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