/** * @license * Copyright 2011 Google LLC * SPDX-License-Identifier: Apache-2.0 */ /** * @fileoverview Components for creating connections between blocks. */ 'use strict'; /** * Components for creating connections between blocks. * @class */ goog.module('Blockly.Connection'); const Xml = goog.require('Blockly.Xml'); const blocks = goog.require('Blockly.serialization.blocks'); const eventUtils = goog.require('Blockly.Events.utils'); /* eslint-disable-next-line no-unused-vars */ const {Block} = goog.requireType('Blockly.Block'); const {ConnectionType} = goog.require('Blockly.ConnectionType'); /* eslint-disable-next-line no-unused-vars */ const {IASTNodeLocationWithBlock} = goog.require('Blockly.IASTNodeLocationWithBlock'); /* eslint-disable-next-line no-unused-vars */ const {IConnectionChecker} = goog.requireType('Blockly.IConnectionChecker'); /* eslint-disable-next-line no-unused-vars */ const {Input} = goog.requireType('Blockly.Input'); /** @suppress {extraRequire} */ goog.require('Blockly.Events.BlockMove'); /** @suppress {extraRequire} */ goog.require('Blockly.constants'); /** * Class for a connection between blocks. * @param {!Block} source The block establishing this connection. * @param {number} type The type of the connection. * @constructor * @implements {IASTNodeLocationWithBlock} * @alias Blockly.Connection */ const Connection = function(source, type) { /** * @type {!Block} * @protected */ this.sourceBlock_ = source; /** @type {number} */ this.type = type; }; /** * Constants for checking whether two connections are compatible. */ Connection.CAN_CONNECT = 0; Connection.REASON_SELF_CONNECTION = 1; Connection.REASON_WRONG_TYPE = 2; Connection.REASON_TARGET_NULL = 3; Connection.REASON_CHECKS_FAILED = 4; Connection.REASON_DIFFERENT_WORKSPACES = 5; Connection.REASON_SHADOW_PARENT = 6; Connection.REASON_DRAG_CHECKS_FAILED = 7; Connection.REASON_PREVIOUS_AND_OUTPUT = 8; /** * Connection this connection connects to. Null if not connected. * @type {Connection} */ Connection.prototype.targetConnection = null; /** * Has this connection been disposed of? * @type {boolean} * @package */ Connection.prototype.disposed = false; /** * List of compatible value types. Null if all types are compatible. * @type {Array} * @private */ Connection.prototype.check_ = null; /** * DOM representation of a shadow block, or null if none. * @type {Element} * @private */ Connection.prototype.shadowDom_ = null; /** * Horizontal location of this connection. * @type {number} * @package */ Connection.prototype.x = 0; /** * Vertical location of this connection. * @type {number} * @package */ Connection.prototype.y = 0; /** * Connect two connections together. This is the connection on the superior * block. * @param {!Connection} childConnection Connection on inferior block. * @protected */ Connection.prototype.connect_ = function(childConnection) { const INPUT = ConnectionType.INPUT_VALUE; const parentConnection = this; const parentBlock = parentConnection.getSourceBlock(); const childBlock = childConnection.getSourceBlock(); // Make sure the childConnection is available. if (childConnection.isConnected()) { childConnection.disconnect(); } // Make sure the parentConnection is available. let orphan; if (parentConnection.isConnected()) { const shadowState = parentConnection.stashShadowState_(); const target = parentConnection.targetBlock(); if (target.isShadow()) { target.dispose(false); } else { parentConnection.disconnect(); orphan = target; } parentConnection.applyShadowState_(shadowState); } // Connect the new connection to the parent. let event; if (eventUtils.isEnabled()) { event = new (eventUtils.get(eventUtils.BLOCK_MOVE))(childBlock); } connectReciprocally(parentConnection, childConnection); childBlock.setParent(parentBlock); if (event) { event.recordNew(); eventUtils.fire(event); } // Deal with the orphan if it exists. if (orphan) { const orphanConnection = parentConnection.type === INPUT ? orphan.outputConnection : orphan.previousConnection; const connection = Connection.getConnectionForOrphanedConnection( childBlock, /** @type {!Connection} */ (orphanConnection)); if (connection) { orphanConnection.connect(connection); } else { orphanConnection.onFailedConnect(parentConnection); } } }; /** * Dispose of this connection and deal with connected blocks. * @package */ Connection.prototype.dispose = function() { // isConnected returns true for shadows and non-shadows. if (this.isConnected()) { // Destroy the attached shadow block & its children (if it exists). this.setShadowStateInternal_(); const targetBlock = this.targetBlock(); if (targetBlock) { // Disconnect the attached normal block. targetBlock.unplug(); } } this.disposed = true; }; /** * Get the source block for this connection. * @return {!Block} The source block. */ Connection.prototype.getSourceBlock = function() { return this.sourceBlock_; }; /** * Does the connection belong to a superior block (higher in the source stack)? * @return {boolean} True if connection faces down or right. */ Connection.prototype.isSuperior = function() { return this.type === ConnectionType.INPUT_VALUE || this.type === ConnectionType.NEXT_STATEMENT; }; /** * Is the connection connected? * @return {boolean} True if connection is connected to another connection. */ Connection.prototype.isConnected = function() { return !!this.targetConnection; }; /** * Get the workspace's connection type checker object. * @return {!IConnectionChecker} The connection type checker for the * source block's workspace. * @package */ Connection.prototype.getConnectionChecker = function() { return this.sourceBlock_.workspace.connectionChecker; }; /** * Called when an attempted connection fails. NOP by default (i.e. for headless * workspaces). * @param {!Connection} _otherConnection Connection that this connection * failed to connect to. * @package */ Connection.prototype.onFailedConnect = function(_otherConnection) { // NOP }; /** * Connect this connection to another connection. * @param {!Connection} otherConnection Connection to connect to. * @return {boolean} Whether the the blocks are now connected or not. */ Connection.prototype.connect = function(otherConnection) { if (this.targetConnection === otherConnection) { // Already connected together. NOP. return true; } const checker = this.getConnectionChecker(); if (checker.canConnect(this, otherConnection, false)) { const eventGroup = eventUtils.getGroup(); if (!eventGroup) { eventUtils.setGroup(true); } // Determine which block is superior (higher in the source stack). if (this.isSuperior()) { // Superior block. this.connect_(otherConnection); } else { // Inferior block. otherConnection.connect_(this); } if (!eventGroup) { eventUtils.setGroup(false); } } return this.isConnected(); }; /** * Update two connections to target each other. * @param {Connection} first The first connection to update. * @param {Connection} second The second connection to update. */ const connectReciprocally = function(first, second) { if (!first || !second) { throw Error('Cannot connect null connections.'); } first.targetConnection = second; second.targetConnection = first; }; /** * Returns the single connection on the block that will accept the orphaned * block, if one can be found. If the block has multiple compatible connections * (even if they are filled) this returns null. If the block has no compatible * connections, this returns null. * @param {!Block} block The superior block. * @param {!Block} orphanBlock The inferior block. * @return {?Connection} The suitable connection point on 'block', * or null. */ const getSingleConnection = function(block, orphanBlock) { let foundConnection = null; const output = orphanBlock.outputConnection; const typeChecker = output.getConnectionChecker(); for (let i = 0, input; (input = block.inputList[i]); i++) { const connection = input.connection; if (connection && typeChecker.canConnect(output, connection, false)) { if (foundConnection) { return null; // More than one connection. } foundConnection = connection; } } return foundConnection; }; /** * Walks down a row a blocks, at each stage checking if there are any * connections that will accept the orphaned block. If at any point there * are zero or multiple eligible connections, returns null. Otherwise * returns the only