Files
blockly/core/dragging/block_drag_strategy.ts
Christopher Allen 7ccdcc5cef refactor(events): introduce EventType enum in separate module (#8530)
* refactor(events): Use "export ... from" where applicable

* refactor(events): Introduce EventType enum

  Introduce an enum for the event .type values.  We can't actually
  use it as the type of the .type property on Abstract events,
  because we want to allow developers to add their own custom
  event types inheriting from this type, but at least this way we
  can be reasonably sure that all of our own event subclasses have
  distinct .type values—plus consistent use of enum syntax
  (EventType.TYPE_NAME) is probably good for readability overall.

  Put it in a separate module from the rest of events/utils.ts
  because it would be helpful if event utils could use

      event instanceof SomeEventType

  for type narrowing but but at the moment most events are in
  modules that depend on events/utils.ts for their .type
  constant, and although circular ESM dependencies should work
  in principle there are various restrictions and this
  particular circularity causes issues at the moment.

  A few of the event classes also depend on utils.ts for fire()
  or other functions, which will be harder to deal with, but at
  least this commit is win in terms of reducing the complexity
  of our dependencies, making most of the Abstract event subclass
  module dependent on type.ts, which has no imports, rather than
  on utils.ts which has multiple imports.
2024-08-20 08:36:33 +01:00

