1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
|
//-----------------------------------------------------------------------------
// 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 <http://www.gnu.org/licenses/>.
//------
//
// 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 <stdio.h>
#include <stdlib.h>
#include <iostream>
#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;
}
|