core :: union_find
union–find algorithm using an efficient disjoint-set data structure
# Markdown parsing.
module markdown
import template
# Parse a markdown string and split it in blocks.
#
# Blocks are then outputed by an `MarkdownEmitter`.
#
# Usage:
#
# var proc = new MarkdownProcessor
# var html = proc.process("**Hello World!**")
# assert html == "<p><strong>Hello World!</strong></p>\n"
#
# SEE: `String::md_to_html` for a shortcut.
class MarkdownProcessor
# Work in extended mode (default).
#
# Behavior changes when using extended mode:
#
# * Lists and code blocks end a paragraph
#
# In normal markdown the following:
#
# ~~~md
# This is a paragraph
# * and this is not a list
# ~~~
#
# Will produce:
#
# ~~~html
# <p>This is a paragraph
# * and this is not a list</p>
# ~~~
#
# When using extended mode this changes to:
#
# ~~~html
# <p>This is a paragraph</p>
# <ul>
# <li>and this is not a list</li>
# </ul>
# ~~~
#
# * Fences code blocks
#
# If you don't want to indent your all your code with 4 spaces,
# you can wrap your code in ``` ``` ``` or `~~~`.
#
# Here's an example:
#
# ~~~md
# fun test do
# print "Hello World!"
# end
# ~~~
#
# * Code blocks meta
#
# If you want to use syntax highlighting tools, most of them need to know what kind
# of language they are highlighting.
# You can add an optional language identifier after the fence declaration to output
# it in the HTML render.
#
# ```nit
# import markdown
#
# print "# Hello World!".md_to_html
# ```
#
# Becomes
#
# ~~~html
# <pre class="nit"><code>import markdown
#
# print "Hello World!".md_to_html
# </code></pre>
# ~~~
#
# * Underscores (Emphasis)
#
# Underscores in the middle of a word like:
#
# ~~~md
# Con_cat_this
# ~~~
#
# normally produces this:
#
# ~~~html
# <p>Con<em>cat</em>this</p>
# ~~~
#
# With extended mode they don't result in emphasis.
#
# ~~~html
# <p>Con_cat_this</p>
# ~~~
#
# * Strikethrough
#
# Like in [GFM](https://help.github.com/articles/github-flavored-markdown),
# strikethrought span is marked with `~~`.
#
# ~~~md
# ~~Mistaken text.~~
# ~~~
#
# becomes
#
# ~~~html
# <del>Mistaken text.</del>
# ~~~
var ext_mode = true
# Disable attaching MDLocation to Tokens
#
# Locations are useful for some tools but they may
# cause an important time and space overhead.
#
# Default = `false`
var no_location = false is writable
# Process the mardown `input` string and return the processed output.
fun process(input: String): Writable do
# init processor
link_refs.clear
last_link_ref = null
current_line = null
current_block = null
# parse markdown
var parent = read_lines(input)
parent.remove_surrounding_empty_lines
recurse(parent, false)
# output processed text
decorator.headlines.clear
return emit(parent.kind)
end
# Split `input` string into `MDLines` and create a parent `MDBlock` with it.
private fun read_lines(input: String): MDBlock do
var block = new MDBlock(new MDLocation(1, 1, 1, 1))
var value = new FlatBuffer
var i = 0
var line_pos = 0
var col_pos = 0
while i < input.length do
value.clear
var pos = 0
var eol = false
while not eol and i < input.length do
col_pos += 1
var c = input[i]
if c == '\n' then
eol = true
else if c == '\r' then
else if c == '\t' then
var np = pos + (4 - (pos & 3))
while pos < np do
value.add ' '
pos += 1
end
else
pos += 1
value.add c
end
i += 1
end
line_pos += 1
var loc = new MDLocation(line_pos, 1, line_pos, col_pos)
var line = new MDLine(loc, value.write_to_string)
var is_link_ref = check_link_ref(line)
# Skip link refs
if not is_link_ref then block.add_line line
col_pos = 0
end
return block
end
# Check if line is a block link definition.
# Return `true` if line contains a valid link ref and save it into `link_refs`.
private fun check_link_ref(line: MDLine): Bool do
var md = line.value
var is_link_ref = false
var id = new FlatBuffer
var link = new FlatBuffer
var comment = new FlatBuffer
var pos = -1
if not line.is_empty and line.leading < 4 and line.value[line.leading] == '[' then
pos = line.leading + 1
pos = md.read_until(id, pos, ']')
if not id.is_empty and pos >= 0 and pos + 2 < line.value.length then
if line.value[pos + 1] == ':' then
pos += 2
pos = md.skip_spaces(pos)
if pos >= 0 and line.value[pos] == '<' then
pos += 1
pos = md.read_until(link, pos, '>')
pos += 1
else if pos >= 0 then
pos = md.read_until(link, pos, ' ', '\n')
end
if not link.is_empty then
pos = md.skip_spaces(pos)
if pos > 0 and pos < line.value.length then
var c = line.value[pos]
if c == '\"' or c == '\'' or c == '(' then
pos += 1
if c == '(' then
pos = md.read_until(comment, pos, ')')
else
pos = md.read_until(comment, pos, c)
end
if pos > 0 then is_link_ref = true
end
else
is_link_ref = true
end
end
end
end
end
if is_link_ref and not id.is_empty and not link.is_empty then
var lr = new LinkRef.with_title(link.write_to_string, comment.write_to_string)
add_link_ref(id.write_to_string, lr)
if comment.is_empty then last_link_ref = lr
return true
else
comment = new FlatBuffer
if not line.is_empty and last_link_ref != null then
pos = line.leading
var c = line.value[pos]
if c == '\"' or c == '\'' or c == '(' then
pos += 1
if c == '(' then
pos = md.read_until(comment, pos, ')')
else
pos = md.read_until(comment, pos, c)
end
end
var last_link_ref = self.last_link_ref
if not comment.is_empty and last_link_ref != null then
last_link_ref.title = comment.write_to_string
end
end
if comment.is_empty then return false
return true
end
end
# Known link refs
# This list will be needed during output to expand links.
var link_refs: Map[String, LinkRef] = new HashMap[String, LinkRef]
