eliot/dic/dic.h
2012-02-19 13:07:29 +01:00

338 lines
12 KiB
C++

/*****************************************************************************
* Eliot
* Copyright (C) 2002-2009 Antoine Fraboulet & Olivier Teulière
* Authors: Antoine Fraboulet <antoine.fraboulet @@ free.fr>
* Olivier Teulière <ipkiss @@ gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of 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.
*
* 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*****************************************************************************/
#ifndef DIC_H_
#define DIC_H_
#include <stdint.h>
#include <string>
#include <vector>
#include <map>
#include "tile.h"
#include "logging.h"
using namespace std;
/**
* max length of words (including last \0)
*/
#define DIC_WORD_MAX 16
class Header;
typedef unsigned int dic_elt_t;
typedef unsigned char dic_code_t;
struct params_cross_t;
struct params_7plus1_t;
struct params_regexp_t;
class DicEdge;
/**
* A wdstring is a display string, i.e. it can contain more chars than
* the represented string. The difference arises in languages such as Catalan,
* where for example "QU" is made of 2 real characters, but corresponds to a
* single tile.
*
* The wdstring type has no particular interest other than signaling
* a bit more precisely the type of contents of the string.
*/
typedef wstring wdstring;
typedef wstring wistring;
class Dictionary
{
DEFINE_LOGGER();
public:
/**
* Dictionary creation and loading from a file
* @param path: compressed dictionary path
*/
Dictionary(const string &path);
/// Destructor
~Dictionary();
/**
* Return the current instance of the dictionary object
* XXX: This is ugly, but I don't see any clean way apart from carrying
* a reference to a Dictionary object in many places...
* Other more or less ugly options:
* - Make the dictionary a singleton (2 dictionaries cannot coexist...)
* - Make many classes inherit from a common base class with a dictionary
* member (possibly bad for performances)
* A new created dictionary replaces the previous instance, even if the
* previous instance is not destroyed yet
* If no dictionary object is instanciated when this method is called,
* it will probably crash...
*/
static const Dictionary& GetDic() { return *m_dic; }
/** Give access to the dictionary header */
const Header& getHeader() const { return *m_header; }
/**
* Check whether all the given letters are present in the dictionary,
* or are one of the other accepted letters.
* Return true if this is the case, false otherwise
*/
bool validateLetters(const wstring &iLetters,
const wstring &iAccepted = L"") const;
/**
* Check whether all the given characters can be part of an input
* form for one or more dictionary letter, or are one of the other
* accepted letters.
* Return true if this is the case, false otherwise
*/
bool validateInputChars(const wstring &iLetters,
const wstring &iAccepted = L"") const;
/**
* Convert the given string (made of internal characters)
* into a string suitable for display
*/
wdstring convertToDisplay(const wstring &iWord) const;
/**
* Convert the given string (direct user input)
* into a string suitable for internal use in Eliot.
* For example, in Catalan, it will convert the L.L substring
* into the W character (because it is the internal character
* associated to the input string "L.L").
*/
wstring convertFromInput(const wistring &iWord) const;
/** Return a vector containing one of each possible tile */
const vector<Tile>& getAllTiles() const { return m_tilesVect; }
/** Return the number of different tiles (including the joker) */
unsigned int getTileNumber() const { return m_tilesVect.size(); }
/** Return a tile from its code */
const Tile &getTileFromCode(unsigned int iCode) const { return m_tilesVect[iCode - 1]; }
/**
* Returns the character code associated with an element,
* codes may range from 0 to 63. 0 is the null character.
* @returns code for the encoded character
*/
dic_code_t getCode(const dic_elt_t &elt) const;
/**
* Returns the wide character associated with an element.
