Files
blockly/core/insertion_marker_manager.js
Tim Gates 6c0c81d2f8 docs: Fix a few typos (#5655)
There are small typos in:
- closure/goog/base.js
- core/contextmenu_items.js
- core/insertion_marker_manager.js
- core/toolbox/collapsible_category.js
- demos/blockfactory/workspacefactory/wfactory_controller.js
- demos/blockfactory/workspacefactory/wfactory_view.js
- tests/mocha/field_colour_test.js

Fixes:
- Should read `updates` rather than `udpates`.
- Should read `unhighlighting` rather than `unhiglighting`.
- Should read `then` rather than `tehn`.
- Should read `modified` rather than `modifed`.
- Should read `different` rather than `diffferent`.
- Should read `currently` rather than `currenly`.
- Should read `browser` rather than `broswer`.
2021-11-02 17:44:40 -07:00

761 lines
24 KiB
JavaScript

/**
* @license
* Copyright 2017 Google LLC
* SPDX-License-Identifier: Apache-2.0
*/
/**
* @fileoverview Class that controls updates to connections during drags.
*/
'use strict';
/**
* Class that controls updates to connections during drags.
* @class
*/
goog.module('Blockly.InsertionMarkerManager');
const blockAnimations = goog.require('Blockly.blockAnimations');
const common = goog.require('Blockly.common');
const constants = goog.require('Blockly.constants');
const eventUtils = goog.require('Blockly.Events.utils');
const internalConstants = goog.require('Blockly.internalConstants');
/* eslint-disable-next-line no-unused-vars */
const {BlockSvg} = goog.requireType('Blockly.BlockSvg');
const {ComponentManager} = goog.require('Blockly.ComponentManager');
const {ConnectionType} = goog.require('Blockly.ConnectionType');
/* eslint-disable-next-line no-unused-vars */
const {Coordinate} = goog.requireType('Blockly.utils.Coordinate');
/* eslint-disable-next-line no-unused-vars */
const {IDeleteArea} = goog.requireType('Blockly.IDeleteArea');
/* eslint-disable-next-line no-unused-vars */
const {IDragTarget} = goog.requireType('Blockly.IDragTarget');
/* eslint-disable-next-line no-unused-vars */
const {RenderedConnection} = goog.requireType('Blockly.RenderedConnection');
/* eslint-disable-next-line no-unused-vars */
const {WorkspaceSvg} = goog.requireType('Blockly.WorkspaceSvg');
/**
* Class that controls updates to connections during drags. It is primarily
* responsible for finding the closest eligible connection and highlighting or
* unhighlighting it as needed during a drag.
* @param {!BlockSvg} block The top block in the stack being dragged.
* @constructor
* @alias Blockly.InsertionMarkerManager
*/
const InsertionMarkerManager = function(block) {
common.setSelected(block);
/**
* The top block in the stack being dragged.
* Does not change during a drag.
* @type {!BlockSvg}
* @private
*/
this.topBlock_ = block;
/**
* The workspace on which these connections are being dragged.
* Does not change during a drag.
* @type {!WorkspaceSvg}
* @private
*/
this.workspace_ = block.workspace;
/**
* The last connection on the stack, if it's not the last connection on the
* first block.
* Set in initAvailableConnections, if at all.
* @type {RenderedConnection}
* @private
*/
this.lastOnStack_ = null;
/**
* The insertion marker corresponding to the last block in the stack, if
* that's not the same as the first block in the stack.
* Set in initAvailableConnections, if at all
* @type {BlockSvg}
* @private
*/
this.lastMarker_ = null;
/**
* The insertion marker that shows up between blocks to show where a block
* would go if dropped immediately.
* @type {BlockSvg}
* @private
*/
this.firstMarker_ = this.createMarkerBlock_(this.topBlock_);
/**
* The connection that this block would connect to if released immediately.
* Updated on every mouse move.
* This is not on any of the blocks that are being dragged.
* @type {RenderedConnection}
* @private
*/
this.closestConnection_ = null;
/**
* The connection that would connect to this.closestConnection_ if this block
* were released immediately.
