179 lines
4.7 KiB
C++
179 lines
4.7 KiB
C++
#include "Logic.h"
|
|
|
|
#include <QFileDialog>
|
|
|
|
#include "eConnectorType.h"
|
|
#include "Part.h"
|
|
#include "Connector.h"
|
|
#include "Wire.h"
|
|
#include "FileHandler.h"
|
|
#include "Scene.h"
|
|
#include "MainWindow.h"
|
|
|
|
#include "Parts/BufferGate.h"
|
|
#include "Parts/NotGate.h"
|
|
#include "Parts/AndGate.h"
|
|
#include "Parts/OrGate.h"
|
|
#include "Parts/NandGate.h"
|
|
#include "Parts/NorGate.h"
|
|
#include "Parts/XorGate.h"
|
|
#include "Parts/XnorGate.h"
|
|
#include "Parts/HighConstant.h"
|
|
#include "Parts/LowConstant.h"
|
|
#include "Parts/LightBulb.h"
|
|
#include "Parts/ToggleButton.h"
|
|
#include "Parts/IntegratedCircuit.h"
|
|
|
|
Logic::Logic(Scene* parentScene)
|
|
:m_parentScene(parentScene)
|
|
{
|
|
|
|
}
|
|
|
|
Scene* Logic::parentScene()
|
|
{
|
|
return m_parentScene;
|
|
}
|
|
|
|
void Logic::doLogicStep()
|
|
{
|
|
// The method of first updating the items, then the connections makes everything happen completely
|
|
// synchronously and makes sure that a signal isn't propagated or computed twice in a single step
|
|
|
|
// Let the circuitItems compute everything
|
|
for(auto part : m_parts)
|
|
{
|
|
part->updateState();
|
|
}
|
|
// Reset the state of any connector receiving input before each step
|
|
for(auto connector : m_inputConnectors)
|
|
{
|
|
connector->m_state = false;
|
|
}
|
|
// Make wires propagate forward their input
|
|
for(auto wire : m_wires)
|
|
{
|
|
wire->feedInput();
|
|
}
|
|
}
|
|
|
|
bool Logic::saveToFile(QString filename)
|
|
{
|
|
if(m_parentScene)
|
|
m_parentScene->m_parentMainWindow->changesSaved();
|
|
FileHandler fh(this);
|
|
return fh.save(filename);
|
|
}
|
|
|
|
bool Logic::loadFromFile(QString filename)
|
|
{
|
|
FileHandler fh(this);
|
|
return fh.open(filename);
|
|
}
|
|
|
|
// PRIVATE
|
|
IntegratedCircuit* Logic::createIC(QString filename, QPointF pos)
|
|
{
|
|
IntegratedCircuit* ic = new IntegratedCircuit(this, filename);
|
|
if(m_parentScene)
|
|
m_parentScene->addItem(ic);
|
|
m_parts.append(ic);
|
|
ic->setPos(pos);
|
|
ic->m_oldPos = pos;
|
|
ic->m_partType = PartType::IntegratedCircuit;
|
|
return ic;
|
|
}
|
|
|
|
Part* Logic::createPart(PartType::PartType partType, QPointF pos)
|
|
{
|
|
Part *part;
|
|
|
|
if(partType == PartType::GateBuffer)
|
|
part = new BufferGate(this);
|
|
else if(partType == PartType::GateNot)
|
|
part = new NotGate(this);
|
|
else if(partType == PartType::GateAnd)
|
|
part = new AndGate(this);
|
|
else if(partType == PartType::GateOr)
|
|
part = new OrGate(this);
|
|
else if(partType == PartType::GateNand)
|
|
part = new NandGate(this);
|
|
else if(partType == PartType::GateNor)
|
|
part = new NorGate(this);
|
|
else if(partType == PartType::GateXor)
|
|
part = new XorGate(this);
|
|
else if(partType == PartType::GateXnor)
|
|
part = new XnorGate(this);
|
|
else if(partType == PartType::IOHighConstant)
|
|
part = new HighConstant(this);
|
|
else if(partType == PartType::IOLowConstant)
|
|
part = new LowConstant(this);
|
|
else if(partType == PartType::IOLightBulb)
|
|
part = new LightBulb(this);
|
|
else if(partType == PartType::IOToggleButton)
|
|
part = new ToggleButton(this);
|
|
|
|
if(m_parentScene)
|
|
m_parentScene->addItem(part);
|
|
m_parts.append(part);
|
|
part->setPos(pos);
|
|
part->m_oldPos = pos;
|
|
part->m_partType = partType;
|
|
|
|
return part;
|
|
}
|
|
|
|
Wire* Logic::createWire(Connector *inputConnector, Connector *outputConnector)
|
|
{
|
|
Wire* wire = new Wire(m_parentScene, inputConnector, outputConnector);
|
|
for(auto w : inputConnector->m_wires)
|
|
{
|
|
// If the connection already exists, don't add it and return nullptr
|
|
if((inputConnector->m_connectorType == ConnectorType::Input && w->m_connectorInput == outputConnector) ||
|
|
(inputConnector->m_connectorType == ConnectorType::Output && w->m_connectorOutput == outputConnector))
|
|
{
|
|
return nullptr;
|
|
}
|
|
}
|
|
// Append wire to connector wire arrays
|
|
inputConnector->m_wires.append(wire);
|
|
outputConnector->m_wires.append(wire);
|
|
// Add wire to scene
|
|
if(m_parentScene)
|
|
m_parentScene->addItem(wire);
|
|
// Add wire to scene's tracker list
|
|
m_wires.append(wire);
|
|
|
|
return wire;
|
|
}
|
|
|
|
void Logic::deletePart(Part* part)
|
|
{
|
|
// Remove all of the part's connections first
|
|
for(auto input : part->m_inputs)
|
|
{
|
|
for(auto wire : input->m_wires)
|
|
deleteWire(wire);
|
|
}
|
|
for(auto output : part->m_outputs)
|
|
{
|
|
for(auto wire : output->m_wires)
|
|
deleteWire(wire);
|
|
}
|
|
// Remove part out of Logic's tracking list
|
|
m_parts.removeOne(part);
|
|
// Deallocate part
|
|
delete part;
|
|
}
|
|
|
|
void Logic::deleteWire(Wire *wire)
|
|
{
|
|
// Remove wire out of Logic's tracking list
|
|
m_wires.removeOne(wire);
|
|
// Remove wire out of connectors
|
|
wire->m_connectorInput->m_wires.removeOne(wire);
|
|
wire->m_connectorOutput->m_wires.removeOne(wire);
|
|
// Deallocate wire
|
|
delete wire;
|
|
}
|