mirror of
git://projects.qi-hardware.com/fped.git
synced 2024-11-22 12:12:50 +02:00
- when displaying loop iterations, we now use the active count, not just the
last count - loop iterations now show the actual value, not the zero-based iteration number - gui.html: added a GUI manual (in progress) git-svn-id: http://svn.openmoko.org/trunk/eda/fped@5531 99fdad57-331a-0410-800a-d7fa5415bdb3
This commit is contained in:
parent
63e60182bb
commit
d9b7ad94ec
13
Makefile
13
Makefile
@ -12,6 +12,8 @@
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PREFIX = /usr/local
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UPLOAD = werner@sita.openmoko.org:public_html/fped/
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OBJS = fped.o expr.o coord.o obj.o delete.o inst.o util.o error.o \
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unparse.o file.o dump.o kicad.o postscript.o meas.o \
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cpp.o lex.yy.o y.tab.o \
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@ -25,6 +27,8 @@ XPMS = point.xpm delete.xpm delete_off.xpm \
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stuff.xpm stuff_off.xpm meas_off.xpm \
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bright.xpm bright_off.xpm all.xpm all_off.xpm
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PNGS = intro-1.png intro-2.png intro-3.png intro-4.png intro-5.png intro-6.png
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SHELL = /bin/bash
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CFLAGS_GTK = `pkg-config --cflags gtk+-2.0`
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LIBS_GTK = `pkg-config --libs gtk+-2.0`
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@ -71,7 +75,7 @@ endif
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# ----- Rules -----------------------------------------------------------------
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.PHONY: all dep depend clean install uninstall
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.PHONY: all dep depend clean install uninstall upload-manual
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.SUFFIXES: .fig .xpm
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@ -102,6 +106,13 @@ y.tab.o: y.tab.c
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gui_tool.o gui.o: $(XPMS:%=icons/%)
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# ----- Upload the GUI manual -------------------------------------------------
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upload-manual: $(XPMS:%=icons/%)
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scp gui.html README $(UPLOAD)/
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scp $(XPMS:%=icons/%) $(UPLOAD)/icons/
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scp $(PNGS:%=screens/%) $(UPLOAD)/screens/
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# ----- Dependencies ----------------------------------------------------------
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dep depend .depend: lex.yy.c y.tab.h y.tab.c
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235
gui.html
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235
gui.html
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@ -0,0 +1,235 @@
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<HTML>
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<HEAD>
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<TITLE>Fped GUI Manual</TITLE>
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</HEAD>
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<BODY>
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<H1>Fped GUI Manual</H1>
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This manual introduces the basic concepts of Fped and explains the elements
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of the graphical user interface. Please refer to the file
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<A href="README">README</A> for more
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technical details and a discussion of the scripting language used by fped.
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<H1>Objects and instances</H1>
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Footprints tend to be highly repetitive, with many pads placed in a
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simple geometrical pattern. With fped, the user specifies the elements
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to repeat and the way they are repeated. Fped then generates the
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repetitions automatically.
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<P>
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Here is a simple example:
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<UL>
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<LI> Start fped without a command-line argument.
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<LI> Right-click on the yellow field that says "(root)" and select
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"Add loop". An entry saying "_ = 0 ... 0 (0)" appears next to the
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yellow field.
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<P><IMG src="screens/intro-1.png">
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<LI> Click on the underscore, type <B>n=1,5</B> and press Enter.
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The entry should now show "n = 1 ... 5 (1 2 3 4 5)"
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<P><IMG src="screens/intro-2.png">
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<LI> Click on the dark-yellow vector icon on the right-hand side.
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A red frame shows that it is selected.
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<LI> Move the mouse pointer to the green dot in the middle of the
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black canvas. A red circle appears when the pointer is over the
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dot.
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<LI> Press the left mouse button, drag a little to the right, and
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release the mouse button. A white line appears and changes
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to dark yellow after the button is released.
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<LI> Click on the yellow line. It is now shown in bright yellow and
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a number of text entry fields appear below the canvas.
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<P><IMG src="screens/intro-3.png">
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<LI> Click into the field on the top that probably says "0.1mm",
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change it to <B>n*1mm</B> and press Enter.
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<LI> Select "Zoom all" from the "View" drop-down menu. The canvas
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should now show the green dot on the left, with a yellow arrow
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pointing to the right, and four more even darker arrows following
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that arrow.
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<P><IMG src="screens/intro-4.png">
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<LI> Click on the icon depicting a light-blue circle.
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<LI> Move the mouse pointer over the green dot, then drag to the
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circle at the end of the vector, and release the mouse button.
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A series of partial circles should appear.
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<P><IMG src="screens/intro-5.png">
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<LI> Select "Zoom all" again to show the full circles.
