Files
blockly/core/connection.ts
Christopher Allen b0a7c004a9 refactor(build): Delete Closure Library (#7415)
* fix(build): Restore erroneously-deleted filter function

  This was deleted in PR #7406 as it was mainly being used to
  filter core/ vs. test/mocha/ deps into separate deps files -
  but it turns out also to be used for filtering error
  messages too.  Oops.

* refactor(tests): Migrate advanced compilation test to ES Modules

* refactor(build): Migrate main.js to TypeScript

  This turns out to be pretty straight forward, even if it would
  cause crashing if one actually tried to import this module
  instead of just feeding it to Closure Compiler.

* chore(build): Remove goog.declareModuleId calls

  Replace goog.declareModuleId calls with a comment recording the
  former module ID for posterity (or at least until we decide
  how to reformat the renamings file.

* chore(tests): Delete closure/goog/*

  For the moment we still need something to serve as base.js for
  the benefit of closure-make-deps, so we keep a vestigial
  base.js around, containing only the @provideGoog declaration.

* refactor(build): Remove vestigial base.js

  By changing slightly the command line arguments to
  closure-make-deps and closure-calculate-chunks the need to have
  any base.js is eliminated.

* chore: Typo fix for PR #7415
2023-08-31 00:24:47 +01:00

791 lines
23 KiB
TypeScript

/**
* @license
* Copyright 2011 Google LLC
* SPDX-License-Identifier: Apache-2.0
*/
/**
* Components for creating connections between blocks.
*
* @class
*/
// Former goog.module ID: Blockly.Connection
import type {Block} from './block.js';
import {ConnectionType} from './connection_type.js';
import type {BlockMove} from './events/events_block_move.js';
import * as eventUtils from './events/utils.js';
import type {Input} from './inputs/input.js';
import type {IASTNodeLocationWithBlock} from './interfaces/i_ast_node_location_with_block.js';
import type {IConnectionChecker} from './interfaces/i_connection_checker.js';
import * as blocks from './serialization/blocks.js';
import * as Xml from './xml.js';
/**
* Class for a connection between blocks.
*/
export class Connection implements IASTNodeLocationWithBlock {
/** Constants for checking whether two connections are compatible. */
static CAN_CONNECT = 0;
static REASON_SELF_CONNECTION = 1;
static REASON_WRONG_TYPE = 2;
static REASON_TARGET_NULL = 3;
static REASON_CHECKS_FAILED = 4;
static REASON_DIFFERENT_WORKSPACES = 5;
static REASON_SHADOW_PARENT = 6;
static REASON_DRAG_CHECKS_FAILED = 7;
static REASON_PREVIOUS_AND_OUTPUT = 8;
protected sourceBlock_: Block;
/** Connection this connection connects to. Null if not connected. */
targetConnection: Connection | null = null;
/**
* Has this connection been disposed of?
*
* @internal
*/
disposed = false;
/** List of compatible value types. Null if all types are compatible. */
private check: string[] | null = null;
/** DOM representation of a shadow block, or null if none. */
private shadowDom: Element | null = null;
/**
* Horizontal location of this connection.
*
* @internal
*/
x = 0;
/**
* Vertical location of this connection.
*
* @internal
*/
y = 0;
private shadowState: blocks.State | null = null;
/**
* @param source The block establishing this connection.
* @param type The type of the connection.
*/
constructor(
source: Block,
public type: number,
) {
this.sourceBlock_ = source;
}
/**
* Connect two connections together. This is the connection on the superior
* block.
*
* @param childConnection Connection on inferior block.
*/
protected connect_(childConnection: Connection) {
const INPUT = ConnectionType.INPUT_VALUE;
const parentBlock = this.getSourceBlock();
const childBlock = childConnection.getSourceBlock();
// Make sure the childConnection is available.
if (childConnection.isConnected()) {
childConnection.disconnectInternal(false);
}
// Make sure the parentConnection is available.
let orphan;
if (this.isConnected()) {
const shadowState = this.stashShadowState();
const target = this.targetBlock();
if (target!.isShadow()) {
target!.dispose(false);
} else {
this.disconnectInternal();
orphan = target;
}
this.applyShadowState(shadowState);
}
// Connect the new connection to the parent.
let event;
if (eventUtils.isEnabled()) {
event = new (eventUtils.get(eventUtils.BLOCK_MOVE))(
childBlock,
) as BlockMove;
event.setReason(['connect']);
}
