Files
blockly/core/rendered_connection.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

501 lines
16 KiB
JavaScript

/**
* @license
* Copyright 2016 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 Components for creating connections between blocks.
* @author fenichel@google.com (Rachel Fenichel)
*/
'use strict';
goog.provide('Blockly.RenderedConnection');
goog.require('Blockly.Connection');
goog.require('Blockly.Events');
goog.require('Blockly.utils');
goog.require('Blockly.utils.Coordinate');
goog.require('Blockly.utils.dom');
goog.require('Blockly.utils.object');
/**
* Class for a connection between blocks that may be rendered on screen.
* @param {!Blockly.BlockSvg} source The block establishing this connection.
* @param {number} type The type of the connection.
* @extends {Blockly.Connection}
* @constructor
*/
Blockly.RenderedConnection = function(source, type) {
Blockly.RenderedConnection.superClass_.constructor.call(this, source, type);
/**
* Connection database for connections of this type on the current workspace.
* @const {!Blockly.ConnectionDB}
* @private
*/
this.db_ = source.workspace.connectionDBList[type];
/**
* Connection database for connections compatible with this type on the
* current workspace.
* @const {!Blockly.ConnectionDB}
* @private
*/
this.dbOpposite_ = source.workspace
.connectionDBList[Blockly.OPPOSITE_TYPE[type]];
/**
* Workspace units, (0, 0) is top left of block.
* @type {!Blockly.utils.Coordinate}
* @private
*/
this.offsetInBlock_ = new Blockly.utils.Coordinate(0, 0);
/**
* Has this connection been added to the connection database?
* @type {boolean}
* @private
*/
this.inDB_ = false;
/**
* Whether this connections is hidden (not tracked in a database) or not.
* @type {boolean}
* @private
*/
this.hidden_ = !this.db_;
};
Blockly.utils.object.inherits(Blockly.RenderedConnection, Blockly.Connection);
/**
* @override
*/
Blockly.RenderedConnection.prototype.dispose = function() {
if (this.inDB_) {
this.db_.removeConnection_(this);
}
Blockly.RenderedConnection.superClass_.dispose.call(this);
};
/**
* Returns the distance between this connection and another connection in
* workspace units.
* @param {!Blockly.Connection} otherConnection The other connection to measure
* the distance to.
* @return {number} The distance between connections, in workspace units.
*/
Blockly.RenderedConnection.prototype.distanceFrom = function(otherConnection) {
var xDiff = this.x_ - otherConnection.x_;
var yDiff = this.y_ - otherConnection.y_;
return Math.sqrt(xDiff * xDiff + yDiff * yDiff);
};
/**
* Move the block(s) belonging to the connection to a point where they don't
* visually interfere with the specified connection.
* @param {!Blockly.Connection} staticConnection The connection to move away
* from.
* @private
*/
Blockly.RenderedConnection.prototype.bumpAwayFrom_ = function(staticConnection) {
if (this.sourceBlock_.workspace.isDragging()) {
// Don't move blocks around while the user is doing the same.
return;
}
// Move the root block.
var rootBlock = this.sourceBlock_.getRootBlock();
if (rootBlock.isInFlyout) {
// Don't move blocks around in a flyout.
return;
}
var reverse = false;
if (!rootBlock.isMovable()) {
// Can't bump an uneditable block away.
// Check to see if the other block is movable.
rootBlock = staticConnection.getSourceBlock().getRootBlock();
if (!rootBlock.isMovable()) {
return;
}
// Swap the connections and move the 'static' connection instead.
staticConnection = this;
reverse = true;
}
// Raise it to the top for extra visibility.
var selected = Blockly.selected == rootBlock;
selected || rootBlock.addSelect();
var dx = (staticConnection.x_ + Blockly.SNAP_RADIUS +
Math.floor(Math.random() * Blockly.BUMP_RANDOMNESS)) - this.x_;
var dy = (staticConnection.y_ + Blockly.SNAP_RADIUS +
Math.floor(Math.random() * Blockly.BUMP_RANDOMNESS)) - this.y_;
if (reverse) {
// When reversing a bump due to an uneditable block, bump up.
dy = -dy;
}
if (rootBlock.RTL) {
dx = (staticConnection.x_ - Blockly.SNAP_RADIUS -
Math.floor(Math.random() * Blockly.BUMP_RANDOMNESS)) - this.x_;
}
rootBlock.moveBy(dx, dy);
selected || rootBlock.removeSelect();
};
/**
* Change the connection's coordinates.