* Updated on every mouse move.
* This is on the top block that is being dragged or the last block in the
* dragging stack.
* @type {RenderedConnection}
* @private
*/
this.localConnection_ = null;
/**
* Whether the block would be deleted if it were dropped immediately.
* Updated on every mouse move.
* @type {boolean}
* @private
*/
this.wouldDeleteBlock_ = false;
/**
* Connection on the insertion marker block that corresponds to
* this.localConnection_ on the currently dragged block.
* @type {RenderedConnection}
* @private
*/
this.markerConnection_ = null;
/**
* The block that currently has an input being highlighted, or null.
* @type {BlockSvg}
* @private
*/
this.highlightedBlock_ = null;
/**
* The block being faded to indicate replacement, or null.
* @type {BlockSvg}
* @private
*/
this.fadedBlock_ = null;
/**
* The connections on the dragging blocks that are available to connect to
* other blocks. This includes all open connections on the top block, as well
* as the last connection on the block stack.
* Does not change during a drag.
* @type {!Array<!RenderedConnection>}
* @private
*/
this.availableConnections_ = this.initAvailableConnections_();
};
/**
* An enum describing different kinds of previews the InsertionMarkerManager
* could display.
* @enum {number}
*/
InsertionMarkerManager.PREVIEW_TYPE = {
INSERTION_MARKER: 0,
INPUT_OUTLINE: 1,
REPLACEMENT_FADE: 2,
};
/**
* An error message to throw if the block created by createMarkerBlock_ is
* missing any components.
* @type {string}
* @const
*/
InsertionMarkerManager.DUPLICATE_BLOCK_ERROR = 'The insertion marker ' +
'manager tried to create a marker but the result is missing %1. If ' +
'you are using a mutator, make sure your domToMutation method is ' +
'properly defined.';
/**
* Sever all links from this object.
* @package
*/
InsertionMarkerManager.prototype.dispose = function() {
this.availableConnections_.length = 0;
eventUtils.disable();
try {
if (this.firstMarker_) {
this.firstMarker_.dispose();
}
if (this.lastMarker_) {
this.lastMarker_.dispose();
}
} finally {
eventUtils.enable();
}
};
/**
* Update the available connections for the top block. These connections can
* change if a block is unplugged and the stack is healed.
* @package
*/
InsertionMarkerManager.prototype.updateAvailableConnections = function() {
this.availableConnections_ = this.initAvailableConnections_();
};
/**
* Return whether the block would be deleted if dropped immediately, based on
* information from the most recent move event.
* @return {boolean} True if the block would be deleted if dropped immediately.
* @package
*/
InsertionMarkerManager.prototype.wouldDeleteBlock = function() {
return this.wouldDeleteBlock_;
};
/**
* Return whether the block would be connected if dropped immediately, based on
* information from the most recent move event.
* @return {boolean} True if the block would be connected if dropped
* immediately.
* @package
*/
InsertionMarkerManager.prototype.wouldConnectBlock = function() {
return !!this.closestConnection_;
};
/**
* Connect to the closest connection and render the results.
* This should be called at the end of a drag.
* @package
*/
InsertionMarkerManager.prototype.applyConnections = function() {
if (this.closestConnection_) {
// Don't fire events for insertion markers.
eventUtils.disable();
this.hidePreview_();
eventUtils.enable();
// Connect two blocks together.
this.localConnection_.connect(this.closestConnection_);
if (this.topBlock_.rendered) {
// Trigger a connection animation.
// Determine which connection is inferior (lower in the source stack).
const inferiorConnection = this.localConnection_.isSuperior() ?
this.closestConnection_ :
this.localConnection_;
blockAnimations.connectionUiEffect(inferiorConnection.getSourceBlock());
// Bring the just-edited stack to the front.
const rootBlock = this.topBlock_.getRootBlock();
rootBlock.bringToFront();
}
}
};
/**
* Update connections based on the most recent move location.
* @param {!Coordinate} dxy Position relative to drag start,
* in workspace units.
