Enum WaveContainer

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pub enum WaveContainer {
    Wellen(Box<WellenContainer>),
    Empty,
    Cxxrtl(Box<Mutex<CxxrtlContainer>>),
}

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Wellen(Box<WellenContainer>)

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Empty

A wave container that contains nothing. Currently, the only practical use for this is a placehodler when serializing and deserializing wave state.

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Cxxrtl(Box<Mutex<CxxrtlContainer>>)

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impl WaveContainer

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pub fn new_waveform(hierarchy: Arc<Hierarchy>) -> Self

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pub fn new_remote_waveform( server_url: String, hierarchy: Arc<Hierarchy>, ) -> Self

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pub fn __new_empty() -> Self

Creates a new empty wave container. Should only be used as a default for serde. If no wave container is present, the WaveData should be None, rather than this being Empty

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pub fn tick(&self)

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pub fn wants_anti_aliasing(&self) -> bool

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pub fn is_fully_loaded(&self) -> bool

Returns true if all requested signals have been loaded. Used for testing to make sure the GUI is at its final state before taking a snapshot.

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pub fn variable_names(&self) -> Vec<String>

Returns the full names of all variables in the design.

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pub fn variables(&self) -> Vec<VariableRef>

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pub fn variables_in_scope(&self, scope: &ScopeRef) -> Vec<VariableRef>

Return all variables (excluding parameters) in a scope.

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pub fn parameters_in_scope(&self, scope: &ScopeRef) -> Vec<VariableRef>

Return all parameters in a scope.

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pub fn no_variables_in_scope(&self, scope: &ScopeRef) -> bool

Return true if there are no variables or parameters in the scope.

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pub fn load_variables<S: AsRef<VariableRef>, T: Iterator<Item = S>>( &mut self, variables: T, ) -> Result<Option<LoadSignalsCmd>>

Loads multiple variables at once. This is useful when we want to add multiple variables in one go.

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pub fn load_parameters(&mut self) -> Result<Option<LoadSignalsCmd>>

Load all the parameters in the design so that the value can be displayed.

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pub fn on_signals_loaded( &mut self, res: LoadSignalsResult, ) -> Result<Option<LoadSignalsCmd>>

Callback for when wellen signals have been loaded. Might lead to a new load variable command since new variables might have been requested in the meantime.

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pub fn variable_meta<'a>( &'a self, variable: &'a VariableRef, ) -> Result<VariableMeta>

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pub fn query_variable( &self, variable: &VariableRef, time: &BigUint, ) -> Result<Option<QueryResult>>

Query the value of the variable at a certain time step. Returns None if we do not have any values for the variable. That generally happens if the corresponding variable is still being loaded.

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pub fn update_variable_ref(&self, variable: &VariableRef) -> Option<VariableRef>

Looks up the variable by name and returns a new reference with an updated id if the variable is found.

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pub fn scope_names(&self) -> Vec<String>

Returns the full names of all scopes in the design.

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pub fn metadata(&self) -> MetaData

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pub fn root_scopes(&self) -> Vec<ScopeRef>

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pub fn child_scopes(&self, scope: &ScopeRef) -> Result<Vec<ScopeRef>>

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pub fn max_timestamp(&self) -> Option<BigUint>

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pub fn scope_exists(&self, scope: &ScopeRef) -> bool

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pub fn get_scope_tooltip_data(&self, scope: &ScopeRef) -> String

Returns a human readable string with information about a scope. The scope name itself should not be included, since it will be prepended automatically.

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pub fn simulation_status(&self) -> Option<SimulationStatus>

Returns the simulation status for this wave source if it exists. Wave sources which have no simulation status should return None here, otherwise buttons for controlling simulation will be shown

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pub fn unpause_simulation(&self)

If WaveContainer::simulation_status is Some(SimulationStatus::Paused), attempt to unpause the simulation otherwise does nothing

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pub fn pause_simulation(&self)

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pub fn wellen_add_body( &mut self, body: BodyResult, ) -> Result<Option<LoadSignalsCmd>>

Called for wellen container, when the body of the waveform file has been parsed.

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pub fn body_loaded(&self) -> bool

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Set the background color generically. Read more
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fn black(&self) -> FgColorDisplay<'_, Black, Self>

Change the foreground color to black
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fn on_black(&self) -> BgColorDisplay<'_, Black, Self>

Change the background color to black
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fn red(&self) -> FgColorDisplay<'_, Red, Self>

Change the foreground color to red
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fn on_red(&self) -> BgColorDisplay<'_, Red, Self>

Change the background color to red
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fn green(&self) -> FgColorDisplay<'_, Green, Self>

Change the foreground color to green
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fn on_green(&self) -> BgColorDisplay<'_, Green, Self>

Change the background color to green
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fn yellow(&self) -> FgColorDisplay<'_, Yellow, Self>

Change the foreground color to yellow
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fn on_yellow(&self) -> BgColorDisplay<'_, Yellow, Self>

Change the background color to yellow
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fn blue(&self) -> FgColorDisplay<'_, Blue, Self>

