Files
blockly/core/positionable_helpers.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

187 lines
5.3 KiB
TypeScript

/**
* @license
* Copyright 2021 Google LLC
* SPDX-License-Identifier: Apache-2.0
*/
// Former goog.module ID: Blockly.uiPosition
import type {UiMetrics} from './metrics_manager.js';
import {Scrollbar} from './scrollbar.js';
import {Rect} from './utils/rect.js';
import type {Size} from './utils/size.js';
import * as toolbox from './utils/toolbox.js';
import type {WorkspaceSvg} from './workspace_svg.js';
/**
* Enum for vertical positioning.
*
* @internal
*/
export enum verticalPosition {
TOP,
BOTTOM,
}
/**
* Enum for horizontal positioning.
*
* @internal
*/
export enum horizontalPosition {
LEFT,
RIGHT,
}
/**
* An object defining a horizontal and vertical positioning.
*
* @internal
*/
export interface Position {
horizontal: horizontalPosition;
vertical: verticalPosition;
}
/**
* Enum for bump rules to use for dealing with collisions.
*
* @internal
*/
export enum bumpDirection {
UP,
DOWN,
}
/**
* Returns a rectangle representing reasonable position for where to place a UI
* element of the specified size given the restraints and locations of the
* scrollbars. This method does not take into account any already placed UI
* elements.
*
* @param position The starting horizontal and vertical position.
* @param size the size of the UI element to get a start position for.
* @param horizontalPadding The horizontal padding to use.
* @param verticalPadding The vertical padding to use.
* @param metrics The workspace UI metrics.
* @param workspace The workspace.
* @returns The suggested start position.
* @internal
*/
export function getStartPositionRect(
position: Position,
size: Size,
horizontalPadding: number,
verticalPadding: number,
metrics: UiMetrics,
workspace: WorkspaceSvg,
): Rect {
// Horizontal positioning.
let left = 0;
const hasVerticalScrollbar =
workspace.scrollbar && workspace.scrollbar.canScrollVertically();
if (position.horizontal === horizontalPosition.LEFT) {
left = metrics.absoluteMetrics.left + horizontalPadding;
if (hasVerticalScrollbar && workspace.RTL) {
left += Scrollbar.scrollbarThickness;
}
} else {
// position.horizontal === horizontalPosition.RIGHT
left =
metrics.absoluteMetrics.left +
metrics.viewMetrics.width -
size.width -
horizontalPadding;
if (hasVerticalScrollbar && !workspace.RTL) {
left -= Scrollbar.scrollbarThickness;
}
}
// Vertical positioning.
let top = 0;
if (position.vertical === verticalPosition.TOP) {
top = metrics.absoluteMetrics.top + verticalPadding;
} else {
// position.vertical === verticalPosition.BOTTOM
top =
metrics.absoluteMetrics.top +
metrics.viewMetrics.height -
size.height -
verticalPadding;
if (workspace.scrollbar && workspace.scrollbar.canScrollHorizontally()) {
// The scrollbars are always positioned on the bottom if they exist.
top -= Scrollbar.scrollbarThickness;
}
}
return new Rect(top, top + size.height, left, left + size.width);
}
/**
* Returns a corner position that is on the opposite side of the workspace from
* the toolbox.
* If in horizontal orientation, defaults to the bottom corner. If in vertical
* orientation, defaults to the right corner.
*
* @param workspace The workspace.
* @param metrics The workspace metrics.
* @returns The suggested corner position.
* @internal
*/
export function getCornerOppositeToolbox(
workspace: WorkspaceSvg,
metrics: UiMetrics,
): Position {
const leftCorner =
metrics.toolboxMetrics.position !== toolbox.Position.LEFT &&
(!workspace.horizontalLayout || workspace.RTL);
const topCorner = metrics.toolboxMetrics.position === toolbox.Position.BOTTOM;
const hPosition = leftCorner
? horizontalPosition.LEFT
: horizontalPosition.RIGHT;
const vPosition = topCorner ? verticalPosition.TOP : verticalPosition.BOTTOM;
return {horizontal: hPosition, vertical: vPosition};
}
/**
* Returns a position Rect based on a starting position that is bumped
* so that it doesn't intersect with any of the provided savedPositions. This
* method does not check that the bumped position is still within bounds.
*
* @param startRect The starting position to use.
* @param margin The margin to use between elements when bumping.
* @param bumpDir The direction to bump if there is a collision with an existing
* UI element.
* @param savedPositions List of rectangles that represent the positions of UI
* elements already placed.
* @returns The suggested position rectangle.
* @internal
*/
export function bumpPositionRect(
startRect: Rect,
margin: number,
bumpDir: bumpDirection,
savedPositions: Rect[],
): Rect {
let top = startRect.top;
const left = startRect.left;
const width = startRect.right - startRect.left;
const height = startRect.bottom - startRect.top;
// Check for collision and bump if needed.
let boundingRect = startRect;
for (let i = 0; i < savedPositions.length; i++) {
const otherEl = savedPositions[i];
if (boundingRect.intersects(otherEl)) {
if (bumpDir === bumpDirection.UP) {
top = otherEl.top - height - margin;
} else {
// bumpDir === bumpDirection.DOWN
top = otherEl.bottom + margin;
}
// Recheck other savedPositions
boundingRect = new Rect(top, top + height, left, left + width);
i = -1;
}
}
return boundingRect;
}