* Create prevBlock_ upon first call to onchange.
* Revert state upon an incompatible combination, bumping the new incompatible
block, instead of the old block. Thus, the shadow is never the bumped block.
Bug:
* The undo stack get caught in a loop, and will never undo back to a state
equivalent to the previous action.
Adds test blocks to demonstrate capabilities. Stopped short of adding BiDi override characters.
I added to the toolbox category "Images". It isn't really images, but it didn't seem worth making a separate category at this stage.
* variables_dynamic
* make test , and i18n
* Issue #1470
* Blockly.Constants.VariablesDynamic.CUSTOM_CONTEXT_MENU_VARIABLE_MUTATION
to make sure setCheck before event trigger
* Update built files from develop.
* fix copyright ,quotes , comments , and optimize some flow.
* quotes,change UI , change category custom name
* single setter , remove mutator , colour typo , typed variables create button message
* undo the indent edits.
* Add block drag surface translateSurfaceBy
* Add dragged connection manager
* Add gesture.js
* Add GestureHandler
* Implemented gesture skeleton
* Most basic workspace dragging
* Add dragged connection manager
* cleanup
* doc
* more cleanup
* Add gesture handler
* Add translateSurfaceInternal
* core/block_dragger.js
* cleanup
* Pull in changes to dragged connection manager
* Pull in changes to dragged connection manager
* comments
* more annotations
* Add workspace dragger
* Add coordinate annotations
* Start on block dragging
* Limit number of concurrent gestures
* Add some TODOs
* start using dragged connection manager
* Set origin correctly for dragging blocks
* Connect or delete at the end of a block drag.
* cleanup
* handle field clicks and block + workspace right-clicks
* move code into BlockDragger class, but still reach into Gesture internals a lot
* Clean up block dragger
* Call blockDragger constructor with correct arguments
* Enable block dragging in a mutator workspace
* Add workspace dragger
* click todos
* Drag flyout with background
* more dragging from flyout
* nit
* fix dragging from flyouts
* Remove unused code and rename gestureHandler to gestureDB
* Rename gesture handler
* Added some jsdoc in gesture.js
* Update some docs
* Move some code to block_svg and clean up code
* Lots of coordinate annotations
* Fix block dragging when zoomed.
* Remove built files from branch
* More dragging work (#1026)
-- Drag bubbles while dragging blocks
-- Use bindEventWithChecks to work in touch on Android. Not tested anywhere else yet.
-- Handle dragging blocks while zoomed
-- Handle dragging blocks in mutators
-- Handle right-clicks (I hope)
-- Removed lots of unused code
* More dragging work (#1048)
- Removed gestureDB
- Removing uses of terminateDrag
- Cleaned up disposal code
* Dragging bugfixes (#1058)
- Get rid of flyout.dragMode_ and blockly.dragMode_
- Make drags from the flyout start from the top block in the group
- Block tooltips from being scheduled or shown during gestures
- Don't resize mutator bubbles mid-drag
* Fix events in new dragging (#1060)
* rebuild for testing
* unbuild
* Fix events
* rebuild
* Fix up cursors
* Use language files from develop
* Remove handled TODOS
* attempt to fix IE rerendering bug, and recalculate workspace positions on scroll
* Rebuild all the things
* Comment cleanup; annotations; delete unused variables.
* Adds message references to message string interpolation, in the form of %{BKY_STRING}.
* Re-adding CONTROLS_IFELSE block using the new syntax, referencing to CONTROL_IF equivalents.
Adding controls_ifelse, an if/else block that is loaded from JSON and does not use mutators. This gives "else" capability to Android & iOS implementations, which don't support JavaScript mutators.
Added this block to the playground simple toolbox and all generators.
This is based on the JS generator, with a lot of inspiration from Ellen
Spertus's blockly-lua: https://github.com/espertus/blockly-lua
All unit tests pass with Lua 5.3.2.