| /** | |
| * @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) | |
| */ | |
| ; | |
| 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; | |
| }; | |