//-----------------------------------------------------------------------------
// Copyright 2007 Jonathan Westhues
//
// This file is part of LDmicro.
//
// LDmicro 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 3 of the License, or
// (at your option) any later version.
//
// LDmicro 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 LDmicro. If not, see .
//------
//
// Stuff for editing the schematic, mostly tying in with the cursor somehow.
// Actual manipulation of circuit elements happens in circuit.cpp, though.
// Jonathan Westhues, Oct 2004
//-----------------------------------------------------------------------------
#include "linuxUI.h"
#include
#include
#include
#include "ldmicro.h"
using namespace std;
// Not all options all available e.g. can't delete the only relay coil in
// a rung, can't insert two coils in series, etc. Keep track of what is
// allowed so we don't corrupt our program.
BOOL CanInsertEnd;
BOOL CanInsertOther;
BOOL CanInsertComment;
// Ladder logic program is laid out on a grid program; this matrix tells
// us which leaf element is in which box on the grid, which allows us
// to determine what element has just been selected when the user clicks
// on something, for example.
ElemLeaf *DisplayMatrix[DISPLAY_MATRIX_X_SIZE][DISPLAY_MATRIX_Y_SIZE];
int DisplayMatrixWhich[DISPLAY_MATRIX_X_SIZE][DISPLAY_MATRIX_Y_SIZE];
ElemLeaf *Selected;
int SelectedWhich;
ElemLeaf DisplayMatrixFiller;
// Cursor within the ladder logic program. The paint routines figure out
// where the cursor should go and calculate the coordinates (in pixels)
// of the rectangle that describes it; then BlinkCursor just has to XOR
// the requested rectangle at periodic intervals.
QRect Cursor;
//-----------------------------------------------------------------------------
// Find the address in the DisplayMatrix of the selected leaf element. Set
// *gx and *gy if we succeed and return TRUE, else return FALSE.
//-----------------------------------------------------------------------------
BOOL FindSelected(int *gx, int *gy)
{
if(!Selected) return FALSE;
int i, j;
for(i = 0; i < DISPLAY_MATRIX_X_SIZE; i++) {
for(j = 0; j < DISPLAY_MATRIX_Y_SIZE; j++) {
if(DisplayMatrix[i][j] == Selected) {
while(DisplayMatrix[i+1][j] == Selected) {
i++;
}
*gx = i;
*gy = j;
return TRUE;
}
}
}
return FALSE;
}
//-----------------------------------------------------------------------------
// Select the item in DisplayMatrix at (gx, gy), and then update everything
// to reflect that. In particular change the enabled state of the menus so
// that those items that do not apply are grayed, and scroll the element in
// to view.
//-----------------------------------------------------------------------------
void SelectElement(int gx, int gy, int state)
{
if(gx < 0 || gy < 0) {
if(!FindSelected(&gx, &gy)) {
return;
}
}
if(Selected) Selected->selectedState = SELECTED_NONE;
Selected = DisplayMatrix[gx][gy];
SelectedWhich = DisplayMatrixWhich[gx][gy];
if(SelectedWhich == ELEM_PLACEHOLDER) {
state = SELECTED_LEFT;
}
if((gy - ScrollYOffset) >= ScreenRowsAvailable()) {
ScrollYOffset = gy - ScreenRowsAvailable() + 1;
RefreshScrollbars();
}
if((gy - ScrollYOffset) < 0) {
ScrollYOffset = gy;
RefreshScrollbars();
}
if((gx - ScrollXOffset*POS_WIDTH*FONT_WIDTH) >= ScreenColsAvailable()) {
ScrollXOffset = gx*POS_WIDTH*FONT_WIDTH - ScreenColsAvailable();
RefreshScrollbars();
}
if((gx - ScrollXOffset*POS_WIDTH*FONT_WIDTH) < 0) {
ScrollXOffset = gx*POS_WIDTH*FONT_WIDTH;
RefreshScrollbars();
}
ok();
Selected->selectedState = state;
ok();
WhatCanWeDoFromCursorAndTopology();
}
//-----------------------------------------------------------------------------
// Must be called every time the cursor moves or the cursor stays the same
// but the circuit topology changes under it. Determines what we are allowed
// to do: where coils can be added, etc.
