Esempio n. 1
0
        // lineNumber == -1 signifies no line number
        public void Init(int lineNumber, Instruction instruction, Divider myDivider)
        {
            base.Init(myDivider);
            this.lineNumber  = lineNumber;
            this.instruction = instruction;

            draggable.onDragSuccess = (Draggable.Slot slot) =>
            {
                Insert(slot);
                // Reset frontend
                Destroy(gameObject);
                Globals.program.BroadcastInstructionChange();
            };
            draggable.onDragTrash = (Draggable.Slot slot) =>
            {
                if (lineNumber != -1)
                {
                    Remove();
                    Globals.program.BroadcastInstructionChange();
                }
                Destroy(gameObject);
            };

            // Configure text
            opCodeTM.text = instruction.opCode.ToString();

            // Configure color
            OpCategory category = InstructionMaps.opCodeOpCategoryMap[instruction.opCode];

            bg.color = opCategoryColorMap.map[category];

            // Create argument fields
            ArgumentSpec[] argSpecs = InstructionMaps.opArgSpecMap[instruction.opCode];
            for (int argNum = 0; argNum < instruction.args.Length; ++argNum)
            {
                GameObject field;
                Argument   arg = instruction.args[argNum];

                if (argSpecs[argNum].regOnly || argSpecs[argNum].presets != null)
                {
                    field = Instantiate(dropdownFieldPrefab, transform);
                    field.GetComponent <DropdownField>().Init(argSpecs[argNum], arg);
                }
                else
                {
                    field = Instantiate(slotFieldPrefab, transform);
                    field.GetComponent <SlotField>().Init(arg);
                }

                // Add header
                // GameObject header = Instantiate(headerPrefab, field.transform);
                // header.GetComponent<TextMeshProUGUI>().text = argSpecs[argNum].name;
            }
        }
Esempio n. 2
0
        void Start()
        {
            cg.blocksRaycasts = initialCGBlocksRaycasts;

            Globals.Reset();
            Program program = Globals.program;

            // Create code block for each instruction in program
            instructionBlockTransforms = new Transform[program.instructions.Count];
            int lineNumber     = 0;
            int nextLabelIndex = 0;

            foreach (Instruction instruction in program.instructions)
            {
                // Create any labels for the current line
                while (nextLabelIndex < program.branchLabelList.Count && program.branchLabelList[nextLabelIndex].val == lineNumber)
                {
                    CreateLabel(ref nextLabelIndex);
                }

                // Create divider
                Divider divider = Instantiate(dividerPrefab, transform, false).GetComponent <Divider>();
                divider.Init(lineNumber);
                Globals.dividers.Add(divider);

                // Create code block
                GameObject instructionBlock = Instantiate(instructionBlockPrefab, transform, false);
                instructionBlock.GetComponent <InstructionBlock>().Init(lineNumber, instruction, divider);

                instructionBlockTransforms[lineNumber] = instructionBlock.transform;
                ++lineNumber;
            }

            // Create any remaining labels
            while (nextLabelIndex < program.branchLabelList.Count)
            {
                CreateLabel(ref nextLabelIndex);
            }

            // Create end divider
            Divider endDivider = Instantiate(dividerPrefab, transform, false).GetComponent <Divider>();

            endDivider.Init(lineNumber);
            Globals.dividers.Add(endDivider);

            OnRectTransformDimensionsChange();
            HandleTick();
        }
Esempio n. 3
0
        private void CreateLabel(ref int nextLabelIndex)
        {
            Label label = Program.branchLabelList[nextLabelIndex];

            Divider labelDivider = Instantiate(dividerPrefab, transform, false).GetComponent <Divider>();

            labelDivider.Init(label.val, label);
            Dividers.Add(labelDivider);

            // TODO: Need to test on bad devices to see if there's a performance hit when the code list is reset
            // NOTE: Maybe if there is, we can use pooling and continue to do a full reset
            GameObject labelBlock = Instantiate(labelBlockPrefab, transform, false);

            labelBlock.GetComponent <LabelBlock>().Init(label, labelDivider, this);
            ++nextLabelIndex;
        }
Esempio n. 4
0
        private void Generate()
        {
            cg.blocksRaycasts = initialCGBlocksRaycasts;

            Dividers.Clear();
            SlotFields.Clear();

            // Create code block for each instruction in program
            instructionBlockTransforms = new Transform[Program.instructions.Count];
            int lineNumber     = 0;
            int nextLabelIndex = 0;

            foreach (Instruction instruction in Program.instructions)
            {
                // Create any labels for the current line
                while (nextLabelIndex < Program.branchLabelList.Count && Program.branchLabelList[nextLabelIndex].val == lineNumber)
                {
                    CreateLabel(ref nextLabelIndex);
                }

                // Create divider
                Divider divider = Instantiate(dividerPrefab, transform, false).GetComponent <Divider>();
                divider.Init(lineNumber);
                Dividers.Add(divider);

