build: split core/ from frontends/; prepare for multiple GUI/TUI targets
Reorganise the tree into business vs frontend as separate directories:
src/core/{domain,imports,app} (was system/, imports/, app/)
src/frontends/tui/ (was tui/ + main.cpp)
tests/tui/ (the FTXUI-coupled helper test)
All cross-dir #include paths rewritten; same-dir includes untouched.
CMake: essim_core is the frontend-agnostic business library — links libzip,
pugixml and bsdl, NO GUI toolkit. Each frontend is a self-contained
src/frontends/<name>/ (own CMakeLists, toolkit, main.cpp) that links
essim_core, selected with -DESSIM_FRONTEND=<name> (default tui; 'none' = core +
tests only, no toolkit fetched). FTXUI moved into the tui frontend. Tests are
split: essim_tests links essim_core (no FTXUI), essim_tui_tests links essim_tui.
Verified: default tui build green (ctest 2/2); ESSIM_FRONTEND=none builds the
core + tests with FTXUI never fetched and no `essim` binary.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
73
src/core/domain/bsdl_model.hpp
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73
src/core/domain/bsdl_model.hpp
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#ifndef _BSDL_MODEL_HPP_
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#define _BSDL_MODEL_HPP_
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#include "pin_model.hpp"
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#include "pin_spec.hpp"
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#include <string>
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#include <unordered_map>
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#include <vector>
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class Part;
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struct bsdl; // libbsdl C model — opaque here.
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// A parsed BSDL device reduced to essim's pin vocabulary. Value type: the
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// underlying libbsdl C model is consumed and freed during construction, so a
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// BsdlModel carries no C resources and copies/moves freely.
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class BsdlModel
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{
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public:
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struct Port {
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std::string name; ///< Logical BSDL port name.
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PinDirection direction = PinDirection::Unknown;
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PinFunction function = PinFunction::Unknown; ///< TAP role / power / ground / signal.
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std::string pad; ///< Physical package pin (PIN_MAP); "" if unmapped.
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};
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static BsdlModel from_file(const std::string &path);
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static BsdlModel from_buffer(const std::string &text, const std::string &name = "bsdl");
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bool valid() const { return ok_; }
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const std::string &entity() const { return entity_; }
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const std::string &error() const { return error_; }
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const std::vector<Port> &ports() const { return ports_; }
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private:
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static BsdlModel from_handle(struct bsdl *d); // consumes (frees) d.
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bool ok_ = false;
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std::string entity_;
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std::string error_;
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std::vector<Port> ports_;
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};
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// Adapts a parsed BSDL device to the PinModel interface, indexing its ports by
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// both logical name and physical pad (so a netlist that names IC pins either by
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// signal or by ball both resolve). `layout()` is empty — BSDL drives specs, not
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// pin materialisation, since the netlist's pin naming may differ from the port
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// names.
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class BsdlPinModel : public PinModel {
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public:
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explicit BsdlPinModel(const BsdlModel &model);
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PinSpec spec_for(const std::string &pin_name) const override;
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std::vector<std::string> layout() const override { return {}; }
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SpecSource source() const override { return SpecSource::Bsdl; }
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private:
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std::unordered_map<std::string, PinSpec> by_name_;
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std::unordered_map<std::string, PinSpec> by_pad_;
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};
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// Outcome of binding a model onto a Part's pins.
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struct BsdlApplyReport {
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int pins_total = 0;
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int bound = 0; ///< Ports matched to a pin (by name, then by physical pad).
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int unbound = 0; ///< Ports with no matching pin on the part.
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};
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// Set each matched Pin's `spec` (function / direction / pad, source = Bsdl) from
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// the model. A port is matched to a pin by port name first, then by physical pad
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// — so a netlist that names IC pins either by signal or by ball both bind.
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BsdlApplyReport apply_bsdl(Part *part, const BsdlModel &model);
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#endif // _BSDL_MODEL_HPP_
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