📄 schematic.cpp
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//-----------------------------------------------------------------------------
// 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 <windows.h>
#include <stdio.h>
#include <stdlib.h>
#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.
PlcCursor 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: {
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