* @param {?IDragTarget} dragTarget The drag target that the block is
* currently over.
* @package
*/
InsertionMarkerManager.prototype.update = function(dxy, dragTarget) {
const candidate = this.getCandidate_(dxy);
this.wouldDeleteBlock_ = this.shouldDelete_(candidate, dragTarget);
const shouldUpdate =
this.wouldDeleteBlock_ || this.shouldUpdatePreviews_(candidate, dxy);
if (shouldUpdate) {
// Don't fire events for insertion marker creation or movement.
eventUtils.disable();
this.maybeHidePreview_(candidate);
this.maybeShowPreview_(candidate);
eventUtils.enable();
}
};
/**
* Create an insertion marker that represents the given block.
* @param {!BlockSvg} sourceBlock The block that the insertion marker
* will represent.
* @return {!BlockSvg} The insertion marker that represents the given
* block.
* @private
*/
InsertionMarkerManager.prototype.createMarkerBlock_ = function(sourceBlock) {
const imType = sourceBlock.type;
eventUtils.disable();
let result;
try {
result = this.workspace_.newBlock(imType);
result.setInsertionMarker(true);
if (sourceBlock.saveExtraState) {
const state = sourceBlock.saveExtraState();
if (state) {
result.loadExtraState(state);
}
} else if (sourceBlock.mutationToDom) {
const oldMutationDom = sourceBlock.mutationToDom();
if (oldMutationDom) {
result.domToMutation(oldMutationDom);
}
}
// Copy field values from the other block. These values may impact the
// rendered size of the insertion marker. Note that we do not care about
// child blocks here.
for (let i = 0; i < sourceBlock.inputList.length; i++) {
const sourceInput = sourceBlock.inputList[i];
if (sourceInput.name === constants.COLLAPSED_INPUT_NAME) {
continue; // Ignore the collapsed input.
}
const resultInput = result.inputList[i];
if (!resultInput) {
throw new Error(InsertionMarkerManager.DUPLICATE_BLOCK_ERROR.replace(
'%1', 'an input'));
}
for (let j = 0; j < sourceInput.fieldRow.length; j++) {
const sourceField = sourceInput.fieldRow[j];
const resultField = resultInput.fieldRow[j];
if (!resultField) {
throw new Error(InsertionMarkerManager.DUPLICATE_BLOCK_ERROR.replace(
'%1', 'a field'));
}
resultField.setValue(sourceField.getValue());
}
}
result.setCollapsed(sourceBlock.isCollapsed());
result.setInputsInline(sourceBlock.getInputsInline());
result.initSvg();
result.getSvgRoot().setAttribute('visibility', 'hidden');
} finally {
eventUtils.enable();
}
return result;
};
/**
* Populate the list of available connections on this block stack. This should
* only be called once, at the beginning of a drag.
* If the stack has more than one block, this function will populate
* lastOnStack_ and create the corresponding insertion marker.
* @return {!Array<!RenderedConnection>} A list of available
* connections.
* @private
*/
InsertionMarkerManager.prototype.initAvailableConnections_ = function() {
const available = this.topBlock_.getConnections_(false);
// Also check the last connection on this stack
const lastOnStack = this.topBlock_.lastConnectionInStack(true);
if (lastOnStack && lastOnStack !== this.topBlock_.nextConnection) {
available.push(lastOnStack);
this.lastOnStack_ = lastOnStack;
if (this.lastMarker_) {
eventUtils.disable();
try {
this.lastMarker_.dispose();
} finally {
eventUtils.enable();
}
}
this.lastMarker_ = this.createMarkerBlock_(lastOnStack.getSourceBlock());
}
return available;
};
/**
* Whether the previews (insertion marker and replacement marker) should be
* updated based on the closest candidate and the current drag distance.
* @param {!Object} candidate An object containing a local connection, a closest
* connection, and a radius. Returned by getCandidate_.
* @param {!Coordinate} dxy Position relative to drag start,
* in workspace units.
* @return {boolean} Whether the preview should be updated.
