slot, ctxt); } inline FiniteStateMachine::Rules::Rules() : m_begin(m_rules), m_end(m_rules) { } inline void FiniteStateMachine::Rules::clear() { m_end = m_begin; } inline const RuleEntry * FiniteStateMachine::Rules::begin() const { return m_begin; } inline const RuleEntry * FiniteStateMachine::Rules::end() const { return m_end; } inline size_t FiniteStateMachine::Rules::size() const { return m_end - m_begin; } inline void FiniteStateMachine::Rules::accumulate_rules(const State &state) { // Only bother if there are rules in the State object. if (state.empty()) return; // Merge the new sorted rules list into the current sorted result set. const RuleEntry * lre = begin(), * rre = state.rules; RuleEntry * out = m_rules + (m_begin == m_rules)*MAX_RULES; const RuleEntry * const lrend = out + MAX_RULES, * const rrend = state.rules_end; m_begin = out; while (lre != end() && out != lrend) { if (*lre < *rre) *out++ = *lre++; else if (*rre < *lre) { *out++ = *rre++; } else { *out++ = *lre++; ++rre; } if (rre == rrend) { while (lre != end() && out != lrend) { *out++ = *lre++; } m_end = out; return; } } while (rre != rrend && out != lrend) { *out++ = *rre++; } m_end = out; } inline SlotMap::SlotMap(Segment & seg, uint8 direction, size_t maxSize) : segment(seg), m_size(0), m_precontext(0), m_highwater(0), m_maxSize(int(maxSize)), m_dir(direction), m_highpassed(false) { m_slot_map[0] = 0; } inline Slot * * SlotMap::begin() { return &m_slot_map[1]; // allow map to go 1 before slot_map when inserting // at start of segment. } inline Slot * * SlotMap::end() { return m_slot_map + m_size + 1; } inline size_t SlotMap::size() const { return m_size; } inline short unsigned int SlotMap::context() const { return m_precontext; } inline void SlotMap::reset(Slot & slot, short unsigned int ctxt) { m_size = 0; m_precontext = ctxt; *m_slot_map = slot.prev(); } inline void SlotMap::pushSlot(Slot*const slot) { m_slot_map[++m_size] = slot; } inline Slot * const & SlotMap::operator[](int n) const { return m_slot_map[n + 1]; } inline Slot * & SlotMap::operator[](int n) { return m_slot_map[n + 1]; } } // namespace graphite2