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- /**
- * @license
- * Visual Blocks Editor
- *
- * Copyright 2011 Google Inc.
- * https://developers.google.com/blockly/
- *
- * Licensed under the Apache License, Version 2.0 (the "License");
- * you may not use this file except in compliance with the License.
- * You may obtain a copy of the License at
- *
- * http://www.apache.org/licenses/LICENSE-2.0
- *
- * Unless required by applicable law or agreed to in writing, software
- * distributed under the License is distributed on an "AS IS" BASIS,
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- * See the License for the specific language governing permissions and
- * limitations under the License.
- */
- /**
- * @fileoverview Components for managing connections between blocks.
- * @author fraser@google.com (Neil Fraser)
- */
- 'use strict';
- goog.provide('Blockly.ConnectionDB');
- goog.require('Blockly.Connection');
- /**
- * 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.
- * @constructor
- */
- Blockly.ConnectionDB = function() {
- };
- Blockly.ConnectionDB.prototype = new Array();
- /**
- * Don't inherit the constructor from Array.
- * @type {!Function}
- */
- Blockly.ConnectionDB.constructor = Blockly.ConnectionDB;
- /**
- * Add a connection to the database. Must not already exist in DB.
- * @param {!Blockly.Connection} connection The connection to be added.
- */
- Blockly.ConnectionDB.prototype.addConnection = function(connection) {
- if (connection.inDB_) {
- throw 'Connection already in database.';
- }
- if (connection.getSourceBlock().isInFlyout) {
- // Don't bother maintaining a database of connections in a flyout.
- return;
- }
- var position = this.findPositionForConnection_(connection);
- this.splice(position, 0, connection);
- connection.inDB_ = true;
- };
- /**
- * Find the given connection.
- * Starts by doing a binary search to find the approximate location, then
- * linearly searches nearby for the exact connection.
- * @param {!Blockly.Connection} conn The connection to find.
- * @return {number} The index of the connection, or -1 if the connection was
- * not found.
- */
- Blockly.ConnectionDB.prototype.findConnection = function(conn) {
- if (!this.length) {
- return -1;
- }
- var bestGuess = this.findPositionForConnection_(conn);
- if (bestGuess >= this.length) {
- // Not in list
- return -1;
- }
- var yPos = conn.y_;
- // Walk forward and back on the y axis looking for the connection.
- var pointerMin = bestGuess;
- var pointerMax = bestGuess;
- while (pointerMin >= 0 && this[pointerMin].y_ == yPos) {
- if (this[pointerMin] == conn) {
- return pointerMin;
- }
- pointerMin--;
- }
- while (pointerMax < this.length && this[pointerMax].y_ == yPos) {
- if (this[pointerMax] == conn) {
- return pointerMax;
- }
- pointerMax++;
- }
- return -1;
- };
- /**
- * Finds a candidate position for inserting this connection into the list.
- * This will be in the correct y order but makes no guarantees about ordering in
- * the x axis.
- * @param {!Blockly.Connection} connection The connection to insert.
- * @return {number} The candidate index.
- * @private
- */
- Blockly.ConnectionDB.prototype.findPositionForConnection_ =
- function(connection) {
- /* eslint-disable indent */
- if (!this.length) {
- return 0;
- }
- var pointerMin = 0;
- var pointerMax = this.length;
- while (pointerMin < pointerMax) {
- var pointerMid = Math.floor((pointerMin + pointerMax) / 2);
- if (this[pointerMid].y_ < connection.y_) {
- pointerMin = pointerMid + 1;
- } else if (this[pointerMid].y_ > connection.y_) {
- pointerMax = pointerMid;
- } else {
- pointerMin = pointerMid;
- break;
- }
- }
- return pointerMin;
- }; /* eslint-enable indent */
- /**
- * Remove a connection from the database. Must already exist in DB.
- * @param {!Blockly.Connection} connection The connection to be removed.
