Files
blockly/core/block_dragger.js
Neil Fraser b46a4fe286 Bring our license format up to date (#3127)
* Google changed from an Inc to an LLC.

This happened back in 2017 but we didn’t notice.  Officially we should update files from Inc to LLC when they are changed as part of regular edits, but this is a nightmare to remember for the next decade.

* Remove project description/titles from licenses

This is no longer part of Google’s header requirements.  Our existing descriptions were useless (“Visual Blocks Editor”) or grossly obselete (“Visual Blocks Language”).

* License no longer requires URL.

* Fix license regexps.
2019-10-02 14:46:56 -07:00

369 lines
12 KiB
JavaScript

/**
* @license
* Copyright 2017 Google LLC
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
/**
* @fileoverview Methods for dragging a block visually.
* @author fenichel@google.com (Rachel Fenichel)
*/
'use strict';
goog.provide('Blockly.BlockDragger');
goog.require('Blockly.blockAnimations');
goog.require('Blockly.Events');
goog.require('Blockly.Events.BlockMove');
goog.require('Blockly.InsertionMarkerManager');
goog.require('Blockly.utils.Coordinate');
goog.require('Blockly.utils.dom');
/**
* Class for a block dragger. It moves blocks around the workspace when they
* are being dragged by a mouse or touch.
* @param {!Blockly.BlockSvg} block The block to drag.
* @param {!Blockly.WorkspaceSvg} workspace The workspace to drag on.
* @constructor
*/
Blockly.BlockDragger = function(block, workspace) {
/**
* The top block in the stack that is being dragged.
* @type {!Blockly.BlockSvg}
* @private
*/
this.draggingBlock_ = block;
/**
* The workspace on which the block is being dragged.
* @type {!Blockly.WorkspaceSvg}
* @private
*/
this.workspace_ = workspace;
/**
* Object that keeps track of connections on dragged blocks.
* @type {!Blockly.InsertionMarkerManager}
* @private
*/
this.draggedConnectionManager_ = new Blockly.InsertionMarkerManager(
this.draggingBlock_);
/**
* Which delete area the mouse pointer is over, if any.
* One of {@link Blockly.DELETE_AREA_TRASH},
* {@link Blockly.DELETE_AREA_TOOLBOX}, or {@link Blockly.DELETE_AREA_NONE}.
* @type {?number}
* @private
*/
this.deleteArea_ = null;
/**
* Whether the block would be deleted if dropped immediately.
* @type {boolean}
* @private
*/
this.wouldDeleteBlock_ = false;
/**
* The location of the top left corner of the dragging block at the beginning
* of the drag in workspace coordinates.
* @type {!Blockly.utils.Coordinate}
* @private
*/
this.startXY_ = this.draggingBlock_.getRelativeToSurfaceXY();
/**
* A list of all of the icons (comment, warning, and mutator) that are
* on this block and its descendants. Moving an icon moves the bubble that
* extends from it if that bubble is open.
* @type {Array.<!Object>}
* @private
*/
this.dragIconData_ = Blockly.BlockDragger.initIconData_(block);
};
/**
* Sever all links from this object.
* @package
*/
Blockly.BlockDragger.prototype.dispose = function() {
this.draggingBlock_ = null;
this.workspace_ = null;
this.startWorkspace_ = null;
this.dragIconData_.length = 0;
if (this.draggedConnectionManager_) {
this.draggedConnectionManager_.dispose();
this.draggedConnectionManager_ = null;
}
};
/**
* Make a list of all of the icons (comment, warning, and mutator) that are
* on this block and its descendants. Moving an icon moves the bubble that
* extends from it if that bubble is open.
* @param {!Blockly.BlockSvg} block The root block that is being dragged.
* @return {!Array.<!Object>} The list of all icons and their locations.
* @private
*/
Blockly.BlockDragger.initIconData_ = function(block) {
// Build a list of icons that need to be moved and where they started.
var dragIconData = [];
var descendants = block.getDescendants(false);
for (var i = 0, descendant; descendant = descendants[i]; i++) {
var icons = descendant.getIcons();
for (var j = 0; j < icons.length; j++) {
var data = {
