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block.js
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/**
* @license
* Visual Blocks Editor
*
* Copyright 2011 Google Inc.
* https://developers.google.com/blockly/
*
* 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 The class representing one block.
* @author fraser@google.com (Neil Fraser)
*/
'use strict';
goog.provide('Blockly.Block');
goog.require('Blockly.Blocks');
goog.require('Blockly.Colours');
goog.require('Blockly.Comment');
goog.require('Blockly.ScratchBlockComment');
goog.require('Blockly.Connection');
goog.require('Blockly.Events.BlockChange');
goog.require('Blockly.Events.BlockCreate');
goog.require('Blockly.Events.BlockDelete');
goog.require('Blockly.Events.BlockMove');
goog.require('Blockly.Extensions');
goog.require('Blockly.FieldLabelSerializable');
goog.require('Blockly.FieldVariableGetter');
goog.require('Blockly.Input');
goog.require('Blockly.Mutator');
goog.require('Blockly.Warning');
goog.require('Blockly.Workspace');
goog.require('Blockly.Xml');
goog.require('goog.array');
goog.require('goog.asserts');
goog.require('goog.math.Coordinate');
goog.require('goog.string');
/**
* Class for one block.
* Not normally called directly, workspace.newBlock() is preferred.
* @param {!Blockly.Workspace} workspace The block's workspace.
* @param {?string} prototypeName Name of the language object containing
* type-specific functions for this block.
* @param {string=} opt_id Optional ID. Use this ID if provided, otherwise
* create a new ID. If the ID conflicts with an in-use ID, a new one will
* be generated.
* @constructor
*/
Blockly.Block = function(workspace, prototypeName, opt_id) {
var flyoutWorkspace = workspace && workspace.getFlyout && workspace.getFlyout() ?
workspace.getFlyout().getWorkspace() : null;
/** @type {string} */
this.id = (opt_id && !workspace.getBlockById(opt_id) &&
(!flyoutWorkspace || !flyoutWorkspace.getBlockById(opt_id))) ?
opt_id : Blockly.utils.genUid();
workspace.blockDB_[this.id] = this;
/** @type {Blockly.Connection} */
this.outputConnection = null;
/** @type {Blockly.Connection} */
this.nextConnection = null;
/** @type {Blockly.Connection} */
this.previousConnection = null;
/** @type {!Array.<!Blockly.Input>} */
this.inputList = [];
/** @type {boolean|undefined} */
this.inputsInline = true;
/** @type {boolean} */
this.disabled = false;
/** @type {string|!Function} */
this.tooltip = '';
/** @type {boolean} */
this.contextMenu = true;
/**
* @type {Blockly.Block}
* @protected
*/
this.parentBlock_ = null;
/**
* @type {!Array.<!Blockly.Block>}
* @protected
*/
this.childBlocks_ = [];
/**
* @type {boolean}
* @private
*/
this.deletable_ = true;
/**
* @type {boolean}
* @private
*/
this.movable_ = true;
/**
* @type {boolean}
* @private
*/
this.editable_ = true;
/**
* @type {boolean}
* @private
*/
this.isShadow_ = false;
/**
* @type {boolean}
* @protected
*/
this.collapsed_ = false;
/**
* @type {boolean}
* @private
*/
this.checkboxInFlyout_ = false;
/** @type {string|Blockly.Comment} */
this.comment = null;
/**
* @type {?number}
* @private
*/
this.outputShape_ = null;
/**
* @type {?string}
* @private
*/
this.category_ = null;
/**
* The block's position in workspace units. (0, 0) is at the workspace's
* origin; scale does not change this value.
* @type {!goog.math.Coordinate}
* @private
*/
this.xy_ = new goog.math.Coordinate(0, 0);
/** @type {!Blockly.Workspace} */
this.workspace = workspace;
/** @type {boolean} */
this.isInFlyout = workspace.isFlyout;
/** @type {boolean} */
this.isInMutator = workspace.isMutator;
/** @type {boolean} */
this.RTL = workspace.RTL;
/** @type {boolean} */
this.isInsertionMarker_ = false;
// Copy the type-specific functions and data from the prototype.
if (prototypeName) {
/** @type {string} */
this.type = prototypeName;
var prototype = Blockly.Blocks[prototypeName];
goog.asserts.assertObject(prototype,
'Error: Unknown block type "%s".', prototypeName);
goog.mixin(this, prototype);
}
workspace.addTopBlock(this);
// Call an initialization function, if it exists.
if (goog.isFunction(this.init)) {
this.init();
}
// Record initial inline state.