462 lines
14 KiB
TypeScript

/**
* @license
* Copyright 2024 Google LLC
* SPDX-License-Identifier: Apache-2.0
*/
import type {Block} from '../block.js';
import * as blockAnimation from '../block_animations.js';
import {BlockSvg} from '../block_svg.js';
import * as bumpObjects from '../bump_objects.js';
import {config} from '../config.js';
import {Connection} from '../connection.js';
import {ConnectionType} from '../connection_type.js';
import type {BlockMove} from '../events/events_block_move.js';
import {EventType} from '../events/type.js';
import * as eventUtils from '../events/utils.js';
import {IConnectionPreviewer} from '../interfaces/i_connection_previewer.js';
import {IDragStrategy} from '../interfaces/i_draggable.js';
import * as layers from '../layers.js';
import * as registry from '../registry.js';
import {finishQueuedRenders} from '../render_management.js';
import {RenderedConnection} from '../rendered_connection.js';
import {Coordinate} from '../utils.js';
import * as dom from '../utils/dom.js';
import {WorkspaceSvg} from '../workspace_svg.js';
/** Represents a nearby valid connection. */
interface ConnectionCandidate {
/** A connection on the dragging stack that is compatible with neighbour. */
local: RenderedConnection;
/** A nearby connection that is compatible with local. */
neighbour: RenderedConnection;
/** The distance between the local connection and the neighbour connection. */
distance: number;
}
export class BlockDragStrategy implements IDragStrategy {
private workspace: WorkspaceSvg;
/** The parent block at the start of the drag. */
private startParentConn: RenderedConnection | null = null;
/**
* The child block at the start of the drag. Only gets set if
* `healStack` is true.
*/
private startChildConn: RenderedConnection | null = null;
private startLoc: Coordinate | null = null;
private connectionCandidate: ConnectionCandidate | null = null;
private connectionPreviewer: IConnectionPreviewer | null = null;
private dragging = false;
/**
* If this is a shadow block, the offset between this block and the parent
* block, to add to the drag location. In workspace units.
*/
private dragOffset = new Coordinate(0, 0);
/** Was there already an event group in progress when the drag started? */
private inGroup: boolean = false;
constructor(private block: BlockSvg) {
this.workspace = block.workspace;
}
/** Returns true if the block is currently movable. False otherwise. */
isMovable(): boolean {
if (this.block.isShadow()) {
return this.block.getParent()?.isMovable() ?? false;
}
return (
this.block.isOwnMovable() &&
!this.block.isDeadOrDying() &&
!this.workspace.options.readOnly &&
// We never drag blocks in the flyout, only create new blocks that are
// dragged.
!this.block.isInFlyout
);
}
/**
* Handles any setup for starting the drag, including disconnecting the block
* from any parent blocks.
*/
startDrag(e?: PointerEvent): void {
if (this.block.isShadow()) {
this.startDraggingShadow(e);
return;
}
this.dragging = true;
this.inGroup = !!eventUtils.getGroup();
if (!this.inGroup) {
eventUtils.setGroup(true);
}
this.fireDragStartEvent();
this.startLoc = this.block.getRelativeToSurfaceXY();
this.connectionCandidate = null;
const previewerConstructor = registry.getClassFromOptions(
registry.Type.CONNECTION_PREVIEWER,
this.workspace.options,
);
this.connectionPreviewer = new previewerConstructor!(this.block);
// 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.
dom.startTextWidthCache();
this.workspace.setResizesEnabled(false);
blockAnimation.disconnectUiStop();
const healStack = !!e && (e.altKey || e.ctrlKey || e.metaKey);
if (this.shouldDisconnect(healStack)) {
this.disconnectBlock(healStack);
}
this.block.setDragging(true);
this.workspace.getLayerManager()?.moveToDragLayer(this.block);
}
/** Starts a drag on a shadow, recording the drag offset. */
private startDraggingShadow(e?: PointerEvent) {
const parent = this.block.getParent();
if (!parent) {
throw new Error(
'Tried to drag a shadow block with no parent. ' +
'Shadow blocks should always have parents.',
);
}
this.dragOffset = Coordinate.difference(
parent.getRelativeToSurfaceXY(),
this.block.getRelativeToSurfaceXY(),
);
parent.startDrag(e);
}
/**
* Whether or not we should disconnect the block when a drag is started.
*
* @param healStack Whether or not to heal the stack after disconnecting.
* @returns True to disconnect the block, false otherwise.
*/
private shouldDisconnect(healStack: boolean): boolean {
return !!(
this.block.getParent() ||
(healStack &&
this.block.nextConnection &&
this.block.nextConnection.targetBlock())
);
}
/**
* Disconnects the block from any parents. If `healStack` is true and this is
* a stack block, we also disconnect from any next blocks and attempt to
* attach them to any parent.
*
* @param healStack Whether or not to heal the stack after disconnecting.
*/
private disconnectBlock(healStack: boolean) {
this.startParentConn =
this.block.outputConnection?.targetConnection ??
this.block.previousConnection?.targetConnection;
if (healStack) {
this.startChildConn = this.block.nextConnection?.targetConnection;
}
this.block.unplug(healStack);
blockAnimation.disconnectUiEffect(this.block);
}
/** Fire a UI event at the start of a block drag. */
private fireDragStartEvent() {
const event = new (eventUtils.get(EventType.BLOCK_DRAG))(
this.block,
true,
this.block.getDescendants(false),
);
eventUtils.fire(event);
}
/** Fire a UI event at the end of a block drag. */
private fireDragEndEvent() {
const event = new (eventUtils.get(EventType.BLOCK_DRAG))(
this.block,
false,
this.block.getDescendants(false),
);
eventUtils.fire(event);
}
/** Fire a move event at the end of a block drag. */
private fireMoveEvent() {
if (this.block.isDeadOrDying()) return;
const event = new (eventUtils.get(EventType.BLOCK_MOVE))(
this.block,
) as BlockMove;
event.setReason(['drag']);
event.oldCoordinate = this.startLoc!;
event.recordNew();
eventUtils.fire(event);
}
/** Moves the block and updates any connection previews. */
drag(newLoc: Coordinate): void {
if (this.block.isShadow()) {
this.block.getParent()?.drag(Coordinate.sum(newLoc, this.dragOffset));
return;
}
this.block.moveDuringDrag(newLoc);
this.updateConnectionPreview(
this.block,
Coordinate.difference(newLoc, this.startLoc!),
);
}
/**