* @param {number} x New absolute x coordinate, in workspace coordinates.
* @param {number} y New absolute y coordinate, in workspace coordinates.
*/
Blockly.RenderedConnection.prototype.moveTo = function(x, y) {
// Remove it from its old location in the database (if already present)
if (this.inDB_) {
this.db_.removeConnection_(this);
}
this.x_ = x;
this.y_ = y;
// Insert it into its new location in the database.
if (!this.hidden_) {
this.db_.addConnection(this);
}
};
/**
* Change the connection's coordinates.
* @param {number} dx Change to x coordinate, in workspace units.
* @param {number} dy Change to y coordinate, in workspace units.
*/
Blockly.RenderedConnection.prototype.moveBy = function(dx, dy) {
this.moveTo(this.x_ + dx, this.y_ + dy);
};
/**
* Move this connection to the location given by its offset within the block and
* the location of the block's top left corner.
* @param {!Blockly.utils.Coordinate} blockTL The location of the top left corner
* of the block, in workspace coordinates.
*/
Blockly.RenderedConnection.prototype.moveToOffset = function(blockTL) {
this.moveTo(blockTL.x + this.offsetInBlock_.x,
blockTL.y + this.offsetInBlock_.y);
};
/**
* Set the offset of this connection relative to the top left of its block.
* @param {number} x The new relative x, in workspace units.
* @param {number} y The new relative y, in workspace units.
*/
Blockly.RenderedConnection.prototype.setOffsetInBlock = function(x, y) {
this.offsetInBlock_.x = x;
this.offsetInBlock_.y = y;
};
/**
* Get the offset of this connection relative to the top left of its block.
* @return {!Blockly.utils.Coordinate} The offset of the connection.
* @package
*/
Blockly.RenderedConnection.prototype.getOffsetInBlock = function() {
return this.offsetInBlock_;
};
/**
* Move the blocks on either side of this connection right next to each other.
* @private
*/
Blockly.RenderedConnection.prototype.tighten_ = function() {
var dx = this.targetConnection.x_ - this.x_;
var dy = this.targetConnection.y_ - this.y_;
if (dx != 0 || dy != 0) {
var block = this.targetBlock();
var svgRoot = block.getSvgRoot();
if (!svgRoot) {
throw Error('block is not rendered.');
}
// Workspace coordinates.
var xy = Blockly.utils.getRelativeXY(svgRoot);
block.getSvgRoot().setAttribute('transform',
'translate(' + (xy.x - dx) + ',' + (xy.y - dy) + ')');
block.moveConnections_(-dx, -dy);
}
};
/**
* Find the closest compatible connection to this connection.
* All parameters are in workspace units.
* @param {number} maxLimit The maximum radius to another connection.
* @param {!Blockly.utils.Coordinate} dxy Offset between this connection's location
* in the database and the current location (as a result of dragging).
* @return {!{connection: ?Blockly.Connection, radius: number}} Contains two
* properties: 'connection' which is either another connection or null,
* and 'radius' which is the distance.
*/
Blockly.RenderedConnection.prototype.closest = function(maxLimit, dxy) {
return this.dbOpposite_.searchForClosest(this, maxLimit, dxy);
};
/**
* Add highlighting around this connection.