/** @type {boolean|undefined} */
this.inputsInlineDefault = this.inputsInline;
// Fire a create event.
if (Blockly.Events.isEnabled()) {
var existingGroup = Blockly.Events.getGroup();
if (!existingGroup) {
Blockly.Events.setGroup(true);
}
try {
Blockly.Events.fire(new Blockly.Events.BlockCreate(this));
} finally {
if (!existingGroup) {
Blockly.Events.setGroup(false);
}
}
}
// Bind an onchange function, if it exists.
if (goog.isFunction(this.onchange)) {
this.setOnChange(this.onchange);
}
};
/**
* Optional text data that round-trips beween blocks and XML.
* Has no effect. May be used by 3rd parties for meta information.
* @type {?string}
*/
Blockly.Block.prototype.data = null;
/**
* Colour of the block in '#RRGGBB' format.
* @type {string}
* @private
*/
Blockly.Block.prototype.colour_ = '#FF0000';
/**
* Secondary colour of the block in '#RRGGBB' format.
* @type {string}
* @private
*/
Blockly.Block.prototype.colourSecondary_ = '#FF0000';
/**
* Tertiary colour of the block in '#RRGGBB' format.
* @type {string}
* @private
*/
Blockly.Block.prototype.colourTertiary_ = '#FF0000';
/**
* Quaternary colour of the block in '#RRGGBB' format.
* @type {string}
* @private
*/
Blockly.Block.prototype.colourQuaternary = '#FF0000';
/**
* Fill colour used to override default shadow colour behaviour.
* @type {string}
* @private
*/
Blockly.Block.prototype.shadowColour_ = null;
/**
* Dispose of this block.
* @param {boolean} healStack If true, then try to heal any gap by connecting
* the next statement with the previous statement. Otherwise, dispose of
* all children of this block.
*/
Blockly.Block.prototype.dispose = function(healStack) {
if (!this.workspace) {
// Already deleted.
return;
}
// Terminate onchange event calls.
if (this.onchangeWrapper_) {
this.workspace.removeChangeListener(this.onchangeWrapper_);
}
this.unplug(healStack);
if (Blockly.Events.isEnabled()) {
Blockly.Events.fire(new Blockly.Events.BlockDelete(this));
}
Blockly.Events.disable();
try {
// This block is now at the top of the workspace.
// Remove this block from the workspace's list of top-most blocks.
if (this.workspace) {
this.workspace.removeTopBlock(this);
// Remove from block database.
delete this.workspace.blockDB_[this.id];
this.workspace = null;
}
// Just deleting this block from the DOM would result in a memory leak as
// well as corruption of the connection database. Therefore we must
// methodically step through the blocks and carefully disassemble them.
if (Blockly.selected == this) {
Blockly.selected = null;
}
// First, dispose of all my children.
for (var i = this.childBlocks_.length - 1; i >= 0; i--) {
this.childBlocks_[i].dispose(false);
}
// Then dispose of myself.
// Dispose of all inputs and their fields.
for (var i = 0, input; input = this.inputList[i]; i++) {
input.dispose();
}
this.inputList.length = 0;
// Dispose of any remaining connections (next/previous/output).
var connections = this.getConnections_(true);
for (var i = 0; i < connections.length; i++) {
var connection = connections[i];
if (connection.isConnected()) {
connection.disconnect();
}
connections[i].dispose();
}
} finally {
Blockly.Events.enable();
}
};
/**
* Call initModel on all fields on the block.
* May be called more than once.
* Either initModel or initSvg must be called after creating a block and before
* the first interaction with it. Interactions include UI actions
* (e.g. clicking and dragging) and firing events (e.g. create, delete, and
* change).