//-----------------------------------------------------------------------------
void WhatCanWeDoFromCursorAndTopology(void)
{
BOOL canNegate = FALSE, canNormal = FALSE;
BOOL canResetOnly = FALSE, canSetOnly = FALSE;
BOOL canPushUp = TRUE, canPushDown = TRUE;
BOOL canDelete = TRUE;
int i = RungContainingSelected();
if(i >= 0) {
if(i == 0) canPushUp = FALSE;
if(i == (Prog.numRungs-1)) canPushDown = FALSE;
if(Prog.rungs[i]->count == 1 &&
Prog.rungs[i]->contents[0].which == ELEM_PLACEHOLDER)
{
canDelete = FALSE;
}
}
CanInsertEnd = FALSE;
CanInsertOther = TRUE;
if(Selected &&
(SelectedWhich == ELEM_COIL ||
SelectedWhich == ELEM_RES ||
SelectedWhich == ELEM_ADD ||
SelectedWhich == ELEM_SUB ||
SelectedWhich == ELEM_MUL ||
SelectedWhich == ELEM_DIV ||
SelectedWhich == ELEM_CTC ||
SelectedWhich == ELEM_READ_ADC ||
SelectedWhich == ELEM_SET_PWM ||
SelectedWhich == ELEM_MASTER_RELAY ||
SelectedWhich == ELEM_SHIFT_REGISTER ||
SelectedWhich == ELEM_LOOK_UP_TABLE ||
SelectedWhich == ELEM_PIECEWISE_LINEAR ||
SelectedWhich == ELEM_PERSIST ||
SelectedWhich == ELEM_MOVE))
{
if(SelectedWhich == ELEM_COIL) {
canNegate = TRUE;
canNormal = TRUE;
canResetOnly = TRUE;
canSetOnly = TRUE;
}
if(Selected->selectedState == SELECTED_ABOVE ||
Selected->selectedState == SELECTED_BELOW)
{
CanInsertEnd = TRUE;
CanInsertOther = FALSE;
} else if(Selected->selectedState == SELECTED_RIGHT) {
CanInsertEnd = FALSE;
CanInsertOther = FALSE;
}
} else if(Selected) {
if(Selected->selectedState == SELECTED_RIGHT ||
SelectedWhich == ELEM_PLACEHOLDER)
{
CanInsertEnd = ItemIsLastInCircuit(Selected);
}
}
if(SelectedWhich == ELEM_CONTACTS) {
canNegate = TRUE;
canNormal = TRUE;
}
if(SelectedWhich == ELEM_PLACEHOLDER) {
// a comment must be the only element in its rung, and it will fill
// the rung entirely
CanInsertComment = TRUE;
} else {
CanInsertComment = FALSE;
}
if(SelectedWhich == ELEM_COMMENT) {
// if there's a comment there already then don't let anything else
// into the rung
CanInsertEnd = FALSE;
CanInsertOther = FALSE;
}
SetMenusEnabled(canNegate, canNormal, canResetOnly, canSetOnly, canDelete,
CanInsertEnd, CanInsertOther, canPushDown, canPushUp, CanInsertComment);
}
//-----------------------------------------------------------------------------
// Rub out freed element from the DisplayMatrix, just so we don't confuse
// ourselves too much (or access freed memory)...