// Blockly.utils.Coordinate with x and y properties (workspace coordinates).
location: icons[j].getIconLocation(),
// Blockly.Icon
icon: icons[j]
};
dragIconData.push(data);
}
}
return dragIconData;
};
/**
* Start dragging a block. This includes moving it to the drag surface.
* @param {!Blockly.utils.Coordinate} currentDragDeltaXY How far the pointer has
* moved from the position at mouse down, in pixel units.
* @param {boolean} healStack Whether or not to heal the stack after
* disconnecting.
* @package
*/
Blockly.BlockDragger.prototype.startBlockDrag = function(currentDragDeltaXY,
healStack) {
if (!Blockly.Events.getGroup()) {
Blockly.Events.setGroup(true);
}
// Mutators don't have the same type of z-ordering as the normal workspace
// during a drag. They have to rely on the order of the blocks in the SVG.
// For performance reasons that usually happens at the end of a drag,
// but do it at the beginning for mutators.
if (this.workspace_.isMutator) {
this.draggingBlock_.bringToFront();
}
// During a drag there may be a lot of rerenders, but not field changes.
// Turn the cache on so we don't do spurious remeasures during the drag.
Blockly.utils.dom.startTextWidthCache();
this.workspace_.setResizesEnabled(false);
Blockly.blockAnimations.disconnectUiStop();
if (this.draggingBlock_.getParent() ||
(healStack && this.draggingBlock_.nextConnection &&
this.draggingBlock_.nextConnection.targetBlock())) {
this.draggingBlock_.unplug(healStack);
var delta = this.pixelsToWorkspaceUnits_(currentDragDeltaXY);
var newLoc = Blockly.utils.Coordinate.sum(this.startXY_, delta);
this.draggingBlock_.translate(newLoc.x, newLoc.y);
Blockly.blockAnimations.disconnectUiEffect(this.draggingBlock_);
}
this.draggingBlock_.setDragging(true);
// For future consideration: we may be able to put moveToDragSurface inside
// the block dragger, which would also let the block not track the block drag
// surface.
this.draggingBlock_.moveToDragSurface_();
var toolbox = this.workspace_.getToolbox();
if (toolbox) {
var style = this.draggingBlock_.isDeletable() ? 'blocklyToolboxDelete' :
'blocklyToolboxGrab';
toolbox.addStyle(style);
}
};
/**
* Execute a step of block dragging, based on the given event. Update the
* display accordingly.
* @param {!Event} e The most recent move event.
* @param {!Blockly.utils.Coordinate} currentDragDeltaXY How far the pointer has
* moved from the position at the start of the drag, in pixel units.
* @package
*/
Blockly.BlockDragger.prototype.dragBlock = function(e, currentDragDeltaXY) {
var delta = this.pixelsToWorkspaceUnits_(currentDragDeltaXY);
var newLoc = Blockly.utils.Coordinate.sum(this.startXY_, delta);
this.draggingBlock_.moveDuringDrag(newLoc);
this.dragIcons_(delta);
this.deleteArea_ = this.workspace_.isDeleteArea(e);
this.draggedConnectionManager_.update(delta, this.deleteArea_);
this.updateCursorDuringBlockDrag_();
};
/**
* Finish a block drag and put the block back on the workspace.
* @param {!Event} e The mouseup/touchend event.
* @param {!Blockly.utils.Coordinate} currentDragDeltaXY How far the pointer has
* moved from the position at the start of the drag, in pixel units.
* @package
*/
Blockly.BlockDragger.prototype.endBlockDrag = function(e, currentDragDeltaXY) {
// Make sure internal state is fresh.
this.dragBlock(e, currentDragDeltaXY);
this.dragIconData_ = [];
Blockly.utils.dom.stopTextWidthCache();
Blockly.blockAnimations.disconnectUiStop();
var delta = this.pixelsToWorkspaceUnits_(currentDragDeltaXY);
var newLoc = Blockly.utils.Coordinate.sum(this.startXY_, delta);
this.draggingBlock_.moveOffDragSurface_(newLoc);
var deleted = this.maybeDeleteBlock_();
if (!deleted) {
// These are expensive and don't need to be done if we're deleting.
this.draggingBlock_.moveConnections_(delta.x, delta.y);
this.draggingBlock_.setDragging(false);
this.fireMoveEvent_();
if (this.draggedConnectionManager_.wouldConnectBlock()) {