* @public
*/
Blockly.Block.prototype.initModel = function() {
for (var i = 0, input; input = this.inputList[i]; i++) {
for (var j = 0, field; field = input.fieldRow[j]; j++) {
if (field.initModel) {
field.initModel();
}
}
}
};
/**
* Unplug this block from its superior block. If this block is a statement,
* optionally reconnect the block underneath with the block on top.
* @param {boolean=} opt_healStack Disconnect child statement and reconnect
* stack. Defaults to false.
*/
Blockly.Block.prototype.unplug = function(opt_healStack) {
if (this.outputConnection) {
if (this.outputConnection.isConnected()) {
// Disconnect from any superior block.
this.outputConnection.disconnect();
}
} else {
if (this.previousConnection) {
var previousTarget = null;
if (this.previousConnection.isConnected()) {
// Remember the connection that any next statements need to connect to.
previousTarget = this.previousConnection.targetConnection;
// Detach this block from the parent's tree.
this.previousConnection.disconnect();
}
}
var nextBlock = this.getNextBlock();
if (opt_healStack && nextBlock) {
// Disconnect the next statement.
var nextTarget = this.nextConnection.targetConnection;
nextTarget.disconnect();
if (previousTarget && previousTarget.checkType_(nextTarget)) {
// Attach the next statement to the previous statement.
previousTarget.connect(nextTarget);
}
}
}
};
/**
* Returns all connections originating from this block.
* @return {!Array.<!Blockly.Connection>} Array of connections.
* @private
*/
Blockly.Block.prototype.getConnections_ = function() {
var myConnections = [];
if (this.outputConnection) {
myConnections.push(this.outputConnection);
}
if (this.previousConnection) {
myConnections.push(this.previousConnection);
}
if (this.nextConnection) {
myConnections.push(this.nextConnection);
}
for (var i = 0, input; input = this.inputList[i]; i++) {
if (input.connection) {
myConnections.push(input.connection);
}
}
return myConnections;
};
/**
* Walks down a stack of blocks and finds the last next connection on the stack.
* @return {Blockly.Connection} The last next connection on the stack, or null.
* @package
*/
Blockly.Block.prototype.lastConnectionInStack = function() {
var nextConnection = this.nextConnection;
while (nextConnection) {
var nextBlock = nextConnection.targetBlock();
if (!nextBlock) {
// Found a next connection with nothing on the other side.
return nextConnection;
}
nextConnection = nextBlock.nextConnection;
}
// Ran out of next connections.
return null;
};
/**
* Bump unconnected blocks out of alignment. Two blocks which aren't actually
* connected should not coincidentally line up on screen.
* @protected
*/
Blockly.Block.prototype.bumpNeighbours_ = function() {
console.warn('Not expected to reach this bumpNeighbours_ function. The ' +
'BlockSvg function for bumpNeighbours_ was expected to be called instead.');
};
/**
* Return the parent block or null if this block is at the top level.
* @return {Blockly.Block} The block that holds the current block.
*/
Blockly.Block.prototype.getParent = function() {
// Look at the DOM to see if we are nested in another block.
return this.parentBlock_;
};
/**
* Return the input that connects to the specified block.
* @param {!Blockly.Block} block A block connected to an input on this block.
* @return {Blockly.Input} The input that connects to the specified block.
*/
Blockly.Block.prototype.getInputWithBlock = function(block) {
for (var i = 0, input; input = this.inputList[i]; i++) {
if (input.connection && input.connection.targetBlock() == block) {
return input;
}
}
return null;
};
/**
* Return the input that contains the specified connection
* @param {!Blockly.Connection} conn A connection on this block.
* @return {Blockly.Input} The input that contains the specified connection.
*/
Blockly.Block.prototype.getInputWithConnection = function(conn) {
for (var i = 0, input; input = this.inputList[i]; i++) {
if (input.connection == conn) {
return input;
}
}
return null;
};
/**
* Return the parent block that surrounds the current block, or null if this
* block has no surrounding block. A parent block might just be the previous
* statement, whereas the surrounding block is an if statement, while loop, etc.
* @return {Blockly.Block} The block that surrounds the current block.
