//----------------------------------------------------------------------------- // 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" // 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 = 0; 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 = 0; 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; }