mirror of
https://github.com/google/blockly.git
synced 2026-01-04 15:40:08 +01:00
* fix: bump connected connections in a different direction * Bump initiator block group in orthogonal direction. * Revert the wording of a doc comment. * Addressing PR feedback.
599 lines
19 KiB
TypeScript
599 lines
19 KiB
TypeScript
/**
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* @license
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* Copyright 2016 Google LLC
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* SPDX-License-Identifier: Apache-2.0
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*/
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/**
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* Components for creating connections between blocks.
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*
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* @class
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*/
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// Former goog.module ID: Blockly.RenderedConnection
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import type {Block} from './block.js';
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import type {BlockSvg} from './block_svg.js';
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import * as common from './common.js';
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import {config} from './config.js';
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import {Connection} from './connection.js';
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import type {ConnectionDB} from './connection_db.js';
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import {ConnectionType} from './connection_type.js';
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import * as eventUtils from './events/utils.js';
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import {hasBubble} from './interfaces/i_has_bubble.js';
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import * as internalConstants from './internal_constants.js';
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import {Coordinate} from './utils/coordinate.js';
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/** Maximum randomness in workspace units for bumping a block. */
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const BUMP_RANDOMNESS = 10;
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/**
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* Class for a connection between blocks that may be rendered on screen.
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*/
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export class RenderedConnection extends Connection {
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// TODO(b/109816955): remove '!', see go/strict-prop-init-fix.
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sourceBlock_!: BlockSvg;
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private readonly db: ConnectionDB;
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private readonly dbOpposite: ConnectionDB;
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private readonly offsetInBlock: Coordinate;
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private trackedState: TrackedState;
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private highlighted: boolean = false;
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/** Connection this connection connects to. Null if not connected. */
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override targetConnection: RenderedConnection | null = null;
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/**
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* @param source The block establishing this connection.
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* @param type The type of the connection.
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*/
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constructor(source: BlockSvg, type: number) {
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super(source, type);
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/**
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* Connection database for connections of this type on the current
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* workspace.
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*/
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this.db = source.workspace.connectionDBList[type];
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/**
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* Connection database for connections compatible with this type on the
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* current workspace.
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*/
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this.dbOpposite =
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source.workspace.connectionDBList[internalConstants.OPPOSITE_TYPE[type]];
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/** Workspace units, (0, 0) is top left of block. */
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this.offsetInBlock = new Coordinate(0, 0);
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/** Describes the state of this connection's tracked-ness. */
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this.trackedState = RenderedConnection.TrackedState.WILL_TRACK;
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}
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/**
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* Dispose of this connection. Remove it from the database (if it is
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* tracked) and call the super-function to deal with connected blocks.
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*
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* @internal
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*/
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override dispose() {
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super.dispose();
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if (this.trackedState === RenderedConnection.TrackedState.TRACKED) {
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this.db.removeConnection(this, this.y);
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}
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this.sourceBlock_.pathObject.removeConnectionHighlight?.(this);
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}
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/**
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* Get the source block for this connection.
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*
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* @returns The source block.
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*/
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override getSourceBlock(): BlockSvg {
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return super.getSourceBlock() as BlockSvg;
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}
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/**
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* Returns the block that this connection connects to.
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*
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* @returns The connected block or null if none is connected.
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*/
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override targetBlock(): BlockSvg | null {
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return super.targetBlock() as BlockSvg;
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}
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/**
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* Returns the distance between this connection and another connection in
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* workspace units.
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*
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* @param otherConnection The other connection to measure the distance to.
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* @returns The distance between connections, in workspace units.
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*/
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distanceFrom(otherConnection: Connection): number {
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const xDiff = this.x - otherConnection.x;
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const yDiff = this.y - otherConnection.y;
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return Math.sqrt(xDiff * xDiff + yDiff * yDiff);
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}
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/**
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* Move the block(s) belonging to the connection to a point where they don't
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* visually interfere with the specified connection.
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*
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* @param superiorConnection The connection to move away from. The provided
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* connection should be the superior connection and should not be
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* connected to this connection.
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* @param initiatedByThis Whether or not the block group that was manipulated
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* recently causing bump checks is associated with the inferior
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* connection. Defaults to false.
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* @internal
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*/
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bumpAwayFrom(
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superiorConnection: RenderedConnection,
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initiatedByThis = false,
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) {
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if (this.sourceBlock_.workspace.isDragging()) {
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// Don't move blocks around while the user is doing the same.
