EscCharsetProber.cs 4.2 KB

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  1. /* ***** BEGIN LICENSE BLOCK *****
  2. * Version: MPL 1.1/GPL 2.0/LGPL 2.1
  3. *
  4. * The contents of this file are subject to the Mozilla Public License Version
  5. * 1.1 (the "License"); you may not use this file except in compliance with
  6. * the License. You may obtain a copy of the License at
  7. * http://www.mozilla.org/MPL/
  8. *
  9. * Software distributed under the License is distributed on an "AS IS" basis,
  10. * WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
  11. * for the specific language governing rights and limitations under the
  12. * License.
  13. *
  14. * The Original Code is Mozilla Universal charset detector code.
  15. *
  16. * The Initial Developer of the Original Code is
  17. * Netscape Communications Corporation.
  18. * Portions created by the Initial Developer are Copyright (C) 2001
  19. * the Initial Developer. All Rights Reserved.
  20. *
  21. * Contributor(s):
  22. * Shy Shalom <shooshX@gmail.com>
  23. * Rudi Pettazzi <rudi.pettazzi@gmail.com> (C# port)
  24. * Alternatively, the contents of this file may be used under the terms of
  25. * either the GNU General Public License Version 2 or later (the "GPL"), or
  26. * the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
  27. * in which case the provisions of the GPL or the LGPL are applicable instead
  28. * of those above. If you wish to allow use of your version of this file only
  29. * under the terms of either the GPL or the LGPL, and not to allow others to
  30. * use your version of this file under the terms of the MPL, indicate your
  31. * decision by deleting the provisions above and replace them with the notice
  32. * and other provisions required by the GPL or the LGPL. If you do not delete
  33. * the provisions above, a recipient may use your version of this file under
  34. * the terms of any one of the MPL, the GPL or the LGPL.
  35. *
  36. * ***** END LICENSE BLOCK ***** */
  37. namespace UniversalDetector.Core
  38. {
  39. public class EscCharsetProber : CharsetProber
  40. {
  41. private const int CHARSETS_NUM = 4;
  42. private string detectedCharset;
  43. private CodingStateMachine[] codingSM;
  44. int activeSM;
  45. public EscCharsetProber()
  46. {
  47. codingSM = new CodingStateMachine[CHARSETS_NUM];
  48. codingSM[0] = new CodingStateMachine(new HZSMModel());
  49. codingSM[1] = new CodingStateMachine(new ISO2022CNSMModel());
  50. codingSM[2] = new CodingStateMachine(new ISO2022JPSMModel());
  51. codingSM[3] = new CodingStateMachine(new ISO2022KRSMModel());
  52. Reset();
  53. }
  54. public override void Reset()
  55. {
  56. state = ProbingState.Detecting;
  57. for (int i = 0; i < CHARSETS_NUM; i++)
  58. codingSM[i].Reset();
  59. activeSM = CHARSETS_NUM;
  60. detectedCharset = null;
  61. }
  62. public override ProbingState HandleData(byte[] buf, int offset, int len)
  63. {
  64. int max = offset + len;
  65. for (int i = offset; i < max && state == ProbingState.Detecting; i++) {
  66. for (int j = activeSM - 1; j >= 0; j--) {
  67. // byte is feed to all active state machine
  68. int codingState = codingSM[j].NextState(buf[i]);
  69. if (codingState == SMModel.ERROR) {
  70. // got negative answer for this state machine, make it inactive
  71. activeSM--;
  72. if (activeSM == 0) {
  73. state = ProbingState.NotMe;
  74. return state;
  75. } else if (j != activeSM) {
  76. CodingStateMachine t = codingSM[activeSM];
  77. codingSM[activeSM] = codingSM[j];
  78. codingSM[j] = t;
  79. }
  80. } else if (codingState == SMModel.ITSME) {
  81. state = ProbingState.FoundIt;
  82. detectedCharset = codingSM[j].ModelName;
  83. return state;
  84. }
  85. }
  86. }
  87. return state;
  88. }
  89. public override string GetCharsetName()
  90. {
  91. return detectedCharset;
  92. }
  93. public override float GetConfidence()
  94. {
  95. return 0.99f;
  96. }
  97. }
  98. }