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* 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.
701 lines
23 KiB
JavaScript
701 lines
23 KiB
JavaScript
/**
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* @license
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* Copyright 2017 Google LLC
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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/**
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* @fileoverview Class that controls updates to connections during drags.
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* @author fenichel@google.com (Rachel Fenichel)
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*/
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'use strict';
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goog.provide('Blockly.InsertionMarkerManager');
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goog.require('Blockly.blockAnimations');
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goog.require('Blockly.Events');
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/**
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* Class that controls updates to connections during drags. It is primarily
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* responsible for finding the closest eligible connection and highlighting or
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* unhiglighting it as needed during a drag.
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* @param {!Blockly.BlockSvg} block The top block in the stack being dragged.
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* @constructor
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*/
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Blockly.InsertionMarkerManager = function(block) {
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Blockly.selected = block;
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/**
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* The top block in the stack being dragged.
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* Does not change during a drag.
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* @type {!Blockly.Block}
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* @private
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*/
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this.topBlock_ = block;
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/**
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* The workspace on which these connections are being dragged.
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* Does not change during a drag.
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* @type {!Blockly.WorkspaceSvg}
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* @private
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*/
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this.workspace_ = block.workspace;
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/**
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* The last connection on the stack, if it's not the last connection on the
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* first block.
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* Set in initAvailableConnections, if at all.
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* @type {Blockly.RenderedConnection}
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* @private
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*/
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this.lastOnStack_ = null;
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/**
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* The insertion marker corresponding to the last block in the stack, if
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* that's not the same as the first block in the stack.
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* Set in initAvailableConnections, if at all
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* @type {Blockly.BlockSvg}
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* @private
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*/
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this.lastMarker_ = null;
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/**
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* The insertion marker that shows up between blocks to show where a block
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* would go if dropped immediately.
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* @type {Blockly.BlockSvg}
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* @private
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*/
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this.firstMarker_ = this.createMarkerBlock_(this.topBlock_);
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/**
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* The connection that this block would connect to if released immediately.
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* Updated on every mouse move.
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* This is not on any of the blocks that are being dragged.
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* @type {Blockly.RenderedConnection}
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* @private
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*/
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this.closestConnection_ = null;
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/**
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* The connection that would connect to this.closestConnection_ if this block
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* were released immediately.
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* Updated on every mouse move.
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* This is on the top block that is being dragged or the last block in the
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* dragging stack.
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* @type {Blockly.RenderedConnection}
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* @private
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*/
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this.localConnection_ = null;
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/**
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* Whether the block would be deleted if it were dropped immediately.
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* Updated on every mouse move.
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* @type {boolean}
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* @private
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*/
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this.wouldDeleteBlock_ = false;
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/**
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* Connection on the insertion marker block that corresponds to
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* this.localConnection_ on the currently dragged block.
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* @type {Blockly.RenderedConnection}
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* @private
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*/
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this.markerConnection_ = null;
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/**
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* Whether we are currently highlighting the block (shadow or real) that would
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* be replaced if the drag were released immediately.
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* @type {boolean}
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* @private
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*/
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this.highlightingBlock_ = false;
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/**
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* The block that is being highlighted for replacement, or null.
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* @type {Blockly.BlockSvg}
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* @private
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*/
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this.highlightedBlock_ = null;
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/**
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* The connections on the dragging blocks that are available to connect to
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* other blocks. This includes all open connections on the top block, as well
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* as the last connection on the block stack.
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* Does not change during a drag.
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* @type {!Array.<!Blockly.RenderedConnection>}
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* @private
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*/
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this.availableConnections_ = this.initAvailableConnections_();
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};
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/**
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* Sever all links from this object.
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* @package
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*/
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Blockly.InsertionMarkerManager.prototype.dispose = function() {
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this.topBlock_ = null;
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this.workspace_ = null;
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this.availableConnections_.length = 0;
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this.closestConnection_ = null;
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this.localConnection_ = null;
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Blockly.Events.disable();
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try {
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if (this.firstMarker_) {
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this.firstMarker_.dispose();
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this.firstMarker_ = null;
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}
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if (this.lastMarker_) {
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this.lastMarker_.dispose();
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this.lastMarker_ = null;
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}
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} finally {
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Blockly.Events.enable();
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}
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this.highlightedBlock_ = null;
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};
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/**
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* Return whether the block would be deleted if dropped immediately, based on
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* information from the most recent move event.
