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object.h
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object.h
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/**
* @file object.h
* @author Dogus Can Korkmaz, Yunus Emre Karaoglan, Serkan Basaran
* @brief Header file of the project which contains the class definitions
* @version 0.1
* @date 2022-05-23
*
* @copyright Copyright (c) 2022
*
*/
#ifndef OBJECT_H
#define OBJECT_H
#include <SFML/Graphics.hpp>
#define MAX_CONNECTIONS 16 // how many object is connected with this object
// Object class, which is the base class of all objects
class Object
{ // absract // derived from logic gates
protected:
Object *next;
bool locked;
bool state;
bool selected;
public:
Object();
~Object();
sf::RenderWindow *window;
sf::Texture textures[2];
sf::Sprite sprite;
sf::Sprite getSprite();
sf::Vector2f getPos();
void setPos(int, int);
virtual void simulate() = 0; // simulate function for all objects
};
// Pin class that implements pins in the logic gates
class Pin
{
public:
enum pinType
{
INPUT,
OUTPUT
}; // enum for pin typmenuObjects[i]e (input or output pin)
enum pinState
{
LOW, // 0
HIGH, // 1
HIGHZ // not determined
}; // enum for pin state
int index;
Pin();
~Pin();
pinType type;
bool isSrc[MAX_CONNECTIONS];
Pin *connectedTo[MAX_CONNECTIONS];
Object *wires[MAX_CONNECTIONS];
int numConnections;
sf::Vector2f pos;
sf::FloatRect rect;
pinState state;
void setPos(sf::Vector2f);
};
/**
* @brief Wire class that implements wires in simulation
* Derives from Object class
*/
class Wire : public Object
{
private:
Pin *pins[2];
public:
Wire(Pin *, Pin *);
~Wire();
sf::Vertex line[2];
void simulate();
Pin** getPins();
void updateWirePos();
};
// Class for logic elements
class LogicElement : public Object
{
protected:
// std::vector<Pin> pins;
Pin pins[4];
int numPins;
public:
LogicElement();
LogicElement(int);
virtual ~LogicElement() = 0;
virtual void simulate() = 0;
virtual LogicElement *createNewLogicElement(sf::Mouse) = 0;
virtual void configurePins() = 0;
// std::vector<Pin> getPins();
Pin *getPins();
int getNumPins();
};
/****************************************************************/
// Logic Elements
class AndGate : public LogicElement
{
public:
AndGate(bool);
~AndGate();
LogicElement *createNewLogicElement(sf::Mouse);
void configurePins();
private:
void simulate();
};
class OrGate : public LogicElement
{
public:
OrGate(bool);
~OrGate();
LogicElement *createNewLogicElement(sf::Mouse);
void configurePins();
private:
void simulate();
};
class NotGate : public LogicElement
{
public:
NotGate(bool);
~NotGate();
LogicElement *createNewLogicElement(sf::Mouse);
void configurePins();
private:
void simulate();
};
class XorGate : public LogicElement
{
public:
XorGate(bool);
~XorGate();
LogicElement *createNewLogicElement(sf::Mouse);
void configurePins();
private:
void simulate();
};
class DFlipFlop : public LogicElement
{
public:
DFlipFlop(bool);
~DFlipFlop();
LogicElement *createNewLogicElement(sf::Mouse);
void configurePins();
private:
void simulate();
};
class LogicOne : public LogicElement
{
public:
LogicOne(bool);
~LogicOne();
LogicElement *createNewLogicElement(sf::Mouse);
void configurePins();
private:
void simulate();
};
class Gnd : public LogicElement
{
public:
Gnd(bool);
~Gnd();
LogicElement *createNewLogicElement(sf::Mouse);
void configurePins();
private:
void simulate();
};
class Clock : public LogicElement
{
public:
Clock(bool);
~Clock();
LogicElement *createNewLogicElement(sf::Mouse);
void configurePins();
private:
sf::Clock clock;
void simulate();
};
class LED : public LogicElement
{
public:
LED(bool);
~LED();
LogicElement *createNewLogicElement(sf::Mouse);
void configurePins();
private:
void simulate();
};
/****************************************************************/
// Simulator class which has utilities for simulation
class Simulator
{
private:
std::vector<LogicElement *> logicElements;
std::vector<Wire *> wires;
public:
Simulator();
void addLogicElement(LogicElement *);
void deleteLogicElement(int);
// void addWire(Wire *);
std::vector<LogicElement *> getLogicElements();
std::vector<Wire *> getWires();
void simulate();
void updateWires();
};
#endif // !OBJECT_H