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/*
* This program 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.
*
* This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef MAINWINDOW_H
#define MAINWINDOW_H
#include <fx.h>
#include <FXScrollArea.h>
#include <FXMessageBox.h>
#include <time.h>
#include <vector>
#include <algorithm>
#include <memory>
#include <string>
#include <fxkeys.h>
#include <cstdlib>
#include "Gate.h"
#include "icons.h"
#include "Object.h"
#include "pugixml.hpp" // saving/loading
class MainWindow : public FXMainWindow
{
FXDECLARE(MainWindow)
struct selected_input
{
Object *object;
int input;
};
public:
explicit MainWindow(FXApp* a);
~MainWindow();
virtual void create();
/* Event system */
// Messages for our class
enum {
ID_CANVAS = FXMainWindow::ID_LAST,
ID_BUTTON_INPUT,
ID_BUTTON_OUTPUT,
ID_BUTTON_AND,
ID_BUTTON_NAND,
ID_BUTTON_OR,
ID_BUTTON_NOR,
ID_BUTTON_XOR,
ID_BUTTON_XNOR,
ID_BUTTON_NOT,
ID_BUTTON_SAVE,
ID_BUTTON_LOAD,
};
/* Event handlers */
long on_paint(FXObject*,FXSelector,void* ptr);
long on_left_mouse_down(FXObject*,FXSelector,void* ptr);
long on_left_mouse_up(FXObject*,FXSelector,void* ptr);
long on_right_mouse_down(FXObject*,FXSelector,void* ptr);
long on_key_press(FXObject*,FXSelector,void* ptr);
long on_key_release(FXObject*,FXSelector,void* ptr);
long on_mouse_move(FXObject*,FXSelector,void* ptr);
/* toolbox */
long input_button_press(FXObject*,FXSelector,void* ptr);
long output_button_press(FXObject*,FXSelector,void* ptr);
long and_button_press(FXObject*,FXSelector,void* ptr);
long nand_button_press(FXObject*,FXSelector,void* ptr);
long or_button_press(FXObject*,FXSelector,void* ptr);
long nor_button_press(FXObject*,FXSelector,void* ptr);
long xor_button_press(FXObject*,FXSelector,void* ptr);
long xnor_button_press(FXObject*,FXSelector,void* ptr);
long not_button_press(FXObject*,FXSelector,void* ptr);
/* options */
long save_button_press(FXObject*,FXSelector,void* ptr);
long load_button_press(FXObject*,FXSelector,void* ptr);
/* selected gate */
Object *selected_object = nullptr;
FXApp *get_app(){ return app; };
protected:
MainWindow(){}
private:
struct Coord {
int X;
int Y;
Coord operator-(const Coord& other) const
{
return { X - other.X, Y - other.Y };
}
};
void create_ui();
void draw();
void update_object_state(Object *object);
void find_selected_input(int x, int y);
Object *find_object_at(int x, int y);
Object *find_object_by_id(int id);
void remove_all_gates();
void find_gates_in_area(int x, int y, int width, int height);
void remove_object(Object &object);
bool save_file();
bool load_file();
FXHorizontalFrame *contents;
FXVerticalFrame *canvasFrame;
FXVerticalFrame *toolsFrame;
FXVerticalFrame *optionsFrame;
FXScrollWindow *scroll_area;
FXScrollWindow *toolbox_scroll_area;
FXScrollWindow *options_scroll_area;
FXCanvas *canvas;
FXBMPImage *canvas_image;
FXApp *app;
FXHorizontalFrame *input1_frame;
FXHorizontalFrame *input2_frame;
FXHorizontalFrame *output_state_frame;
FXLabel *input_1_details;
FXLabel *input_2_details;
FXLabel *output_details;
/* icons */
FXGIFIcon *INPUT_icon;
FXGIFIcon *OUTPUT_icon;
FXGIFIcon *AND_icon;
FXGIFIcon *NAND_icon;
FXGIFIcon *OR_icon;
FXGIFIcon *NOR_icon;
FXGIFIcon *XOR_icon;
FXGIFIcon *XNOR_icon;
FXGIFIcon *NOT_icon;
/* buttons */
FXButton *INPUT_button;
FXButton *OUTPUT_button;
FXButton *AND_button;
FXButton *NAND_button;
FXButton *OR_button;
FXButton *NOR_button;
FXButton *XOR_button;
FXButton *XNOR_button;
FXButton *NOT_button;
Object::OBJECT_TYPE selected_object_type = Object::NONE; // the type of object we will place
Gate::GATE_TYPE selected_gate_type = Gate::NONE; // the type of gate we will place
struct selected_input selected_input;
std::vector<Object *> selected_gates;
/* mouse */
bool lmouse_down = false;
bool rmouse_down = false;
bool dragging_link = false;
bool rubberbanding = false;
int rubberband_startx;
int rubberband_starty;
int multiple_move_startx;
int multiple_move_starty;
Coord lastPos;
/* keyboard */
bool lshift_down = false;
/* general */
std::vector<std::unique_ptr<Object>> objects;
/* saving/loading */
std::string file_name = "";
};
#endif // MAINWINDOW_H
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