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* @return {boolean} True if the block would be deleted if dropped immediately.
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* @package
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*/
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Blockly.InsertionMarkerManager.prototype.wouldDeleteBlock = function() {
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return this.wouldDeleteBlock_;
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};
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/**
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* Return whether the block would be connected if dropped immediately, based on
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* information from the most recent move event.
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* @return {boolean} True if the block would be connected if dropped
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* immediately.
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* @package
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*/
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Blockly.InsertionMarkerManager.prototype.wouldConnectBlock = function() {
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return !!this.closestConnection_;
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};
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/**
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* Connect to the closest connection and render the results.
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* This should be called at the end of a drag.
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* @package
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*/
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Blockly.InsertionMarkerManager.prototype.applyConnections = function() {
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if (this.closestConnection_) {
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// Don't fire events for insertion markers.
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Blockly.Events.disable();
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this.hidePreview_();
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Blockly.Events.enable();
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// Connect two blocks together.
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this.localConnection_.connect(this.closestConnection_);
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if (this.topBlock_.rendered) {
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// Trigger a connection animation.
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// Determine which connection is inferior (lower in the source stack).
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var inferiorConnection = this.localConnection_.isSuperior() ?
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this.closestConnection_ : this.localConnection_;
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Blockly.blockAnimations.connectionUiEffect(
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inferiorConnection.getSourceBlock());
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// Bring the just-edited stack to the front.
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var rootBlock = this.topBlock_.getRootBlock();
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rootBlock.bringToFront();
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}
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}
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};
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/**
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* Update highlighted connections based on the most recent move location.
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* @param {!Blockly.utils.Coordinate} dxy Position relative to drag start,
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* in workspace units.
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* @param {?number} deleteArea One of {@link Blockly.DELETE_AREA_TRASH},
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* {@link Blockly.DELETE_AREA_TOOLBOX}, or {@link Blockly.DELETE_AREA_NONE}.
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* @package
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*/
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Blockly.InsertionMarkerManager.prototype.update = function(dxy, deleteArea) {
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var candidate = this.getCandidate_(dxy);
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this.wouldDeleteBlock_ = this.shouldDelete_(candidate, deleteArea);
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var shouldUpdate = this.wouldDeleteBlock_ ||
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this.shouldUpdatePreviews_(candidate, dxy);
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if (shouldUpdate) {
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// Don't fire events for insertion marker creation or movement.
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Blockly.Events.disable();
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this.maybeHidePreview_(candidate);
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this.maybeShowPreview_(candidate);
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Blockly.Events.enable();
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}
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};
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/**
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* Create an insertion marker that represents the given block.
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* @param {!Blockly.BlockSvg} sourceBlock The block that the insertion marker
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* will represent.
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* @return {!Blockly.BlockSvg} The insertion marker that represents the given
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* block.
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* @private
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*/
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Blockly.InsertionMarkerManager.prototype.createMarkerBlock_ = function(sourceBlock) {
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var imType = sourceBlock.type;
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Blockly.Events.disable();
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try {
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var result = this.workspace_.newBlock(imType);
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result.setInsertionMarker(true, sourceBlock.width);
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result.setCollapsed(sourceBlock.isCollapsed());
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if (sourceBlock.mutationToDom) {
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var oldMutationDom = sourceBlock.mutationToDom();
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if (oldMutationDom) {
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result.domToMutation(oldMutationDom);
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}
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}
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// Copy field values from the other block. These values may impact the
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// rendered size of the insertion marker. Note that we do not care about
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// child blocks here.
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for (var i = 0; i < sourceBlock.inputList.length; i++) {
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var sourceInput = sourceBlock.inputList[i];
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var resultInput = result.inputList[i];
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for (var j = 0; j < sourceInput.fieldRow.length; j++) {
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var sourceField = sourceInput.fieldRow[j];
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var resultField = resultInput.fieldRow[j];
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resultField.setValue(sourceField.getValue());
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}
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}
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result.initSvg();
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result.getSvgRoot().setAttribute('visibility', 'hidden');
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} finally {
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Blockly.Events.enable();
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}
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return result;
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};
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/**
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* Populate the list of available connections on this block stack. This should
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* only be called once, at the beginning of a drag.
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* If the stack has more than one block, this function will populate
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* lastOnStack_ and create the corresponding insertion marker.