//-----------------------------------------------------------------------------
void ForgetFromGrid(void *p)
{
int i, j;
for(i = 0; i < DISPLAY_MATRIX_X_SIZE; i++) {
for(j = 0; j < DISPLAY_MATRIX_Y_SIZE; j++) {
if(DisplayMatrix[i][j] == p) {
DisplayMatrix[i][j] = NULL;
}
}
}
if(Selected == p) {
Selected = NULL;
}
}
//-----------------------------------------------------------------------------
// Rub out everything from DisplayMatrix. If we don't do that before freeing
// the program (e.g. when loading a new file) then there is a race condition
// when we repaint.
//-----------------------------------------------------------------------------
void ForgetEverything(void)
{
memset(DisplayMatrix, 0, sizeof(DisplayMatrix));
memset(DisplayMatrixWhich, 0, sizeof(DisplayMatrixWhich));
Selected = NULL;
SelectedWhich = 0;
}
//-----------------------------------------------------------------------------
// Select the top left element of the program. Returns TRUE if it was able
// to do so, FALSE if not. The latter occurs given a completely empty
// program.
//-----------------------------------------------------------------------------
BOOL MoveCursorTopLeft(void)
{
int i, j;
// Let us first try to place it somewhere on-screen, so start at the
// vertical scroll offset, not the very top (to avoid placing the
// cursor in a position that would force us to scroll to put it in to
// view.)
for(i = 0; i < DISPLAY_MATRIX_X_SIZE; i++) {
for(j = ScrollYOffset;
j < DISPLAY_MATRIX_Y_SIZE && j < (ScrollYOffset+16); j++)
{
if(VALID_LEAF(DisplayMatrix[i][j])) {
SelectElement(i, j, SELECTED_LEFT);
return TRUE;
}
}
}
// If that didn't work, then try anywhere on the diagram before giving
// up entirely.
for(i = 0; i < DISPLAY_MATRIX_X_SIZE; i++) {
for(j = 0; j < 16; j++) {
if(VALID_LEAF(DisplayMatrix[i][j])) {
SelectElement(i, j, SELECTED_LEFT);
return TRUE;
}
}
}
return FALSE;
}
//-----------------------------------------------------------------------------
// Move the cursor in response to a keyboard command (arrow keys). Basically
// we move the cursor within the currently selected element until we hit
// the edge (e.g. left edge for VK_LEFT), and then we see if we can select
// a new item that would let us keep going.
//-----------------------------------------------------------------------------
void MoveCursorKeyboard(int keyCode)
{
if(!Selected || Selected->selectedState == SELECTED_NONE) {
MoveCursorTopLeft();
return;
}
switch(keyCode) {
case VK_LEFT: {
if(!Selected || Selected->selectedState == SELECTED_NONE) {
break;
}
if(Selected->selectedState != SELECTED_LEFT) {
SelectElement(-1, -1, SELECTED_LEFT);
break;
}
if(SelectedWhich == ELEM_COMMENT) break;
int i, j;
if(FindSelected(&i, &j)) {
i--;
while(i >= 0 && (!VALID_LEAF(DisplayMatrix[i][j]) ||
(DisplayMatrix[i][j] == Selected)))
{
i--;
}
if(i >= 0) {
SelectElement(i, j, SELECTED_RIGHT);
}
}
break;
}
case VK_RIGHT: {
if(!Selected || Selected->selectedState == SELECTED_NONE) {
break;
}
if(Selected->selectedState != SELECTED_RIGHT) {
SelectElement(-1, -1, SELECTED_RIGHT);
break;
}
if(SelectedWhich == ELEM_COMMENT) break;
int i, j;
if(FindSelected(&i, &j)) {
i++;
while(i < DISPLAY_MATRIX_X_SIZE &&
!VALID_LEAF(DisplayMatrix[i][j]))
{
i++;
}
if(i != DISPLAY_MATRIX_X_SIZE) {
SelectElement(i, j, SELECTED_LEFT);
}
}
break;
}
case VK_UP: {
if(!Selected || Selected->selectedState == SELECTED_NONE) {
break;
}
