mirror of
https://github.com/fadden/6502bench.git
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575f834b1d
Mostly a straight copy & paste of the files. The only significant change was to move the localizable strings from Properties/Resources (RESX) to Res/Strings.xaml (Resource Dictionary). I expect a number of strings will no longer be needed, since WPF lets you put more of the UI/UX logic into the design side. I also renamed the namespace to SourceGenWPF, and put the app icon into the Res directory so it can be a resource rather than a loose file. I'm merging the "Setup" directory contents into the main app since there wasn't a whole lot going on there. The WPF Color class lacks conversions to/from a 32-bit integer, so I added those. None of the stuff is wired up yet.
216 lines
8.1 KiB
C#
216 lines
8.1 KiB
C#
/*
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* Copyright 2019 faddenSoft
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Text;
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namespace SourceGenWPF {
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/// <summary>
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/// List of all symbols, arranged primarily by label, but also accessible by value. All
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/// symbols have a unique label.
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/// </summary>
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public class SymbolTable : IEnumerable<Symbol> {
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/// <summary>
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/// Primary storage. Provides fast lookup by label. The StringComparer we choose
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/// determines how case sensitivity and Culture is handled.
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private SortedList<string, Symbol> mSymbols =
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new SortedList<string, Symbol>(Asm65.Label.LABEL_COMPARER);
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/// <summary>
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/// Same content, but ordered by value. Note the key and the value are the same object.
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/// </summary>
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private SortedList<Symbol, Symbol> mSymbolsByValue =
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new SortedList<Symbol, Symbol>(new CompareByValue());
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/// <summary>
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/// Compare two symbols, primarily by value, secondarily by source, and tertiarily
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/// by label. The primary SortedList guarantees that the label is unique, so we
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/// should never have two equal Symbols in the list.
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///
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/// The type comparison ensures that project symbols appear before platform symbols,
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/// so that you can "overwrite" a platform symbol with the same value.
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/// </summary>
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private class CompareByValue : IComparer<Symbol> {
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public int Compare(Symbol a, Symbol b) {
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if (a.Value < b.Value) {
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return -1;
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} else if (a.Value > b.Value) {
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return 1;
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}
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if ((int)a.SymbolSource < (int)b.SymbolSource) {
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return -1;
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} else if ((int)a.SymbolSource > (int)b.SymbolSource) {
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return 1;
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}
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// Equal values, check string. We'll get a match on Remove or when
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// replacing an entry with itself, but no two Symbols in the list
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// should have the same label.
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return Asm65.Label.LABEL_COMPARER.Compare(a.Label, b.Label);
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}
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}
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/// <summary>
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/// This is incremented whenever the contents of the symbol table change. External
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/// code can compare this against a previous value to see if anything has changed
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/// since the last visit.
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///
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/// We could theoretically miss something at the 2^32 rollover. Not worried.
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/// </summary>
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public int ChangeSerial { get; private set; }
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public SymbolTable() { }
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// IEnumerable
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public IEnumerator<Symbol> GetEnumerator() {
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// .Values is documented as O(1)
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return mSymbols.Values.GetEnumerator();
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}
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// IEnumerable
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IEnumerator IEnumerable.GetEnumerator() {
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return mSymbols.Values.GetEnumerator();
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}
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/// <summary>
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/// Clears the symbol table.
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/// </summary>
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public void Clear() {
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mSymbols.Clear();
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mSymbolsByValue.Clear();
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ChangeSerial++;
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}
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/// <summary>
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/// Returns the number of symbols in the table.
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/// </summary>
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public int Count() {
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Debug.Assert(mSymbolsByValue.Count == mSymbols.Count);
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return mSymbols.Count;
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}
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/// <summary>
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/// Adds the specified symbol to the list. Throws an exception if the symbol is
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/// already present.
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/// </summary>
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public void Add(Symbol sym) {
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// If Symbol with matching label is in list, this will throw an exception,
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// and the by-value add won't happen.
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mSymbols.Add(sym.Label, sym);
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mSymbolsByValue.Add(sym, sym);
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ChangeSerial++;
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}
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/// <summary>
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/// Finds the specified symbol by label. Throws an exception if it's not found.
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///
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/// Adds the specified symbol to the list, or replaces it if it's already present.
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/// </summary>
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public Symbol this[string key] {
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get {
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Debug.Assert(mSymbolsByValue.Count == mSymbols.Count);
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return mSymbols[key];
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}
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set {
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// Replacing {"foo", 1} with ("foo", 2} works correctly for mSymbols, because
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// the label is the unique key. For mSymbolsByValue we have to explicitly
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// remove it, because the entire Symbol is used as the key.
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mSymbols.TryGetValue(key, out Symbol oldValue);
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if (oldValue != null) {
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mSymbolsByValue.Remove(oldValue);
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}
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mSymbols[key] = value;
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mSymbolsByValue[value] = value;
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ChangeSerial++;
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}
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}
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/// <summary>
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/// Searches the table for symbols with matching address values. Ignores constants.
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/// </summary>
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/// <param name="value">Value to find.</param>
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/// <returns>First matching symbol found, or null if nothing matched.</returns>
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public Symbol FindAddressByValue(int value) {
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// Get sorted list of values. This is documented as efficient.
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IList<Symbol> values = mSymbolsByValue.Values;
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//for (int i = 0; i < values.Count; i++) {
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// if (values[i].Value == value && values[i].SymbolType != Symbol.Type.Constant) {
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// return values[i];
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// }
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//}
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int low = 0;
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int high = values.Count - 1;
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while (low <= high) {
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int mid = (low + high) / 2;
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Symbol midValue = values[mid];
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if (midValue.Value == value) {
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// found a match, walk back to find first match
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while (mid > 0 && values[mid - 1].Value == value) {
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mid--;
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}
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// now skip past constants
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while (mid < values.Count && values[mid].SymbolType == Symbol.Type.Constant) {
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//Debug.WriteLine("disregarding " + values[mid]);
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mid++;
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}
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if (mid < values.Count && values[mid].Value == value) {
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return values[mid];
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}
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//Debug.WriteLine("Found value " + value + " but only constants");
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return null;
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} else if (midValue.Value < value) {
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// move the low end in
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low = mid + 1;
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} else {
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// move the high end in
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Debug.Assert(midValue.Value > value);
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high = mid - 1;
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}
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}
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// not found
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return null;
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}
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/// <summary>
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/// Gets the value associated with the key.
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/// </summary>
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/// <param name="key">Label to look up.</param>
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/// <param name="sym">Symbol, or null if not found.</param>
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/// <returns>True if the key is present, false otherwise.</returns>
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public bool TryGetValue(string key, out Symbol sym) {
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return mSymbols.TryGetValue(key, out sym);
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}
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/// <summary>
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/// Removes the specified symbol.
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/// </summary>
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public void Remove(Symbol sym) {
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mSymbols.Remove(sym.Label);
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mSymbolsByValue.Remove(sym);
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ChangeSerial++;
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}
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}
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}
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