*/
Blockly.RenderedConnection.prototype.highlight = function() {
var steps;
var sourceBlockSvg = /** @type {!Blockly.BlockSvg} */ (this.sourceBlock_);
var renderingConstants =
sourceBlockSvg.workspace.getRenderer().getConstants();
if (this.type == Blockly.INPUT_VALUE || this.type == Blockly.OUTPUT_VALUE) {
// Vertical line, puzzle tab, vertical line.
var yLen = 5;
steps = Blockly.utils.svgPaths.moveBy(0, -yLen) +
Blockly.utils.svgPaths.lineOnAxis('v', yLen) +
renderingConstants.PUZZLE_TAB.pathDown +
Blockly.utils.svgPaths.lineOnAxis('v', yLen);
} else {
var xLen = 5;
// Horizontal line, notch, horizontal line.
steps = Blockly.utils.svgPaths.moveBy(-xLen, 0) +
Blockly.utils.svgPaths.lineOnAxis('h', xLen) +
renderingConstants.NOTCH.pathLeft +
Blockly.utils.svgPaths.lineOnAxis('h', xLen);
}
var xy = this.sourceBlock_.getRelativeToSurfaceXY();
var x = this.x_ - xy.x;
var y = this.y_ - xy.y;
Blockly.Connection.highlightedPath_ = Blockly.utils.dom.createSvgElement(
'path',
{
'class': 'blocklyHighlightedConnectionPath',
'd': steps,
transform: 'translate(' + x + ',' + y + ')' +
(this.sourceBlock_.RTL ? ' scale(-1 1)' : '')
},
this.sourceBlock_.getSvgRoot());
};
/**
* Unhide this connection, as well as all down-stream connections on any block
* attached to this connection. This happens when a block is expanded.
* Also unhides down-stream comments.
* @return {!Array.<!Blockly.Block>} List of blocks to render.
*/
Blockly.RenderedConnection.prototype.unhideAll = function() {
this.setHidden(false);
// All blocks that need unhiding must be unhidden before any rendering takes
// place, since rendering requires knowing the dimensions of lower blocks.
// Also, since rendering a block renders all its parents, we only need to
// render the leaf nodes.
var renderList = [];
if (this.type != Blockly.INPUT_VALUE && this.type != Blockly.NEXT_STATEMENT) {
// Only spider down.
return renderList;
}
var block = this.targetBlock();
if (block) {
var connections;
if (block.isCollapsed()) {
// This block should only be partially revealed since it is collapsed.
connections = [];
block.outputConnection && connections.push(block.outputConnection);
block.nextConnection && connections.push(block.nextConnection);
block.previousConnection && connections.push(block.previousConnection);
} else {
// Show all connections of this block.
connections = block.getConnections_(true);
}
for (var i = 0; i < connections.length; i++) {
renderList.push.apply(renderList, connections[i].unhideAll());
}
if (!renderList.length) {
// Leaf block.
renderList[0] = block;
}
}
return renderList;
};
/**
* Remove the highlighting around this connection.
*/
Blockly.RenderedConnection.prototype.unhighlight = function() {
Blockly.utils.dom.removeNode(Blockly.Connection.highlightedPath_);
delete Blockly.Connection.highlightedPath_;
};
/**
* Set whether this connections is hidden (not tracked in a database) or not.
* @param {boolean} hidden True if connection is hidden.
*/
Blockly.RenderedConnection.prototype.setHidden = function(hidden) {
this.hidden_ = hidden;
if (hidden && this.inDB_) {
this.db_.removeConnection_(this);
} else if (!hidden && !this.inDB_) {
this.db_.addConnection(this);
}
};
/**
* Hide this connection, as well as all down-stream connections on any block
* attached to this connection. This happens when a block is collapsed.
* Also hides down-stream comments.
*/
Blockly.RenderedConnection.prototype.hideAll = function() {
this.setHidden(true);
if (this.targetConnection) {
var blocks = this.targetBlock().getDescendants(false);
for (var i = 0; i < blocks.length; i++) {
var block = blocks[i];
// Hide all connections of all children.
var connections = block.getConnections_(true);
for (var j = 0; j < connections.length; j++) {
connections[j].setHidden(true);
}
// Close all bubbles of all children.
var icons = block.getIcons();
for (var j = 0; j < icons.length; j++) {
icons[j].setVisible(false);
}
}
}
};
/**
* Check if the two connections can be dragged to connect to each other.
* @param {!Blockly.Connection} candidate A nearby connection to check.