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* @return {!Array.<!Blockly.RenderedConnection>} A list of available
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* connections.
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* @private
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*/
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Blockly.InsertionMarkerManager.prototype.initAvailableConnections_ = function() {
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var available = this.topBlock_.getConnections_(false);
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// Also check the last connection on this stack
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var lastOnStack = this.topBlock_.lastConnectionInStack();
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if (lastOnStack && lastOnStack != this.topBlock_.nextConnection) {
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available.push(lastOnStack);
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this.lastOnStack_ = lastOnStack;
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this.lastMarker_ = this.createMarkerBlock_(lastOnStack.sourceBlock_);
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}
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return available;
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};
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/**
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* Whether the previews (insertion marker and replacement marker) should be
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* updated based on the closest candidate and the current drag distance.
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* @param {!Object} candidate An object containing a local connection, a closest
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* connection, and a radius. Returned by getCandidate_.
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* @param {!Blockly.utils.Coordinate} dxy Position relative to drag start,
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* in workspace units.
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* @return {boolean} Whether the preview should be updated.
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* @private
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*/
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Blockly.InsertionMarkerManager.prototype.shouldUpdatePreviews_ = function(
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candidate, dxy) {
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var candidateLocal = candidate.local;
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var candidateClosest = candidate.closest;
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var radius = candidate.radius;
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// Found a connection!
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if (candidateLocal && candidateClosest) {
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// We're already showing an insertion marker.
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// Decide whether the new connection has higher priority.
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if (this.localConnection_ && this.closestConnection_) {
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// The connection was the same as the current connection.
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if (this.closestConnection_ == candidateClosest &&
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this.localConnection_ == candidateLocal) {
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return false;
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}
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var xDiff = this.localConnection_.x_ + dxy.x - this.closestConnection_.x_;
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var yDiff = this.localConnection_.y_ + dxy.y - this.closestConnection_.y_;
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var curDistance = Math.sqrt(xDiff * xDiff + yDiff * yDiff);
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// Slightly prefer the existing preview over a new preview.
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return !(candidateClosest && radius > curDistance -
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Blockly.CURRENT_CONNECTION_PREFERENCE);
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} else if (!this.localConnection_ && !this.closestConnection_) {
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// We weren't showing a preview before, but we should now.
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return true;
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} else {
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console.error('Only one of localConnection_ and closestConnection_ was set.');
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}
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} else { // No connection found.
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// Only need to update if we were showing a preview before.
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return !!(this.localConnection_ && this.closestConnection_);
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}
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console.error('Returning true from shouldUpdatePreviews, but it\'s not clear why.');
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return true;
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};
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/**
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* Find the nearest valid connection, which may be the same as the current
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* closest connection.
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* @param {!Blockly.utils.Coordinate} dxy Position relative to drag start,
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* in workspace units.
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* @return {!Object} An object containing a local connection, a closest
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* connection, and a radius.
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*/
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Blockly.InsertionMarkerManager.prototype.getCandidate_ = function(dxy) {
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var radius = this.getStartRadius_();
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var candidateClosest = null;
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var candidateLocal = null;
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for (var i = 0; i < this.availableConnections_.length; i++) {
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var myConnection = this.availableConnections_[i];
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var neighbour = myConnection.closest(radius, dxy);
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if (neighbour.connection) {
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candidateClosest = neighbour.connection;
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candidateLocal = myConnection;
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radius = neighbour.radius;
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}
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}
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return {
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closest: candidateClosest,
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local: candidateLocal,
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radius: radius
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};
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};
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/**
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* Decide the radius at which to start searching for the closest connection.
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* @return {number} The radius at which to start the search for the closest
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* connection.
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* @private
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*/
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Blockly.InsertionMarkerManager.prototype.getStartRadius_ = function() {
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// If there is already a connection highlighted,
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// increase the radius we check for making new connections.
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// Why? When a connection is highlighted, blocks move around when the insertion
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// marker is created, which could cause the connection became out of range.
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// By increasing radiusConnection when a connection already exists,
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// we never "lose" the connection from the offset.
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if (this.closestConnection_ && this.localConnection_) {
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return Blockly.CONNECTING_SNAP_RADIUS;
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}
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return Blockly.SNAP_RADIUS;
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};
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/**
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* Whether ending the drag would replace a block or insert a block.
