Files
blockly/core/block_dragger.js
Monica Kozbial 2005576036 Add onDragOver and wouldDelete_ to DeleteArea (#4888)
* keep track of state for whether the block or bubble would be deleted for use with drag enter exit

* Check if block and bubble is deletable in IDeleteArea

* Add to jsdoc of IDeleteArea
2021-06-10 16:27:04 -07:00

439 lines
14 KiB
JavaScript

/**
* @license
* Copyright 2017 Google LLC
* SPDX-License-Identifier: Apache-2.0
*/
/**
* @fileoverview Methods for dragging a block visually.
* @author fenichel@google.com (Rachel Fenichel)
*/
'use strict';
goog.provide('Blockly.BlockDragger');
goog.require('Blockly.blockAnimations');
/** @suppress {extraRequire} */
goog.require('Blockly.constants');
goog.require('Blockly.Events');
/** @suppress {extraRequire} */
goog.require('Blockly.Events.BlockDrag');
/** @suppress {extraRequire} */
goog.require('Blockly.Events.BlockMove');
goog.require('Blockly.IBlockDragger');
goog.require('Blockly.InsertionMarkerManager');
goog.require('Blockly.registry');
goog.require('Blockly.utils.Coordinate');
goog.require('Blockly.utils.dom');
goog.requireType('Blockly.BlockSvg');
goog.requireType('Blockly.IDragTarget');
goog.requireType('Blockly.WorkspaceSvg');
/**
* Class for a block dragger. It moves blocks around the workspace when they
* are being dragged by a mouse or touch.
* @param {!Blockly.BlockSvg} block The block to drag.
* @param {!Blockly.WorkspaceSvg} workspace The workspace to drag on.
* @constructor
* @implements {Blockly.IBlockDragger}
*/
Blockly.BlockDragger = function(block, workspace) {
/**
* The top block in the stack that is being dragged.
* @type {!Blockly.BlockSvg}
* @protected
*/
this.draggingBlock_ = block;
/**
* The workspace on which the block is being dragged.
* @type {!Blockly.WorkspaceSvg}
* @protected
*/
this.workspace_ = workspace;
/**
* Object that keeps track of connections on dragged blocks.
* @type {!Blockly.InsertionMarkerManager}
* @protected
*/
this.draggedConnectionManager_ =
new Blockly.InsertionMarkerManager(this.draggingBlock_);
/**
* Which drag area the mouse pointer is over, if any.
* @type {?Blockly.IDragTarget}
* @private
*/
this.dragTarget_ = null;
/**
* Whether the block would be deleted if dropped immediately.
* @type {boolean}
* @protected
*/
this.wouldDeleteBlock_ = false;
/**
* The location of the top left corner of the dragging block at the beginning
* of the drag in workspace coordinates.
* @type {!Blockly.utils.Coordinate}
* @protected
*/
this.startXY_ = this.draggingBlock_.getRelativeToSurfaceXY();
/**
* A list of all of the icons (comment, warning, and mutator) that are
* on this block and its descendants. Moving an icon moves the bubble that
* extends from it if that bubble is open.
* @type {Array<!Object>}
* @protected
*/
this.dragIconData_ = Blockly.BlockDragger.initIconData_(block);
};
/**
* Sever all links from this object.
* @package
*/
Blockly.BlockDragger.prototype.dispose = function() {
this.dragIconData_.length = 0;
if (this.draggedConnectionManager_) {
this.draggedConnectionManager_.dispose();
}
};
/**
* Make a list of all of the icons (comment, warning, and mutator) that are
* on this block and its descendants. Moving an icon moves the bubble that
* extends from it if that bubble is open.
* @param {!Blockly.BlockSvg} block The root block that is being dragged.
* @return {!Array<!Object>} The list of all icons and their locations.