Change the foreground color to blue
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fn on_blue(&self) -> BgColorDisplay<'_, Blue, Self>

Change the background color to blue
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fn magenta(&self) -> FgColorDisplay<'_, Magenta, Self>

Change the foreground color to magenta
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fn on_magenta(&self) -> BgColorDisplay<'_, Magenta, Self>

Change the background color to magenta
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fn purple(&self) -> FgColorDisplay<'_, Magenta, Self>

Change the foreground color to purple
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fn on_purple(&self) -> BgColorDisplay<'_, Magenta, Self>

Change the background color to purple
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fn cyan(&self) -> FgColorDisplay<'_, Cyan, Self>

Change the foreground color to cyan
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fn on_cyan(&self) -> BgColorDisplay<'_, Cyan, Self>

Change the background color to cyan
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fn white(&self) -> FgColorDisplay<'_, White, Self>

Change the foreground color to white
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fn on_white(&self) -> BgColorDisplay<'_, White, Self>

Change the background color to white
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fn default_color(&self) -> FgColorDisplay<'_, Default, Self>

Change the foreground color to the terminal default
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fn on_default_color(&self) -> BgColorDisplay<'_, Default, Self>

Change the background color to the terminal default
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fn bright_black(&self) -> FgColorDisplay<'_, BrightBlack, Self>

Change the foreground color to bright black
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fn on_bright_black(&self) -> BgColorDisplay<'_, BrightBlack, Self>

Change the background color to bright black
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fn bright_red(&self) -> FgColorDisplay<'_, BrightRed, Self>

Change the foreground color to bright red
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fn on_bright_red(&self) -> BgColorDisplay<'_, BrightRed, Self>

Change the background color to bright red
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fn bright_green(&self) -> FgColorDisplay<'_, BrightGreen, Self>

Change the foreground color to bright green
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fn on_bright_green(&self) -> BgColorDisplay<'_, BrightGreen, Self>

Change the background color to bright green
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fn bright_yellow(&self) -> FgColorDisplay<'_, BrightYellow, Self>

Change the foreground color to bright yellow
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fn on_bright_yellow(&self) -> BgColorDisplay<'_, BrightYellow, Self>

Change the background color to bright yellow
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fn bright_blue(&self) -> FgColorDisplay<'_, BrightBlue, Self>

Change the foreground color to bright blue
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fn on_bright_blue(&self) -> BgColorDisplay<'_, BrightBlue, Self>

Change the background color to bright blue
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fn bright_magenta(&self) -> FgColorDisplay<'_, BrightMagenta, Self>

Change the foreground color to bright magenta
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fn on_bright_magenta(&self) -> BgColorDisplay<'_, BrightMagenta, Self>

Change the background color to bright magenta
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fn bright_purple(&self) -> FgColorDisplay<'_, BrightMagenta, Self>

Change the foreground color to bright purple
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fn on_bright_purple(&self) -> BgColorDisplay<'_, BrightMagenta, Self>

Change the background color to bright purple
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fn bright_cyan(&self) -> FgColorDisplay<'_, BrightCyan, Self>

Change the foreground color to bright cyan
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fn on_bright_cyan(&self) -> BgColorDisplay<'_, BrightCyan, Self>

Change the background color to bright cyan
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fn bright_white(&self) -> FgColorDisplay<'_, BrightWhite, Self>

Change the foreground color to bright white
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fn on_bright_white(&self) -> BgColorDisplay<'_, BrightWhite, Self>

Change the background color to bright white
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fn bold(&self) -> BoldDisplay<'_, Self>

Make the text bold
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fn dimmed(&self) -> DimDisplay<'_, Self>

Make the text dim
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fn italic(&self) -> ItalicDisplay<'_, Self>

Make the text italicized
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fn underline(&self) -> UnderlineDisplay<'_, Self>

Make the text underlined
Make the text blink
Make the text blink (but fast!)
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fn reversed(&self) -> ReversedDisplay<'_, Self>

Swap the foreground and background colors
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fn hidden(&self) -> HiddenDisplay<'_, Self>

Hide the text
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fn strikethrough(&self) -> StrikeThroughDisplay<'_, Self>

Cross out the text
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fn color<Color>(&self, color: Color) -> FgDynColorDisplay<'_, Color, Self>
where Color: DynColor,

Set the foreground color at runtime. Only use if you do not know which color will be used at compile-time. If the color is constant, use either OwoColorize::fg or a color-specific method, such as OwoColorize::green, Read more
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fn on_color<Color>(&self, color: Color) -> BgDynColorDisplay<'_, Color, Self>
where Color: DynColor,

Set the background color at runtime. Only use if you do not know what color to use at compile-time. If the color is constant, use either OwoColorize::bg or a color-specific method, such as OwoColorize::on_yellow, Read more
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Set the foreground color to a specific RGB value.
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Set the background color to a specific RGB value.
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Sets the foreground color to an RGB value.
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Sets the background color to an RGB value.
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Apply a runtime-determined style
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