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* @return {boolean} True if dropping the block immediately would replace
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* another block. False if dropping the block immediately would result in
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* the block being inserted in a block stack.
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* @private
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*/
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Blockly.InsertionMarkerManager.prototype.shouldReplace_ = function() {
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var closest = this.closestConnection_;
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var local = this.localConnection_;
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// Dragging a block over an existing block in an input.
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if (local.type == Blockly.OUTPUT_VALUE) {
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// Insert the dragged block into the stack if possible.
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if (!closest.isConnected() ||
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Blockly.Connection.lastConnectionInRow_(this.topBlock_,
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closest.targetConnection.getSourceBlock())) {
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return false; // Insert.
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}
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// Otherwise replace the existing block and bump it out.
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return true; // Replace.
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}
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// Connecting to a statement input of c-block is an insertion, even if that
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// c-block is terminal (e.g. forever).
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if (local == local.sourceBlock_.getFirstStatementConnection()) {
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return false; // Insert.
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}
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// Dragging a terminal block over another (connected) terminal block will
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// replace, not insert.
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var isTerminalBlock = !this.topBlock_.nextConnection;
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var isConnectedTerminal = isTerminalBlock &&
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local.type == Blockly.PREVIOUS_STATEMENT && closest.isConnected();
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if (isConnectedTerminal) {
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return true; // Replace.
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}
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// Otherwise it's an insertion.
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return false;
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};
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/**
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* Whether ending the drag would delete the block.
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* @param {!Object} candidate An object containing a local connection, a closest
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* connection, and a radius.
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* @param {?number} deleteArea One of {@link Blockly.DELETE_AREA_TRASH},
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* {@link Blockly.DELETE_AREA_TOOLBOX}, or {@link Blockly.DELETE_AREA_NONE}.
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* @return {boolean} True if dropping the block immediately would replace
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* delete the block. False otherwise.
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* @private
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*/
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Blockly.InsertionMarkerManager.prototype.shouldDelete_ = function(candidate,
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deleteArea) {
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// Prefer connecting over dropping into the trash can, but prefer dragging to
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// the toolbox over connecting to other blocks.
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var wouldConnect = candidate && !!candidate.closest &&
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deleteArea != Blockly.DELETE_AREA_TOOLBOX;
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var wouldDelete = !!deleteArea && !this.topBlock_.getParent() &&
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this.topBlock_.isDeletable();
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return wouldDelete && !wouldConnect;
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};
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/**
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* Show an insertion marker or replacement highlighting during a drag, if
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* needed.
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* At the beginning of this function, this.localConnection_ and
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* this.closestConnection_ should both be null.
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* @param {!Object} candidate An object containing a local connection, a closest
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* connection, and a radius.
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* @private
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*/
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Blockly.InsertionMarkerManager.prototype.maybeShowPreview_ = function(candidate) {
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// Nope, don't add a marker.
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if (this.wouldDeleteBlock_) {
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return;
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}
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var closest = candidate.closest;
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var local = candidate.local;
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// Nothing to connect to.
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if (!closest) {
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return;
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}
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// Something went wrong and we're trying to connect to an invalid connection.
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if (closest == this.closestConnection_ ||
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closest.sourceBlock_.isInsertionMarker()) {
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console.log('Trying to connect to an insertion marker');
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return;
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}
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// Add an insertion marker or replacement marker.
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this.closestConnection_ = closest;
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this.localConnection_ = local;
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this.showPreview_();
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};
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/**
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* A preview should be shown. This function figures out if it should be a block
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* highlight or an insertion marker, and shows the appropriate one.
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* @private
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*/
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Blockly.InsertionMarkerManager.prototype.showPreview_ = function() {
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if (this.shouldReplace_()) {
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this.highlightBlock_();
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} else { // Should insert
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this.connectMarker_();
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}
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// Also highlight the actual connection, as a nod to previous behaviour.