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return;
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}
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let offsetX =
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config.snapRadius + Math.floor(Math.random() * BUMP_RANDOMNESS);
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let offsetY =
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config.snapRadius + Math.floor(Math.random() * BUMP_RANDOMNESS);
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/* eslint-disable-next-line @typescript-eslint/no-this-alias */
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const inferiorConnection = this;
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const superiorRootBlock = superiorConnection.sourceBlock_.getRootBlock();
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const inferiorRootBlock = inferiorConnection.sourceBlock_.getRootBlock();
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if (superiorRootBlock.isInFlyout || inferiorRootBlock.isInFlyout) {
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// Don't move blocks around in a flyout.
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return;
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}
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let moveInferior = true;
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if (!inferiorRootBlock.isMovable()) {
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// Can't bump an immovable block away.
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// Check to see if the other block is movable.
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if (!superiorRootBlock.isMovable()) {
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// Neither block is movable, abort operation.
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return;
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} else {
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// Only the superior block group is movable.
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moveInferior = false;
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// The superior block group moves in the opposite direction.
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offsetX = -offsetX;
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offsetY = -offsetY;
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}
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} else if (superiorRootBlock.isMovable()) {
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// Both block groups are movable. The one on the inferior side will be
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// moved to make space for the superior one. However, it's possible that
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// both groups of blocks have an inferior connection that bumps into a
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// superior connection on the other group, which could result in both
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// groups moving in the same direction and eventually bumping each other
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// again. It would be better if one group of blocks could consistently
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// move in an orthogonal direction from the other, so that they become
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// separated in the end. We can designate one group the "initiator" if
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// it's the one that was most recently manipulated, causing inputs to be
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// checked for bumpable neighbors. As a useful heuristic, in the case
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// where the inferior connection belongs to the initiator group, moving it
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// in the orthogonal direction will separate the blocks better.
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if (initiatedByThis) {
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offsetY = -offsetY;
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}
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}
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const staticConnection = moveInferior
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? superiorConnection
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: inferiorConnection;
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const dynamicConnection = moveInferior
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? inferiorConnection
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: superiorConnection;
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const dynamicRootBlock = moveInferior
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? inferiorRootBlock
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: superiorRootBlock;
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// Raise it to the top for extra visibility.
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const selected = common.getSelected() === dynamicRootBlock;
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if (!selected) dynamicRootBlock.addSelect();
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if (dynamicRootBlock.RTL) {
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offsetX = -offsetX;
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}
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const dx = staticConnection.x + offsetX - dynamicConnection.x;
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const dy = staticConnection.y + offsetY - dynamicConnection.y;
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dynamicRootBlock.moveBy(dx, dy, ['bump']);
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if (!selected) dynamicRootBlock.removeSelect();
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}
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/**
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* Change the connection's coordinates.
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*
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* @param x New absolute x coordinate, in workspace coordinates.
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* @param y New absolute y coordinate, in workspace coordinates.
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* @returns True if the position of the connection in the connection db
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* was updated.
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*/
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moveTo(x: number, y: number): boolean {
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// TODO(#6922): Readd this optimization.
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// const moved = this.x !== x || this.y !== y;
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const moved = true;
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let updated = false;
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if (this.trackedState === RenderedConnection.TrackedState.WILL_TRACK) {
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this.db.addConnection(this, y);
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this.trackedState = RenderedConnection.TrackedState.TRACKED;
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updated = true;
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} else if (
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this.trackedState === RenderedConnection.TrackedState.TRACKED &&
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moved
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) {
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this.db.removeConnection(this, this.y);
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this.db.addConnection(this, y);
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updated = true;
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}
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this.x = x;
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this.y = y;
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return updated;
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}
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/**
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* Change the connection's coordinates.
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*
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* @param dx Change to x coordinate, in workspace units.
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* @param dy Change to y coordinate, in workspace units.
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* @returns True if the position of the connection in the connection db
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* was updated.
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*/
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moveBy(dx: number, dy: number): boolean {
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return this.moveTo(this.x + dx, this.y + dy);
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}
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/**
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* Move this connection to the location given by its offset within the block
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* and the location of the block's top left corner.
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*
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* @param blockTL The location of the top left corner of the block, in
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* workspace coordinates.
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* @returns True if the position of the connection in the connection db
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* was updated.
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*/
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moveToOffset(blockTL: Coordinate): boolean {
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return this.moveTo(
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blockTL.x + this.offsetInBlock.x,
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blockTL.y + this.offsetInBlock.y,
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);
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}
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/**
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* Set the offset of this connection relative to the top left of its block.
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*
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* @param x The new relative x, in workspace units.
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* @param y The new relative y, in workspace units.
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*/
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setOffsetInBlock(x: number, y: number) {
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this.offsetInBlock.x = x;
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this.offsetInBlock.y = y;
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}
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/**
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* Get the offset of this connection relative to the top left of its block.
