Files
blockly/core/serialization/blocks.js
Beka Westberg 9138bca93c feat: add initialization of blocks and event firing (#5166)
* Change playground to use JSO system

* Add tests for initialization and events

* Add initialization of blocks

* PR Comments
2021-09-20 13:08:35 -07:00

470 lines
14 KiB
JavaScript

/**
* @license
* Copyright 2021 Google LLC
* SPDX-License-Identifier: Apache-2.0
*/
/**
* @fileoverview Handles serializing blocks to plain JavaScript objects only
* containing state.
*/
'use strict';
goog.module('Blockly.serialization.blocks');
goog.module.declareLegacyNamespace();
// eslint-disable-next-line no-unused-vars
const Block = goog.requireType('Blockly.Block');
// eslint-disable-next-line no-unused-vars
const Connection = goog.requireType('Blockly.Connection');
// eslint-disable-next-line no-unused-vars
const Workspace = goog.requireType('Blockly.Workspace');
const Xml = goog.require('Blockly.Xml');
const inputTypes = goog.require('Blockly.inputTypes');
// TODO: Remove this once lint is fixed.
/* eslint-disable no-use-before-define */
/**
* Represents the state of a connection.
* @typedef {{
* shadow: (!State|undefined),
* block: (!State|undefined)
* }}
*/
var ConnectionState;
exports.ConnectionState = ConnectionState;
/**
* Represents the state of a given block.
* @typedef {{
* type: string,
* id: string,
* x: (number|undefined),
* y: (number|undefined),
* collapsed: (boolean|undefined),
* disabled: (boolean|undefined),
* editable: (boolean|undefined),
* deletable: (boolean|undefined),
* movable: (boolean|undefined),
* inline: (boolean|undefined),
* data: (string|undefined),
* extra-state: *,
* fields: (!Object<string, *>|undefined),
* inputs: (!Object<string, !ConnectionState>|undefined),
* next: (!ConnectionState|undefined)
* }}
*/
var State;
exports.State = State;
/**
* Returns the state of the given block as a plain JavaScript object.
* @param {!Block} block The block to serialize.
* @param {{addCoordinates: (boolean|undefined), addInputBlocks:
* (boolean|undefined), addNextBlocks: (boolean|undefined)}=} param1
* addCoordinates: If true, the coordinates of the block are added to the
* serialized state. False by default.
* addinputBlocks: If true, children of the block which are connected to
* inputs will be serialized. True by default.
* addNextBlocks: If true, children of the block which are connected to the
* block's next connection (if it exists) will be serialized.
* True by default.
* @return {?State} The serialized state of the
* block, or null if the block could not be serialied (eg it was an
* insertion marker).
*/
const save = function(
block,
{
addCoordinates = false,
addInputBlocks = true,
addNextBlocks = true
} = {}
) {
if (block.isInsertionMarker()) {
return null;
}
const state = {
'type': block.type,
'id': block.id
};
if (addCoordinates) {
saveCoords(block, state);
}
saveAttributes(block, state);
saveExtraState(block, state);
saveFields(block, state);
if (addInputBlocks) {
saveInputBlocks(block, state);
}
if (addNextBlocks) {
saveNextBlocks(block, state);
}
return state;
};
exports.save = save;
/**
* Adds attributes to the given state object based on the state of the block.
* Eg collapsed, disabled, editable, etc.
* @param {!Block} block The block to base the attributes on.
* @param {!State} state The state object to append to.
*/
const saveAttributes = function(block, state) {
if (block.isCollapsed()) {
state['collapsed'] = true;
}
if (!block.isEnabled()) {
state['enabled'] = false;
}
if (!block.isEditable()) {
state['editable'] = false;
}
if (!block.isDeletable() && !block.isShadow()) {
state['deletable'] = false;
}
if (!block.isMovable() && !block.isShadow()) {
state['movable'] = false;
}
if (block.inputsInline !== undefined &&
block.inputsInline !== block.inputsInlineDefault) {
state['inline'] = block.inputsInline;
}
// Data is a nullable string, so we don't need to worry about falsy values.
if (block.data) {
state['data'] = block.data;
}
};
/**
* Adds the coordinates of the given block to the given state object.
* @param {!Block} block The block to base the coordinates on
* @param {!State} state The state object to append to
*/
const saveCoords = function(block, state) {
const workspace = block.workspace;
const xy = block.getRelativeToSurfaceXY();
state['x'] = Math.round(workspace.RTL ? workspace.getWidth() - xy.x : xy.x);
state['y'] = Math.round(xy.y);
};
/**
* Adds any extra state the block may provide to the given state object.