* @private
*/
Blockly.BlockDragger.initIconData_ = function(block) {
// Build a list of icons that need to be moved and where they started.
var dragIconData = [];
var descendants = block.getDescendants(false);
for (var i = 0, descendant; (descendant = descendants[i]); i++) {
var icons = descendant.getIcons();
for (var j = 0; j < icons.length; j++) {
var data = {
// Blockly.utils.Coordinate with x and y properties (workspace
// coordinates).
location: icons[j].getIconLocation(),
// Blockly.Icon
icon: icons[j]
};
dragIconData.push(data);
}
}
return dragIconData;
};
/**
* Start dragging a block. This includes moving it to the drag surface.
* @param {!Blockly.utils.Coordinate} currentDragDeltaXY How far the pointer has
* moved from the position at mouse down, in pixel units.
* @param {boolean} healStack Whether or not to heal the stack after
* disconnecting.
* @public
*/
Blockly.BlockDragger.prototype.startDrag = function(
currentDragDeltaXY, healStack) {
if (!Blockly.Events.getGroup()) {
Blockly.Events.setGroup(true);
}
this.fireDragStartEvent_();
// Mutators don't have the same type of z-ordering as the normal workspace
// during a drag. They have to rely on the order of the blocks in the SVG.
// For performance reasons that usually happens at the end of a drag,
// but do it at the beginning for mutators.
if (this.workspace_.isMutator) {
this.draggingBlock_.bringToFront();
}
// During a drag there may be a lot of rerenders, but not field changes.
// Turn the cache on so we don't do spurious remeasures during the drag.
Blockly.utils.dom.startTextWidthCache();
this.workspace_.setResizesEnabled(false);
Blockly.blockAnimations.disconnectUiStop();
if (this.shouldDisconnect_(healStack)) {
this.disconnectBlock_(healStack, currentDragDeltaXY);
}
this.draggingBlock_.setDragging(true);
// For future consideration: we may be able to put moveToDragSurface inside
// the block dragger, which would also let the block not track the block drag
// surface.
this.draggingBlock_.moveToDragSurface();
this.updateToolboxStyle_(false);
};
/**
* Whether or not we should disconnect the block when a drag is started.
* @param {boolean} healStack Whether or not to heal the stack after
* disconnecting.
* @return {boolean} True to disconnect the block, false otherwise.
* @protected
*/
Blockly.BlockDragger.prototype.shouldDisconnect_ = function(healStack) {
return !!(this.draggingBlock_.getParent() ||
(healStack && this.draggingBlock_.nextConnection &&
this.draggingBlock_.nextConnection.targetBlock()));
};
/**
* Disconnects the block and moves it to a new location.
* @param {boolean} healStack Whether or not to heal the stack after
* disconnecting.
* @param {!Blockly.utils.Coordinate} currentDragDeltaXY How far the pointer has
* moved from the position at mouse down, in pixel units.
* @protected
*/
Blockly.BlockDragger.prototype.disconnectBlock_ = function(
healStack, currentDragDeltaXY) {
this.draggingBlock_.unplug(healStack);
var delta = this.pixelsToWorkspaceUnits_(currentDragDeltaXY);
var newLoc = Blockly.utils.Coordinate.sum(this.startXY_, delta);
this.draggingBlock_.translate(newLoc.x, newLoc.y);
Blockly.blockAnimations.disconnectUiEffect(this.draggingBlock_);
this.draggedConnectionManager_.updateAvailableConnections();
};
/**
* Fire a UI event at the start of a block drag.
* @protected
*/
Blockly.BlockDragger.prototype.fireDragStartEvent_ = function() {
var event = new (Blockly.Events.get(Blockly.Events.BLOCK_DRAG))(
this.draggingBlock_, true, this.draggingBlock_.getDescendants(false));
Blockly.Events.fire(event);
};
/**
* Execute a step of block dragging, based on the given event. Update the
* display accordingly.
* @param {!Event} e The most recent move event.
* @param {!Blockly.utils.Coordinate} currentDragDeltaXY How far the pointer has
* moved from the position at the start of the drag, in pixel units.
