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chore: rename all JS files to TS files (#6297)
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314
core/connection_db.ts
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314
core/connection_db.ts
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/**
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* @license
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* Copyright 2011 Google LLC
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* SPDX-License-Identifier: Apache-2.0
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*/
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/**
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* @fileoverview A database of all the rendered connections that could
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* possibly be connected to (i.e. not collapsed, etc).
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* Sorted by y coordinate.
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*/
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'use strict';
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/**
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* A database of all the rendered connections that could
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* possibly be connected to (i.e. not collapsed, etc).
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* Sorted by y coordinate.
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* @class
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*/
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goog.module('Blockly.ConnectionDB');
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const {ConnectionType} = goog.require('Blockly.ConnectionType');
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/* eslint-disable-next-line no-unused-vars */
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const {Coordinate} = goog.requireType('Blockly.utils.Coordinate');
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/* eslint-disable-next-line no-unused-vars */
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const {IConnectionChecker} = goog.requireType('Blockly.IConnectionChecker');
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/* eslint-disable-next-line no-unused-vars */
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const {RenderedConnection} = goog.requireType('Blockly.RenderedConnection');
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/** @suppress {extraRequire} */
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goog.require('Blockly.constants');
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/**
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* Database of connections.
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* Connections are stored in order of their vertical component. This way
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* connections in an area may be looked up quickly using a binary search.
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* @alias Blockly.ConnectionDB
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*/
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class ConnectionDB {
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/**
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* @param {!IConnectionChecker} checker The workspace's
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* connection type checker, used to decide if connections are valid during
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* a drag.
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*/
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constructor(checker) {
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/**
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* Array of connections sorted by y position in workspace units.
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* @type {!Array<!RenderedConnection>}
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* @private
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*/
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this.connections_ = [];
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/**
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* The workspace's connection type checker, used to decide if connections
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* are valid during a drag.
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* @type {!IConnectionChecker}
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* @private
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*/
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this.connectionChecker_ = checker;
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}
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/**
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* Add a connection to the database. Should not already exist in the database.
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* @param {!RenderedConnection} connection The connection to be added.
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* @param {number} yPos The y position used to decide where to insert the
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* connection.
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* @package
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*/
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addConnection(connection, yPos) {
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const index = this.calculateIndexForYPos_(yPos);
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this.connections_.splice(index, 0, connection);
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}
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/**
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* Finds the index of the given connection.
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*
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* Starts by doing a binary search to find the approximate location, then
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* linearly searches nearby for the exact connection.
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* @param {!RenderedConnection} conn The connection to find.
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* @param {number} yPos The y position used to find the index of the
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* connection.
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* @return {number} The index of the connection, or -1 if the connection was
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* not found.
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* @private
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*/
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findIndexOfConnection_(conn, yPos) {
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if (!this.connections_.length) {
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return -1;
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}
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const bestGuess = this.calculateIndexForYPos_(yPos);
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if (bestGuess >= this.connections_.length) {
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// Not in list
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return -1;
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}
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yPos = conn.y;
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// Walk forward and back on the y axis looking for the connection.
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let pointer = bestGuess;
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while (pointer >= 0 && this.connections_[pointer].y === yPos) {
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if (this.connections_[pointer] === conn) {
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return pointer;
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}
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pointer--;
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}
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pointer = bestGuess;
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while (pointer < this.connections_.length &&
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this.connections_[pointer].y === yPos) {
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if (this.connections_[pointer] === conn) {
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return pointer;
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}
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pointer++;
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}
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return -1;
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}
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/**
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* Finds the correct index for the given y position.
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* @param {number} yPos The y position used to decide where to
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* insert the connection.
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* @return {number} The candidate index.
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* @private
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*/
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calculateIndexForYPos_(yPos) {
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if (!this.connections_.length) {
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return 0;
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}
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let pointerMin = 0;
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let pointerMax = this.connections_.length;
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while (pointerMin < pointerMax) {
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const pointerMid = Math.floor((pointerMin + pointerMax) / 2);
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if (this.connections_[pointerMid].y < yPos) {
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pointerMin = pointerMid + 1;
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} else if (this.connections_[pointerMid].y > yPos) {
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pointerMax = pointerMid;
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} else {
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pointerMin = pointerMid;
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break;
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}
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}
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return pointerMin;
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}
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/**
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* Remove a connection from the database. Must already exist in DB.
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* @param {!RenderedConnection} connection The connection to be removed.
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* @param {number} yPos The y position used to find the index of the
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* connection.
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* @throws {Error} If the connection cannot be found in the database.
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*/
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removeConnection(connection, yPos) {
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const index = this.findIndexOfConnection_(connection, yPos);
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if (index === -1) {
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throw Error('Unable to find connection in connectionDB.');
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}
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this.connections_.splice(index, 1);
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}
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/**
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* Find all nearby connections to the given connection.
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* Type checking does not apply, since this function is used for bumping.
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* @param {!RenderedConnection} connection The connection whose
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* neighbours should be returned.
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* @param {number} maxRadius The maximum radius to another connection.
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* @return {!Array<!RenderedConnection>} List of connections.