# Last encountered link ref (for multiline definitions)
#
# Markdown allows link refs to be defined over two lines:
#
# ~~~md
# [id]: http://example.com/longish/path/to/resource/here
# "Optional Title Here"
# ~~~
#
private var last_link_ref: nullable LinkRef = null
# Add a link ref to the list
fun add_link_ref(key: String, ref: LinkRef) do link_refs[key.to_lower] = ref
# Recursively split a `block`.
#
# The block is splitted according to the type of lines it contains.
# Some blocks can be splited again recursively like lists.
# The `in_list` mode is used to recurse on list and build
# nested paragraphs or code blocks.
fun recurse(root: MDBlock, in_list: Bool) do
var old_mode = self.in_list
var old_root = self.current_block
self.in_list = in_list
var line = root.first_line
while line != null and line.is_empty do
line = line.next
if line == null then return
end
current_line = line
current_block = root
while current_line != null do
line_kind(current_line.as(not null)).process(self)
end
self.in_list = old_mode
self.current_block = old_root
end
# Currently processed line.
# Used when visiting blocks with `recurse`.
var current_line: nullable MDLine = null is writable
# Currently processed block.
# Used when visiting blocks with `recurse`.
var current_block: nullable MDBlock = null is writable
# Is the current recursion in list mode?
# Used when visiting blocks with `recurse`
private var in_list = false
# The type of line.
# see: `md_line_*`
fun line_kind(md: MDLine): Line do
var value = md.value
var leading = md.leading
var trailing = md.trailing
if md.is_empty then return new LineEmpty
if md.leading > 3 then return new LineCode
if value[leading] == '#' then return new LineHeadline
if value[leading] == '>' then return new LineBlockquote
if ext_mode then
if value.length - leading - trailing > 2 then
if value[leading] == '`' and md.count_chars_start('`') >= 3 then
return new LineFence
end
if value[leading] == '~' and md.count_chars_start('~') >= 3 then
return new LineFence
end
end
end
if value.length - leading - trailing > 2 and
(value[leading] == '*' or value[leading] == '-' or value[leading] == '_') then
if md.count_chars(value[leading]) >= 3 then
return new LineHR
end
end
if value.length - leading >= 2 and value[leading + 1] == ' ' then
var c = value[leading]
if c == '*' or c == '-' or c == '+' then return new LineUList
end
if value.length - leading >= 3 and value[leading].is_digit then
var i = leading + 1
while i < value.length and value[i].is_digit do i += 1
if i + 1 < value.length and value[i] == '.' and value[i + 1] == ' ' then
return new LineOList
end
end
if value[leading] == '<' and md.check_html then return new LineXML
var next = md.next
if next != null and not next.is_empty then
if next.count_chars('=') > 0 then
return new LineHeadline1
end
if next.count_chars('-') > 0 then
return new LineHeadline2
end
end
return new LineOther
end
# Get the token kind at `pos`.
fun token_at(text: Text, pos: Int): Token do
var c0: Char
var c1: Char
var c2: Char
if pos > 0 then
c0 = text[pos - 1]
else
c0 = ' '
end
var c = text[pos]
if pos + 1 < text.length then
c1 = text[pos + 1]
else
c1 = ' '
end
if pos + 2 < text.length then
c2 = text[pos + 2]
else
c2 = ' '
end
var loc
if no_location then
loc = null
else
loc = new MDLocation(
current_loc.line_start,
current_loc.column_start + pos,
current_loc.line_start,
current_loc.column_start + pos)
end
if c == '*' then
if c1 == '*' then
if c0 != ' ' or c2 != ' ' then
return new TokenStrongStar(loc, pos, c)
else
return new TokenEmStar(loc, pos, c)
end
end
if c0 != ' ' or c1 != ' ' then
return new TokenEmStar(loc, pos, c)
else
return new TokenNone(loc, pos, c)
end
else if c == '_' then
if c1 == '_' then
if c0 != ' ' or c2 != ' ' then
return new TokenStrongUnderscore(loc, pos, c)
else
return new TokenEmUnderscore(loc, pos, c)
end
end
if ext_mode then
if (c0.is_letter or c0.is_digit) and c0 != '_' and
(c1.is_letter or c1.is_digit) then
return new TokenNone(loc, pos, c)
else
return new TokenEmUnderscore(loc, pos, c)
end
end
if c0 != ' ' or c1 != ' ' then
return new TokenEmUnderscore(loc, pos, c)
else
return new TokenNone(loc, pos, c)
end
else if c == '!' then
if c1 == '[' then return new TokenImage(loc, pos, c)
return new TokenNone(loc, pos, c)
else if c == '[' then
return new TokenLink(loc, pos, c)
else if c == ']' then
return new TokenNone(loc, pos, c)
else if c == '`' then
if c1 == '`' then
return new TokenCodeDouble(loc, pos, c)
else
return new TokenCodeSingle(loc, pos, c)
end
else if c == '\\' then
if c1 == '\\' or c1 == '[' or c1 == ']' or c1 == '(' or c1 == ')' or c1 == '{' or c1 == '}' or c1 == '#' or c1 == '"' or c1 == '\'' or c1 == '.' or c1 == '<' or c1 == '>' or c1 == '*' or c1 == '+' or c1 == '-' or c1 == '_' or c1 == '!' or c1 == '`' or c1 == '~' or c1 == '^' then
return new TokenEscape(loc, pos, c)
else
return new TokenNone(loc, pos, c)
end
else if c == '<' then
return new TokenHTML(loc, pos, c)
else if c == '&' then
return new TokenEntity(loc, pos, c)
else
if ext_mode then
if c == '~' and c1 == '~' then
return new TokenStrike(loc, pos, c)
end
end
return new TokenNone(loc, pos, c)
end
end
# Find the position of a `token` in `self`.
fun find_token(text: Text, start: Int, token: Token): Int do
var pos = start
while pos < text.length do
if token_at(text, pos).is_same_type(token) then
return pos
end
pos += 1
end
return -1
end
# Kind of decorator used for decoration.
type DECORATOR: Decorator
# Decorator used for output.
# Default is `HTMLDecorator`
var decorator: DECORATOR is writable, lazy do
return new HTMLDecorator
end
# Create a new `MarkdownEmitter` using a custom `decorator`.
init with_decorator(decorator: DECORATOR) do
self.decorator = decorator
end
# Output `block` using `decorator` in the current buffer.
fun emit(block: Block): Text do
var buffer = push_buffer
block.emit(self)
pop_buffer
return buffer
end
# Output the content of `block`.
fun emit_in(block: Block) do block.emit_in(self)
# Transform and emit mardown text
fun emit_text(text: Text) do emit_text_until(text, 0, null)
