Files
blockly/core/connection_db.ts
Rachel Fenichel 1d1a927628 chore: remove alias comments (#6816)
* chore: remove alias comments

* chore: format

* chore: remove extra newlines

* chore: fix bad replaces
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TypeScript

/**
* @license
* Copyright 2011 Google LLC
* SPDX-License-Identifier: Apache-2.0
*/
/**
* A database of all the rendered connections that could
* possibly be connected to (i.e. not collapsed, etc).
* Sorted by y coordinate.
*
* @class
*/
import * as goog from '../closure/goog/goog.js';
goog.declareModuleId('Blockly.ConnectionDB');
import {ConnectionType} from './connection_type.js';
import type {IConnectionChecker} from './interfaces/i_connection_checker.js';
import type {RenderedConnection} from './rendered_connection.js';
import type {Coordinate} from './utils/coordinate.js';
/**
* 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.
*/
export class ConnectionDB {
/** Array of connections sorted by y position in workspace units. */
private readonly connections_: RenderedConnection[] = [];
/**
* @param connectionChecker The workspace's connection type checker, used to
* decide if connections are valid during a drag.
*/
constructor(private readonly connectionChecker: IConnectionChecker) {}
/**
* Add a connection to the database. Should not already exist in the database.
*
* @param connection The connection to be added.
* @param yPos The y position used to decide where to insert the connection.
* @internal
*/
addConnection(connection: RenderedConnection, yPos: number) {
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 conn The connection to find.
* @param yPos The y position used to find the index of the connection.
* @returns The index of the connection, or -1 if the connection was not
* found.
*/
private findIndexOfConnection_(conn: RenderedConnection, yPos: number):
number {
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 yPos The y position used to decide where to insert the connection.
* @returns The candidate index.
*/
private calculateIndexForYPos_(yPos: number): number {
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 connection The connection to be removed.
* @param yPos The y position used to find the index of the connection.
* @throws {Error} If the connection cannot be found in the database.
*/
removeConnection(connection: RenderedConnection, yPos: number) {
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 connection The connection whose neighbours should be returned.
* @param maxRadius The maximum radius to another connection.
* @returns List of connections.
*/
getNeighbours(connection: RenderedConnection, maxRadius: number):
RenderedConnection[] {
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: RenderedConnection[] = [];
/**
* 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 yIndex The other connection's index in the database.
* @returns True if the current connection's vertical distance from the
* other connection is less than the allowed radius.
*/
function checkConnection_(yIndex: number): boolean {
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 index Index in database of candidate connection.
* @param baseY Reference connection's Y value.
* @param maxRadius The maximum radius to another connection.
* @returns True if connection is in range.
*/
private isInYRange_(index: number, baseY: number, maxRadius: number):
boolean {
return Math.abs(this.connections_[index].y - baseY) <= maxRadius;
}
/**
* Find the closest compatible connection to this connection.
*
* @param conn The connection searching for a compatible mate.
* @param maxRadius The maximum radius to another connection.
* @param dxy Offset between this connection's location in the database and
* the current location (as a result of dragging).
* @returns Contains two properties: 'connection' which is either another
* connection or null, and 'radius' which is the distance.
*/
searchForClosest(
conn: RenderedConnection, maxRadius: number,
dxy: Coordinate): {connection: RenderedConnection|null, radius: number} {
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 checker The workspace's connection checker, used to decide if
* connections are valid during a drag.
* @returns Array of databases.
*/
static init(checker: IConnectionChecker): ConnectionDB[] {
// 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;
}
}