scratch-blocks/core/connection_db.js
2019-02-04 10:34:29 -08:00

300 lines
9.5 KiB
JavaScript

/**
* @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() {
/**
* Array of connections sorted by y coordinate.
* @type {!Array.<!Blockly.Connection>}
* @private
*/
this.connections_ = [];
};
/**
* 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 Error('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.connections_.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.connections_.length) {
return -1;
}
var bestGuess = this.findPositionForConnection_(conn);
if (bestGuess >= this.connections_.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.connections_[pointerMin].y_ == yPos) {
if (this.connections_[pointerMin] == conn) {
return pointerMin;
}
pointerMin--;
}
while (pointerMax < this.connections_.length &&
this.connections_[pointerMax].y_ == yPos) {
if (this.connections_[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) {
if (!this.connections_.length) {
return 0;
}
var pointerMin = 0;
var pointerMax = this.connections_.length;
while (pointerMin < pointerMax) {
var pointerMid = Math.floor((pointerMin + pointerMax) / 2);
if (this.connections_[pointerMid].y_ < connection.y_) {
pointerMin = pointerMid + 1;
} else if (this.connections_[pointerMid].y_ > connection.y_) {
pointerMax = pointerMid;
} else {
pointerMin = pointerMid;
break;
}
}
return pointerMin;
};
/**
* 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 Error('Connection not in database.');
}
var removalIndex = this.findConnection(connection);
if (removalIndex == -1) {
throw Error('Unable to find connection in connectionDB.');
}
connection.inDB_ = false;
this.connections_.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.connections_;
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.connections_[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.connections_.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.connections_[pointerMin];
if (conn.isConnectionAllowed(temp, bestRadius)) {
bestConnection = temp;
bestRadius = temp.distanceFrom(conn);
}
pointerMin--;
}
var pointerMax = closestIndex;
while (pointerMax < this.connections_.length &&
this.isInYRange_(pointerMax, conn.y_, maxRadius)) {
temp = this.connections_[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;
};