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*
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* @returns The offset of the connection.
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*/
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getOffsetInBlock(): Coordinate {
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return this.offsetInBlock;
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}
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/**
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* Moves the blocks on either side of this connection right next to
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* each other, based on their local offsets, not global positions.
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*
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* @internal
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*/
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tightenEfficiently() {
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const target = this.targetConnection;
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const block = this.targetBlock();
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if (!target || !block) return;
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const offset = Coordinate.difference(
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this.offsetInBlock,
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target.offsetInBlock,
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);
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block.translate(offset.x, offset.y);
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}
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/**
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* Find the closest compatible connection to this connection.
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* All parameters are in workspace units.
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*
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* @param maxLimit The maximum radius to another connection.
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* @param dxy Offset between this connection's location in the database and
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* the current location (as a result of dragging).
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* @returns Contains two properties: 'connection' which is either another
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* connection or null, and 'radius' which is the distance.
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*/
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closest(
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maxLimit: number,
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dxy: Coordinate,
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): {connection: RenderedConnection | null; radius: number} {
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return this.dbOpposite.searchForClosest(this, maxLimit, dxy);
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}
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/** Add highlighting around this connection. */
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highlight() {
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this.highlighted = true;
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this.getSourceBlock().queueRender();
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}
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/** Remove the highlighting around this connection. */
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unhighlight() {
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this.highlighted = false;
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this.getSourceBlock().queueRender();
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}
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/** Returns true if this connection is highlighted, false otherwise. */
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isHighlighted(): boolean {
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return this.highlighted;
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}
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/**
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* Set whether this connections is tracked in the database or not.
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*
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* @param doTracking If true, start tracking. If false, stop tracking.
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* @internal
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*/
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setTracking(doTracking: boolean) {
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if (
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(doTracking &&
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this.trackedState === RenderedConnection.TrackedState.TRACKED) ||
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(!doTracking &&
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this.trackedState === RenderedConnection.TrackedState.UNTRACKED)
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) {
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return;
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}
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if (this.sourceBlock_.isInFlyout) {
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// Don't bother maintaining a database of connections in a flyout.
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return;
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}
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if (doTracking) {
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this.db.addConnection(this, this.y);
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this.trackedState = RenderedConnection.TrackedState.TRACKED;
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return;
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}
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if (this.trackedState === RenderedConnection.TrackedState.TRACKED) {
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this.db.removeConnection(this, this.y);
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}
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this.trackedState = RenderedConnection.TrackedState.UNTRACKED;
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}
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/**
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* Stop tracking this connection, as well as all down-stream connections on
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* any block attached to this connection. This happens when a block is
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* collapsed.
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*
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* Also closes down-stream icons/bubbles.
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*
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* @internal
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*/
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stopTrackingAll() {
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this.setTracking(false);
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if (this.targetConnection) {
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const blocks = this.targetBlock()!.getDescendants(false);
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for (let i = 0; i < blocks.length; i++) {
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const block = blocks[i];
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// Stop tracking connections of all children.
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const connections = block.getConnections_(true);
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for (let j = 0; j < connections.length; j++) {
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connections[j].setTracking(false);
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}
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// Close all bubbles of all children.
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for (const icon of block.getIcons()) {
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if (hasBubble(icon)) icon.setBubbleVisible(false);
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}
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}
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}
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}
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/**
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* Start tracking this connection, as well as all down-stream connections on
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* any block attached to this connection. This happens when a block is
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* expanded.
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*
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* @returns List of blocks to render.
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*/
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startTrackingAll(): Block[] {
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this.setTracking(true);
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// All blocks that are not tracked must start tracking before any
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// rendering takes place, since rendering requires knowing the dimensions
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// of lower blocks. Also, since rendering a block renders all its parents,
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// we only need to render the leaf nodes.
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let renderList: Block[] = [];
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if (
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this.type !== ConnectionType.INPUT_VALUE &&
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this.type !== ConnectionType.NEXT_STATEMENT
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) {
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// Only spider down.
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return renderList;
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}
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const block = this.targetBlock();
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if (block) {
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let connections;
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if (block.isCollapsed()) {
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// This block should only be partially revealed since it is collapsed.
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connections = [];
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if (block.outputConnection) connections.push(block.outputConnection);
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if (block.nextConnection) connections.push(block.nextConnection);
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if (block.previousConnection)
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connections.push(block.previousConnection);
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} else {
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// Show all connections of this block.
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connections = block.getConnections_(true);
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}
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for (let i = 0; i < connections.length; i++) {
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renderList.push(...connections[i].startTrackingAll());
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}
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if (!renderList.length) {
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// Leaf block.
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renderList = [block];
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}
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}
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return renderList;
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}
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/**
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* Behaviour after a connection attempt fails.