input on the last block in the chain. * Terminates early for shadow blocks. * @param {!Block} startBlock The block on which to start the search. * @param {!Block} orphanBlock The block that is looking for a home. * @return {?Connection} The suitable connection point on the chain * of blocks, or null. */ const getConnectionForOrphanedOutput = function(startBlock, orphanBlock) { let newBlock = startBlock; let connection; while ( (connection = getSingleConnection( /** @type {!Block} */ (newBlock), orphanBlock))) { newBlock = connection.targetBlock(); if (!newBlock || newBlock.isShadow()) { return connection; } } return null; }; /** * Returns the connection (starting at the startBlock) which will accept * the given connection. This includes compatible connection types and * connection checks. * @param {!Block} startBlock The block on which to start the search. * @param {!Connection} orphanConnection The connection that is looking * for a home. * @return {?Connection} The suitable connection point on the chain of * blocks, or null. */ Connection.getConnectionForOrphanedConnection = function( startBlock, orphanConnection) { if (orphanConnection.type === ConnectionType.OUTPUT_VALUE) { return getConnectionForOrphanedOutput( startBlock, orphanConnection.getSourceBlock()); } // Otherwise we're dealing with a stack. const connection = startBlock.lastConnectionInStack(true); const checker = orphanConnection.getConnectionChecker(); if (connection && checker.canConnect(orphanConnection, connection, false)) { return connection; } return null; }; /** * Disconnect this connection. */ Connection.prototype.disconnect = function() { const otherConnection = this.targetConnection; if (!otherConnection) { throw Error('Source connection not connected.'); } if (otherConnection.targetConnection !== this) { throw Error('Target connection not connected to source connection.'); } let parentBlock; let childBlock; let parentConnection; if (this.isSuperior()) { // Superior block. parentBlock = this.sourceBlock_; childBlock = otherConnection.getSourceBlock(); parentConnection = this; } else { // Inferior block. parentBlock = otherConnection.getSourceBlock(); childBlock = this.sourceBlock_; parentConnection = otherConnection; } const eventGroup = eventUtils.getGroup(); if (!eventGroup) { eventUtils.setGroup(true); } this.disconnectInternal_(parentBlock, childBlock); if (!childBlock.isShadow()) { // If we were disconnecting a shadow, no need to spawn a new one. parentConnection.respawnShadow_(); } if (!eventGroup) { eventUtils.setGroup(false); } }; /** * Disconnect two blocks that are connected by this connection. * @param {!Block} parentBlock The superior block. * @param {!Block} childBlock The inferior block. * @protected */ Connection.prototype.disconnectInternal_ = function(parentBlock, childBlock) { let event; if (eventUtils.isEnabled()) { event = new (eventUtils.get(eventUtils.BLOCK_MOVE))(childBlock); } const otherConnection = this.targetConnection; otherConnection.targetConnection = null; this.targetConnection = null; childBlock.setParent(null); if (event) { event.recordNew(); eventUtils.fire(event); } }; /** * Respawn the shadow block if there was one connected to the this connection. * @protected */ Connection.prototype.respawnShadow_ = function() { // Have to keep respawnShadow_ for backwards compatibility. this.createShadowBlock_(true); }; /** * Returns the block that this connection connects to. * @return {?Block} The connected block or null if none is connected. */ Connection.prototype.targetBlock = function() { if (this.isConnected()) { return this.targetConnection.getSourceBlock(); } return null; }; /** * Function to be called when this connection's compatible types have changed. * @protected */ Connection.prototype.onCheckChanged_ = function() { // The new value type may not be compatible with the existing connection. if (this.isConnected() && (!this.targetConnection || !this.getConnectionChecker().canConnect( this, this.targetConnection, false))) { const child = this.isSuperior() ? this.targetBlock() : this.sourceBlock_; child.unplug(); } }; /** * Change a connection's compatibility. * @param {?