* @public
*/
Blockly.BlockDragger.prototype.drag = function(e, currentDragDeltaXY) {
var delta = this.pixelsToWorkspaceUnits_(currentDragDeltaXY);
var newLoc = Blockly.utils.Coordinate.sum(this.startXY_, delta);
this.draggingBlock_.moveDuringDrag(newLoc);
this.dragIcons_(delta);
var oldDragTarget = this.dragTarget_;
this.dragTarget_ = this.workspace_.getDragTarget(e);
this.draggedConnectionManager_.update(delta, this.dragTarget_);
var oldWouldDeleteBlock = this.wouldDeleteBlock_;
this.wouldDeleteBlock_ = this.draggedConnectionManager_.wouldDeleteBlock();
if (oldWouldDeleteBlock != this.wouldDeleteBlock_) {
// Prevent unnecessary add/remove class calls.
this.updateCursorDuringBlockDrag_();
}
// Call drag enter/exit/over after wouldDeleteBlock is called in
// InsertionMarkerManager.update.
if (this.dragTarget_ !== oldDragTarget) {
oldDragTarget && oldDragTarget.onDragExit();
this.dragTarget_ && this.dragTarget_.onDragEnter();
}
this.dragTarget_ && this.dragTarget_.onDragOver();
};
/**
* Finish a block drag and put the block back on the workspace.
* @param {!Event} e The mouseup/touchend event.
* @param {!Blockly.utils.Coordinate} currentDragDeltaXY How far the pointer has
* moved from the position at the start of the drag, in pixel units.
* @public
*/
Blockly.BlockDragger.prototype.endDrag = function(e, currentDragDeltaXY) {
// Make sure internal state is fresh.
this.drag(e, currentDragDeltaXY);
this.dragIconData_ = [];
this.fireDragEndEvent_();
Blockly.utils.dom.stopTextWidthCache();
Blockly.blockAnimations.disconnectUiStop();
var preventMove = !!this.dragTarget_ &&
this.dragTarget_.shouldPreventBlockMove(this.draggingBlock_);
if (preventMove) {
var newLoc = this.startXY_;
} else {
var delta = this.pixelsToWorkspaceUnits_(currentDragDeltaXY);
var newLoc = Blockly.utils.Coordinate.sum(this.startXY_, delta);
}
this.draggingBlock_.moveOffDragSurface(newLoc);
if (this.dragTarget_) {
this.dragTarget_.onBlockDrop(this.draggingBlock_);
}
if (this.wouldDeleteBlock_) {
// Fire a move event, so we know where to go back to for an undo.
this.fireMoveEvent_();
this.draggingBlock_.dispose(false, true);
Blockly.draggingConnections = [];
} else {
this.draggingBlock_.setDragging(false);
if (delta) { // !preventMove
this.updateBlockLocationAfterMove_(delta);
} else {
// Blocks dragged directly from a flyout may need to be bumped into
// bounds.
Blockly.bumpObjectIntoBounds_(
this.draggingBlock_.workspace,
this.workspace_.getMetricsManager()
.getScrollMetrics(true), this.draggingBlock_);
}
}
this.workspace_.setResizesEnabled(true);
this.updateToolboxStyle_(true);
};
/**
* Updates the necessary information to place a block at a certain location.
* @param {!Blockly.utils.Coordinate} delta The change in location from where
* the block started the drag to where it ended the drag.
* @protected
*/
Blockly.BlockDragger.prototype.updateBlockLocationAfterMove_ = function(delta) {
this.draggingBlock_.moveConnections(delta.x, delta.y);
this.fireMoveEvent_();
if (this.draggedConnectionManager_.wouldConnectBlock()) {
// Applying connections also rerenders the relevant blocks.
this.draggedConnectionManager_.applyConnections();
} else {
this.draggingBlock_.render();
}
this.draggingBlock_.scheduleSnapAndBump();
};
/**
* Fire a UI event at the end of a block drag.