if(Selected->selectedState != SELECTED_ABOVE &&
SelectedWhich != ELEM_PLACEHOLDER)
{
SelectElement(-1, -1, SELECTED_ABOVE);
break;
}
int i, j;
if(FindSelected(&i, &j)) {
j--;
while(j >= 0 && !VALID_LEAF(DisplayMatrix[i][j]))
j--;
if(j >= 0) {
SelectElement(i, j, SELECTED_BELOW);
}
}
break;
}
case VK_DOWN: {
if(!Selected || Selected->selectedState == SELECTED_NONE) {
break;
}
if(Selected->selectedState != SELECTED_BELOW &&
SelectedWhich != ELEM_PLACEHOLDER)
{
SelectElement(-1, -1, SELECTED_BELOW);
break;
}
int i, j;
if(FindSelected(&i, &j)) {
j++;
while(j < DISPLAY_MATRIX_Y_SIZE &&
!VALID_LEAF(DisplayMatrix[i][j]))
{
j++;
}
if(j != DISPLAY_MATRIX_Y_SIZE) {
SelectElement(i, j, SELECTED_ABOVE);
} else if(ScrollYOffsetMax - ScrollYOffset < 3) {
// special case: scroll the end marker into view
ScrollYOffset = ScrollYOffsetMax;
RefreshScrollbars();
}
}
break;
}
}
}
//-----------------------------------------------------------------------------
// Edit the selected element. Pop up the appropriate modal dialog box to do
// this.
//-----------------------------------------------------------------------------
void EditSelectedElement(void)
{
if(!Selected || Selected->selectedState == SELECTED_NONE) return;
switch(SelectedWhich) {
case ELEM_COMMENT:
ShowCommentDialog(Selected->d.comment.str);
break;
case ELEM_CONTACTS:
ShowContactsDialog(&(Selected->d.contacts.negated),
Selected->d.contacts.name);
break;
case ELEM_COIL:
ShowCoilDialog(&(Selected->d.coil.negated),
&(Selected->d.coil.setOnly), &(Selected->d.coil.resetOnly),
Selected->d.coil.name);
break;
case ELEM_TON:
case ELEM_TOF:
case ELEM_RTO:
ShowTimerDialog(SelectedWhich, &(Selected->d.timer.delay),
Selected->d.timer.name);
break;
case ELEM_CTU:
case ELEM_CTD:
case ELEM_CTC:
ShowCounterDialog(SelectedWhich, &(Selected->d.counter.max),
Selected->d.counter.name);
break;
case ELEM_EQU:
case ELEM_NEQ:
case ELEM_GRT:
case ELEM_GEQ:
case ELEM_LES:
case ELEM_LEQ:
ShowCmpDialog(SelectedWhich, Selected->d.cmp.op1,
Selected->d.cmp.op2);
break;
case ELEM_ADD:
case ELEM_SUB:
case ELEM_MUL:
case ELEM_DIV:
ShowMathDialog(SelectedWhich, Selected->d.math.dest,
Selected->d.math.op1, Selected->d.math.op2);
break;
case ELEM_RES:
ShowResetDialog(Selected->d.reset.name);
break;
case ELEM_MOVE:
ShowMoveDialog(Selected->d.move.dest, Selected->d.move.src);
break;
case ELEM_SET_PWM:
ShowSetPwmDialog(Selected->d.setPwm.name,
&(Selected->d.setPwm.targetFreq));
break;
case ELEM_READ_ADC:
ShowReadAdcDialog(Selected->d.readAdc.name+1);
break;
case ELEM_UART_RECV:
case ELEM_UART_SEND:
ShowUartDialog(SelectedWhich, Selected->d.uart.name);
break;
case ELEM_PERSIST:
ShowPersistDialog(Selected->d.persist.var);
break;
case ELEM_SHIFT_REGISTER:
ShowShiftRegisterDialog(Selected->d.shiftRegister.name,
&(Selected->d.shiftRegister.stages));
break;
case ELEM_FORMATTED_STRING:
ShowFormattedStringDialog(Selected->d.fmtdStr.var,
Selected->d.fmtdStr.string);
break;
case ELEM_PIECEWISE_LINEAR:
ShowPiecewiseLinearDialog(Selected);
break;
case ELEM_LOOK_UP_TABLE:
ShowLookUpTableDialog(Selected);
break;
}
}
//-----------------------------------------------------------------------------
// Edit the element under the mouse cursor. This will typically be the
// selected element, since the first click would have selected it. If there
// is no element under the mouser cursor then do nothing; do not edit the
// selected element (which is elsewhere on screen), as that would be
// confusing.