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<P><IMG src="screens/intro-6.png">
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</UL>
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The graphical items you have entered are a vector and a circle with the
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radius determined by the vector. We call these items "objects". Furthermore,
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you have defined a variable that gets set to the values from 1 to 5, in
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increments of one. Fped had repeatedly drawn the objects for each such
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value. We call the item that have been drawn "instances".
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<P>
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The innermost vector and circle are highlighted. You can highlight other
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instances of the same objects by clicking on the numbers (1 2 3 4 5) shown
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next to the loop.
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<H1>Frames</H1>
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Frames serve various purposes:
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<UL>
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<LI> To structure the footprint drawing by grouping like elements.
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For example, one may want to place pads, outline, and the keep-out
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area in different frames, and probably subdivide some of those
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constructs even further.
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<LI> To define an element that is used in several places. For example,
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a pad.
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<LI> To define a repetition through a loop or a table.
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<LI> To set variables for child frames.
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</UL
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<H1>Variables</H1>
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<H1>Iconography</H1>
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The right-hand side of the fped window shows the component being drawn on a
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black background. We call this the canvas. It is surrounded by a toolbar on
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the right side and a few buttons with visibility options at the top.
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<H2>The canvas</H2>
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<H2>Blue screen</H2>
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When an expression uses an unknown variable or evaluates to an incorrect
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value (e.g., a bare number where a dimension is expected), the
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instantiation fails. Fped indicates this by changing the background color
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of the canvas from black to blue. The cause of the failure is explained
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in the status bar at the bottom.
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<P>
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In this state, the canvas is no longer updated when making changes until
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the problem has been resolved. The most common causes are a misspelt
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variable name in an expression, the use of a number without unit where a
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dimension is expected, or the removal of a variable that's still used
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somewhere.
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<P>
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If the location of the error is not obvious, the list of objects can be
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shown by selecting "Swap var&code" from the View menu. The object
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in which the error occurred is shown in red. If the error occurred in a
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loop variable, the variable name is shown in red.
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<H2>Visibility options</H2>
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When working on a complex component, the number of elements shown can be
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overwhelming. The visibility options help to quickly hide irrelevant
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details and get one's bearings. They are located in the menu bar at the
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top.
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<DL>
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<DT><IMG src="icons/all.xpm"> <IMG src="icons/all_off.xpm">
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<DD>Show all frames. If disabled, only show the currently active frame.
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<DT><IMG src="icons/stuff.xpm"> <IMG src="icons/stuff_off.xpm">
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<DD>Show vectors and frames.
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<DT><IMG src="icons/meas.xpm"> <IMG src="icons/meas_off.xpm">
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<DD>Show measurements.
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<DT><IMG src="icons/bright.xpm"> <IMG src="icons/bright_off.xpm">
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<DD>Highlight the elements that will be exported to KiCad, i.e.,
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the pads and the silk screen drawings. To show the component
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exactly as it will appear in KiCad, also turn off vectors,
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frames, and measurements.
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</DL>
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The visibility options can be combined.
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<H2>Tools</H2>
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Tools are used to add new elements and to manipulate existing ones.
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<DL>
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<DT><IMG src="icons/point.xpm">
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<DD> The pointer. This is the default tool. The pointer is used to
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select items and do move points of the selected item.
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<P>
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To move points, select the item, then move the mouse pointer over
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the point to move. A red circle will appear under the mouse pointer.
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Then drag the point to its new location and release the mouse button.
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<DT><IMG src="icons/delete.xpm"> <IMG src="icons/delete_off.xpm">
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<DD> Delete the currently selected item. Whenever an item is selected,
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the delete icon lights up. Clicking the icon deletes the item.
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To undelete the item, press <B>U</B>.
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<DT><IMG src="icons/vec.xpm">
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<DD> Add a vector. To add a new vector, move the mouse pointer to the
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new vector's starting point then drag towards the desired end point.
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Vectors are normally specified via parameters. To enter the parameters,
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click on the new vector.
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<P>
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Note that the starting point of the vector has to be in the same
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frame as the vector being drawn. This limitation also applies to
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points defining pads and silk-screen items.
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<DT><IMG src="icons/frame.xpm"> <IMG src="icons/frame_locked.xpm">
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<IMG src="icons/frame_ready.xpm">
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<DD> Add a frame reference. A frame reference inserts the content of a
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frame into another frame. There are three steps in this process:
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<UL>
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<LI> Select the frame to be inserted and click on the frame icon.
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A large black dot appears in the icon to indicate that a frame
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reference has been chosen.
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<LI> Select the frame into which to insert the reference. The dot
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changes to green to indicate that the reference can now be placed.
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If the dot stays black, then the selected frame is not a valid
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destination, i.e., because the reference in turn references this
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frame.
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<LI> Click on the location at which to attach the reference. This
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location can be either the end of a vector or the frame's origin.
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</UL>
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When finished, don't forget that the destination frame is still selected.
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In order to add elements to the newly referenced frame, you have to
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select it first.