- * @private
- */
- Blockly.ConnectionDB.prototype.removeConnection_ = function(connection) {
- if (!connection.inDB_) {
- throw 'Connection not in database.';
- }
- var removalIndex = this.findConnection(connection);
- if (removalIndex == -1) {
- throw 'Unable to find connection in connectionDB.';
- }
- connection.inDB_ = false;
- this.splice(removalIndex, 1);
- };
- /**
- * Find all nearby connections to the given connection.
- * Type checking does not apply, since this function is used for bumping.
- * @param {!Blockly.Connection} connection The connection whose neighbours
- * should be returned.
- * @param {number} maxRadius The maximum radius to another connection.
- * @return {!Array.<Blockly.Connection>} List of connections.
- */
- Blockly.ConnectionDB.prototype.getNeighbours = function(connection, maxRadius) {
- var db = this;
- var currentX = connection.x_;
- var currentY = connection.y_;
- // Binary search to find the closest y location.
- var pointerMin = 0;
- var pointerMax = db.length - 2;
- var pointerMid = pointerMax;
- while (pointerMin < pointerMid) {
- if (db[pointerMid].y_ < currentY) {
- pointerMin = pointerMid;
- } else {
- pointerMax = pointerMid;
- }
- pointerMid = Math.floor((pointerMin + pointerMax) / 2);
- }
- var 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) {
- var dx = currentX - db[yIndex].x_;
- var dy = currentY - db[yIndex].y_;
- var 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
- */
- Blockly.ConnectionDB.prototype.isInYRange_ = function(index, baseY, maxRadius) {
- return (Math.abs(this[index].y_ - baseY) <= maxRadius);
- };
- /**
- * Find the closest compatible connection to this connection.
- * @param {!Blockly.Connection} conn The connection searching for a compatible
- * mate.
- * @param {number} maxRadius The maximum radius to another connection.
- * @param {!goog.math.Coordinate} dxy Offset between this connection's location
- * in the database and the current location (as a result of dragging).
- * @return {!{connection: ?Blockly.Connection, radius: number}} Contains two
- * properties:' connection' which is either another connection or null,
- * and 'radius' which is the distance.
- */
- Blockly.ConnectionDB.prototype.searchForClosest = function(conn, maxRadius,
- dxy) {
- // Don't bother.
- if (!this.length) {
- return {connection: null, radius: maxRadius};
- }
- // Stash the values of x and y from before the drag.
- var baseY = conn.y_;
- var baseX = conn.x_;
- conn.x_ = baseX + dxy.x;
- conn.y_ = baseY + dxy.y;
- // findPositionForConnection 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.
- var closestIndex = this.findPositionForConnection_(conn);
- var bestConnection = null;
- var bestRadius = maxRadius;
- var temp;
- // Walk forward and back on the y axis looking for the closest x,y point.
- var pointerMin = closestIndex - 1;
- while (pointerMin >= 0 && this.isInYRange_(pointerMin, conn.y_, maxRadius)) {
- temp = this[pointerMin];
- if (conn.isConnectionAllowed(temp, bestRadius)) {
- bestConnection = temp;
- bestRadius = temp.distanceFrom(conn);
- }
- pointerMin--;
- }
- var pointerMax = closestIndex;
- while (pointerMax < this.length && this.isInYRange_(pointerMax, conn.y_,
- maxRadius)) {
- temp = this[pointerMax];
- if (conn.isConnectionAllowed(temp, 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 specified workspace.
- * @param {!Blockly.Workspace} workspace The workspace this DB is for.
- */
- Blockly.ConnectionDB.init = function(workspace) {
- // Create four databases, one for each connection type.
- var dbList = [];
- dbList[Blockly.INPUT_VALUE] = new Blockly.ConnectionDB();
- dbList[Blockly.OUTPUT_VALUE] = new Blockly.ConnectionDB();
- dbList[Blockly.NEXT_STATEMENT] = new Blockly.ConnectionDB();
- dbList[Blockly.PREVIOUS_STATEMENT] = new Blockly.ConnectionDB();
- workspace.connectionDBList = dbList;
- };
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