* @protected
*/
Blockly.BlockDragger.prototype.fireDragEndEvent_ = function() {
var event = new (Blockly.Events.get(Blockly.Events.BLOCK_DRAG))(
this.draggingBlock_, false, this.draggingBlock_.getDescendants(false));
Blockly.Events.fire(event);
};
/**
* Adds or removes the style of the cursor for the toolbox.
* This is what changes the cursor to display an x when a deletable block is
* held over the toolbox.
* @param {boolean} isEnd True if we are at the end of a drag, false otherwise.
* @protected
*/
Blockly.BlockDragger.prototype.updateToolboxStyle_ = function(isEnd) {
var toolbox = this.workspace_.getToolbox();
if (toolbox) {
var style = this.draggingBlock_.isDeletable() ? 'blocklyToolboxDelete' :
'blocklyToolboxGrab';
if (isEnd && typeof toolbox.removeStyle == 'function') {
toolbox.removeStyle(style);
} else if (!isEnd && typeof toolbox.addStyle == 'function') {
toolbox.addStyle(style);
}
}
};
/**
* Fire a move event at the end of a block drag.
* @protected
*/
Blockly.BlockDragger.prototype.fireMoveEvent_ = function() {
var event =
new (Blockly.Events.get(Blockly.Events.BLOCK_MOVE))(this.draggingBlock_);
event.oldCoordinate = this.startXY_;
event.recordNew();
Blockly.Events.fire(event);
};
/**
* Update the cursor (and possibly the trash can lid) to reflect whether the
* dragging block would be deleted if released immediately.
* @protected
*/
Blockly.BlockDragger.prototype.updateCursorDuringBlockDrag_ = function() {
this.draggingBlock_.setDeleteStyle(this.wouldDeleteBlock_);
};
/**
* Convert a coordinate object from pixels to workspace units, including a
* correction for mutator workspaces.
* This function does not consider differing origins. It simply scales the
* input's x and y values.
* @param {!Blockly.utils.Coordinate} pixelCoord A coordinate with x and y
* values in CSS pixel units.
* @return {!Blockly.utils.Coordinate} The input coordinate divided by the
* workspace scale.
* @protected
*/
Blockly.BlockDragger.prototype.pixelsToWorkspaceUnits_ = function(pixelCoord) {
var result = new Blockly.utils.Coordinate(
pixelCoord.x / this.workspace_.scale,
pixelCoord.y / this.workspace_.scale);
if (this.workspace_.isMutator) {
// If we're in a mutator, its scale is always 1, purely because of some
// oddities in our rendering optimizations. The actual scale is the same as
// the scale on the parent workspace.
// Fix that for dragging.
var mainScale = this.workspace_.options.parentWorkspace.scale;
result.scale(1 / mainScale);
}
return result;
};
/**
* Move all of the icons connected to this drag.
* @param {!Blockly.utils.Coordinate} dxy How far to move the icons from their
* original positions, in workspace units.
* @protected
*/
Blockly.BlockDragger.prototype.dragIcons_ = function(dxy) {
// Moving icons moves their associated bubbles.
for (var i = 0; i < this.dragIconData_.length; i++) {
var data = this.dragIconData_[i];
data.icon.setIconLocation(Blockly.utils.Coordinate.sum(data.location, dxy));
}
};
/**
* Get a list of the insertion markers that currently exist. Drags have 0, 1,
* or 2 insertion markers.
* @return {!Array<!Blockly.BlockSvg>} A possibly empty list of insertion
* marker blocks.
* @public
*/
Blockly.BlockDragger.prototype.getInsertionMarkers = function() {
// No insertion markers with the old style of dragged connection managers.
if (this.draggedConnectionManager_ &&
this.draggedConnectionManager_.getInsertionMarkers) {
return this.draggedConnectionManager_.getInsertionMarkers();
}
return [];
};
Blockly.registry.register(
Blockly.registry.Type.BLOCK_DRAGGER, Blockly.registry.DEFAULT,
Blockly.BlockDragger);