* @private
*/
InsertionMarkerManager.prototype.shouldUpdatePreviews_ = function(
candidate, dxy) {
const candidateLocal = candidate.local;
const candidateClosest = candidate.closest;
const radius = candidate.radius;
// Found a connection!
if (candidateLocal && candidateClosest) {
// We're already showing an insertion marker.
// Decide whether the new connection has higher priority.
if (this.localConnection_ && this.closestConnection_) {
// The connection was the same as the current connection.
if (this.closestConnection_ === candidateClosest &&
this.localConnection_ === candidateLocal) {
return false;
}
const xDiff = this.localConnection_.x + dxy.x - this.closestConnection_.x;
const yDiff = this.localConnection_.y + dxy.y - this.closestConnection_.y;
const curDistance = Math.sqrt(xDiff * xDiff + yDiff * yDiff);
// Slightly prefer the existing preview over a new preview.
return !(
candidateClosest &&
radius >
curDistance - internalConstants.CURRENT_CONNECTION_PREFERENCE);
} else if (!this.localConnection_ && !this.closestConnection_) {
// We weren't showing a preview before, but we should now.
return true;
} else {
console.error(
'Only one of localConnection_ and closestConnection_ was set.');
}
} else { // No connection found.
// Only need to update if we were showing a preview before.
return !!(this.localConnection_ && this.closestConnection_);
}
console.error(
'Returning true from shouldUpdatePreviews, but it\'s not clear why.');
return true;
};
/**
* Find the nearest valid connection, which may be the same as the current
* closest connection.
* @param {!Coordinate} dxy Position relative to drag start,
* in workspace units.
* @return {!Object} An object containing a local connection, a closest
* connection, and a radius.
* @private
*/
InsertionMarkerManager.prototype.getCandidate_ = function(dxy) {
let radius = this.getStartRadius_();
let candidateClosest = null;
let candidateLocal = null;
for (let i = 0; i < this.availableConnections_.length; i++) {
const myConnection = this.availableConnections_[i];
const neighbour = myConnection.closest(radius, dxy);
if (neighbour.connection) {
candidateClosest = neighbour.connection;
candidateLocal = myConnection;
radius = neighbour.radius;
}
}
return {closest: candidateClosest, local: candidateLocal, radius: radius};
};
/**
* Decide the radius at which to start searching for the closest connection.
* @return {number} The radius at which to start the search for the closest
* connection.
* @private
*/
InsertionMarkerManager.prototype.getStartRadius_ = function() {
// If there is already a connection highlighted,
// increase the radius we check for making new connections.
// Why? When a connection is highlighted, blocks move around when the
// insertion marker is created, which could cause the connection became out of
// range. By increasing radiusConnection when a connection already exists, we
// never "lose" the connection from the offset.
if (this.closestConnection_ && this.localConnection_) {
return internalConstants.CONNECTING_SNAP_RADIUS;
}
return internalConstants.SNAP_RADIUS;
};
/**
* Whether ending the drag would delete the block.
* @param {!Object} candidate An object containing a local connection, a closest
* connection, and a radius.
* @param {?IDragTarget} dragTarget The drag target that the block is
* currently over.
* @return {boolean} Whether dropping the block immediately would delete the
* block.
* @private
*/
InsertionMarkerManager.prototype.shouldDelete_ = function(
candidate, dragTarget) {
if (dragTarget) {
const componentManager = this.workspace_.getComponentManager();
const isDeleteArea = componentManager.hasCapability(
dragTarget.id, ComponentManager.Capability.DELETE_AREA);
if (isDeleteArea) {
return (
/** @type {!IDeleteArea} */ (dragTarget))
.wouldDelete(this.topBlock_, candidate && !!candidate.closest);
}
}
return false;
};
/**
* Show an insertion marker or replacement highlighting during a drag, if
* needed.
* At the beginning of this function, this.localConnection_ and
* this.closestConnection_ should both be null.
* @param {!Object} candidate An object containing a local connection, a closest
* connection, and a radius.
