/******************************************************************************* * This file is part of logisim-evolution. * * logisim-evolution is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * logisim-evolution is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with logisim-evolution. If not, see <http://www.gnu.org/licenses/>. * * Original code by Carl Burch (http://www.cburch.com), 2011. * Subsequent modifications by : * + Haute École Spécialisée Bernoise * http://www.bfh.ch * + Haute École du paysage, d'ingénierie et d'architecture de Genève * http://hepia.hesge.ch/ * + Haute École d'Ingénierie et de Gestion du Canton de Vaud * http://www.heig-vd.ch/ * The project is currently maintained by : * + REDS Institute - HEIG-VD * Yverdon-les-Bains, Switzerland * http://reds.heig-vd.ch *******************************************************************************/ package com.cburch.logisim.std.memory; import com.cburch.logisim.data.Value; import com.cburch.logisim.instance.StdAttr; class ClockState implements Cloneable { private Value lastClock; public ClockState() { lastClock = Value.FALSE; } @Override public ClockState clone() { try { return (ClockState) super.clone(); } catch (CloneNotSupportedException e) { return null; } } public boolean updateClock(Value newClock, Object trigger) { Value oldClock = lastClock; lastClock = newClock; if (trigger == null || trigger == StdAttr.TRIG_RISING) { return oldClock == Value.FALSE && newClock == Value.TRUE; } else if (trigger == StdAttr.TRIG_FALLING) { return oldClock == Value.TRUE && newClock == Value.FALSE; } else if (trigger == StdAttr.TRIG_HIGH) { return newClock == Value.TRUE; } else if (trigger == StdAttr.TRIG_LOW) { return newClock == Value.FALSE; } else { return oldClock == Value.FALSE && newClock == Value.TRUE; } } }