connectReciprocally(this, childConnection);
childBlock.setParent(parentBlock);
if (event) {
event.recordNew();
eventUtils.fire(event);
}
// Deal with the orphan if it exists.
if (orphan) {
const orphanConnection =
this.type === INPUT
? orphan.outputConnection
: orphan.previousConnection;
if (!orphanConnection) return;
const connection = Connection.getConnectionForOrphanedConnection(
childBlock,
orphanConnection,
);
if (connection) {
orphanConnection.connect(connection);
} else {
orphanConnection.onFailedConnect(this);
}
}
}
/**
* Dispose of this connection and deal with connected blocks.
*
* @internal
*/
dispose() {
// isConnected returns true for shadows and non-shadows.
if (this.isConnected()) {
// Destroy the attached shadow block & its children (if it exists).
this.setShadowStateInternal();
const targetBlock = this.targetBlock();
if (targetBlock && !targetBlock.isDeadOrDying()) {
// Disconnect the attached normal block.
targetBlock.unplug();
}
}
this.disposed = true;
}
/**
* Get the source block for this connection.
*
* @returns The source block.
*/
getSourceBlock(): Block {
return this.sourceBlock_;
}
/**
* Does the connection belong to a superior block (higher in the source
* stack)?
*
* @returns True if connection faces down or right.
*/
isSuperior(): boolean {
return (
this.type === ConnectionType.INPUT_VALUE ||
this.type === ConnectionType.NEXT_STATEMENT
);
}
/**
* Is the connection connected?
*
* @returns True if connection is connected to another connection.
*/
isConnected(): boolean {
return !!this.targetConnection;
}
/**
* Get the workspace's connection type checker object.
*
* @returns The connection type checker for the source block's workspace.
* @internal
*/
getConnectionChecker(): IConnectionChecker {
return this.sourceBlock_.workspace.connectionChecker;
}
/**
* Called when an attempted connection fails. NOP by default (i.e. for
* headless workspaces).
*
* @param _otherConnection Connection that this connection failed to connect
* to.
* @internal
*/
onFailedConnect(_otherConnection: Connection) {}
// NOP
/**
* Connect this connection to another connection.
*
* @param otherConnection Connection to connect to.
* @returns Whether the the blocks are now connected or not.
*/
connect(otherConnection: Connection): boolean {
if (this.targetConnection === otherConnection) {
// Already connected together. NOP.
return true;
}
const checker = this.getConnectionChecker();
if (checker.canConnect(this, otherConnection, false)) {
const existingGroup = eventUtils.getGroup();
if (!existingGroup) {
eventUtils.setGroup(true);
}
// Determine which block is superior (higher in the source stack).
if (this.isSuperior()) {
// Superior block.
this.connect_(otherConnection);
} else {
// Inferior block.
otherConnection.connect_(this);
}
eventUtils.setGroup(existingGroup);
}
return this.isConnected();
}
/**
* Disconnect this connection.
*/
disconnect() {
this.disconnectInternal();
}
/**
* Disconnect two blocks that are connected by this connection.
*
* @param setParent Whether to set the parent of the disconnected block or
* not, defaults to true.
* If you do not set the parent, ensure that a subsequent action does,
* otherwise the view and model will be out of sync.
*/
protected disconnectInternal(setParent = true) {
const {parentConnection, childConnection} =
this.getParentAndChildConnections();
if (!parentConnection || !childConnection) {
throw Error('Source connection not connected.');
}
const existingGroup = eventUtils.getGroup();
if (!existingGroup) {
eventUtils.setGroup(true);
}
let event;
if (eventUtils.isEnabled()) {
event = new (eventUtils.get(eventUtils.BLOCK_MOVE))(
childConnection.getSourceBlock(),
) as BlockMove;
event.setReason(['disconnect']);
}
const otherConnection = this.targetConnection;
if (otherConnection) {
otherConnection.targetConnection = null;
}
this.targetConnection = null;
if (setParent) childConnection.getSourceBlock().setParent(null);
if (event) {
event.recordNew();
eventUtils.fire(event);
}
if (!childConnection.getSourceBlock().isShadow()) {
// If we were disconnecting a shadow, no need to spawn a new one.
parentConnection.respawnShadow_();
}
eventUtils.setGroup(existingGroup);
}
/**
* Returns the parent connection (superior) and child connection (inferior)
* given this connection and the connection it is connected to.
*
* @returns The parent connection and child connection, given this connection