# Transform and emit mardown text starting at `start` and
# until a token with the same type as `token` is found.
# Go until the end of `text` if `token` is null.
fun emit_text_until(text: Text, start: Int, token: nullable Token): Int do
var old_text = current_text
var old_pos = current_pos
current_text = text
current_pos = start
while current_pos < text.length do
if text[current_pos] == '\n' then
current_loc.line_start += 1
current_loc.column_start = -current_pos
end
var mt = token_at(text, current_pos)
if (token != null and not token isa TokenNone) and
(mt.is_same_type(token) or
(token isa TokenEmStar and mt isa TokenStrongStar) or
(token isa TokenEmUnderscore and mt isa TokenStrongUnderscore)) then
return current_pos
end
mt.emit(self)
current_pos += 1
end
current_text = old_text
current_pos = old_pos
return -1
end
# Currently processed position in `current_text`.
# Used when visiting inline production with `emit_text_until`.
private var current_pos: Int = -1
# Currently processed text.
# Used when visiting inline production with `emit_text_until`.
private var current_text: nullable Text = null
# Stacked buffers.
private var buffer_stack = new List[FlatBuffer]
# Push a new buffer on the stack.
private fun push_buffer: FlatBuffer do
var buffer = new FlatBuffer
buffer_stack.add buffer
return buffer
end
# Pop the last buffer.
private fun pop_buffer do buffer_stack.pop
# Current output buffer.
private fun current_buffer: FlatBuffer do
assert not buffer_stack.is_empty
return buffer_stack.last
end
# Stacked locations.
private var loc_stack = new List[MDLocation]
# Push a new MDLocation on the stack.
private fun push_loc(location: MDLocation) do loc_stack.add location
# Pop the last buffer.
private fun pop_loc: MDLocation do return loc_stack.pop
# Current output buffer.
private fun current_loc: MDLocation do
assert not loc_stack.is_empty
return loc_stack.last
end
# Append `e` to current buffer.
fun add(e: Writable) do
if e isa Text then
current_buffer.append e
else
current_buffer.append e.write_to_string
end
end
# Append `c` to current buffer.
fun addc(c: Char) do
current_buffer.add c
end
# Append a "\n" line break.
fun addn do addc '\n'
end
# A Link Reference.
# Links that are specified somewhere in the mardown document to be reused as shortcuts.
#
# ~~~raw
# [1]: http://example.com/ "Optional title"
# ~~~
class LinkRef
# Link href
var link: String
# Optional link title
var title: nullable String = null
# Is the link an abreviation?
var is_abbrev = false
# Create a link with a title.
init with_title(link: String, title: nullable String) do
init(link)
self.title = title
end
end
# A `Decorator` is used to emit mardown into a specific format.
# Default decorator used is `HTMLDecorator`.
interface Decorator
# Kind of processor used
type PROCESSOR: MarkdownProcessor
# Render a single plain char.
#
# Redefine this method to add special escaping for plain text.
fun add_char(v: PROCESSOR, c: Char) do v.addc c
# Render a ruler block.
fun add_ruler(v: PROCESSOR, block: BlockRuler) is abstract
# Render a headline block with corresponding level.
fun add_headline(v: PROCESSOR, block: BlockHeadline) is abstract
# Render a paragraph block.
fun add_paragraph(v: PROCESSOR, block: BlockParagraph) is abstract
# Render a code or fence block.
fun add_code(v: PROCESSOR, block: BlockCode) is abstract
# Render a blockquote.
fun add_blockquote(v: PROCESSOR, block: BlockQuote) is abstract
# Render an unordered list.
fun add_unorderedlist(v: PROCESSOR, block: BlockUnorderedList) is abstract
# Render an ordered list.
fun add_orderedlist(v: PROCESSOR, block: BlockOrderedList) is abstract
# Render a list item.
fun add_listitem(v: PROCESSOR, block: BlockListItem) is abstract
# Render an emphasis text.
fun add_em(v: PROCESSOR, text: Text) is abstract
# Render a strong text.
fun add_strong(v: PROCESSOR, text: Text) is abstract
# Render a strike text.
#
# Extended mode only (see `MarkdownProcessor::ext_mode`)
fun add_strike(v: PROCESSOR, text: Text) is abstract
# Render a link.
fun add_link(v: PROCESSOR, link: Text, name: Text, comment: nullable Text) is abstract
# Render an image.
fun add_image(v: PROCESSOR, link: Text, name: Text, comment: nullable Text) is abstract
