godot/thirdparty/icu4c/common/lstmbe.h

// © 2021 and later: Unicode, Inc. and others.
// License & terms of use: http://www.unicode.org/copyright.html

#ifndef LSTMBE_H
#define LSTMBE_H

#include "unicode/utypes.h"

#if !UCONFIG_NO_BREAK_ITERATION

#include "unicode/uniset.h"
#include "unicode/ures.h"
#include "unicode/utext.h"
#include "unicode/utypes.h"

#include "brkeng.h"
#include "dictbe.h"
#include "uvectr32.h"

U_NAMESPACE_BEGIN

class Vectorizer;
struct LSTMData;

/*******************************************************************
 * LSTMBreakEngine
 */

/**
 * <p>LSTMBreakEngine is a kind of DictionaryBreakEngine that uses a
 * LSTM to determine language-specific breaks.</p>
 *
 * <p>After it is constructed a LSTMBreakEngine may be shared between
 * threads without synchronization.</p>
 */
class LSTMBreakEngine : public DictionaryBreakEngine {};

U_CAPI const LanguageBreakEngine* U_EXPORT2 CreateLSTMBreakEngine(
    UScriptCode script, const LSTMData* data, UErrorCode& status);

U_CAPI const LSTMData* U_EXPORT2 CreateLSTMData(
    UResourceBundle* rb, UErrorCode& status);

U_CAPI const LSTMData* U_EXPORT2 CreateLSTMDataForScript(
    UScriptCode script, UErrorCode& status);

U_CAPI void U_EXPORT2 DeleteLSTMData(const LSTMData* data);
U_CAPI const char16_t* U_EXPORT2 LSTMDataName(const LSTMData* data);

U_NAMESPACE_END

#endif /* #if !UCONFIG_NO_BREAK_ITERATION */

#endif  /* LSTMBE_H */