* @private
*/
InsertionMarkerManager.prototype.maybeShowPreview_ = function(candidate) {
// Nope, don't add a marker.
if (this.wouldDeleteBlock_) {
return;
}
const closest = candidate.closest;
const local = candidate.local;
// Nothing to connect to.
if (!closest) {
return;
}
// Something went wrong and we're trying to connect to an invalid connection.
if (closest === this.closestConnection_ ||
closest.getSourceBlock().isInsertionMarker()) {
console.log('Trying to connect to an insertion marker');
return;
}
// Add an insertion marker or replacement marker.
this.closestConnection_ = closest;
this.localConnection_ = local;
this.showPreview_();
};
/**
* A preview should be shown. This function figures out if it should be a block
* highlight or an insertion marker, and shows the appropriate one.
* @private
*/
InsertionMarkerManager.prototype.showPreview_ = function() {
const closest = this.closestConnection_;
const renderer = this.workspace_.getRenderer();
const method = renderer.getConnectionPreviewMethod(
/** @type {!RenderedConnection} */ (closest),
/** @type {!RenderedConnection} */ (this.localConnection_),
this.topBlock_);
switch (method) {
case InsertionMarkerManager.PREVIEW_TYPE.INPUT_OUTLINE:
this.showInsertionInputOutline_();
break;
case InsertionMarkerManager.PREVIEW_TYPE.INSERTION_MARKER:
this.showInsertionMarker_();
break;
case InsertionMarkerManager.PREVIEW_TYPE.REPLACEMENT_FADE:
this.showReplacementFade_();
break;
}
// Optionally highlight the actual connection, as a nod to previous behaviour.
if (closest && renderer.shouldHighlightConnection(closest)) {
closest.highlight();
}
};
/**
* Show an insertion marker or replacement highlighting during a drag, if
* needed.
* At the end of this function, this.localConnection_ and
* this.closestConnection_ should both be null.
* @param {!Object} candidate An object containing a local connection, a closest
* connection, and a radius.
* @private
*/
InsertionMarkerManager.prototype.maybeHidePreview_ = function(candidate) {
// If there's no new preview, remove the old one but don't bother deleting it.
// We might need it later, and this saves disposing of it and recreating it.
if (!candidate.closest) {
this.hidePreview_();
} else {
// If there's a new preview and there was an preview before, and either
// connection has changed, remove the old preview.
const hadPreview = this.closestConnection_ && this.localConnection_;
const closestChanged = this.closestConnection_ !== candidate.closest;
const localChanged = this.localConnection_ !== candidate.local;
// Also hide if we had a preview before but now we're going to delete
// instead.
if (hadPreview &&
(closestChanged || localChanged || this.wouldDeleteBlock_)) {
this.hidePreview_();
}
}
// Either way, clear out old state.
this.markerConnection_ = null;
this.closestConnection_ = null;
this.localConnection_ = null;
};
/**
* A preview should be hidden. This function figures out if it is a block
* highlight or an insertion marker, and hides the appropriate one.
* @private
*/
InsertionMarkerManager.prototype.hidePreview_ = function() {
if (this.closestConnection_ && this.closestConnection_.targetBlock() &&
this.workspace_.getRenderer().shouldHighlightConnection(
this.closestConnection_)) {
this.closestConnection_.unhighlight();
}
if (this.fadedBlock_) {
this.hideReplacementFade_();
} else if (this.highlightedBlock_) {
this.hideInsertionInputOutline_();
} else if (this.markerConnection_) {
this.hideInsertionMarker_();
}
};
/**
* Shows an insertion marker connected to the appropriate blocks (based on
* manager state).
