Files
blockly/core/connection.js

732 lines
22 KiB
JavaScript

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