                // Create code block
                GameObject instructionBlock = Instantiate(instructionBlockPrefab, transform, false);
                instructionBlock.GetComponent <InstructionBlock>().Init(lineNumber, instruction, divider, this);

                instructionBlockTransforms[lineNumber] = instructionBlock.transform;
                ++lineNumber;
            }

            // Create any remaining labels
            while (nextLabelIndex < Program.branchLabelList.Count)
            {
                CreateLabel(ref nextLabelIndex);
            }

            // Create end divider
            Divider endDivider = Instantiate(dividerPrefab, transform, false).GetComponent <Divider>();

            endDivider.Init(lineNumber);
            Dividers.Add(endDivider);

            OnRectTransformDimensionsChange();
        }
Esempio n. 5
0
        private void Move(Draggable.Slot slot)
        {
            Divider targetDivider = (Divider)slot;

            int oldLineNumber = label.val;
            int newLineNumber = targetDivider.lineNumber;

            label.val = newLineNumber;

            // Remove old entry
            codeList.Program.branchLabelList.Remove(label);

            // Find new entry
            int insertionIndex = 0;

            for (int i = 0; i < codeList.Program.branchLabelList.Count; ++i)
            {
                Label l = codeList.Program.branchLabelList[i];
                if (l.val > label.val)
                {
                    break;
                }
                else if (l.val < label.val)
                {
                    insertionIndex = i + 1;
                }
                else if (l.val == label.val)
                {
                    if (l == targetDivider.label)
                    {
                        insertionIndex = i;
                        break;
                    }
                    else
                    {
                        insertionIndex = i + 1;
                    }
                }
            }

            codeList.Program.branchLabelList.Insert(insertionIndex, label);
            codeList.Program.BroadcastBranchLabelChange();

            // Reset frontend
            Destroy(gameObject);
        }
Esempio n. 6
0
        public void Init(Label label, Divider myDivider, CodeList codeList)
        {
            base.Init(myDivider, codeList);
            this.label = label;

            string labelText = label.name + " (" + label.val + ")";

            GetComponentInChildren <TextMeshProUGUI>().text = labelText;

            Draggable draggable = GetComponent <Draggable>();

            draggable.onDragSuccess = Move;
            draggable.onDragTrash   = (Draggable.Slot slot) =>
            {
                codeList.Program.RemoveLabel(label);
                Destroy(gameObject);
            };
        }
Esempio n. 7
0
        public void Init(Divider myDivider)
        {
            this.myDivider = myDivider;

            draggable.Init(Globals.dividers, Globals.trashSlots);
            draggable.filterFunc  = (Draggable.Slot slot) => slot == myDivider;
            draggable.onDragStart = () =>
            {
                myDivider?.gameObject.SetActive(false);
                bg.raycastTarget  = false;
                cg.blocksRaycasts = false;
                rt.sizeDelta      = new Vector2(collapsedWidth, rt.sizeDelta.y);
            };
            draggable.onDragEnd = () =>
            {
                myDivider?.gameObject.SetActive(true);
                bg.raycastTarget  = true;
                cg.blocksRaycasts = true;
            };
        }
Esempio n. 8
0
        protected void Init(Divider myDivider, CodeList codeList)
        {
            this.myDivider = myDivider;
            this.codeList  = codeList;

            draggable.Init(codeList.Dividers, codeList.TrashSlots);
            draggable.filterFunc  = (Draggable.Slot slot) => slot == myDivider;
            draggable.onDragStart = () =>
            {
                myDivider?.gameObject.SetActive(false);
                bg.raycastTarget  = false;
                cg.blocksRaycasts = false;
                rt.sizeDelta      = new Vector2(collapsedWidth, rt.sizeDelta.y);
            };
            draggable.onDragEnd = () =>
            {
                myDivider?.gameObject.SetActive(true);
                bg.raycastTarget  = true;
                cg.blocksRaycasts = true;
            };
        }
Esempio n. 9
0
        private void Insert(Draggable.Slot slot)
        {
            Divider targetDivider = (Divider)slot;
            int     newLineNumber = targetDivider.lineNumber;
            int     adjustedNewLineNumber;

            if (lineNumber != -1)
            {
                // Remove old instruction
                Remove();

                adjustedNewLineNumber = newLineNumber > lineNumber ? newLineNumber - 1 : newLineNumber;
            }
            else
            {
                adjustedNewLineNumber = newLineNumber;
            }

            // Insert new instruction
            Globals.program.instructions.Insert(adjustedNewLineNumber, instruction);

            // Adjust labels
            bool crossed = false;

            foreach (Label label in Globals.program.branchLabelList)
            {
                if (targetDivider.label == label)
                {
                    crossed = true;
                }
                if (crossed || adjustedNewLineNumber < label.val)
                {
                    ++label.val; // TODO: This will need to be variable when we add dragging selected blocks
                }
            }
        }