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if (this.closestConnection_) {
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this.closestConnection_.highlight();
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}
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|
};
|
|
|
|
/**
|
|
* 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
|
|
*/
|
|
Blockly.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.
|
|
var hadPreview = this.closestConnection_ && this.localConnection_;
|
|
var closestChanged = this.closestConnection_ != candidate.closest;
|
|
var 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
|
|
*/
|
|
Blockly.InsertionMarkerManager.prototype.hidePreview_ = function() {
|
|
if (this.closestConnection_) {
|
|
this.closestConnection_.unhighlight();
|
|
}
|
|
if (this.highlightingBlock_) {
|
|
this.unhighlightBlock_();
|
|
} else if (this.markerConnection_) {
|
|
this.disconnectMarker_();
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Add highlighting showing which block will be replaced.
|
|
*/
|
|
Blockly.InsertionMarkerManager.prototype.highlightBlock_ = function() {
|
|
var closest = this.closestConnection_;
|
|
var local = this.localConnection_;
|
|
if (closest.targetBlock()) {
|
|
this.highlightedBlock_ = closest.targetBlock();
|
|
closest.targetBlock().highlightForReplacement(true);
|
|
} else if (local.type == Blockly.OUTPUT_VALUE) {
|
|
this.highlightedBlock_ = closest.sourceBlock_;
|
|
// TODO: remove?
|
|
closest.sourceBlock_.highlightShapeForInput(closest, true);
|
|
}
|
|
this.highlightingBlock_ = true;
|
|
};
|
|
|
|
/**
|
|
* Get rid of the highlighting marking the block that will be replaced.
|
|
*/
|
|
Blockly.InsertionMarkerManager.prototype.unhighlightBlock_ = function() {
|
|
var closest = this.closestConnection_;
|
|
// If there's no block in place, but we're still connecting to a value input,
|
|
// then we must have been highlighting an input shape.
|
|
if (closest.type == Blockly.INPUT_VALUE && !closest.isConnected()) {
|
|
this.highlightedBlock_.highlightShapeForInput(closest, false);
|
|
} else {
|
|
this.highlightedBlock_.highlightForReplacement(false);
|
|
}
|
|
this.highlightedBlock_ = null;
|
|
this.highlightingBlock_ = false;
|
|
};
|
|
|
|
/**
|
|
* Disconnect the insertion marker block in a manner that returns the stack to
|
|
* original state.
|
|
* @private
|
|
*/
|
|
Blockly.InsertionMarkerManager.prototype.disconnectMarker_ = function() {
|
|
if (!this.markerConnection_) {
|
|
console.log('No insertion marker connection to disconnect');
|
|
return;
|
|
}
|
|
|
|
var imConn = this.markerConnection_;
|
|
var imBlock = imConn.sourceBlock_;
|
|
var markerNext = imBlock.nextConnection;
|
|
var markerPrev = imBlock.previousConnection;
|
|
var markerOutput = imBlock.outputConnection;
|
|
|
|
var isFirstInStatementStack =
|
|
(imConn == markerNext && !(markerPrev && markerPrev.targetConnection));
|
|
|
|
var isFirstInOutputStack = imConn.type == Blockly.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 == Blockly.NEXT_STATEMENT && imConn != markerNext) {
|
|
var innerConnection = imConn.targetConnection;
|
|
innerConnection.sourceBlock_.unplug(false);
|
|
|
|
var 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;
|
|
imBlock.getSvgRoot().setAttribute('visibility', 'hidden');
|
|
};
|
|
|
|
/**
|
|
* Add an insertion marker connected to the appropriate blocks.
|
|
* @private
|
|
*/
|
|
Blockly.InsertionMarkerManager.prototype.connectMarker_ = function() {
|
|
var local = this.localConnection_;
|
|
var closest = this.closestConnection_;
|
|
|
|
var isLastInStack = this.lastOnStack_ && local == this.lastOnStack_;
|
|
var imBlock = isLastInStack ? this.lastMarker_ : this.firstMarker_;
|
|
var imConn = imBlock.getMatchingConnection(local.sourceBlock_, local);
|
|
|
|
if (imConn == this.markerConnection_) {
|
|
throw Error('Made it to connectMarker_ 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');
|
|
|
|
// Position based on the calculated connection locations.
|
|
imBlock.positionNewBlock(imBlock, imConn, closest);
|
|
|
|
// Connect() also renders the insertion marker.
|
|
imConn.connect(closest);
|
|
this.markerConnection_ = imConn;
|
|
};
|
|
|
|
/**
|
|
* 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.InsertionMarkerManager.prototype.getInsertionMarkers = function() {
|
|
var result = [];
|
|
if (this.firstMarker_) {
|
|
result.push(this.firstMarker_);
|
|
}
|
|
if (this.lastMarker_) {
|
|
result.push(this.lastMarker_);
|
|
}
|
|
return result;
|
|
};
|