// Applying connections also rerenders the relevant blocks.
this.draggedConnectionManager_.applyConnections();
} else {
this.draggingBlock_.render();
}
this.draggingBlock_.scheduleSnapAndBump();
}
this.workspace_.setResizesEnabled(true);
var toolbox = this.workspace_.getToolbox();
if (toolbox) {
var style = this.draggingBlock_.isDeletable() ? 'blocklyToolboxDelete' :
'blocklyToolboxGrab';
toolbox.removeStyle(style);
}
Blockly.Events.setGroup(false);
};
/**
* Fire a move event at the end of a block drag.
* @private
*/
Blockly.BlockDragger.prototype.fireMoveEvent_ = function() {
var event = new Blockly.Events.BlockMove(this.draggingBlock_);
event.oldCoordinate = this.startXY_;
event.recordNew();
Blockly.Events.fire(event);
};
/**
* Shut the trash can and, if necessary, delete the dragging block.
* Should be called at the end of a block drag.
* @return {boolean} Whether the block was deleted.
* @private
*/
Blockly.BlockDragger.prototype.maybeDeleteBlock_ = function() {
var trashcan = this.workspace_.trashcan;
if (this.wouldDeleteBlock_) {
if (trashcan) {
setTimeout(trashcan.close.bind(trashcan), 100);
}
// Fire a move event, so we know where to go back to for an undo.
this.fireMoveEvent_();
this.draggingBlock_.dispose(false, true);
} else if (trashcan) {
// Make sure the trash can is closed.
trashcan.close();
}
return this.wouldDeleteBlock_;
};
/**
* Update the cursor (and possibly the trash can lid) to reflect whether the
* dragging block would be deleted if released immediately.
* @private
*/
Blockly.BlockDragger.prototype.updateCursorDuringBlockDrag_ = function() {
this.wouldDeleteBlock_ = this.draggedConnectionManager_.wouldDeleteBlock();
var trashcan = this.workspace_.trashcan;
if (this.wouldDeleteBlock_) {
this.draggingBlock_.setDeleteStyle(true);
if (this.deleteArea_ == Blockly.DELETE_AREA_TRASH && trashcan) {
trashcan.setOpen_(true);
}
} else {
this.draggingBlock_.setDeleteStyle(false);
if (trashcan) {
trashcan.setOpen_(false);
}
}
};
/**
* Convert a coordinate object from pixels to workspace units, including a
* correction for mutator workspaces.
* This function does not consider differing origins. It simply scales the
* input's x and y values.
* @param {!Blockly.utils.Coordinate} pixelCoord A coordinate with x and y values
* in CSS pixel units.
* @return {!Blockly.utils.Coordinate} The input coordinate divided by the workspace
* scale.
* @private
*/
Blockly.BlockDragger.prototype.pixelsToWorkspaceUnits_ = function(pixelCoord) {
var result = new Blockly.utils.Coordinate(
pixelCoord.x / this.workspace_.scale,
pixelCoord.y / this.workspace_.scale);
if (this.workspace_.isMutator) {
// If we're in a mutator, its scale is always 1, purely because of some
// oddities in our rendering optimizations. The actual scale is the same as
// the scale on the parent workspace.
// Fix that for dragging.
var mainScale = this.workspace_.options.parentWorkspace.scale;
result.scale(1 / mainScale);
}
return result;
};
/**
* Move all of the icons connected to this drag.
* @param {!Blockly.utils.Coordinate} dxy How far to move the icons from their
* original positions, in workspace units.
* @private
*/
Blockly.BlockDragger.prototype.dragIcons_ = function(dxy) {
// Moving icons moves their associated bubbles.
for (var i = 0; i < this.dragIconData_.length; i++) {
var data = this.dragIconData_[i];
data.icon.setIconLocation(Blockly.utils.Coordinate.sum(data.location, dxy));
}
};
/**
* Get a list of the insertion markers that currently exist. Drags have 0, 1,
* or 2 insertion markers.
* @return {!Array.<!Blockly.BlockSvg>} A possibly empty list of insertion
* marker blocks.
* @package
*/
Blockly.BlockDragger.prototype.getInsertionMarkers = function() {
// No insertion markers with the old style of dragged connection managers.
if (this.draggedConnectionManager_ &&
this.draggedConnectionManager_.getInsertionMarkers) {
return this.draggedConnectionManager_.getInsertionMarkers();
}
return [];
};