* @param {!Block} block The block to serialize the extra state of.
* @param {!State} state The state object to append to.
*/
const saveExtraState = function(block, state) {
if (block.saveExtraState) {
const extraState = block.saveExtraState();
if (extraState !== null) {
state['extraState'] = extraState;
}
}
};
/**
* Adds the state of all of the fields on the block to the given state object.
* @param {!Block} block The block to serialize the field state of.
* @param {!State} state The state object to append to.
*/
const saveFields = function(block, state) {
let hasFieldState = false;
let fields = Object.create(null);
for (let i = 0; i < block.inputList.length; i++) {
const input = block.inputList[i];
for (let j = 0; j < input.fieldRow.length; j++) {
const field = input.fieldRow[j];
if (field.isSerializable()) {
hasFieldState = true;
fields[field.name] = field.saveState();
}
}
}
if (hasFieldState) {
state['fields'] = fields;
}
};
/**
* Adds the state of all of the child blocks of the given block (which are
* connected to inputs) to the given state object.
* @param {!Block} block The block to serialize the input blocks of.
* @param {!State} state The state object to append to.
*/
const saveInputBlocks = function(block, state) {
const inputs = Object.create(null);
for (let i = 0; i < block.inputList.length; i++) {
const input = block.inputList[i];
if (input.type === inputTypes.DUMMY) {
continue;
}
const connectionState =
saveConnection(/** @type {!Connection} */ (input.connection));
if (connectionState) {
inputs[input.name] = connectionState;
}
}
if (Object.keys(inputs).length) {
state['inputs'] = inputs;
}
};
/**
* Adds the state of all of the next blocks of the given block to the given
* state object.
* @param {!Block} block The block to serialize the next blocks of.
* @param {!State} state The state object to append to.
*/
const saveNextBlocks = function(block, state) {
if (!block.nextConnection) {
return;
}
const connectionState = saveConnection(block.nextConnection);
if (connectionState) {
state['next'] = connectionState;
}
};
/**
* Returns the state of the given connection (ie the state of any connected
* shadow or real blocks).
* @param {!Connection} connection The connection to serialize the connected
* blocks of.
* @return {?ConnectionState} An object containing the state of any connected
* shadow block, or any connected real block.
*/
const saveConnection = function(connection) {
const shadow = connection.getShadowDom();
const child = connection.targetBlock();
if (!shadow && !child) {
return null;
}
var state = Object.create(null);
if (shadow) {
state['shadow'] = Xml.domToText(shadow)
.replace('xmlns="https://developers.google.com/blockly/xml"', '');
}
if (child && !child.isShadow()) {
state['block'] = save(child);
}
return state;
};
/**
* Loads the block represented by the given state into the given workspace.
* @param {!State} state The state of a block to deserialize into the workspace.
* @param {!Workspace} workspace The workspace to add the block to.
* @return {!Block} The block that was just loaded.
*/
const load = function(state, workspace) {
// We only want to fire an event for the top block.
Blockly.Events.disable();
const block = loadInternal(state, workspace);
Blockly.Events.enable();
Blockly.Events.fire(
new (Blockly.Events.get(Blockly.Events.BLOCK_CREATE))(block));
// Adding connections to the connection db is expensive. This defers that
// operation to decrease load time.
if (block instanceof Blockly.BlockSvg) {
setTimeout(() => {
if (!block.disposed) {
block.setConnectionTracking(true);
}
}, 1);
}
return block;
};
exports.load = load;
/**
* Loads the block represented by the given state into the given workspace.
* This is defined internally so that the extra optional parameter doesn't
* clutter our external API.
* @param {!State} state The state of a block to deserialize into the workspace.
* @param {!Workspace} workspace The workspace to add the block to.
* @param {!Connection=} parentConnection The optional parent connection to
* attach the block to.
* @return {!Block} The block that was just loaded.
*/
const loadInternal = function(state, workspace, parentConnection = undefined) {
const block = workspace.newBlock(state['type'], state['id']);
loadCoords(block, state);
loadAttributes(block, state);
loadExtraState(block, state);
if (parentConnection &&
(block.outputConnection || block.previousConnection)) {
