/* Copyright (c) 2010, Carl Burch. License information is located in the
* com.cburch.logisim.Main source code and at www.cburch.com/logisim/. */
package com.cburch.gray;
import com.cburch.logisim.data.Attribute;
import com.cburch.logisim.data.BitWidth;
import com.cburch.logisim.data.Bounds;
import com.cburch.logisim.data.Value;
import com.cburch.logisim.instance.InstanceFactory;
import com.cburch.logisim.instance.InstancePainter;
import com.cburch.logisim.instance.InstanceState;
import com.cburch.logisim.instance.Port;
import com.cburch.logisim.instance.StdAttr;
/** This component takes a multibit input and outputs the value that follows it
* in Gray Code. For instance, given input 0100 the output is 1100. */
class GrayIncrementer extends InstanceFactory {
/* Note that there are no instance variables. There is only one instance of
* this class created, which manages all instances of the component. Any
* information associated with individual instances should be handled
* through attributes. For GrayIncrementer, each instance has a "bit width"
* that it works with, and so we'll have an attribute. */
/** The constructor configures the factory. */
GrayIncrementer() {
super("Gray Code Incrementer");
/* This is how we can set up the attributes for GrayIncrementers. In
* this case, there is just one attribute - the width - whose default
* is 4. The StdAttr class defines several commonly occurring
* attributes, including one for "bit width." It's best to use those
* StdAttr attributes when appropriate: A user can then select several
* components (even from differing factories) with the same attribute
* and modify them all at once. */
setAttributes(new Attribute[] { StdAttr.WIDTH },
new Object[] { BitWidth.create(4) });
/* The "offset bounds" is the location of the bounding rectangle
* relative to the mouse location. Here, we're choosing the component to
* be 30x30, and we're anchoring it relative to its primary output
* (as is typical for Logisim), which happens to be in the center of the
* east edge. Thus, the top left corner of the bounding box is 30 pixels
* west and 15 pixels north of the mouse location. */
setOffsetBounds(Bounds.create(-30, -15, 30, 30));
/* The ports are locations where wires can be connected to this
* component. Each port object says where to find the port relative to
* the component's anchor location, then whether the port is an
* input/output/both, and finally the expected bit width for the port.
* The bit width can be a constant (like 1) or an attribute (as here).
*/
setPorts(new Port[] {
new Port(-30, 0, Port.INPUT, StdAttr.WIDTH),
new Port(0, 0, Port.OUTPUT, StdAttr.WIDTH),
});
}
/** Computes the current output for this component. This method is invoked
* any time any of the inputs change their values; it may also be invoked in
* other circumstances, even if there is no reason to expect it to change
* anything. */
@Override
public void propagate(InstanceState state) {
// First we retrieve the value being fed into the input. Note that in
// the setPorts invocation above, the component's input was included at
// index 0 in the parameter array, so we use 0 as the parameter below.
Value in = state.getPort(0);
// Now compute the output. We've farmed this out to a helper method,
// since the same logic is needed for the library's other components.
Value out = nextGray(in);
// Finally we propagate the output into the circuit. The first parameter
// is 1 because in our list of ports (configured by invocation of
// setPorts above) the output is at index 1. The second parameter is the
// value we want to send on that port. And the last parameter is its
// "delay" - the number of steps it will take for the output to update
// after its input.
state.setPort(1, out, out.getWidth() + 1);
}
/** Says how an individual instance should appear on the canvas. */
@Override
public void paintInstance(InstancePainter painter) {
// As it happens, InstancePainter contains several convenience methods
// for drawing, and we'll use those here. Frequently, you'd want to
// retrieve its Graphics object (painter.getGraphics) so you can draw
// directly onto the canvas.
painter.drawRectangle(painter.getBounds(), "G+1");
painter.drawPorts();
}
/** Computes the next gray value in the sequence after prev. This static
* method just does some bit twiddling; it doesn't have much to do with
* Logisim except that it manipulates Value and BitWidth objects. */
static Value nextGray(Value prev) {
BitWidth bits = prev.getBitWidth();
if (!prev.isFullyDefined()) return Value.createError(bits);
int x = prev.toIntValue();
int ct = (x >> 16) ^ x; // compute parity of x
ct = (ct >> 8) ^ ct;
ct = (ct >> 4) ^ ct;
ct = (ct >> 2) ^ ct;
ct = (ct >> 1) ^ ct;
if ((ct & 1) == 0) { // if parity is even, flip 1's bit
x = x ^ 1;
} else { // else flip bit just above last 1
int y = x ^ (x & (x - 1)); // first compute the last 1
y = (y << 1) & bits.getMask();
x = (y == 0 ? 0 : x ^ y);
}
return Value.createKnown(bits, x);
}
}