//-----------------------------------------------------------------------------
void EditElementMouseDoubleclick(int x, int y)
{
x += ScrollXOffset;
y += FONT_HEIGHT/2;
int gx = (x - X_PADDING)/(POS_WIDTH*FONT_WIDTH);
int gy = (y - Y_PADDING)/(POS_HEIGHT*FONT_HEIGHT);
gy += ScrollYOffset;
if(InSimulationMode) {
ElemLeaf *l = DisplayMatrix[gx][gy];
if(l && DisplayMatrixWhich[gx][gy] == ELEM_CONTACTS) {
char *name = l->d.contacts.name;
if(name[0] == 'X') {
SimulationToggleContact(name);
}
} else if(l && DisplayMatrixWhich[gx][gy] == ELEM_READ_ADC) {
// ShowAnalogSliderPopup(l->d.readAdc.name);
}
} else {
if(DisplayMatrix[gx][gy] == Selected) {
EditSelectedElement();
}
}
}
//-----------------------------------------------------------------------------
// Move the cursor in response to a mouse click. If they clicked in a leaf
// element box then figure out which edge they're closest too (with appropriate
// fudge factors to make all edges equally easy to click on) and put the
// cursor there.
//-----------------------------------------------------------------------------
void MoveCursorMouseClick(int x, int y)
{
x += ScrollXOffset;
y += FONT_HEIGHT/2;
int gx0 = (x - X_PADDING)/(POS_WIDTH*FONT_WIDTH);
int gy0 = (y - Y_PADDING)/(POS_HEIGHT*FONT_HEIGHT);
int gx = gx0;
int gy = gy0 + ScrollYOffset;
if(VALID_LEAF(DisplayMatrix[gx][gy])) {
int i, j;
for(i = 0; i < DISPLAY_MATRIX_X_SIZE; i++) {
for(j = 0; j < DISPLAY_MATRIX_Y_SIZE; j++) {
if(DisplayMatrix[i][j])
DisplayMatrix[i][j]->selectedState = SELECTED_NONE;
}
}
int dx = x - (gx0*POS_WIDTH*FONT_WIDTH + X_PADDING);
int dy = y - (gy0*POS_HEIGHT*FONT_HEIGHT + Y_PADDING);
int dtop = dy;
int dbottom = POS_HEIGHT*FONT_HEIGHT - dy;
int dleft = dx;
int dright = POS_WIDTH*FONT_WIDTH - dx;
int extra = 1;
if(DisplayMatrixWhich[gx][gy] == ELEM_COMMENT) {
dleft += gx*POS_WIDTH*FONT_WIDTH;
dright += (ColsAvailable - gx - 1)*POS_WIDTH*FONT_WIDTH;
extra = ColsAvailable;
} else {
if((gx > 0) && (DisplayMatrix[gx-1][gy] == DisplayMatrix[gx][gy])) {
dleft += POS_WIDTH*FONT_WIDTH;
extra = 2;
}
if((gx < (DISPLAY_MATRIX_X_SIZE-1)) &&
(DisplayMatrix[gx+1][gy] == DisplayMatrix[gx][gy]))
{
dright += POS_WIDTH*FONT_WIDTH;
extra = 2;
}
}
int decideX = (dright - dleft);
int decideY = (dtop - dbottom);
decideY = decideY*3*extra;
int state;
if(abs(decideY) > abs(decideX)) {
if(decideY > 0) {
state = SELECTED_BELOW;
} else {
state = SELECTED_ABOVE;
}
} else {
if(decideX > 0) {
state = SELECTED_LEFT;
} else {
state = SELECTED_RIGHT;
}
}
SelectElement(gx, gy, state);
}
}
//-----------------------------------------------------------------------------
// Place the cursor as near to the given point on the grid as possible. Used
// after deleting an element, for example.
