mirror of
https://github.com/google/blockly.git
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791 lines
23 KiB
TypeScript
791 lines
23 KiB
TypeScript
/**
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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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* 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.Connection
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import type {Block} from './block.js';
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import {ConnectionType} from './connection_type.js';
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import type {BlockMove} from './events/events_block_move.js';
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import * as eventUtils from './events/utils.js';
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import type {Input} from './inputs/input.js';
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import type {IASTNodeLocationWithBlock} from './interfaces/i_ast_node_location_with_block.js';
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import type {IConnectionChecker} from './interfaces/i_connection_checker.js';
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import * as blocks from './serialization/blocks.js';
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import * as Xml from './xml.js';
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/**
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* Class for a connection between blocks.
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*/
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export class Connection implements IASTNodeLocationWithBlock {
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/** Constants for checking whether two connections are compatible. */
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static CAN_CONNECT = 0;
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static REASON_SELF_CONNECTION = 1;
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static REASON_WRONG_TYPE = 2;
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static REASON_TARGET_NULL = 3;
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static REASON_CHECKS_FAILED = 4;
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static REASON_DIFFERENT_WORKSPACES = 5;
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static REASON_SHADOW_PARENT = 6;
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static REASON_DRAG_CHECKS_FAILED = 7;
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static REASON_PREVIOUS_AND_OUTPUT = 8;
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protected sourceBlock_: Block;
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/** Connection this connection connects to. Null if not connected. */
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targetConnection: Connection | null = null;
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/**
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* Has this connection been disposed of?
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*
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* @internal
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*/
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disposed = false;
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/** List of compatible value types. Null if all types are compatible. */
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private check: string[] | null = null;
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/** DOM representation of a shadow block, or null if none. */
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private shadowDom: Element | null = null;
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/**
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* Horizontal location of this connection.
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*
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* @internal
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*/
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x = 0;
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/**
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* Vertical location of this connection.
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*
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* @internal
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*/
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y = 0;
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private shadowState: blocks.State | 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(
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source: Block,
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public type: number,
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) {
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this.sourceBlock_ = source;
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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.
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*
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* @param childConnection Connection on inferior block.
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*/
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protected connect_(childConnection: Connection) {
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const INPUT = ConnectionType.INPUT_VALUE;
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const parentBlock = this.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.disconnectInternal(false);
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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 (this.isConnected()) {
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const shadowState = this.stashShadowState();
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const target = this.targetBlock();
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if (target!.isShadow()) {
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target!.dispose(false);
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} else {
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this.disconnectInternal();
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orphan = target;
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}
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this.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))(
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childBlock,
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) as BlockMove;
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event.setReason(['connect']);
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}
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connectReciprocally(this, 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 =
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this.type === INPUT
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? orphan.outputConnection
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: orphan.previousConnection;
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if (!orphanConnection) return;
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const connection = Connection.getConnectionForOrphanedConnection(
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childBlock,
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orphanConnection,
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);
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if (connection) {
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orphanConnection.connect(connection);
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} else {
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orphanConnection.onFailedConnect(this);
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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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*
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* @internal
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*/
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dispose() {
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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 && !targetBlock.isDeadOrDying()) {
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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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*
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* @returns The source block.
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*/
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getSourceBlock(): Block {
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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
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* stack)?
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*
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* @returns True if connection faces down or right.
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*/
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isSuperior(): boolean {
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return (
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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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}
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/**
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* Is the connection connected?
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*
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* @returns True if connection is connected to another connection.
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*/
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isConnected(): boolean {
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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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*
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* @returns The connection type checker for the source block's workspace.
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* @internal
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*/
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getConnectionChecker(): IConnectionChecker {
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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
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* headless workspaces).
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*
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* @param _otherConnection Connection that this connection failed to connect
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* to.
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* @internal
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*/
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onFailedConnect(_otherConnection: Connection) {}
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// NOP
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/**
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* Connect this connection to another connection.
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*
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* @param otherConnection Connection to connect to.
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* @returns Whether the blocks are now connected or not.
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*/
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connect(otherConnection: Connection): boolean {
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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 existingGroup = eventUtils.getGroup();
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if (!existingGroup) {
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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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eventUtils.setGroup(existingGroup);
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}
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return this.isConnected();
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}
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/**
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* Disconnect this connection.
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*/
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disconnect() {
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this.disconnectInternal();
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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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protected disconnectInternal(setParent = true) {
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const {parentConnection, childConnection} =
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this.getParentAndChildConnections();
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if (!parentConnection || !childConnection) {
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throw Error('Source connection not connected.');
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}
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const existingGroup = eventUtils.getGroup();
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if (!existingGroup) {
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eventUtils.setGroup(true);
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}
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let event;
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if (eventUtils.isEnabled()) {
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event = new (eventUtils.get(eventUtils.BLOCK_MOVE))(
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childConnection.getSourceBlock(),
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) as BlockMove;
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event.setReason(['disconnect']);
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}
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const otherConnection = this.targetConnection;
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if (otherConnection) {
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otherConnection.targetConnection = null;
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}
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this.targetConnection = null;
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if (setParent) childConnection.getSourceBlock().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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if (!childConnection.getSourceBlock().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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eventUtils.setGroup(existingGroup);
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}
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/**
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* Returns the parent connection (superior) and child connection (inferior)
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* given this connection and the connection it is connected to.