* and the connection it is connected to.
*/
protected getParentAndChildConnections(): {
parentConnection?: Connection;
childConnection?: Connection;
} {
if (!this.targetConnection) return {};
if (this.isSuperior()) {
return {
parentConnection: this,
childConnection: this.targetConnection,
};
}
return {
parentConnection: this.targetConnection,
childConnection: this,
};
}
/**
* Respawn the shadow block if there was one connected to the this connection.
*/
protected respawnShadow_() {
// Have to keep respawnShadow_ for backwards compatibility.
this.createShadowBlock(true);
}
/**
* Reconnects this connection to the input with the given name on the given
* block. If there is already a connection connected to that input, that
* connection is disconnected.
*
* @param block The block to connect this connection to.
* @param inputName The name of the input to connect this connection to.
* @returns True if this connection was able to connect, false otherwise.
*/
reconnect(block: Block, inputName: string): boolean {
// No need to reconnect if this connection's block is deleted.
if (this.getSourceBlock().isDeadOrDying()) return false;
const connectionParent = block.getInput(inputName)?.connection;
const currentParent = this.targetBlock();
if (
(!currentParent || currentParent === block) &&
connectionParent &&
connectionParent.targetConnection !== this
) {
if (connectionParent.isConnected()) {
// There's already something connected here. Get rid of it.
connectionParent.disconnect();
}
connectionParent.connect(this);
return true;
}
return false;
}
/**
* Returns the block that this connection connects to.
*
* @returns The connected block or null if none is connected.
*/
targetBlock(): Block | null {
if (this.isConnected()) {
return this.targetConnection?.getSourceBlock() ?? null;
}
return null;
}
/**
* Function to be called when this connection's compatible types have changed.
*/
protected onCheckChanged_() {
// The new value type may not be compatible with the existing connection.
if (
this.isConnected() &&
(!this.targetConnection ||
!this.getConnectionChecker().canConnect(
this,
this.targetConnection,
false,
))
) {
const child = this.isSuperior() ? this.targetBlock() : this.sourceBlock_;
child!.unplug();
}
}
/**
* Change a connection's compatibility.
*
* @param check Compatible value type or list of value types. Null if all
* types are compatible.
* @returns The connection being modified (to allow chaining).
*/
setCheck(check: string | string[] | null): Connection {
if (check) {
if (!Array.isArray(check)) {
check = [check];
}
this.check = check;
this.onCheckChanged_();
} else {
this.check = null;
}
return this;
}
/**
* Get a connection's compatibility.
*
* @returns List of compatible value types.
* Null if all types are compatible.
*/
getCheck(): string[] | null {
return this.check;
}
/**
* Changes the connection's shadow block.
*
* @param shadowDom DOM representation of a block or null.
*/
setShadowDom(shadowDom: Element | null) {
this.setShadowStateInternal({shadowDom});
}
/**
* Returns the xml representation of the connection's shadow block.
*
* @param returnCurrent If true, and the shadow block is currently attached to
* this connection, this serializes the state of that block and returns it
* (so that field values are correct). Otherwise the saved shadowDom is
* just returned.
* @returns Shadow DOM representation of a block or null.
*/
getShadowDom(returnCurrent?: boolean): Element | null {
return returnCurrent && this.targetBlock()!.isShadow()
? (Xml.blockToDom(this.targetBlock() as Block) as Element)
: this.shadowDom;
}
/**
* Changes the connection's shadow block.
*
* @param shadowState An state represetation of the block or null.
*/
setShadowState(shadowState: blocks.State | null) {
this.setShadowStateInternal({shadowState});
}
/**
* Returns the serialized object representation of the connection's shadow
* block.
*
* @param returnCurrent If true, and the shadow block is currently attached to
* this connection, this serializes the state of that block and returns it
* (so that field values are correct). Otherwise the saved state is just
* returned.
* @returns Serialized object representation of the block, or null.
*/
getShadowState(returnCurrent?: boolean): blocks.State | null {
if (returnCurrent && this.targetBlock() && this.targetBlock()!.isShadow()) {
return blocks.save(this.targetBlock() as Block);
