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:
2026-06-03 19:33:06 +02:00
parent 3010bb25eb
commit 63ca17d048
83 changed files with 282 additions and 228 deletions

View File

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#ifndef _BSDL_MODEL_HPP_
#define _BSDL_MODEL_HPP_
#include "pin_model.hpp"
#include "pin_spec.hpp"
#include <string>
#include <unordered_map>
#include <vector>
class Part;
struct bsdl; // libbsdl C model — opaque here.
// A parsed BSDL device reduced to essim's pin vocabulary. Value type: the
// underlying libbsdl C model is consumed and freed during construction, so a
// BsdlModel carries no C resources and copies/moves freely.
class BsdlModel
{
public:
struct Port {
std::string name; ///< Logical BSDL port name.
PinDirection direction = PinDirection::Unknown;
PinFunction function = PinFunction::Unknown; ///< TAP role / power / ground / signal.
std::string pad; ///< Physical package pin (PIN_MAP); "" if unmapped.
};
static BsdlModel from_file(const std::string &path);
static BsdlModel from_buffer(const std::string &text, const std::string &name = "bsdl");
bool valid() const { return ok_; }
const std::string &entity() const { return entity_; }
const std::string &error() const { return error_; }
const std::vector<Port> &ports() const { return ports_; }
private:
static BsdlModel from_handle(struct bsdl *d); // consumes (frees) d.
bool ok_ = false;
std::string entity_;
std::string error_;
std::vector<Port> ports_;
};
// Adapts a parsed BSDL device to the PinModel interface, indexing its ports by
// both logical name and physical pad (so a netlist that names IC pins either by
// signal or by ball both resolve). `layout()` is empty — BSDL drives specs, not
// pin materialisation, since the netlist's pin naming may differ from the port
// names.
class BsdlPinModel : public PinModel {
public:
explicit BsdlPinModel(const BsdlModel &model);
PinSpec spec_for(const std::string &pin_name) const override;
std::vector<std::string> layout() const override { return {}; }
SpecSource source() const override { return SpecSource::Bsdl; }
private:
std::unordered_map<std::string, PinSpec> by_name_;
std::unordered_map<std::string, PinSpec> by_pad_;
};
// Outcome of binding a model onto a Part's pins.
struct BsdlApplyReport {
int pins_total = 0;
int bound = 0; ///< Ports matched to a pin (by name, then by physical pad).
int unbound = 0; ///< Ports with no matching pin on the part.
};
// Set each matched Pin's `spec` (function / direction / pad, source = Bsdl) from
// the model. A port is matched to a pin by port name first, then by physical pad
// — so a netlist that names IC pins either by signal or by ball both bind.
BsdlApplyReport apply_bsdl(Part *part, const BsdlModel &model);
#endif // _BSDL_MODEL_HPP_