# Render an abbreviation.
fun add_abbr(v: PROCESSOR, name: Text, comment: Text) is abstract
# Render a code span reading from a buffer.
fun add_span_code(v: PROCESSOR, buffer: Text, from, to: Int) is abstract
# Render a text and escape it.
fun append_value(v: PROCESSOR, value: Text) is abstract
# Render code text from buffer and escape it.
fun append_code(v: PROCESSOR, buffer: Text, from, to: Int) is abstract
# Render a character escape.
fun escape_char(v: PROCESSOR, char: Char) is abstract
# Render a line break
fun add_line_break(v: PROCESSOR) is abstract
# Generate a new html valid id from a `String`.
fun strip_id(txt: String): String is abstract
# Found headlines during the processing labeled by their ids.
fun headlines: ArrayMap[String, HeadLine] is abstract
end
# Class representing a markdown headline.
class HeadLine
# Unique identifier of this headline.
var id: String
# Text of the headline.
var title: String
# Level of this headline.
#
# According toe the markdown specification, level must be in `[1..6]`.
var level: Int
end
# `Decorator` that outputs HTML.
class HTMLDecorator
super Decorator
redef var headlines = new ArrayMap[String, HeadLine]
redef fun add_ruler(v, block) do v.add "<hr/>\n"
redef fun add_headline(v, block) do
# save headline
var line = block.block.first_line
if line == null then return
var txt = line.value
var id = strip_id(txt)
var lvl = block.depth
headlines[id] = new HeadLine(id, txt, lvl)
# output it
v.add "<h{lvl} id=\"{id}\">"
v.emit_in block
v.add "</h{lvl}>\n"
end
redef fun add_paragraph(v, block) do
v.add "<p>"
v.emit_in block
v.add "</p>\n"
end
redef fun add_code(v, block) do
var meta = block.meta
if meta != null then
v.add "<pre class=\""
append_value(v, meta)
v.add "\"><code>"
else
v.add "<pre><code>"
end
v.emit_in block
v.add "</code></pre>\n"
end
redef fun add_blockquote(v, block) do
v.add "<blockquote>\n"
v.emit_in block
v.add "</blockquote>\n"
end
redef fun add_unorderedlist(v, block) do
v.add "<ul>\n"
v.emit_in block
v.add "</ul>\n"
end
redef fun add_orderedlist(v, block) do
v.add "<ol>\n"
v.emit_in block
v.add "</ol>\n"
end
redef fun add_listitem(v, block) do
v.add "<li>"
v.emit_in block
v.add "</li>\n"
end
redef fun add_em(v, text) do
v.add "<em>"
v.add text
v.add "</em>"
end
redef fun add_strong(v, text) do
v.add "<strong>"
v.add text
v.add "</strong>"
end
redef fun add_strike(v, text) do
v.add "<del>"
v.add text
v.add "</del>"
end
redef fun add_image(v, link, name, comment) do
v.add "<img src=\""
append_value(v, link)
v.add "\" alt=\""
append_value(v, name)
v.add "\""
if comment != null and not comment.is_empty then
v.add " title=\""
append_value(v, comment)
v.add "\""
end
v.add "/>"
end
redef fun add_link(v, link, name, comment) do
v.add "<a href=\""
append_value(v, link)
v.add "\""
if comment != null and not comment.is_empty then
v.add " title=\""
append_value(v, comment)
v.add "\""
end
v.add ">"
v.emit_text(name)
v.add "</a>"
end
redef fun add_abbr(v, name, comment) do
v.add "<abbr title=\""
append_value(v, comment)
v.add "\">"
v.emit_text(name)
v.add "</abbr>"
end
redef fun add_span_code(v, text, from, to) do
v.add "<code>"
append_code(v, text, from, to)
v.add "</code>"
end
redef fun add_line_break(v) do
v.add "<br/>"
end
redef fun append_value(v, text) do for c in text do escape_char(v, c)
redef fun escape_char(v, c) do
if c == '&' then
v.add "&"
else if c == '<' then
v.add "<"
else if c == '>' then
v.add ">"
else if c == '"' then
v.add """
else if c == '\'' then
v.add "'"
else
v.addc c
end
end
redef fun append_code(v, buffer, from, to) do
for i in [from..to[ do
var c = buffer[i]
if c == '&' then
v.add "&"
else if c == '<' then
v.add "<"
else if c == '>' then
v.add ">"
else
v.addc c
end
end
end
redef fun strip_id(txt) do
# strip id
var b = new FlatBuffer
for c in txt do
if c == ' ' then
b.add '_'
else
if not c.is_letter and
not c.is_digit and
not allowed_id_chars.has(c) then continue
b.add c
end
end
var res = b.to_s
var key = res
# check for multiple id definitions
if headlines.has_key(key) then
var i = 1
key = "{res}_{i}"
while headlines.has_key(key) do
i += 1
key = "{res}_{i}"
end
end
return key
end
private var allowed_id_chars: Array[Char] = ['-', '_', ':', '.']
end
# Location in a Markdown input.
class MDLocation
# Starting line number (starting from 1).
var line_start: Int
# Starting column number (starting from 1).
var column_start: Int
# Stopping line number (starting from 1).
var line_end: Int
# Stopping column number (starting from 1).
var column_end: Int
redef fun to_s do return "{line_start},{column_start}--{line_end},{column_end}"
# Return a copy of `self`.
fun copy: MDLocation do
return new MDLocation(line_start, column_start, line_end, column_end)
end
end
# A block of markdown lines.
# A `MDBlock` can contains lines and/or sub-blocks.
class MDBlock
# Position of `self` in the input.
var location: MDLocation
# Kind of block.
# See `Block`.
var kind: Block = new BlockNone(self) is writable
# First line if any.
var first_line: nullable MDLine = null is writable
# Last line if any.
var last_line: nullable MDLine = null is writable
# First sub-block if any.
var first_block: nullable MDBlock = null is writable
# Last sub-block if any.
var last_block: nullable MDBlock = null is writable
# Previous block if any.
var prev: nullable MDBlock = null is writable
# Next block if any.
var next: nullable MDBlock = null is writable
# Does this block contain subblocks?
fun has_blocks: Bool do return first_block != null
# Count sub-blocks.
fun count_blocks: Int do
var count = 0
var block = first_block
while block != null do
count += 1
block = block.next
end
return count
end
# Does this block contain lines?
fun has_lines: Bool do return first_line != null
# Count block lines.
fun count_lines: Int do
var count = 0
var line = first_line
while line != null do
count += 1
line = line.next
end
return count
end
# Split `self` creating a new sub-block having `line` has `last_line`.
fun split(line: MDLine): MDBlock do
# location for new block
var new_loc = new MDLocation(
first_line.as(not null).location.line_start,
first_line.as(not null).location.column_start,
line.location.line_end,
line.location.column_end)
# create block
var block = new MDBlock(new_loc)