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* Bumps this connection away from the other connection. Called when an
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* attempted connection fails.
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*
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* @param superiorConnection Connection that this connection failed to connect
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* to. The provided connection should be the superior connection.
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* @internal
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*/
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override onFailedConnect(superiorConnection: Connection) {
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const block = this.getSourceBlock();
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if (eventUtils.getRecordUndo()) {
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const group = eventUtils.getGroup();
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setTimeout(
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function (this: RenderedConnection) {
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if (!block.isDisposed() && !block.getParent()) {
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eventUtils.setGroup(group);
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this.bumpAwayFrom(superiorConnection as RenderedConnection);
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eventUtils.setGroup(false);
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}
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}.bind(this),
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config.bumpDelay,
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);
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}
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}
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/**
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* Disconnect two blocks that are connected by this connection.
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*
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* @param setParent Whether to set the parent of the disconnected block or
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* not, defaults to true.
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* If you do not set the parent, ensure that a subsequent action does,
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* otherwise the view and model will be out of sync.
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*/
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override disconnectInternal(setParent = true) {
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const {parentConnection, childConnection} =
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this.getParentAndChildConnections();
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if (!parentConnection || !childConnection) return;
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const existingGroup = eventUtils.getGroup();
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if (!existingGroup) eventUtils.setGroup(true);
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const parent = parentConnection.getSourceBlock() as BlockSvg;
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const child = childConnection.getSourceBlock() as BlockSvg;
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super.disconnectInternal(setParent);
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parent.queueRender();
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child.updateDisabled();
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child.queueRender();
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// Reset visibility, since the child is now a top block.
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child.getSvgRoot().style.display = 'block';
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eventUtils.setGroup(existingGroup);
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}
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/**
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* Respawn the shadow block if there was one connected to the this connection.
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* Render/rerender blocks as needed.
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*/
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protected override respawnShadow_() {
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super.respawnShadow_();
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const blockShadow = this.targetBlock();
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if (!blockShadow) {
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return;
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}
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blockShadow.initSvg();
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blockShadow.queueRender();
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}
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/**
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* Find all nearby compatible connections to this connection.
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* Type checking does not apply, since this function is used for bumping.
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*
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* @param maxLimit The maximum radius to another connection, in workspace
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* units.
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* @returns List of connections.
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* @internal
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*/
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override neighbours(maxLimit: number): RenderedConnection[] {
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return this.dbOpposite.getNeighbours(this, maxLimit);
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}
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/**
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* Connect two connections together. This is the connection on the superior
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* block. Rerender blocks as needed.
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*
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* @param childConnection Connection on inferior block.
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*/
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protected override connect_(childConnection: Connection) {
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super.connect_(childConnection);
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const renderedChildConnection = childConnection as RenderedConnection;
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const parentBlock = this.getSourceBlock();
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const childBlock = renderedChildConnection.getSourceBlock();
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parentBlock.updateDisabled();
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childBlock.updateDisabled();
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childBlock.queueRender();
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// The input the child block is connected to (if any).
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const parentInput = parentBlock.getInputWithBlock(childBlock);
|
|
if (parentInput) {
|
|
const visible = parentInput.isVisible();
|
|
childBlock.getSvgRoot().style.display = visible ? 'block' : 'none';
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Function to be called when this connection's compatible types have changed.
|
|
*/
|
|
protected override onCheckChanged_() {
|
|
// 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.
|
|
* Rerender blocks as needed.
|
|
*
|
|
* @param check Compatible value type or list of value types. Null if all
|
|
* types are compatible.
|
|
* @returns The connection being modified (to allow chaining).
|
|
*/
|
|
override setCheck(check: string | string[] | null): RenderedConnection {
|
|
super.setCheck(check);
|
|
this.sourceBlock_.queueRender();
|
|
return this;
|
|
}
|
|
}
|
|
|
|
export namespace RenderedConnection {
|
|
/**
|
|
* Enum for different kinds of tracked states.
|
|
*
|
|
* WILL_TRACK means that this connection will add itself to
|
|
* the db on the next moveTo call it receives.
|
|
*
|
|
* UNTRACKED means that this connection will not add
|
|
* itself to the database until setTracking(true) is explicitly called.
|
|
*
|
|
* TRACKED means that this connection is currently being tracked.
|
|
*/
|
|
export enum TrackedState {
|
|
WILL_TRACK = -1,
|
|
UNTRACKED = 0,
|
|
TRACKED = 1,
|
|
}
|
|
}
|
|
|
|
export type TrackedState = RenderedConnection.TrackedState;
|
|
export const TrackedState = RenderedConnection.TrackedState;
|