Fourth editing op into the wx frontend. Extract the type-name parse + apply
into core/app/edit.hpp::set_signal_type(Signal*, name) -> {ok, error, type},
failing without mutation on an unrecognised name. The interactive sigtype modal
keeps its own SignalType-cycling path (different interaction, trivial mutation).
The TUI `set-signal-type` command now renders that result (output unchanged).
The wx GUI gains Edit ▸ Set signal type…: a shared PickModule() helper (PickPart
now builds on it) + inline signal choice + a power/gnd/other dropdown, then the
core op, logged as "module/signal: signal type = …" and reflected.
tests/test_edit.cpp: name parsed and applied; unknown name refused without
mutation. 387 core assertions green; tui + wx build clean.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
58 lines
2.2 KiB
C++
58 lines
2.2 KiB
C++
#ifndef _APP_EDIT_HPP_
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#define _APP_EDIT_HPP_
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#include "core/domain/signal_type.hpp" // SignalType
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#include <string>
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class Part;
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class Signal;
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// Application layer: UI-independent part-editing operations any frontend can
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// call. No console, no dialogs, no FTXUI — Part in, result struct out.
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namespace app {
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// Outcome of tagging a part's connector type. The op validates the kind, sets
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// the type and applies the connector model (which may materialise the layout's
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// missing NC pins); the caller renders the result.
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struct SetConnectorTypeResult {
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bool ok = false;
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std::string error; ///< set when refused (kind invalid for the part)
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int materialised = 0; ///< NC pins created from the connector layout
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};
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// Tag `part`'s connector type and apply the matching connector model. Refuses
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// (ok=false, error set, no mutation) when the kind is invalid for the part.
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SetConnectorTypeResult set_connector_type(Part *part, const std::string &kind);
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// Outcome of attaching a BSDL model to a part. On success the part's pin specs
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// are filled from the model and its bsdl_path is recorded.
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struct AttachBsdlResult {
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bool ok = false;
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std::string error; ///< set when the .bsd cannot be parsed
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std::string entity; ///< the BSDL entity name
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int bound = 0; ///< ports matched to a pin
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int unbound = 0; ///< ports with no matching pin
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int ports_total = 0; ///< ports declared in the model
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};
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// Parse the BSDL file at `path` and apply it to `part` (fills each pin's role
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// and direction; records bsdl_path). Fails (ok=false, error set, no mutation)
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// when the file cannot be parsed.
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AttachBsdlResult attach_bsdl(Part *part, const std::string &path);
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// Outcome of overriding a signal's type from a user-supplied name.
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struct SetSignalTypeResult {
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bool ok = false;
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std::string error; ///< set when the name isn't power/gnd/other
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SignalType type = SignalType::Other; ///< the resolved type (for rendering)
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};
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// Set `sig`'s type from `type_name` (power | gnd | other, case-insensitive).
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// Fails (ok=false, error set, no mutation) on an unrecognised name.
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SetSignalTypeResult set_signal_type(Signal *sig, const std::string &type_name);
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} // namespace app
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#endif // _APP_EDIT_HPP_
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