block.first_line = first_line
block.last_line = line
first_line = line.next
line.next = null
if first_line == null then
last_line = null
else
first_line.as(not null).prev = null
# update current block loc
location.line_start = first_line.as(not null).location.line_start
location.column_start = first_line.as(not null).location.column_start
end
if first_block == null then
first_block = block
last_block = block
else
last_block.as(not null).next = block
last_block = block
end
return block
end
# Add a `line` to this block.
fun add_line(line: MDLine) do
if last_line == null then
first_line = line
last_line = line
else
last_line.as(not null).next_empty = line.is_empty
line.prev_empty = last_line.as(not null).is_empty
line.prev = last_line
last_line.as(not null).next = line
last_line = line
end
end
# Remove `line` from this block.
fun remove_line(line: MDLine) do
if line.prev == null then
first_line = line.next
else
line.prev.as(not null).next = line.next
end
if line.next == null then
last_line = line.prev
else
line.next.as(not null).prev = line.prev
end
line.prev = null
line.next = null
end
# Remove leading empty lines.
fun remove_leading_empty_lines: Bool do
var was_empty = false
var line = first_line
while line != null and line.is_empty do
remove_line line
line = first_line
was_empty = true
end
return was_empty
end
# Remove trailing empty lines.
fun remove_trailing_empty_lines: Bool do
var was_empty = false
var line = last_line
while line != null and line.is_empty do
remove_line line
line = last_line
was_empty = true
end
return was_empty
end
# Remove leading and trailing empty lines.
fun remove_surrounding_empty_lines: Bool do
var was_empty = false
if remove_leading_empty_lines then was_empty = true
if remove_trailing_empty_lines then was_empty = true
return was_empty
end
# Remove list markers and up to 4 leading spaces.
# Used to clean nested lists.
fun remove_list_indent(v: MarkdownProcessor) do
var line = first_line
while line != null do
if not line.is_empty then
var kind = v.line_kind(line)
if kind isa LineList then
line.value = kind.extract_value(line)
else
line.value = line.value.substring_from(line.leading.min(4))
end
line.leading = line.process_leading
end
line = line.next
end
end
# Collect block line text.
fun text: String do
var text = new FlatBuffer
var line = first_line
while line != null do
if not line.is_empty then
text.append line.text
end
text.append "\n"
line = line.next
end
var block = first_block
while block != null do
text.append block.text
text.append "\n"
block = block.next
end
return text.write_to_string
end
end
# Representation of a markdown block in the AST.
# Each `Block` is linked to a `MDBlock` that contains mardown code.
abstract class Block
# The markdown block `self` is related to.
var block: MDBlock
# Output `self` using `v.decorator`.
fun emit(v: MarkdownProcessor) do v.emit_in(self)
# Emit the containts of `self`, lines or blocks.
fun emit_in(v: MarkdownProcessor) do
block.remove_surrounding_empty_lines
if block.has_lines then
emit_lines(v)
else
emit_blocks(v)
end
end
# Emit lines contained in `block`.
fun emit_lines(v: MarkdownProcessor) do
var tpl = v.push_buffer
var line = block.first_line
while line != null do
if not line.is_empty then
v.add line.value.substring(line.leading, line.value.length - line.trailing)
if line.trailing >= 2 then v.decorator.add_line_break(v)
end
if line.next != null then
v.addn
end
line = line.next
end
v.pop_buffer
v.emit_text(tpl)
end
# Emit sub-blocks contained in `block`.
fun emit_blocks(v: MarkdownProcessor) do
var block = self.block.first_block
while block != null do
v.push_loc(block.location)
block.kind.emit(v)
v.pop_loc
block = block.next
end
end
# The raw content of the block as a multi-line string.
fun raw_content: String do
var infence = self isa BlockFence
var text = new FlatBuffer
var line = self.block.first_line
while line != null do
if not line.is_empty then
var str = line.value
if not infence and str.has_prefix(" ") then
text.append str.substring(4, str.length - line.trailing)
else
text.append str
end
end
text.append "\n"
line = line.next
end
return text.write_to_string
end
end
# A block without any markdown specificities.
#
# Actually use the same implementation than `BlockCode`,
# this class is only used for typing purposes.
class BlockNone
super Block
end
# A markdown blockquote.
class BlockQuote
super Block
redef fun emit(v) do v.decorator.add_blockquote(v, self)
# Remove blockquote markers.
private fun remove_block_quote_prefix(block: MDBlock) do
var line = block.first_line
while line != null do
if not line.is_empty then
if line.value[line.leading] == '>' then
var rem = line.leading + 1
if line.leading + 1 < line.value.length and
line.value[line.leading + 1] == ' ' then
rem += 1
end
line.value = line.value.substring_from(rem)
line.leading = line.process_leading
end
end
line = line.next
end
end
end
# A markdown code block.
class BlockCode
super Block
# Any string found after fence token.
var meta: nullable Text
# Number of char to skip at the beginning of the line.
#
# Block code lines start at 4 spaces.
protected var line_start = 4
redef fun emit(v) do v.decorator.add_code(v, self)
redef fun emit_lines(v) do
var line = block.first_line
while line != null do
if not line.is_empty then
v.decorator.append_code(v, line.value, line_start, line.value.length)
end
v.addn
line = line.next
end
end
end
# A markdown code-fence block.
#
# Actually use the same implementation than `BlockCode`,
# this class is only used for typing purposes.
class BlockFence
super BlockCode
# Fence code lines start at 0 spaces.
redef var line_start = 0
end
# A markdown headline.
class BlockHeadline
super Block
redef fun emit(v) do
var loc = block.location.copy
loc.column_start += start
v.push_loc(loc)
v.decorator.add_headline(v, self)
v.pop_loc
end
private var start = 0
# Depth of the headline used to determine the headline level.
var depth = 0
# Remove healine marks from lines contained in `self`.
private fun transform_headline(block: MDBlock) do
if depth > 0 then return
var level = 0
var line = block.first_line
if line == null then return
if line.is_empty then return
var start = line.leading
while start < line.value.length and line.value[start] == '#' do
level += 1
start += 1
end
while start < line.value.length and line.value[start] == ' ' do
start += 1
end
if start >= line.value.length then
line.is_empty = true
else
var nend = line.value.length - line.trailing - 1
while line.value[nend] == '#' do nend -= 1
while line.value[nend] == ' ' do nend -= 1
line.value = line.value.substring(start, nend - start + 1)
line.leading = 0
line.trailing = 0
end
self.start = start
depth = level.min(6)
end
end
# A markdown list item block.
class BlockListItem
super Block
redef fun emit(v) do v.decorator.add_listitem(v, self)
end
# A markdown list block.
# Can be either an ordered or unordered list, this class is mainly used to factorize code.
abstract class BlockList
super Block
# Split list block into list items sub-blocks.
private fun init_block(v: MarkdownProcessor) do
var line = block.first_line
if line == null then return
line = line.next
while line != null do
var t = v.line_kind(line)
if t isa LineList or
(not line.is_empty and (line.prev_empty and line.leading == 0 and
not (t isa LineList))) then
var sblock = block.split(line.prev.as(not null))
sblock.kind = new BlockListItem(sblock)
end
line = line.next
end
var sblock = block.split(block.last_line.as(not null))
sblock.kind = new BlockListItem(sblock)
end
# Expand list items as paragraphs if needed.
private fun expand_paragraphs(block: MDBlock) do
var outer = block.first_block
var inner: nullable MDBlock
var has_paragraph = false
while outer != null and not has_paragraph do
if outer.kind isa BlockListItem then
inner = outer.first_block
while inner != null and not has_paragraph do
if inner.kind isa BlockParagraph then
has_paragraph = true
end
inner = inner.next
end
end
outer = outer.next
end
if has_paragraph then
outer = block.first_block
while outer != null do
if outer.kind isa BlockListItem then
inner = outer.first_block
while inner != null do
if inner.kind isa BlockNone then
inner.kind = new BlockParagraph(inner)
end
inner = inner.next
end
end
outer = outer.next
end
end
end
end
# A markdown ordered list.
class BlockOrderedList
super BlockList
redef fun emit(v) do v.decorator.add_orderedlist(v, self)
end
# A markdown unordred list.
class BlockUnorderedList
super BlockList
redef fun emit(v) do v.decorator.add_unorderedlist(v, self)
end
# A markdown paragraph block.
class BlockParagraph
super Block
redef fun emit(v) do v.decorator.add_paragraph(v, self)
end
# A markdown ruler.
class BlockRuler
super Block
redef fun emit(v) do v.decorator.add_ruler(v, self)