}
return this.shadowState;
}
/**
* Find all nearby compatible connections to this connection.
* Type checking does not apply, since this function is used for bumping.
*
* Headless configurations (the default) do not have neighboring connection,
* and always return an empty list (the default).
* {@link RenderedConnection#neighbours} overrides this behavior with a list
* computed from the rendered positioning.
*
* @param _maxLimit The maximum radius to another connection.
* @returns List of connections.
* @internal
*/
neighbours(_maxLimit: number): Connection[] {
return [];
}
/**
* Get the parent input of a connection.
*
* @returns The input that the connection belongs to or null if no parent
* exists.
* @internal
*/
getParentInput(): Input | null {
let parentInput = null;
const inputs = this.sourceBlock_.inputList;
for (let i = 0; i < inputs.length; i++) {
if (inputs[i].connection === this) {
parentInput = inputs[i];
break;
}
}
return parentInput;
}
/**
* This method returns a string describing this Connection in developer terms
* (English only). Intended to on be used in console logs and errors.
*
* @returns The description.
*/
toString(): string {
const block = this.sourceBlock_;
if (!block) {
return 'Orphan Connection';
}
let msg;
if (block.outputConnection === this) {
msg = 'Output Connection of ';
} else if (block.previousConnection === this) {
msg = 'Previous Connection of ';
} else if (block.nextConnection === this) {
msg = 'Next Connection of ';
} else {
let parentInput = null;
for (let i = 0, input; (input = block.inputList[i]); i++) {
if (input.connection === this) {
parentInput = input;
break;
}
}
if (parentInput) {
msg = 'Input "' + parentInput.name + '" connection on ';
} else {
console.warn('Connection not actually connected to sourceBlock_');
return 'Orphan Connection';
}
}
return msg + block.toDevString();
}
/**
* Returns the state of the shadowDom_ and shadowState_ properties, then
* temporarily sets those properties to null so no shadow respawns.
*
* @returns The state of both the shadowDom_ and shadowState_ properties.
*/
private stashShadowState(): {
shadowDom: Element | null;
shadowState: blocks.State | null;
} {
const shadowDom = this.getShadowDom(true);
const shadowState = this.getShadowState(true);
// Set to null so it doesn't respawn.
this.shadowDom = null;
this.shadowState = null;
return {shadowDom, shadowState};
}
/**
* Reapplies the stashed state of the shadowDom_ and shadowState_ properties.
*
* @param param0 The state to reapply to the shadowDom_ and shadowState_
* properties.
*/
private applyShadowState({
shadowDom,
shadowState,
}: {
shadowDom: Element | null;
shadowState: blocks.State | null;
}) {
this.shadowDom = shadowDom;
this.shadowState = shadowState;
}
/**
* Sets the state of the shadow of this connection.
*
* @param param0 The state to set the shadow of this connection to.
*/
private setShadowStateInternal({
shadowDom = null,
shadowState = null,
}: {
shadowDom?: Element | null;
shadowState?: blocks.State | null;
} = {}) {
// One or both of these should always be null.
// If neither is null, the shadowState will get priority.
this.shadowDom = shadowDom;
this.shadowState = shadowState;
const target = this.targetBlock();
if (!target) {
this.respawnShadow_();
if (this.targetBlock() && this.targetBlock()!.isShadow()) {
this.serializeShadow(this.targetBlock());
}
} else if (target.isShadow()) {
target.dispose(false);
if (this.getSourceBlock().isDeadOrDying()) return;
this.respawnShadow_();
if (this.targetBlock() && this.targetBlock()!.isShadow()) {
this.serializeShadow(this.targetBlock());
}
} else {
const shadow = this.createShadowBlock(false);
this.serializeShadow(shadow);
if (shadow) {
shadow.dispose(false);
}
}
}
/**
* Creates a shadow block based on the current shadowState_ or shadowDom_.
* shadowState_ gets priority.
*
* @param attemptToConnect Whether to try to connect the shadow block to this
* connection or not.
* @returns The shadow block that was created, or null if both the
* shadowState_ and shadowDom_ are null.
*/
private createShadowBlock(attemptToConnect: boolean): Block | null {
const parentBlock = this.getSourceBlock();
const shadowState = this.getShadowState();
const shadowDom = this.getShadowDom();
if (parentBlock.isDeadOrDying() || (!shadowState && !shadowDom)) {
return null;
}
let blockShadow;
if (shadowState) {