//-----------------------------------------------------------------------------
void MoveCursorNear(int gx, int gy)
{
int out = 0;
for(out = 0; out < 8; out++) {
if(gx - out >= 0) {
if(VALID_LEAF(DisplayMatrix[gx-out][gy])) {
SelectElement(gx-out, gy, SELECTED_RIGHT);
return;
}
}
if(gx + out < DISPLAY_MATRIX_X_SIZE) {
if(VALID_LEAF(DisplayMatrix[gx+out][gy])) {
SelectElement(gx+out, gy, SELECTED_LEFT);
return;
}
}
if(gy - out >= 0) {
if(VALID_LEAF(DisplayMatrix[gx][gy-out])) {
SelectElement(gx, gy-out, SELECTED_BELOW);
return;
}
}
if(gy + out < DISPLAY_MATRIX_Y_SIZE) {
if(VALID_LEAF(DisplayMatrix[gx][gy+out])) {
SelectElement(gx, gy+out, SELECTED_ABOVE);
return;
}
}
if(out == 1) {
// Now see if we have a straight shot to the right; might be far
// if we have to go up to a coil or other end of line element.
int across;
for(across = 1; gx+across < DISPLAY_MATRIX_X_SIZE; across++) {
if(VALID_LEAF(DisplayMatrix[gx+across][gy])) {
SelectElement(gx+across, gy, SELECTED_LEFT);
return;
}
if(!DisplayMatrix[gx+across][gy]) break;
}
}
}
MoveCursorTopLeft();
}
//-----------------------------------------------------------------------------
// Negate the selected item, if this is meaningful.
//-----------------------------------------------------------------------------
void NegateSelected(void)
{
switch(SelectedWhich) {
case ELEM_CONTACTS:
Selected->d.contacts.negated = TRUE;
break;
case ELEM_COIL: {
ElemCoil *c = &Selected->d.coil;
c->negated = TRUE;
c->resetOnly = FALSE;
c->setOnly = FALSE;
break;
}
default:
break;
}
}
//-----------------------------------------------------------------------------
// Make the item selected normal: not negated, not set/reset only.
//-----------------------------------------------------------------------------
void MakeNormalSelected(void)
{
switch(SelectedWhich) {
case ELEM_CONTACTS:
Selected->d.contacts.negated = FALSE;
break;
case ELEM_COIL: {
ElemCoil *c = &Selected->d.coil;
c->negated = FALSE;
c->setOnly = FALSE;
c->resetOnly = FALSE;
break;
}
default:
break;
}
}
//-----------------------------------------------------------------------------
// Make the selected item set-only, if it is a coil.
//-----------------------------------------------------------------------------
void MakeSetOnlySelected(void)
{
if(SelectedWhich != ELEM_COIL) return;
ElemCoil *c = &Selected->d.coil;
c->setOnly = TRUE;
c->resetOnly = FALSE;
c->negated = FALSE;
}
//-----------------------------------------------------------------------------
// Make the selected item reset-only, if it is a coil.
//-----------------------------------------------------------------------------
void MakeResetOnlySelected(void)
{
if(SelectedWhich != ELEM_COIL) return;
ElemCoil *c = &Selected->d.coil;
c->resetOnly = TRUE;
c->setOnly = FALSE;
c->negated = FALSE;
}