godot/thirdparty/icu4c/common/rbbi_cache.h

// Copyright (C) 2016 and later: Unicode, Inc. and others.
// License & terms of use: http://www.unicode.org/copyright.html

// file: rbbi_cache.h
//
#ifndef RBBI_CACHE_H
#define RBBI_CACHE_H

#include "unicode/utypes.h"

#if !UCONFIG_NO_BREAK_ITERATION

#include "unicode/rbbi.h"
#include "unicode/uobject.h"

#include "uvectr32.h"

U_NAMESPACE_BEGIN

/* DictionaryCache  stores the boundaries obtained from a run of dictionary characters.
 *                 Dictionary boundaries are moved first to this cache, then from here
 *                 to the main BreakCache, where they may inter-leave with non-dictionary
 *                 boundaries. The public BreakIterator API always fetches directly
 *                 from the main BreakCache, not from here.
 *
 *                 In common situations, the number of boundaries in a single dictionary run
 *                 should be quite small, it will be terminated by punctuation, spaces,
 *                 or any other non-dictionary characters. The main BreakCache may end
 *                 up with boundaries from multiple dictionary based runs.
 *
 *                 The boundaries are stored in a simple ArrayList (vector), with the
 *                 assumption that they will be accessed sequentially.
 */                 
class RuleBasedBreakIterator::DictionaryCache: public UMemory {};


/*
 * class BreakCache
 *
 * Cache of break boundary positions and rule status values.
 * Break iterator API functions, next(), previous(), etc., will use cached results
 * when possible, and otherwise cache new results as they are obtained.
 *
 * Uniformly caches both dictionary and rule based (non-dictionary) boundaries.
 *
 * The cache is implemented as a single circular buffer.
 */

/*
 * size of the circular cache buffer.
 */

class RuleBasedBreakIterator::BreakCache: public UMemory {};

U_NAMESPACE_END

#endif // #if !UCONFIG_NO_BREAK_ITERATION

#endif // RBBI_CACHE_H