end
# Xml blocks that can be found in markdown markup.
class BlockXML
super Block
redef fun emit_lines(v) do
var line = block.first_line
while line != null do
if not line.is_empty then v.add line.value
v.addn
line = line.next
end
end
end
# A markdown line.
class MDLine
# Location of `self` in the original input.
var location: MDLocation
# Text contained in this line.
var value: String is writable
# Is this line empty?
# Lines containing only spaces are considered empty.
var is_empty: Bool = true is writable
# Previous line in `MDBlock` or null if first line.
var prev: nullable MDLine = null is writable
# Next line in `MDBlock` or null if last line.
var next: nullable MDLine = null is writable
# Is the previous line empty?
var prev_empty: Bool = false is writable
# Is the next line empty?
var next_empty: Bool = false is writable
# Initialize a new MDLine from its string value
init do
self.leading = process_leading
if leading != value.length then
self.is_empty = false
self.trailing = process_trailing
end
end
# Set `value` as an empty String and update `leading`, `trailing` and is_`empty`.
fun clear do
value = ""
leading = 0
trailing = 0
is_empty = true
if prev != null then prev.as(not null).next_empty = true
if next != null then next.as(not null).prev_empty = true
end
# Number or leading spaces on this line.
var leading: Int = 0 is writable
# Compute `leading` depending on `value`.
fun process_leading: Int do
var count = 0
var value = self.value
while count < value.length and value[count] == ' ' do count += 1
if leading == value.length then clear
return count
end
# Number of trailing spaces on this line.
var trailing: Int = 0 is writable
# Compute `trailing` depending on `value`.
fun process_trailing: Int do
var count = 0
var value = self.value
while value[value.length - count - 1] == ' ' do
count += 1
end
return count
end
# Count the amount of `ch` in this line.
# Return A value > 0 if this line only consists of `ch` end spaces.
fun count_chars(ch: Char): Int do
var count = 0
for c in value do
if c == ' ' then
continue
end
if c == ch then
count += 1
continue
end
count = 0
break
end
return count
end
# Count the amount of `ch` at the start of this line ignoring spaces.
fun count_chars_start(ch: Char): Int do
var count = 0
for c in value do
if c == ' ' then
continue
end
if c == ch then
count += 1
else
break
end
end
return count
end
# Last XML line if any.
private var xml_end_line: nullable MDLine = null
# Does `value` contains valid XML markup?
private fun check_html: Bool do
var tags = new Array[String]
var tmp = new FlatBuffer
var pos = leading
if pos + 1 < value.length and value[pos + 1] == '!' then
if read_xml_comment(self, pos) > 0 then return true
end
pos = value.read_xml(tmp, pos, false)
var tag: String
if pos > -1 then
tag = tmp.xml_tag
if not tag.is_html_block then
return false
end
if tag == "hr" then
xml_end_line = self
return true
end
tags.add tag
var line: nullable MDLine = self
while line != null do
while pos < line.value.length and line.value[pos] != '<' do
pos += 1
end
if pos >= line.value.length then
if pos - 2 >= 0 and line.value[pos - 2] == '/' then
tags.pop
if tags.is_empty then
xml_end_line = line
break
end
end
line = line.next
pos = 0
else
tmp = new FlatBuffer
var new_pos = line.value.read_xml(tmp, pos, false)
if new_pos > 0 then
tag = tmp.xml_tag
if tag.is_html_block and not tag == "hr" then
if tmp[1] == '/' then
if tags.last != tag then
return false
end
tags.pop
else
tags.add tag
end
end
if tags.is_empty then
xml_end_line = line
break
end
pos = new_pos
else
pos += 1
end
end
end
return tags.is_empty
end
return false
end
# Read a XML comment.
# Used by `check_html`.
private fun read_xml_comment(first_line: MDLine, start: Int): Int do
var line: nullable MDLine = first_line
if start + 3 < line.as(not null).value.length then
if line.as(not null).value[2] == '-' and line.as(not null).value[3] == '-' then
var pos = start + 4
while line != null do
while pos < line.value.length and line.value[pos] != '-' do
pos += 1
end
if pos == line.value.length then
line = line.next
pos = 0
else
if pos + 2 < line.value.length then
if line.value[pos + 1] == '-' and line.value[pos + 2] == '>' then
first_line.xml_end_line = line
return pos + 3
end
end
pos += 1
end
end
end
end
return -1
end
# Extract the text of `self` without leading and trailing.
fun text: String do return value.substring(leading, value.length - trailing)
end
# A markdown line.
interface Line
# Parse the line.
# See `MarkdownProcessor::recurse`.
fun process(v: MarkdownProcessor) is abstract
end
# An empty markdown line.
class LineEmpty
super Line
redef fun process(v) do
v.current_line = v.current_line.as(not null).next
end
end
# A non-specific markdown construction.
# Mainly used as part of another line construct such as paragraphs or lists.
class LineOther
super Line
redef fun process(v) do
var line = v.current_line
# go to block end
var was_empty = line.as(not null).prev_empty
while line != null and not line.is_empty do
var t = v.line_kind(line)
if (v.in_list or v.ext_mode) and t isa LineList then
break
end
if v.ext_mode and (t isa LineCode or t isa LineFence) then
break
end
if t isa LineHeadline or t isa LineHeadline1 or t isa LineHeadline2 or
t isa LineHR or t isa LineBlockquote or t isa LineXML then
break
end
line = line.next
end
# build block
var current_block = v.current_block.as(not null)
if line != null and not line.is_empty then
var block = current_block.split(line.prev.as(not null))
if v.in_list and not was_empty then
block.kind = new BlockNone(block)
else
block.kind = new BlockParagraph(block)
end
current_block.remove_leading_empty_lines
else
var block: MDBlock
if line != null then
block = current_block.split(line)
else
block = current_block.split(current_block.last_line.as(not null))
end
if v.in_list and (line == null or not line.is_empty) and not was_empty then
block.kind = new BlockNone(block)
else
block.kind = new BlockParagraph(block)
end
current_block.remove_leading_empty_lines
end
v.current_line = current_block.first_line
end
end
# A line of markdown code.
class LineCode
super Line
redef fun process(v) do
var line = v.current_line
# lookup block end
while line != null and (line.is_empty or v.line_kind(line) isa LineCode) do
line = line.next
end
# split at block end line
var current_block = v.current_block.as(not null)
var block: MDBlock
if line != null then
block = current_block.split(line.prev.as(not null))
else
block = current_block.split(current_block.last_line.as(not null))
end
block.kind = new BlockCode(block)