* @private
*/
InsertionMarkerManager.prototype.showInsertionMarker_ = function() {
const local = this.localConnection_;
const closest = this.closestConnection_;
const isLastInStack = this.lastOnStack_ && local === this.lastOnStack_;
const imBlock = isLastInStack ? this.lastMarker_ : this.firstMarker_;
const imConn = imBlock.getMatchingConnection(local.getSourceBlock(), local);
if (imConn === this.markerConnection_) {
throw Error(
'Made it to showInsertionMarker_ even though the marker isn\'t ' +
'changing');
}
// Render disconnected from everything else so that we have a valid
// connection location.
imBlock.render();
imBlock.rendered = true;
imBlock.getSvgRoot().setAttribute('visibility', 'visible');
if (imConn && closest) {
// Position so that the existing block doesn't move.
imBlock.positionNearConnection(imConn, closest);
}
if (closest) {
// Connect() also renders the insertion marker.
imConn.connect(closest);
}
this.markerConnection_ = imConn;
};
/**
* Disconnects and hides the current insertion marker. Should return the blocks
* to their original state.
* @private
*/
InsertionMarkerManager.prototype.hideInsertionMarker_ = function() {
if (!this.markerConnection_) {
console.log('No insertion marker connection to disconnect');
return;
}
const imConn = this.markerConnection_;
const imBlock = imConn.getSourceBlock();
const markerNext = imBlock.nextConnection;
const markerPrev = imBlock.previousConnection;
const markerOutput = imBlock.outputConnection;
const isFirstInStatementStack =
(imConn === markerNext && !(markerPrev && markerPrev.targetConnection));
const isFirstInOutputStack = imConn.type === ConnectionType.INPUT_VALUE &&
!(markerOutput && markerOutput.targetConnection);
// The insertion marker is the first block in a stack. Unplug won't do
// anything in that case. Instead, unplug the following block.
if (isFirstInStatementStack || isFirstInOutputStack) {
imConn.targetBlock().unplug(false);
}
// Inside of a C-block, first statement connection.
else if (
imConn.type === ConnectionType.NEXT_STATEMENT && imConn !== markerNext) {
const innerConnection = imConn.targetConnection;
innerConnection.getSourceBlock().unplug(false);
const previousBlockNextConnection =
markerPrev ? markerPrev.targetConnection : null;
imBlock.unplug(true);
if (previousBlockNextConnection) {
previousBlockNextConnection.connect(innerConnection);
}
} else {
imBlock.unplug(true /* healStack */);
}
if (imConn.targetConnection) {
throw Error(
'markerConnection_ still connected at the end of ' +
'disconnectInsertionMarker');
}
this.markerConnection_ = null;
const svg = imBlock.getSvgRoot();
if (svg) {
svg.setAttribute('visibility', 'hidden');
}
};
/**
* Shows an outline around the input the closest connection belongs to.
* @private
*/
InsertionMarkerManager.prototype.showInsertionInputOutline_ = function() {
const closest = this.closestConnection_;
this.highlightedBlock_ = closest.getSourceBlock();
this.highlightedBlock_.highlightShapeForInput(closest, true);
};
/**
* Hides any visible input outlines.
* @private
*/
InsertionMarkerManager.prototype.hideInsertionInputOutline_ = function() {
this.highlightedBlock_.highlightShapeForInput(this.closestConnection_, false);
this.highlightedBlock_ = null;
};
/**
* Shows a replacement fade affect on the closest connection's target block
* (the block that is currently connected to it).
* @private
*/
InsertionMarkerManager.prototype.showReplacementFade_ = function() {
this.fadedBlock_ = this.closestConnection_.targetBlock();
this.fadedBlock_.fadeForReplacement(true);
};
/**
* Hides/Removes any visible fade affects.
* @private
*/
InsertionMarkerManager.prototype.hideReplacementFade_ = function() {
this.fadedBlock_.fadeForReplacement(false);
this.fadedBlock_ = null;
};
/**
* Get a list of the insertion markers that currently exist. Drags have 0, 1,
* or 2 insertion markers.
* @return {!Array<!BlockSvg>} A possibly empty list of insertion
* marker blocks.
* @package
*/
InsertionMarkerManager.prototype.getInsertionMarkers = function() {
const result = [];
if (this.firstMarker_) {
result.push(this.firstMarker_);
}
if (this.lastMarker_) {
result.push(this.lastMarker_);
}
return result;
};
exports.InsertionMarkerManager = InsertionMarkerManager;