(string|!Array)} check Compatible value type or list of * value types. Null if all types are compatible. * @return {!Connection} The connection being modified * (to allow chaining). */ Connection.prototype.setCheck = function(check) { if (check) { // Ensure that check is in an array. if (!Array.isArray(check)) { check = [check]; } this.check_ = check; this.onCheckChanged_(); } else { this.check_ = null; } return this; }; /** * Get a connection's compatibility. * @return {?Array} List of compatible value types. * Null if all types are compatible. * @public */ Connection.prototype.getCheck = function() { return this.check_; }; /** * Changes the connection's shadow block. * @param {?Element} shadowDom DOM representation of a block or null. */ Connection.prototype.setShadowDom = function(shadowDom) { this.setShadowStateInternal_({shadowDom: shadowDom}); }; /** * Returns the xml representation of the connection's shadow block. * @param {boolean=} returnCurrent If true, and the shadow block is currently * attached to this connection, this serializes the state of that block * and returns it (so that field values are correct). Otherwise the saved * shadowDom is just returned. * @return {?Element} Shadow DOM representation of a block or null. */ Connection.prototype.getShadowDom = function(returnCurrent) { return (returnCurrent && this.targetBlock().isShadow()) ? /** @type {!Element} */ (Xml.blockToDom( /** @type {!Block} */ (this.targetBlock()))) : this.shadowDom_; }; /** * Changes the connection's shadow block. * @param {?blocks.State} shadowState An state represetation of the block or * null. */ Connection.prototype.setShadowState = function(shadowState) { this.setShadowStateInternal_({shadowState: shadowState}); }; /** * Returns the serialized object representation of the connection's shadow * block. * @param {boolean=} returnCurrent If true, and the shadow block is currently * attached to this connection, this serializes the state of that block * and returns it (so that field values are correct). Otherwise the saved * state is just returned. * @return {?blocks.State} Serialized object representation of the block, or * null. */ Connection.prototype.getShadowState = function(returnCurrent) { if (returnCurrent && this.targetBlock() && this.targetBlock().isShadow()) { return blocks.save(/** @type {!Block} */ (this.targetBlock())); } return this.shadowState_; }; /** * Find all nearby compatible connections to this connection. * Type checking does not apply, since this function is used for bumping. * * Headless configurations (the default) do not have neighboring connection, * and always return an empty list (the default). * {@link Blockly.RenderedConnection} overrides this behavior with a list * computed from the rendered positioning. * @param {number} _maxLimit The maximum radius to another connection. * @return {!Array} List of connections. * @package */ Connection.prototype.neighbours = function(_maxLimit) { return []; }; /** * Get the parent input of a connection. * @return {?Input} The input that the connection belongs to or null if * no parent exists. * @package */ Connection.prototype.getParentInput = function() { let parentInput = null; const inputs = this.sourceBlock_.inputList; for (let i = 0; i < inputs.length; i++) { if (inputs[i].connection === this) { parentInput = inputs[i]; break; } } return parentInput; }; /** * This method returns a string describing this Connection in developer terms * (English only). Intended to on be used in console logs and errors. * @return {string} The description. */ Connection.prototype.toString = function() { const block = this.sourceBlock_; if (!block) { return 'Orphan Connection'; } let msg; if (block.outputConnection === this) { msg = 'Output Connection of '; } else if (block.previousConnection === this) { msg = 'Previous Connection of '; } else if (block.nextConnection === this) { msg = 'Next Connection of '; } else { let parentInput = null; for (let i = 0, input; (input = block.inputList[i]); i++) { if (input.connection === this) { parentInput = input; break; } } if (parentInput) { msg = 'Input "' + parentInput.name + '" connection on '; } else { console.warn('Connection not actually connected to sourceBlock_'); return 'Orphan Connection'; } } return msg + block.toDevString(); }; /** * Returns the state of the shadowDom_ and shadowState_ properties, then * temporarily sets those properties to null so no shadow respawns. * @return {{shadowDom: ?Element, shadowState: ?blocks.State}} The state of both * the shadowDom_ and shadowState_ properties. * @private */ Connection.prototype.stashShadowState_ = function() { const shadowDom = this.getShadowDom(true); const shadowState = this.getShadowState(true); // Set to null so it doesn't respawn. this.shadowDom_ = null; this.shadowState_ = null; return {shadowDom, shadowState}; }; /** * Reapplies the stashed state of the shadowDom_ and shadowState_ properties. * @param {{shadowDom: ?Element, shadowState: ?blocks.State}} param0 The state * to reapply to the shadowDom_ and shadowState_ properties. * @private */ Connection.prototype.applyShadowState_ = function({shadowDom, shadowState}) { this.shadowDom_ = shadowDom; this.shadowState_ = shadowState; }; /** * Sets the state of the shadow of this connection. * @param {{shadowDom: (?Element|undefined), shadowState: * (?blocks.State|undefined)}=} param0 The state to set the shadow of this * connection to. * @private */ Connection.prototype.setShadowStateInternal_ = function( {shadowDom = null, shadowState = null} = {}) { // One or both of these should always be null. // If neither is null, the shadowState will get priority. this.shadowDom_ = shadowDom; this.shadowState_ = shadowState; const target = this.targetBlock(); if (!target) { this.respawnShadow_(); if (this.targetBlock() && this.targetBlock().isShadow()) { this.serializeShadow_(this.targetBlock()); } } else if (target.isShadow()) { target.dispose(false); this.respawnShadow_(); if (this.targetBlock() && this.targetBlock().isShadow()) { this.serializeShadow_(this.targetBlock()); } } else { const shadow = this.createShadowBlock_(false); this.serializeShadow_(shadow); if (shadow) { shadow.dispose(false); } } }; /** * Creates a shadow block based on the current shadowState_ or shadowDom_. * shadowState_ gets priority. * @param {boolean} attemptToConnect Whether to try to connect the shadow block * to this connection or not. * @return {?Block} The shadow block that was created, or null if both the * shadowState_ and shadowDom_ are null. * @private */ Connection.prototype.createShadowBlock_ = function(attemptToConnect) { const parentBlock = this.getSourceBlock(); const shadowState = this.getShadowState(); const shadowDom = this.getShadowDom(); if (!parentBlock.workspace || (!shadowState && !shadowDom)) { return null; } let blockShadow; if (shadowState) { blockShadow = blocks.appendInternal(shadowState, parentBlock.workspace, { parentConnection: attemptToConnect ? this : undefined, isShadow: true, recordUndo: false, }); return blockShadow; } if (shadowDom) { blockShadow = Xml.domToBlock(shadowDom, parentBlock.workspace); if (attemptToConnect) { if (this.type === ConnectionType.INPUT_VALUE) { if (!blockShadow.outputConnection) { throw new Error('Shadow block is missing an output connection'); } if (!this.connect(blockShadow.outputConnection)) { throw new Error('Could not connect shadow block to connection'); } } else if (this.type === ConnectionType.NEXT_STATEMENT) { if (!blockShadow.previousConnection) { throw new Error('Shadow block is missing previous connection'); } if (!this.connect(blockShadow.previousConnection)) { throw new Error('Could not connect shadow block to connection'); } } else { throw new Error( 'Cannot connect a shadow block to a previous/output connection'); } } return blockShadow; } return null; }; /** * Saves the given shadow block to both the shadowDom_ and shadowState_ * properties, in their respective serialized forms. * @param {?Block} shadow The shadow to serialize, or null. * @private */ Connection.prototype.serializeShadow_ = function(shadow) { if (!shadow) { return; } this.shadowDom_ = /** @type {!Element} */ (Xml.blockToDom(shadow)); this.shadowState_ = blocks.save(shadow); }; exports.Connection = Connection;