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2 changed files with 53 additions and 53 deletions
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@ -225,23 +225,23 @@ Blockly.Connection.prototype.checkConnection_ = function(target) {
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* @return {boolean} True if the connection is allowed, false otherwise.
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*/
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Blockly.Connection.prototype.isConnectionAllowed = function(candidate,
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maxRadius) {
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maxRadius) {
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if (this.distanceFrom(candidate) > maxRadius) {
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return false;
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return false;
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}
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// Type checking
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var canConnect = this.canConnectWithReason_(candidate);
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if (canConnect != Blockly.Connection.CAN_CONNECT
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&& canConnect != Blockly.Connection.REASON_MUST_DISCONNECT) {
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return false;
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if (canConnect != Blockly.Connection.CAN_CONNECT &&
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canConnect != Blockly.Connection.REASON_MUST_DISCONNECT) {
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return false;
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}
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// Don't offer to connect an already connected left (male) value plug to
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// an available right (female) value plug. Don't offer to connect the
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// bottom of a statement block to one that's already connected.
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if (candidate.type == Blockly.OUTPUT_VALUE
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|| candidate.type == Blockly.PREVIOUS_STATEMENT) {
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if (candidate.type == Blockly.OUTPUT_VALUE ||
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candidate.type == Blockly.PREVIOUS_STATEMENT) {
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if (candidate.targetConnection || this.targetConnection) {
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return false;
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}
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@ -149,14 +149,14 @@ Blockly.ConnectionDB.prototype.removeConnection_ = function(connection) {
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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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* @param {Blockly.Connection} connection The connection whose neighbours should
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* @param {!Blockly.Connection} connection The connection whose neighbours should
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* be returned.
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* @param {number} maxRadius The maximum radius to another connection.
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* @return {!Array.<Blockly.Connection>} List of connections.
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* @private
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*/
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Blockly.ConnectionDB.prototype.getNeighbours = function(connection, maxRadius) {
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var db = this;
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var db = this;
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var currentX = connection.x_;
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var currentY = connection.y_;
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@ -226,54 +226,54 @@ Blockly.ConnectionDB.prototype.isInYRange_ = function(index, baseY, maxRadius) {
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*/
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Blockly.ConnectionDB.prototype.searchForClosest = function(conn, maxRadius, dx,
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dy) {
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// Don't bother.
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if (this.length == 0) {
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return null;
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// Don't bother.
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if (!this.length) {
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return null;
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}
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// Stash the values of x and y from before the drag.
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var baseY = conn.y_;
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var baseX = conn.x_;
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conn.x_ = baseX + dx;
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conn.y_ = baseY + dy;
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// findPositionForConnection 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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var closestIndex = this.findPositionForConnection_(conn);
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var bestConnection = null;
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var bestRadius = maxRadius;
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var temp;
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// Walk forward and back on the y axis looking for the closest x,y point.
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var pointerMin = closestIndex - 1;
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while (pointerMin >= 0 &&
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this.isInYRange_(pointerMin, conn.y_, maxRadius)) {
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temp = this[pointerMin];
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if (conn.isConnectionAllowed(temp, 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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// Stash the values of x and y from before the drag.
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var baseY = conn.y_;
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var baseX = conn.x_;
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conn.x_ = baseX + dx;
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conn.y_ = baseY + dy;
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// findPositionForConnection 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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var closestIndex = this.findPositionForConnection_(conn);
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var bestConnection = null;
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var bestRadius = maxRadius;
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var temp;
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// Walk forward and back on the y axis looking for the closest x,y point.
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var pointerMin = closestIndex - 1;
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while (pointerMin >= 0 &&
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this.isInYRange_(pointerMin, conn.y_, maxRadius)) {
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temp = this[pointerMin];
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if (conn.isConnectionAllowed(temp, 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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var pointerMax = closestIndex;
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while (pointerMax < this.length && this.isInYRange_(pointerMax, conn.y_,
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maxRadius)) {
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temp = this[pointerMax];
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if (conn.isConnectionAllowed(temp, 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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var pointerMax = closestIndex;
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while (pointerMax < this.length && this.isInYRange_(pointerMax, conn.y_,
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maxRadius)) {
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temp = this[pointerMax];
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if (conn.isConnectionAllowed(temp, 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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return bestConnection;
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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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return bestConnection;
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};
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/**
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