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*
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* @returns The parent connection and child connection, given this connection
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* and the connection it is connected to.
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*/
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protected getParentAndChildConnections(): {
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parentConnection?: Connection;
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childConnection?: Connection;
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} {
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if (!this.targetConnection) return {};
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if (this.isSuperior()) {
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return {
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parentConnection: this,
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childConnection: this.targetConnection,
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};
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}
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return {
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parentConnection: this.targetConnection,
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childConnection: this,
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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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*/
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protected respawnShadow_() {
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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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* Reconnects this connection to the input with the given name on the given
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* block. If there is already a connection connected to that input, that
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* connection is disconnected.
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*
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* @param block The block to connect this connection to.
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* @param inputName The name of the input to connect this connection to.
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* @returns True if this connection was able to connect, false otherwise.
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*/
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reconnect(block: Block, inputName: string): boolean {
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// No need to reconnect if this connection's block is deleted.
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if (this.getSourceBlock().isDeadOrDying()) return false;
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const connectionParent = block.getInput(inputName)?.connection;
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const currentParent = this.targetBlock();
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if (
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(!currentParent || currentParent === block) &&
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connectionParent &&
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connectionParent.targetConnection !== this
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) {
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if (connectionParent.isConnected()) {
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// There's already something connected here. Get rid of it.
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connectionParent.disconnect();
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}
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connectionParent.connect(this);
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return true;
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}
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return false;
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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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targetBlock(): Block | null {
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if (this.isConnected()) {
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return this.targetConnection?.getSourceBlock() ?? null;
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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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*/
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protected onCheckChanged_() {
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// The new value type may not be compatible with the existing connection.
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if (
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this.isConnected() &&
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(!this.targetConnection ||
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!this.getConnectionChecker().canConnect(
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this,
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this.targetConnection,
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false,
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))
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) {
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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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*
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* @param check Compatible value type or list of value types. Null if all
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* types are compatible.
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* @returns The connection being modified (to allow chaining).
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*/
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setCheck(check: string | string[] | null): Connection {
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if (check) {
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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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*
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* @returns List of compatible value types.
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* Null if all types are compatible.
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*/
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getCheck(): string[] | null {
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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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*
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* @param shadowDom DOM representation of a block or null.
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*/
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setShadowDom(shadowDom: Element | null) {
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this.setShadowStateInternal({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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*
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* @param returnCurrent If true, and the shadow block is currently attached to
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* this connection, this serializes the state of that block and returns it
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* (so that field values are correct). Otherwise the saved shadowDom is
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* just returned.
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* @returns Shadow DOM representation of a block or null.
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*/
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getShadowDom(returnCurrent?: boolean): Element | null {
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return returnCurrent && this.targetBlock()!.isShadow()
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? (Xml.blockToDom(this.targetBlock() as Block) as Element)
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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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*
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* @param shadowState An state represetation of the block or null.
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*/
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setShadowState(shadowState: blocks.State | null) {
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this.setShadowStateInternal({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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*
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* @param returnCurrent If true, and the shadow block is currently attached to
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* this connection, this serializes the state of that block and returns it
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* (so that field values are correct). Otherwise the saved state is just
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* returned.
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* @returns Serialized object representation of the block, or null.
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*/
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getShadowState(returnCurrent?: boolean): blocks.State | null {
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if (returnCurrent && this.targetBlock() && this.targetBlock()!.isShadow()) {
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return blocks.save(this.targetBlock() as Block);
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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 RenderedConnection#neighbours} overrides this behavior with a list
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* computed from the rendered positioning.
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*
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* @param _maxLimit The maximum radius to another connection.
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* @returns List of connections.
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* @internal
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*/
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neighbours(_maxLimit: number): Connection[] {
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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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*
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* @returns The input that the connection belongs to or null if no parent
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* exists.
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* @internal
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*/
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getParentInput(): Input | null {
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let parentInput = null;
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const inputs = this.sourceBlock_.inputList;
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for (let i = 0; i < inputs.length; i++) {
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if (inputs[i].connection === this) {
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parentInput = inputs[i];
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break;
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}
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}
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return parentInput;
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}
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/**
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* This method returns a string describing this Connection in developer terms
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* (English only). Intended to on be used in console logs and errors.
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*
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* @returns The description.