* @param draggingBlock The block being dragged.
* @param delta How far the pointer has moved from the position
* at the start of the drag, in workspace units.
*/
private updateConnectionPreview(draggingBlock: BlockSvg, delta: Coordinate) {
const currCandidate = this.connectionCandidate;
const newCandidate = this.getConnectionCandidate(draggingBlock, delta);
if (!newCandidate) {
this.connectionPreviewer!.hidePreview();
this.connectionCandidate = null;
return;
}
const candidate =
currCandidate &&
this.currCandidateIsBetter(currCandidate, delta, newCandidate)
? currCandidate
: newCandidate;
this.connectionCandidate = candidate;
const {local, neighbour} = candidate;
const localIsOutputOrPrevious =
local.type === ConnectionType.OUTPUT_VALUE ||
local.type === ConnectionType.PREVIOUS_STATEMENT;
const neighbourIsConnectedToRealBlock =
neighbour.isConnected() && !neighbour.targetBlock()!.isInsertionMarker();
if (
localIsOutputOrPrevious &&
neighbourIsConnectedToRealBlock &&
!this.orphanCanConnectAtEnd(
draggingBlock,
neighbour.targetBlock()!,
local.type,
)
) {
this.connectionPreviewer!.previewReplacement(
local,
neighbour,
neighbour.targetBlock()!,
);
return;
}
this.connectionPreviewer!.previewConnection(local, neighbour);
}
/**
* Returns true if the given orphan block can connect at the end of the
* top block's stack or row, false otherwise.
*/
private orphanCanConnectAtEnd(
topBlock: BlockSvg,
orphanBlock: BlockSvg,
localType: number,
): boolean {
const orphanConnection =
localType === ConnectionType.OUTPUT_VALUE
? orphanBlock.outputConnection
: orphanBlock.previousConnection;
return !!Connection.getConnectionForOrphanedConnection(
topBlock as Block,
orphanConnection as Connection,
);
}
/**
* Returns true if the current candidate is better than the new candidate.
*
* We slightly prefer the current candidate even if it is farther away.
*/
private currCandidateIsBetter(
currCandiate: ConnectionCandidate,
delta: Coordinate,
newCandidate: ConnectionCandidate,
): boolean {
const {local: currLocal, neighbour: currNeighbour} = currCandiate;
const localPos = new Coordinate(currLocal.x, currLocal.y);
const neighbourPos = new Coordinate(currNeighbour.x, currNeighbour.y);
const currDistance = Coordinate.distance(
Coordinate.sum(localPos, delta),
neighbourPos,
);
return (
newCandidate.distance > currDistance - config.currentConnectionPreference
);
}
/**
* Returns the closest valid candidate connection, if one can be found.
*
* Valid neighbour connections are within the configured start radius, with a
* compatible type (input, output, etc) and connection check.
*/
private getConnectionCandidate(
draggingBlock: BlockSvg,
delta: Coordinate,
): ConnectionCandidate | null {
const localConns = this.getLocalConnections(draggingBlock);
let radius = this.connectionCandidate
? config.connectingSnapRadius
: config.snapRadius;
let candidate = null;
for (const conn of localConns) {
const {connection: neighbour, radius: rad} = conn.closest(radius, delta);
if (neighbour) {
candidate = {
local: conn,
neighbour: neighbour,
distance: rad,
};
radius = rad;
}
}
return candidate;
}
/**
* Returns all of the connections we might connect to blocks on the workspace.
*
* Includes any connections on the dragging block, and any last next
* connection on the stack (if one exists).
*/
private getLocalConnections(draggingBlock: BlockSvg): RenderedConnection[] {
const available = draggingBlock.getConnections_(false);
const lastOnStack = draggingBlock.lastConnectionInStack(true);
if (lastOnStack && lastOnStack !== draggingBlock.nextConnection) {
available.push(lastOnStack);
}
return available;
}
/**
* Cleans up any state at the end of the drag. Applies any pending
* connections.
*/
endDrag(e?: PointerEvent): void {
if (this.block.isShadow()) {
this.block.getParent()?.endDrag(e);
return;
}
this.fireDragEndEvent();
this.fireMoveEvent();
dom.stopTextWidthCache();
blockAnimation.disconnectUiStop();
this.connectionPreviewer!.hidePreview();
if (!this.block.isDeadOrDying() && this.dragging) {
// These are expensive and don't need to be done if we're deleting, or
// if we've already stopped dragging because we moved back to the start.
this.workspace
.getLayerManager()
?.moveOffDragLayer(this.block, layers.BLOCK);
this.block.setDragging(false);
}
if (this.connectionCandidate) {
// Applying connections also rerenders the relevant blocks.
this.applyConnections(this.connectionCandidate);
} else {
this.block.queueRender();
}
this.block.snapToGrid();
// Must dispose after connections are applied to not break the dynamic
// connections plugin. See #7859
this.connectionPreviewer!.dispose();
this.workspace.setResizesEnabled(true);
if (!this.inGroup) {
eventUtils.setGroup(false);
}
}
/** Connects the given candidate connections. */
private applyConnections(candidate: ConnectionCandidate) {
const {local, neighbour} = candidate;
local.connect(neighbour);
const inferiorConnection = local.isSuperior() ? neighbour : local;
const rootBlock = this.block.getRootBlock();
finishQueuedRenders().then(() => {
blockAnimation.connectionUiEffect(inferiorConnection.getSourceBlock());
// bringToFront is incredibly expensive. Delay until the next frame.
setTimeout(() => {
rootBlock.bringToFront();
}, 0);
});
}
/**
* Moves the block back to where it was at the beginning of the drag,
* including reconnecting connections.
*/
revertDrag(): void {
if (this.block.isShadow()) {
this.block.getParent()?.revertDrag();
return;
}
this.startChildConn?.connect(this.block.nextConnection);
if (this.startParentConn) {
switch (this.startParentConn.type) {
case ConnectionType.INPUT_VALUE:
this.startParentConn.connect(this.block.outputConnection);
break;
case ConnectionType.NEXT_STATEMENT:
this.startParentConn.connect(this.block.previousConnection);
}
} else {
this.block.moveTo(this.startLoc!, ['drag']);
this.workspace
.getLayerManager()
?.moveOffDragLayer(this.block, layers.BLOCK);
// Blocks dragged directly from a flyout may need to be bumped into
// bounds.
bumpObjects.bumpIntoBounds(
this.workspace,
this.workspace.getMetricsManager().getScrollMetrics(true),
this.block,
);
}
this.startChildConn = null;
this.startParentConn = null;
this.connectionPreviewer!.hidePreview();
this.connectionCandidate = null;
this.block.setDragging(false);
this.dragging = false;
}
}