block.remove_surrounding_empty_lines
v.current_line = current_block.first_line
end
end
# A line of raw XML.
class LineXML
super Line
redef fun process(v) do
var line = v.current_line
if line == null then return
var current_block = v.current_block.as(not null)
var prev = line.prev
if prev != null then current_block.split(prev)
var block = current_block.split(line.xml_end_line.as(not null))
block.kind = new BlockXML(block)
current_block.remove_leading_empty_lines
v.current_line = current_block.first_line
end
end
# A markdown blockquote line.
class LineBlockquote
super Line
redef fun process(v) do
var line = v.current_line
var current_block = v.current_block.as(not null)
# go to bquote end
while line != null do
if not line.is_empty and (line.prev_empty and
line.leading == 0 and
not v.line_kind(line) isa LineBlockquote) then break
line = line.next
end
# build sub block
var block: MDBlock
if line != null then
block = current_block.split(line.prev.as(not null))
else
block = current_block.split(current_block.last_line.as(not null))
end
var kind = new BlockQuote(block)
block.kind = kind
block.remove_surrounding_empty_lines
kind.remove_block_quote_prefix(block)
v.current_line = line
v.recurse(block, false)
v.current_line = current_block.first_line
end
end
# A markdown ruler line.
class LineHR
super Line
redef fun process(v) do
var line = v.current_line
if line == null then return
var current_block = v.current_block.as(not null)
if line.prev != null then current_block.split(line.prev.as(not null))
var block = current_block.split(line)
block.kind = new BlockRuler(block)
current_block.remove_leading_empty_lines
v.current_line = current_block.first_line
end
end
# A markdown fence code line.
class LineFence
super Line
redef fun process(v) do
# go to fence end
var line = v.current_line.as(not null).next
var current_block = v.current_block.as(not null)
while line != null do
if v.line_kind(line) isa LineFence then break
line = line.next
end
if line != null then
line = line.next
end
# build fence block
var block: MDBlock
if line != null then
block = current_block.split(line.prev.as(not null))
else
block = current_block.split(current_block.last_line.as(not null))
end
block.remove_surrounding_empty_lines
var meta = block.first_line.as(not null).value.meta_from_fence
block.kind = new BlockFence(block, meta)
block.first_line.as(not null).clear
var last = block.last_line
if last != null and v.line_kind(last) isa LineFence then
block.last_line.as(not null).clear
end
block.remove_surrounding_empty_lines
v.current_line = line
end
end
# A markdown headline.
class LineHeadline
super Line
redef fun process(v) do
var line = v.current_line
if line == null then return
var current_block = v.current_block.as(not null)
var lprev = line.prev
if lprev != null then current_block.split(lprev)
var block = current_block.split(line)
var kind = new BlockHeadline(block)
block.kind = kind
kind.transform_headline(block)
current_block.remove_leading_empty_lines
v.current_line = current_block.first_line
end
end
# A markdown headline of level 1.
class LineHeadline1
super LineHeadline
redef fun process(v) do
var line = v.current_line
if line == null then return
var current_block = v.current_block.as(not null)
var lprev = line.prev
if lprev != null then current_block.split(lprev)
line.next.as(not null).clear
var block = current_block.split(line)
var kind = new BlockHeadline(block)
kind.depth = 1
kind.transform_headline(block)
block.kind = kind
current_block.remove_leading_empty_lines
v.current_line = current_block.first_line
end
end
# A markdown headline of level 2.
class LineHeadline2
super LineHeadline
redef fun process(v) do
var line = v.current_line
if line == null then return
var current_block = v.current_block.as(not null)
var lprev = line.prev
if lprev != null then current_block.split(lprev)
line.next.as(not null).clear
var block = current_block.split(line)
var kind = new BlockHeadline(block)
kind.depth = 2
kind.transform_headline(block)
block.kind = kind
current_block.remove_leading_empty_lines
v.current_line = current_block.first_line
end
end
# A markdown list line.
# Mainly used to factorize code between ordered and unordered lists.
abstract class LineList
super Line
redef fun process(v) do
var line = v.current_line
# go to list end
while line != null do
var t = v.line_kind(line)
if not line.is_empty and (line.prev_empty and line.leading == 0 and
not t isa LineList) then break
line = line.next
end
# build list block
var current_block = v.current_block.as(not null)
var list: MDBlock
if line != null then
list = current_block.split(line.prev.as(not null))
else
list = current_block.split(current_block.last_line.as(not null))
end
var kind = block_kind(list)
list.kind = kind
list.first_line.as(not null).prev_empty = false
list.last_line.as(not null).next_empty = false
list.remove_surrounding_empty_lines
list.first_line.as(not null).prev_empty = false
list.last_line.as(not null).next_empty = false
kind.init_block(v)
var block = list.first_block
while block != null do
block.remove_list_indent(v)
v.recurse(block, true)
block = block.next
end
kind.expand_paragraphs(list)
v.current_line = line
end
# Create a new block kind based on this line.
protected fun block_kind(block: MDBlock): BlockList is abstract
# Extract string value from `MDLine`.
protected fun extract_value(line: MDLine): String is abstract
end
# An ordered list line.
class LineOList
super LineList
redef fun block_kind(block) do return new BlockOrderedList(block)
redef fun extract_value(line) do
return line.value.substring_from(line.value.index_of('.') + 2)
end
end
# An unordered list line.
class LineUList
super LineList
redef fun block_kind(block) do return new BlockUnorderedList(block)
redef fun extract_value(line) do
return line.value.substring_from(line.leading + 2)
end
end
# A token represent a character in the markdown input.
# Some tokens have a specific markup behaviour that is handled here.
abstract class Token
# Location of `self` in the original input.
var location: nullable MDLocation
# Position of `self` in input independant from lines.
var pos: Int
# Character found at `pos` in the markdown input.
var char: Char
# Output that token using `MarkdownEmitter::decorator`.
fun emit(v: MarkdownProcessor) do v.decorator.add_char(v, char)
end
# A token without a specific meaning.
class TokenNone
super Token
end
# An emphasis token.
abstract class TokenEm
super Token
redef fun emit(v) do
var tmp = v.push_buffer
var b = v.emit_text_until(v.current_text.as(not null), pos + 1, self)
v.pop_buffer
if b > 0 then
v.decorator.add_em(v, tmp)
v.current_pos = b
else
v.addc char
end
end
end
# An emphasis star token.
class TokenEmStar
super TokenEm
end
# An emphasis underscore token.
class TokenEmUnderscore
super TokenEm
end
# A strong token.
abstract class TokenStrong
super Token
redef fun emit(v) do
var tmp = v.push_buffer
var b = v.emit_text_until(v.current_text.as(not null), pos + 2, self)
v.pop_buffer
if b > 0 then
v.decorator.add_strong(v, tmp)
