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* chore(deps): Bump prettier from 2.8.8 to 3.0.0 Bumps [prettier](https://github.com/prettier/prettier) from 2.8.8 to 3.0.0. - [Release notes](https://github.com/prettier/prettier/releases) - [Changelog](https://github.com/prettier/prettier/blob/main/CHANGELOG.md) - [Commits](https://github.com/prettier/prettier/compare/2.8.8...3.0.0) --- updated-dependencies: - dependency-name: prettier dependency-type: direct:development update-type: version-update:semver-major ... Signed-off-by: dependabot[bot] <support@github.com> * chore: Reformat using Prettier v3.0 defaults The main change is to add trailing commas to the last line of block-formatted function calls. --------- Signed-off-by: dependabot[bot] <support@github.com> Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com> Co-authored-by: Christopher Allen <cpcallen+git@google.com>
299 lines
9.5 KiB
TypeScript
299 lines
9.5 KiB
TypeScript
/**
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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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* 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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* @class
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*/
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import * as goog from '../closure/goog/goog.js';
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goog.declareModuleId('Blockly.ConnectionDB');
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import {ConnectionType} from './connection_type.js';
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import type {IConnectionChecker} from './interfaces/i_connection_checker.js';
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import type {RenderedConnection} from './rendered_connection.js';
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import type {Coordinate} from './utils/coordinate.js';
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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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*/
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export class ConnectionDB {
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/** Array of connections sorted by y position in workspace units. */
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private readonly connections: RenderedConnection[] = [];
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/**
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* @param connectionChecker The workspace's connection type checker, used to
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* decide if connections are valid during a drag.
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*/
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constructor(private readonly connectionChecker: IConnectionChecker) {}
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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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*
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* @param connection The connection to be added.
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* @param yPos The y position used to decide where to insert the connection.
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* @internal
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*/
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addConnection(connection: RenderedConnection, yPos: number) {
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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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*
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* @param conn The connection to find.
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* @param yPos The y position used to find the index of the connection.
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* @returns The index of the connection, or -1 if the connection was not
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* found.
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*/
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private findIndexOfConnection(
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conn: RenderedConnection,
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yPos: number,
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): number {
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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 (
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pointer < this.connections.length &&
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this.connections[pointer].y === yPos
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) {
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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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*
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* @param yPos The y position used to decide where to insert the connection.
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* @returns The candidate index.
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*/
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private calculateIndexForYPos(yPos: number): number {
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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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*
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* @param connection The connection to be removed.
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* @param yPos The y position used to find the index of the 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: RenderedConnection, yPos: number) {
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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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*
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* @param connection The connection whose neighbours should be returned.
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* @param maxRadius The maximum radius to another connection.
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* @returns List of connections.
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*/
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getNeighbours(
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connection: RenderedConnection,
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maxRadius: number,
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): RenderedConnection[] {
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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: RenderedConnection[] = [];
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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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*
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* @param yIndex The other connection's index in the database.
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* @returns True if the current connection's vertical distance from the
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* other connection is less than the allowed radius.
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*/
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function checkConnection(yIndex: number): boolean {
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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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*
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* @param index Index in database of candidate connection.
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* @param baseY Reference connection's Y value.
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* @param maxRadius The maximum radius to another connection.
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* @returns True if connection is in range.
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*/
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private isInYRange(index: number, baseY: number, maxRadius: number): boolean {
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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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*
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* @param conn The connection searching for a compatible mate.
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* @param maxRadius The maximum radius to another connection.
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* @param dxy Offset between this connection's location in the database and
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* the current location (as a result of dragging).
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* @returns 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(
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conn: RenderedConnection,
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maxRadius: number,
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dxy: Coordinate,
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): {connection: RenderedConnection | null; radius: number} {
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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 (
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pointerMax < this.connections.length &&
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this.isInYRange(pointerMax, conn.y, maxRadius)
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) {
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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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*
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* @param checker The workspace's connection checker, used to decide if
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* connections are valid during a drag.
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* @returns Array of databases.
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*/
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static init(checker: IConnectionChecker): ConnectionDB[] {
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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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