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