* @param {number=} maxRadius The maximum radius allowed for connections, in
* workspace units.
* @return {boolean} True if the connection is allowed, false otherwise.
*/
Blockly.RenderedConnection.prototype.isConnectionAllowed = function(candidate,
maxRadius) {
if (this.distanceFrom(candidate) > maxRadius) {
return false;
}
return Blockly.RenderedConnection.superClass_.isConnectionAllowed.call(this,
candidate);
};
/**
* Behavior after a connection attempt fails.
* @param {Blockly.Connection} otherConnection Connection that this connection
* failed to connect to.
* @package
*/
Blockly.RenderedConnection.prototype.onFailedConnect = function(
otherConnection) {
this.bumpAwayFrom_(otherConnection);
};
/**
* Disconnect two blocks that are connected by this connection.
* @param {!Blockly.Block} parentBlock The superior block.
* @param {!Blockly.Block} childBlock The inferior block.
* @private
*/
Blockly.RenderedConnection.prototype.disconnectInternal_ = function(parentBlock,
childBlock) {
Blockly.RenderedConnection.superClass_.disconnectInternal_.call(this,
parentBlock, childBlock);
// Rerender the parent so that it may reflow.
if (parentBlock.rendered) {
parentBlock.render();
}
if (childBlock.rendered) {
childBlock.updateDisabled();
childBlock.render();
}
};
/**
* Respawn the shadow block if there was one connected to the this connection.
* Render/rerender blocks as needed.
* @private
*/
Blockly.RenderedConnection.prototype.respawnShadow_ = function() {
var parentBlock = this.getSourceBlock();
// Respawn the shadow block if there is one.
var shadow = this.getShadowDom();
if (parentBlock.workspace && shadow && Blockly.Events.recordUndo) {
Blockly.RenderedConnection.superClass_.respawnShadow_.call(this);
var blockShadow = this.targetBlock();
if (!blockShadow) {
throw Error('Couldn\'t respawn the shadow block that should exist here.');
}
blockShadow.initSvg();
blockShadow.render(false);
if (parentBlock.rendered) {
parentBlock.render();
}
}
};
/**
* Find all nearby compatible connections to this connection.
* Type checking does not apply, since this function is used for bumping.
* @param {number} maxLimit The maximum radius to another connection, in
* workspace units.
* @return {!Array.<!Blockly.Connection>} List of connections.
* @private
*/
Blockly.RenderedConnection.prototype.neighbours_ = function(maxLimit) {
return this.dbOpposite_.getNeighbours(this, maxLimit);
};
/**
* Connect two connections together. This is the connection on the superior
* block. Rerender blocks as needed.
* @param {!Blockly.Connection} childConnection Connection on inferior block.
* @private
*/
Blockly.RenderedConnection.prototype.connect_ = function(childConnection) {
Blockly.RenderedConnection.superClass_.connect_.call(this, childConnection);
var parentConnection = this;
var parentBlock = parentConnection.getSourceBlock();
var childBlock = childConnection.getSourceBlock();
if (parentBlock.rendered) {
parentBlock.updateDisabled();
}
if (childBlock.rendered) {
childBlock.updateDisabled();
}
if (parentBlock.rendered && childBlock.rendered) {
if (parentConnection.type == Blockly.NEXT_STATEMENT ||
parentConnection.type == Blockly.PREVIOUS_STATEMENT) {
// Child block may need to square off its corners if it is in a stack.
// Rendering a child will render its parent.
childBlock.render();
} else {
// Child block does not change shape. Rendering the parent node will
// move its connected children into position.
parentBlock.render();
}
}
};
/**
* Function to be called when this connection's compatible types have changed.
* @private
*/
Blockly.RenderedConnection.prototype.onCheckChanged_ = function() {
// The new value type may not be compatible with the existing connection.
if (this.isConnected() && !this.checkType_(this.targetConnection)) {
var child = this.isSuperior() ? this.targetBlock() : this.sourceBlock_;
child.unplug();
// Bump away.
this.sourceBlock_.bumpNeighbours_();
}
};