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<DT><IMG src="icons/pad.xpm"> <IMG src="icons/rpad.xpm">
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<DD> Add a pad. Pads are either rectangular or rounded. They are
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defined by two points which are opposite corners of the rectangle
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containing the pad. Move the mouse cursor to the first point, then
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drag to the second point. The pad's name can be edited after selecting
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the pad.
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<DT><IMG src="icons/line.xpm"> <IMG src="icons/rect.xpm">
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<DD> Add a line or a rectangle. Similar to pads, lines and rectangles
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are defined by two points. The width of the line can be edited after
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selecting the line or rectangle.
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<DT><IMG src="icons/circ.xpm">
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<DD> Add circle or arc. Circles are defined by their center end a
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point at their radius. An arc has a third point, which defines the
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angle at which the arc ends. If this third point is not located on
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the radius, the arc ends where an imaginary line between the center
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and the end point would intersect with the radius.
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<P>
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An arc is made by first drawing a circle with the radius point at
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the location where the arc should start. Then click and hold the
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radius point to drag the end point to the desired location.
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<P>
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To change the radius point of a circle, first drag the end point,
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then drag the radius point itself to that same location.
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<DT><IMG src="icons/meas.xpm"> <IMG src="icons/meas_x.xpm">
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<IMG src="icons/meas_y.xpm">
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<DD> Add a measurement. Measurements show the distance between points.
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They can either measure diagonally or only horizontally or only vertically.
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Unlike other items, measurements are not limited to points in the same
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frame. Instead, they operate on the minimum, maximum, and next greater
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coordinates of instances of objects.
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<P>
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A measurement is added as follows:
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<UL>
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<LI> Click on one of the three measurement icons to select the
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measurement type. All possible endpoints are highlighted.
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<LI> Drag from the desired starting point. Now all the endpoints
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available for this starting point are highlighted.
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<LI> Drag to the endpoint and release the mouse button. The measurement
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will now appear as a double-headed arrow and text between the two
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points (if this is a diagonal measurement) or extending vertically or
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horizontally from one of the two points.
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<LI> To move the measurement arrow away from the two points, select
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the measurement and set an offset.
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</UL>
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Sometimes, the second point becomes unavailable after selecting the
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first point. This means that the two points are not a minimum or maximum,
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or a minimum and the next greater neighbour. In this case, just try
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another pair of points measuring the same distance.
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</DL>
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<H1>Keyboard shortcuts</H1>
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</BODY>
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</HTML>
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@ -1013,7 +1013,7 @@ static void build_loop(GtkWidget *vbox, struct frame *frame,
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for (i = 0; i != loop->iterations; i++) {
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label = add_activator(hbox, loop->active == i,
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loop_select_event, loop, "%d", i);
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loop_select_event, loop, "%g", loop->n+i);
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gtk_object_set_data(GTK_OBJECT(box_of_label(label)), "value",
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(gpointer) (long) i);
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17
obj.c
17
obj.c
@ -238,7 +238,10 @@ static int run_loops(struct frame *frame, struct loop *loop,
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n++;
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}
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loop->initialized = 0;
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loop->iterations = n;
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if (active) {
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loop->n = from.n;
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loop->iterations = n;
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}
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return 1;
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fail:
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@ -279,6 +282,17 @@ static int generate_frame(struct frame *frame, struct coord base,
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}
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static void reset_all_loops(void)
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{
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const struct frame *frame;
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struct loop *loop;
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for (frame = frames; frame; frame = frame->next)
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for (loop = frame->loops; loop; loop = loop->next)
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loop->iterations = 0;
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}
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int instantiate(void)
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{
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struct coord zero = { 0, 0 };
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@ -287,6 +301,7 @@ int instantiate(void)
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meas_start();
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inst_start();
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instantiation_error = NULL;
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reset_all_loops();
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ok = generate_frame(root_frame, zero, NULL, NULL, 1);
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if (ok)
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ok = instantiate_meas();
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1
obj.h
1
obj.h
@ -79,6 +79,7 @@ struct loop {
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/* GUI use */
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int active; /* n-th iteration is active, 0 based */
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double n; /* start value when it was active */
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int iterations; /* iterations when it was active */
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/* for evaluation */
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BIN
screens/intro-1.png
Normal file
BIN
screens/intro-1.png
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After Width: | Height: | Size: 4.5 KiB |
BIN
screens/intro-2.png
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BIN
screens/intro-2.png
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After Width: | Height: | Size: 4.4 KiB |
BIN
screens/intro-3.png
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BIN
screens/intro-3.png
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After Width: | Height: | Size: 3.6 KiB |
BIN
screens/intro-4.png
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BIN
screens/intro-4.png
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After Width: | Height: | Size: 461 B |
BIN
screens/intro-5.png
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BIN
screens/intro-5.png
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Binary file not shown.
After Width: | Height: | Size: 1.2 KiB |
BIN
screens/intro-6.png
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BIN
screens/intro-6.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 19 KiB |
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Block a user