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*/
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toString(): string {
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const block = this.sourceBlock_;
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if (!block) {
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return 'Orphan Connection';
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}
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let msg;
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if (block.outputConnection === this) {
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msg = 'Output Connection of ';
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} else if (block.previousConnection === this) {
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msg = 'Previous Connection of ';
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} else if (block.nextConnection === this) {
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msg = 'Next Connection of ';
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} else {
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let parentInput = null;
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for (let i = 0, input; (input = block.inputList[i]); i++) {
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if (input.connection === this) {
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parentInput = input;
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break;
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}
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}
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if (parentInput) {
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msg = 'Input "' + parentInput.name + '" connection on ';
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} else {
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console.warn('Connection not actually connected to sourceBlock_');
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return 'Orphan Connection';
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}
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}
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return msg + block.toDevString();
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}
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/**
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* Returns the state of the shadowDom_ and shadowState_ properties, then
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* temporarily sets those properties to null so no shadow respawns.
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*
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* @returns The state of both the shadowDom_ and shadowState_ properties.
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*/
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private stashShadowState(): {
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shadowDom: Element | null;
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shadowState: blocks.State | null;
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} {
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const shadowDom = this.getShadowDom(true);
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const shadowState = this.getShadowState(true);
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// Set to null so it doesn't respawn.
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this.shadowDom = null;
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this.shadowState = null;
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return {shadowDom, shadowState};
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}
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/**
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* Reapplies the stashed state of the shadowDom_ and shadowState_ properties.
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*
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* @param param0 The state to reapply to the shadowDom_ and shadowState_
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* properties.
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*/
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private applyShadowState({
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shadowDom,
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shadowState,
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}: {
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shadowDom: Element | null;
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shadowState: blocks.State | null;
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}) {
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this.shadowDom = shadowDom;
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this.shadowState = shadowState;
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}
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/**
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* Sets the state of the shadow of this connection.
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*
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* @param param0 The state to set the shadow of this connection to.
|
|
*/
|
|
private setShadowStateInternal({
|
|
shadowDom = null,
|
|
shadowState = null,
|
|
}: {
|
|
shadowDom?: Element | null;
|
|
shadowState?: blocks.State | 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);
|
|
if (this.getSourceBlock().isDeadOrDying()) return;
|
|
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 attemptToConnect Whether to try to connect the shadow block to this
|
|
* connection or not.
|
|
* @returns The shadow block that was created, or null if both the
|
|
* shadowState_ and shadowDom_ are null.
|
|
*/
|
|
private createShadowBlock(attemptToConnect: boolean): Block | null {
|
|
const parentBlock = this.getSourceBlock();
|
|
const shadowState = this.getShadowState();
|
|
const shadowDom = this.getShadowDom();
|
|
if (parentBlock.isDeadOrDying() || (!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.domToBlockInternal(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 shadow The shadow to serialize, or null.
|
|
*/
|
|
private serializeShadow(shadow: Block | null) {
|
|
if (!shadow) {
|
|
return;
|
|
}
|
|
this.shadowDom = Xml.blockToDom(shadow) as Element;
|
|
this.shadowState = blocks.save(shadow);
|
|
}
|
|
|
|
/**
|
|
* Returns the connection (starting at the startBlock) which will accept
|
|
* the given connection. This includes compatible connection types and
|
|
* connection checks.
|
|
*
|
|
* @param startBlock The block on which to start the search.
|
|
* @param orphanConnection The connection that is looking for a home.
|
|
* @returns The suitable connection point on the chain of blocks, or null.
|
|
*/
|
|
static getConnectionForOrphanedConnection(
|
|
startBlock: Block,
|
|
orphanConnection: Connection,
|
|
): Connection | null {
|
|
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;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Update two connections to target each other.
|
|
*
|
|
* @param first The first connection to update.
|
|
* @param second The second connection to update.
|
|
*/
|
|
function connectReciprocally(first: Connection, second: Connection) {
|
|
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 The superior block.
|
|
* @param orphanBlock The inferior block.
|
|
* @returns The suitable connection point on 'block', or null.
|
|
*/
|
|
function getSingleConnection(
|
|
block: Block,
|
|
orphanBlock: Block,
|
|
): Connection | null {
|
|
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 startBlock The block on which to start the search.
|
|
* @param orphanBlock The block that is looking for a home.
|
|
* @returns The suitable connection point on the chain of blocks, or null.
|
|
*/
|
|
function getConnectionForOrphanedOutput(
|
|
startBlock: Block,
|
|
orphanBlock: Block,
|
|
): Connection | null {
|
|
let newBlock: Block | null = startBlock;
|
|
let connection;
|
|
while ((connection = getSingleConnection(newBlock, orphanBlock))) {
|
|
newBlock = connection.targetBlock();
|
|
if (!newBlock || newBlock.isShadow()) {
|
|
return connection;
|
|
}
|
|
}
|
|
return null;
|
|
}
|