Files
blockly/core/connection_db.js
Aaron Dodson 3851b14627 refactor: Migrate to named exports (#5623)
* refactor: Migrate to named exports

* fix: Sort requires

* fix: Remove duplicate deps
2021-10-20 15:53:23 -07:00

310 lines
9.9 KiB
JavaScript

/**
* @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<!RenderedConnection>}
* @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<!RenderedConnection>} 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<!ConnectionDB>} 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;