parentConnection.connect(
/** @type {!Connection} */
(block.outputConnection || block.previousConnection));
}
// loadIcons(block, state);
loadFields(block, state);
loadInputBlocks(block, state);
loadNextBlocks(block, state);
initBlock(block);
return block;
};
/**
* Applies any coordinate information available on the state object to the
* block.
* @param {!Block} block The block to set the position of.
* @param {!State} state The state object to reference.
*/
const loadCoords = function(block, state) {
const x = state['x'] === undefined ? 10 : state['x'];
const y = state['y'] === undefined ? 10 : state['y'];
block.moveBy(x, y);
};
/**
* Applies any attribute information available on the state object to the block.
* @param {!Block} block The block to set the attributes of.
* @param {!State} state The state object to reference.
*/
const loadAttributes = function(block, state) {
if (state['collapsed']) {
block.setCollapsed(true);
}
if (state['enabled'] === false) {
block.setEnabled(false);
}
if (state['editable'] === false) {
block.setEditable(false);
}
if (state['deletable'] === false) {
block.setDeletable(false);
}
if (state['movable'] === false) {
block.setMovable(false);
}
if (state['inline'] !== undefined) {
block.setInputsInline(state['inline']);
}
if (state['data'] !== undefined) {
block.data = state['data'];
}
};
/**
* Applies any extra state information available on the state object to the
* block.
* @param {!Block} block The block to set the extra state of.
* @param {!State} state The state object to reference.
*/
const loadExtraState = function(block, state) {
if (!state['extraState']) {
return;
}
block.loadExtraState(state['extraState']);
};
/**
* Applies any field information available on the state object to the block.
* @param {!Block} block The block to set the field state of.
* @param {!State} state The state object to reference.
*/
const loadFields = function(block, state) {
if (!state['fields']) {
return;
}
const keys = Object.keys(state['fields']);
for (let i = 0; i < keys.length; i++) {
const fieldName = keys[i];
const fieldState = state['fields'][fieldName];
const field = block.getField(fieldName);
if (!field) {
console.warn(
`Ignoring non-existant field ${fieldName} in block ${block.type}`);
continue;
}
field.loadState(fieldState);
}
};
/**
* Creates any child blocks (attached to inputs) defined by the given state
* and attaches them to the given block.
* @param {!Block} block The block to attach input blocks to.
* @param {!State} state The state object to reference.
*/
const loadInputBlocks = function(block, state) {
if (!state['inputs']) {
return;
}
const keys = Object.keys(state['inputs']);
for (let i = 0; i < keys.length; i++) {
const inputName = keys[i];
const input = block.getInput(inputName);
if (input && input.connection) {
loadConnection(input.connection, state['inputs'][inputName]);
}
}
};
/**
* Creates any next blocks defined by the given state and attaches them to the
* given block.
* @param {!Block} block The block to attach next blocks to.
* @param {!State} state The state object to reference.
*/
const loadNextBlocks = function(block, state) {
if (!state['next']) {
return;
}
if (block.nextConnection) {
loadConnection(block.nextConnection, state['next']);
}
};
/**
* Applies the state defined by connectionState to the given connection, ie
* assigns shadows and attaches child blocks.
* @param {!Connection} connection The connection to serialize the
* connected blocks of.
* @param {!ConnectionState} connectionState The object containing the state of
* any connected shadow block, or any connected real block.
*/
const loadConnection = function(connection, connectionState) {
if (connectionState['shadow']) {
connection.setShadowDom(Blockly.Xml.textToDom(connectionState['shadow']));
}
if (connectionState['block']) {
loadInternal(
connectionState['block'],
connection.getSourceBlock().workspace,
connection);
}
};
// TODO(#5146): Remove this from the serialization system.
/**
* Initializes the give block, eg init the model, inits the svg, renders, etc.
* @param {!Block} block The block to initialize.
*/
const initBlock = function(block) {
if (block instanceof Blockly.BlockSvg) {
// Adding connections to the connection db is expensive. This defers that
// operation to decrease load time.
block.setConnectionTracking(false);
block.initSvg();
block.render(false);
block.updateDisabled();
} else {
block.initModel();
}
};