v.current_pos = b + 1
else
v.addc char
end
end
end
# A strong star token.
class TokenStrongStar
super TokenStrong
end
# A strong underscore token.
class TokenStrongUnderscore
super TokenStrong
end
# A code token.
# This class is mainly used to factorize work between single and double quoted span codes.
abstract class TokenCode
super Token
redef fun emit(v) do
var current_text = v.current_text.as(not null)
var a = pos + next_pos + 1
var b = v.find_token(current_text, a, self)
if b > 0 then
v.current_pos = b + next_pos
while a < b and current_text[a] == ' ' do a += 1
if a < b then
while current_text[b - 1] == ' ' do b -= 1
v.decorator.add_span_code(v, current_text, a, b)
end
else
v.addc char
end
end
private fun next_pos: Int is abstract
end
# A span code token.
class TokenCodeSingle
super TokenCode
redef fun next_pos do return 0
end
# A doubled span code token.
class TokenCodeDouble
super TokenCode
redef fun next_pos do return 1
end
# A link or image token.
# This class is mainly used to factorize work between images and links.
abstract class TokenLinkOrImage
super Token
# Link adress
var link: nullable Text = null
# Link text
var name: nullable Text = null
# Link title
var comment: nullable Text = null
# Is the link construct an abbreviation?
var is_abbrev = false
redef fun emit(v) do
var tmp = new FlatBuffer
var b = check_link(v, tmp, pos, self)
if b > 0 then
emit_hyper(v)
v.current_pos = b
else
v.addc char
end
end
# Emit the hyperlink as link or image.
private fun emit_hyper(v: MarkdownProcessor) is abstract
# Check if the link is a valid link.
private fun check_link(v: MarkdownProcessor, out: FlatBuffer, start: Int, token: Token): Int do
var md = v.current_text
if md == null then return -1
var pos
if token isa TokenLink then
pos = start + 1
else
pos = start + 2
end
var tmp = new FlatBuffer
pos = md.read_md_link_id(tmp, pos)
if pos < start then return -1
name = tmp
var old_pos = pos
pos += 1
pos = md.skip_spaces(pos)
if pos < start then
var tid = name.as(not null).write_to_string.to_lower
if v.link_refs.has_key(tid) then
var lr = v.link_refs[tid]
is_abbrev = lr.is_abbrev
link = lr.link
comment = lr.title
pos = old_pos
else
return -1
end
else if md[pos] == '(' then
pos += 1
pos = md.skip_spaces(pos)
if pos < start then return -1
tmp = new FlatBuffer
var use_lt = md[pos] == '<'
if use_lt then
pos = md.read_until(tmp, pos + 1, '>')
else
pos = md.read_md_link(tmp, pos)
end
if pos < start then return -1
if use_lt then pos += 1
link = tmp.write_to_string
if md[pos] == ' ' then
pos = md.skip_spaces(pos)
if pos > start and md[pos] == '"' then
pos += 1
tmp = new FlatBuffer
pos = md.read_until(tmp, pos, '"')
if pos < start then return -1
comment = tmp.write_to_string
pos += 1
pos = md.skip_spaces(pos)
if pos == -1 then return -1
end
end
if pos < start then return -1
if md[pos] != ')' then return -1
else if md[pos] == '[' then
pos += 1
tmp = new FlatBuffer
pos = md.read_raw_until(tmp, pos, ']')
if pos < start then return -1
var id
if tmp.length > 0 then
id = tmp
else
id = name
end
var tid = id.as(not null).write_to_string.to_lower
if v.link_refs.has_key(tid) then
var lr = v.link_refs[tid]
link = lr.link
comment = lr.title
end
else
var tid = name.as(not null).write_to_string.replace("\n", " ").to_lower
if v.link_refs.has_key(tid) then
var lr = v.link_refs[tid]
link = lr.link
comment = lr.title
pos = old_pos
else
return -1
end
end
if link == null then return -1
return pos
end
end
# A markdown link token.
class TokenLink
super TokenLinkOrImage
redef fun emit_hyper(v) do
if is_abbrev and comment != null then
v.decorator.add_abbr(v, name.as(not null), comment.as(not null))
else
v.decorator.add_link(v, link.as(not null), name.as(not null), comment)
end
end
end
# A markdown image token.
class TokenImage
super TokenLinkOrImage
redef fun emit_hyper(v) do
v.decorator.add_image(v, link.as(not null), name.as(not null), comment)
end
end
# A HTML/XML token.
class TokenHTML
super Token
redef fun emit(v) do
var tmp = new FlatBuffer
var b = check_html(v, tmp, v.current_text.as(not null), v.current_pos)
if b > 0 then
v.add tmp
v.current_pos = b
else
v.decorator.escape_char(v, char)
end
end
# Is the HTML valid?
# Also take care of link and mailto shortcuts.
private fun check_html(v: MarkdownProcessor, out: FlatBuffer, md: Text, start: Int): Int do
# check for auto links
var tmp = new FlatBuffer
var pos = md.read_until(tmp, start + 1, ':', ' ', '>', '\n')
if pos != -1 and md[pos] == ':' and tmp.is_link_prefix then
pos = md.read_until(tmp, pos, '>')
if pos != -1 then
var link = tmp.write_to_string
v.decorator.add_link(v, link, link, null)
return pos
end
end
# TODO check for mailto
# check for inline html
if start + 2 < md.length then
return md.read_xml(out, start, true)
end
return -1
end
end
# An HTML entity token.
class TokenEntity
super Token
redef fun emit(v) do
var tmp = new FlatBuffer
var b = check_entity(tmp, v.current_text.as(not null), pos)
if b > 0 then
v.add tmp
v.current_pos = b
else
v.decorator.escape_char(v, char)
end
end
# Is the entity valid?
private fun check_entity(out: FlatBuffer, md: Text, start: Int): Int do
var pos = md.read_until(out, start, ';')
if pos < 0 or out.length < 3 then
return -1
end
if out[1] == '#' then
if out[2] == 'x' or out[2] == 'X' then
if out.length < 4 then return -1
for i in [3..out.length[ do
var c = out[i]
if (c < '0' or c > '9') and (c < 'a' and c > 'f') and (c < 'A' and c > 'F') then
return -1
end
end
else
for i in [2..out