* @returns wide character for the element
*/
wchar_t getChar(const dic_elt_t &elt) const;
/**
* Returns a boolean to show if there is another available
* character in the current depth (a neighbor in the tree)
* @return true if the character is the last one at the current depth
*/
bool isLast(const dic_elt_t &elt) const;
/**
* Returns a boolean to show if we are at the end of a word
* (see getNext())
* @return true if this is the end of a word
*/
bool isEndOfWord(const dic_elt_t &elt) const;
/**
* Returns the root of the dictionary
* @returns root element
*/
dic_elt_t getRoot() const;
/**
* Returns the next available neighbor (see isLast())
* @returns next dictionary element at the same depth
*/
dic_elt_t getNext(const dic_elt_t &elt) const;
/**
* Returns the first element available at the next depth
* in the dictionary
* @params elt : current dictionary element
* @returns next element (successor)
*/
dic_elt_t getSucc(const dic_elt_t &elt) const;
/**
* Find the dictionary element matching the pattern starting
* from the given root node by walking the dictionary tree
* @params root : starting dictionary node for the search
* @params pattern : string encoded according to the dictionary codes,
* the pattern must be null ('\0') terminated
* @returns 0 if the string cannot be matched otherwise returns the
* element that results from walking the dictionary according to the
* pattern
*/
unsigned int lookup(const dic_elt_t &root, const dic_code_t *pattern) const;
/**
* Find the dictionary element matching the pattern starting
* from the given root node by walking the dictionary tree
* @params root : starting dictionary node for the search
* @params pattern : string made of uppercase characters in the range
* ['A'-'Z']. The pattern must be null ('\0') terminated
* @returns 0 if the string cannot be matched otherwise returns the
* element that results from walking the dictionary according to the
* pattern
*/
unsigned int charLookup(const dic_elt_t &iRoot, const wchar_t *iPattern) const;
/// Getter for the edge at the given position
const DicEdge * getEdgeAt(const dic_elt_t &iElt) const
{
return reinterpret_cast<const DicEdge*>(m_dawg + iElt);
}
/**
* Search for a word in the dictionary
* @param iWord: lookup word
* @return true if the word is valid, false otherwise
*/
bool searchWord(const wstring &iWord) const;
/**
* Search for benjamins
* @param iWord: letters
* @param oWordList: results
* @param iMaxResults: maximum number of returned results (0 means no limit)
*/
void searchBenj(const wstring &iWord, vector<wdstring> &oWordList,
unsigned int iMaxResults = 0) const;
/**
* Search for all words feasible by adding a letter in front or at the end
* @param iWord: word
* @param oWordList: results
* @param iMaxResults: maximum number of returned results (0 means no limit)
*/
void searchRacc(const wstring &iWord, vector<wdstring> &oWordList,
unsigned int iMaxResults = 0) const;
/**
* Search for all feasible word with "rack" plus one letter
* XXX: the key in the map is the internal code, because it allows an easy
* iteration in the map in the order of the dictionary letters.
* Maybe a more powerful structure should be provided, to hide the internal
* chars to the caller.
*
* @param iRack: letters
* @param oWordlist: results (grouped by code of the added character)
* @param joker: true if the search must be performed when a joker is in the rack
* @param iMaxResults: maximum number of returned results (0 means no limit)
*/
void search7pl1(const wstring &iRack,
map<unsigned int, vector<wdstring> > &oWordList,
bool joker) const;
/**
* Search for words matching a regular expression
* @param iRegexp: regular expression
* @param oWordList: results
* @param iList: parameters for the search (?)
* @param iMaxResults: maximum number of returned results (0 means no limit)
* @return true if all the matching words were returned, false otherwise
* (i.e. if the maximum number of results was reached, and there are
* additional results)
* @throw InvalidRegexpException When the regular expression cannot be parsed
*/
bool searchRegExp(const wstring &iRegexp,
vector<wdstring> &oWordList,
unsigned int iMinLength,
unsigned int iMaxLength,
unsigned int iMaxResults = 0) const;
private:
// Prevent from copying the dictionary!
Dictionary &operator=(const Dictionary&);
Dictionary(const Dictionary&);
Header *m_header;
uint32_t *m_dawg;
/**
* Letters of the dictionary, both in uppercase and lowercase
* (internal representation)
*/
wstring m_allLetters;
/**
* All the possible characters possibly used to input letters of
* the dictionary, both in uppercase and lowercase
*/
wstring m_allInputChars;
/// Vector of available tiles
vector<Tile> m_tilesVect;
/**
* Associate to some internal chars (both the lower case and
* upper case versions) all the corresponding input strings.
* The first one is always the display string.
*
* Note: only the chars which have more than 1 input string,
* or which have a display string different from the internal char,
* are present in the map.
*/
map<wchar_t, vector<wstring> > m_displayInputCache;
/**
* True if at least one display strings is different from the internal
* char, false otherwise. This flag is more precise than checking the size
* of m_displayInputCache, because a tile can have input strings even if
* its display string is equal to the internal char.
*/
bool m_hasDisplay;
static const Dictionary *m_dic;
void convertDataToArch();
void initializeTiles();
/**
* Walk the dictionary until the end of the word
* @param s: current pointer to letters
* @param eptr: current edge in the dawg
*/
const DicEdge * seekEdgePtr(const wchar_t *s, const DicEdge *eptr) const;
/// Helper for search7pl1()
void searchWordByLen(struct params_7plus1_t &params,
int i, const DicEdge *edgeptr) const;
/// Helper for searchRegExp()
void searchRegexpRec(const struct params_regexp_t &params,
int state,
const DicEdge *edgeptr,
vector<wdstring> &oWordList,
unsigned int iMaxResults,
const wdstring &iCurrWord = L"",
unsigned int iNbChars = 0) const;
};
#endif /* _DIC_H_ */