blockShadow = blocks.appendInternal(shadowState, parentBlock.workspace, {
parentConnection: attemptToConnect ? this : undefined,
isShadow: true,
recordUndo: false,
});
return blockShadow;
}
if (shadowDom) {
blockShadow = Xml.domToBlockInternal(shadowDom, parentBlock.workspace);
if (attemptToConnect) {
if (this.type === ConnectionType.INPUT_VALUE) {
if (!blockShadow.outputConnection) {
throw new Error('Shadow block is missing an output connection');
}
if (!this.connect(blockShadow.outputConnection)) {
throw new Error('Could not connect shadow block to connection');
}
} else if (this.type === ConnectionType.NEXT_STATEMENT) {
if (!blockShadow.previousConnection) {
throw new Error('Shadow block is missing previous connection');
}
if (!this.connect(blockShadow.previousConnection)) {
throw new Error('Could not connect shadow block to connection');
}
} else {
throw new Error(
'Cannot connect a shadow block to a previous/output connection',
);
}
}
return blockShadow;
}
return null;
}
/**
* Saves the given shadow block to both the shadowDom_ and shadowState_
* properties, in their respective serialized forms.
*
* @param shadow The shadow to serialize, or null.
*/
private serializeShadow(shadow: Block | null) {
if (!shadow) {
return;
}
this.shadowDom = Xml.blockToDom(shadow) as Element;
this.shadowState = blocks.save(shadow);
}
/**
* Returns the connection (starting at the startBlock) which will accept
* the given connection. This includes compatible connection types and
* connection checks.
*
* @param startBlock The block on which to start the search.
* @param orphanConnection The connection that is looking for a home.
* @returns The suitable connection point on the chain of blocks, or null.
*/
static getConnectionForOrphanedConnection(
startBlock: Block,
orphanConnection: Connection,
): Connection | null {
if (orphanConnection.type === ConnectionType.OUTPUT_VALUE) {
return getConnectionForOrphanedOutput(
startBlock,
orphanConnection.getSourceBlock(),
);
}
// Otherwise we're dealing with a stack.
const connection = startBlock.lastConnectionInStack(true);
const checker = orphanConnection.getConnectionChecker();
if (connection && checker.canConnect(orphanConnection, connection, false)) {
return connection;
}
return null;
}
}
/**
* Update two connections to target each other.
*
* @param first The first connection to update.
* @param second The second connection to update.
*/
function connectReciprocally(first: Connection, second: Connection) {
if (!first || !second) {
throw Error('Cannot connect null connections.');
}
first.targetConnection = second;
second.targetConnection = first;
}
/**
* Returns the single connection on the block that will accept the orphaned
* block, if one can be found. If the block has multiple compatible connections
* (even if they are filled) this returns null. If the block has no compatible
* connections, this returns null.
*
* @param block The superior block.
* @param orphanBlock The inferior block.
* @returns The suitable connection point on 'block', or null.
*/
function getSingleConnection(
block: Block,
orphanBlock: Block,
): Connection | null {
let foundConnection = null;
const output = orphanBlock.outputConnection;
const typeChecker = output?.getConnectionChecker();
for (let i = 0, input; (input = block.inputList[i]); i++) {
const connection = input.connection;
if (connection && typeChecker?.canConnect(output, connection, false)) {
if (foundConnection) {
return null; // More than one connection.
}
foundConnection = connection;
}
}
return foundConnection;
}
/**
* Walks down a row a blocks, at each stage checking if there are any
* connections that will accept the orphaned block. If at any point there
* are zero or multiple eligible connections, returns null. Otherwise
* returns the only input on the last block in the chain.
* Terminates early for shadow blocks.
*
* @param startBlock The block on which to start the search.
* @param orphanBlock The block that is looking for a home.
* @returns The suitable connection point on the chain of blocks, or null.
*/
function getConnectionForOrphanedOutput(
startBlock: Block,
orphanBlock: Block,
): Connection | null {
let newBlock: Block | null = startBlock;
let connection;
while ((connection = getSingleConnection(newBlock, orphanBlock))) {
newBlock = connection.targetBlock();
if (!newBlock || newBlock.isShadow()) {
return connection;
}
}
return null;
}