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*/
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getNeighbours(connection, maxRadius) {
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const db = this.connections_;
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const currentX = connection.x;
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const currentY = connection.y;
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// Binary search to find the closest y location.
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let pointerMin = 0;
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let pointerMax = db.length - 2;
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let pointerMid = pointerMax;
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while (pointerMin < pointerMid) {
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if (db[pointerMid].y < currentY) {
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pointerMin = pointerMid;
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} else {
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pointerMax = pointerMid;
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}
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pointerMid = Math.floor((pointerMin + pointerMax) / 2);
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}
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const neighbours = [];
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/**
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* Computes if the current connection is within the allowed radius of
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* another connection. This function is a closure and has access to outside
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* variables.
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* @param {number} yIndex The other connection's index in the database.
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* @return {boolean} True if the current connection's vertical distance from
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* the other connection is less than the allowed radius.
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*/
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function checkConnection_(yIndex) {
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const dx = currentX - db[yIndex].x;
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const dy = currentY - db[yIndex].y;
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const r = Math.sqrt(dx * dx + dy * dy);
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if (r <= maxRadius) {
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neighbours.push(db[yIndex]);
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}
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return dy < maxRadius;
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}
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// Walk forward and back on the y axis looking for the closest x,y point.
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pointerMin = pointerMid;
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pointerMax = pointerMid;
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if (db.length) {
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while (pointerMin >= 0 && checkConnection_(pointerMin)) {
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pointerMin--;
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}
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do {
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pointerMax++;
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} while (pointerMax < db.length && checkConnection_(pointerMax));
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}
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return neighbours;
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}
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/**
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* Is the candidate connection close to the reference connection.
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* Extremely fast; only looks at Y distance.
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* @param {number} index Index in database of candidate connection.
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* @param {number} baseY Reference connection's Y value.
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* @param {number} maxRadius The maximum radius to another connection.
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* @return {boolean} True if connection is in range.
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* @private
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*/
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isInYRange_(index, baseY, maxRadius) {
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return (Math.abs(this.connections_[index].y - baseY) <= maxRadius);
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}
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/**
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* Find the closest compatible connection to this connection.
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* @param {!RenderedConnection} conn The connection searching for a compatible
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* mate.
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* @param {number} maxRadius The maximum radius to another connection.
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* @param {!Coordinate} dxy Offset between this connection's
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* location in the database and the current location (as a result of
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* dragging).
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* @return {!{connection: RenderedConnection, radius: number}}
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* Contains two properties: 'connection' which is either another
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* connection or null, and 'radius' which is the distance.
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*/
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searchForClosest(conn, maxRadius, dxy) {
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if (!this.connections_.length) {
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// Don't bother.
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return {connection: null, radius: maxRadius};
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}
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// Stash the values of x and y from before the drag.
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const baseY = conn.y;
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const baseX = conn.x;
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conn.x = baseX + dxy.x;
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conn.y = baseY + dxy.y;
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// calculateIndexForYPos_ finds an index for insertion, which is always
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// after any block with the same y index. We want to search both forward
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// and back, so search on both sides of the index.
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const closestIndex = this.calculateIndexForYPos_(conn.y);
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let bestConnection = null;
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let bestRadius = maxRadius;
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let temp;
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// Walk forward and back on the y axis looking for the closest x,y point.
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let pointerMin = closestIndex - 1;
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while (pointerMin >= 0 && this.isInYRange_(pointerMin, conn.y, maxRadius)) {
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temp = this.connections_[pointerMin];
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if (this.connectionChecker_.canConnect(conn, temp, true, bestRadius)) {
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bestConnection = temp;
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bestRadius = temp.distanceFrom(conn);
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}
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pointerMin--;
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}
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let pointerMax = closestIndex;
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while (pointerMax < this.connections_.length &&
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this.isInYRange_(pointerMax, conn.y, maxRadius)) {
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temp = this.connections_[pointerMax];
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if (this.connectionChecker_.canConnect(conn, temp, true, bestRadius)) {
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bestConnection = temp;
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bestRadius = temp.distanceFrom(conn);
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}
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pointerMax++;
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}
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// Reset the values of x and y.
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conn.x = baseX;
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conn.y = baseY;
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// If there were no valid connections, bestConnection will be null.
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return {connection: bestConnection, radius: bestRadius};
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}
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/**
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* Initialize a set of connection DBs for a workspace.
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* @param {!IConnectionChecker} checker The workspace's
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* connection checker, used to decide if connections are valid during a
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* drag.
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* @return {!Array<!ConnectionDB>} Array of databases.
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*/
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static init(checker) {
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// Create four databases, one for each connection type.
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const dbList = [];
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dbList[ConnectionType.INPUT_VALUE] = new ConnectionDB(checker);
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dbList[ConnectionType.OUTPUT_VALUE] = new ConnectionDB(checker);
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dbList[ConnectionType.NEXT_STATEMENT] = new ConnectionDB(checker);
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dbList[ConnectionType.PREVIOUS_STATEMENT] = new ConnectionDB(checker);
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return dbList;
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}
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}
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exports.ConnectionDB = ConnectionDB;
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