#pragma once
#include "inc/Code.h"
#include "inc/Slot.h"
namespace graphite2 {
struct Rule { … };
inline
Rule::Rule()
: … { … }
struct RuleEntry
{ … };
struct State
{ … };
inline
bool State::empty() const
{ … }
class SlotMap
{ … };
class FiniteStateMachine
{ … };
inline
FiniteStateMachine::FiniteStateMachine(SlotMap& map, json * logger)
: … { … }
inline
void FiniteStateMachine::reset(Slot * & slot, const short unsigned int max_pre_ctxt)
{ … }
inline
FiniteStateMachine::Rules::Rules()
: … { … }
inline
void FiniteStateMachine::Rules::clear()
{ … }
inline
const RuleEntry * FiniteStateMachine::Rules::begin() const
{ … }
inline
const RuleEntry * FiniteStateMachine::Rules::end() const
{ … }
inline
size_t FiniteStateMachine::Rules::size() const
{ … }
inline
void FiniteStateMachine::Rules::accumulate_rules(const State &state)
{ … }
inline
SlotMap::SlotMap(Segment & seg, uint8 direction, size_t maxSize)
: … { … }
inline
Slot * * SlotMap::begin()
{ … }
inline
Slot * * SlotMap::end()
{ … }
inline
size_t SlotMap::size() const
{ … }
inline
short unsigned int SlotMap::context() const
{ … }
inline
void SlotMap::reset(Slot & slot, short unsigned int ctxt)
{ … }
inline
void SlotMap::pushSlot(Slot*const slot)
{ … }
inline
Slot * const & SlotMap::operator[](int n) const
{ … }
inline
Slot * & SlotMap::operator[](int n)
{ … }
}