*/
Blockly.Block.prototype.getSurroundParent = function() {
var block = this;
do {
var prevBlock = block;
block = block.getParent();
if (!block) {
// Ran off the top.
return null;
}
} while (block.getNextBlock() == prevBlock);
// This block is an enclosing parent, not just a statement in a stack.
return block;
};
/**
* Return the next statement block directly connected to this block.
* @return {Blockly.Block} The next statement block or null.
*/
Blockly.Block.prototype.getNextBlock = function() {
return this.nextConnection && this.nextConnection.targetBlock();
};
/**
* Return the previous statement block directly connected to this block.
* @return {Blockly.Block} The previous statement block or null.
*/
Blockly.Block.prototype.getPreviousBlock = function() {
return this.previousConnection && this.previousConnection.targetBlock();
};
/**
* Return the connection on the first statement input on this block, or null if
* there are none.
* @return {Blockly.Connection} The first statement connection or null.
*/
Blockly.Block.prototype.getFirstStatementConnection = function() {
for (var i = 0, input; input = this.inputList[i]; i++) {
if (input.connection && input.connection.type == Blockly.NEXT_STATEMENT) {
return input.connection;
}
}
return null;
};
/**
* Return the top-most block in this block's tree.
* This will return itself if this block is at the top level.
* @return {!Blockly.Block} The root block.
*/
Blockly.Block.prototype.getRootBlock = function() {
var rootBlock;
var block = this;
do {
rootBlock = block;
block = rootBlock.parentBlock_;
} while (block);
return rootBlock;
};
/**
* Find all the blocks that are directly nested inside this one.
* Includes value and statement inputs, as well as any following statement.
* Excludes any connection on an output tab or any preceding statement.
* Blocks are optionally sorted by position; top to bottom.
* @param {boolean} ordered Sort the list if true.
* @return {!Array.<!Blockly.Block>} Array of blocks.
*/
Blockly.Block.prototype.getChildren = function(ordered) {
if (!ordered) {
return this.childBlocks_;
}
var blocks = [];
for (var i = 0, input; input = this.inputList[i]; i++) {
if (input.connection) {
var child = input.connection.targetBlock();
if (child) {
blocks.push(child);
}
}
}
var next = this.getNextBlock();
if (next) {
blocks.push(next);
}
return blocks;
};
/**
* Set parent of this block to be a new block or null.
* @param {Blockly.Block} newParent New parent block.
*/
Blockly.Block.prototype.setParent = function(newParent) {
if (newParent == this.parentBlock_) {
return;
}
if (this.parentBlock_) {
// Remove this block from the old parent's child list.
goog.array.remove(this.parentBlock_.childBlocks_, this);
// Disconnect from superior blocks.
if (this.previousConnection && this.previousConnection.isConnected()) {
throw 'Still connected to previous block.';
}
if (this.outputConnection && this.outputConnection.isConnected()) {
throw 'Still connected to parent block.';
}
this.parentBlock_ = null;
// This block hasn't actually moved on-screen, so there's no need to update
// its connection locations.
} else {
// Remove this block from the workspace's list of top-most blocks.
this.workspace.removeTopBlock(this);
}
this.parentBlock_ = newParent;
if (newParent) {
// Add this block to the new parent's child list.
newParent.childBlocks_.push(this);
} else {
this.workspace.addTopBlock(this);
}
};
/**
* Find all the blocks that are directly or indirectly nested inside this one.
* Includes this block in the list.
* Includes value and statement inputs, as well as any following statements.
* Excludes any connection on an output tab or any preceding statements.
* Blocks are optionally sorted by position, top to bottom.
* @param {boolean} ordered Sort the list if true.
* @param {boolean=} opt_ignoreShadows If set, don't include shadow blocks.
* @return {!Array.<!Blockly.Block>} Flattened array of blocks.
*/
Blockly.Block.prototype.getDescendants = function(ordered, opt_ignoreShadows) {
var blocks = [this];
var childBlocks = this.getChildren(ordered);
for (var child, i = 0; child = childBlocks[i]; i++) {
if (!opt_ignoreShadows || !child.isShadow_) {
blocks.push.apply(
blocks, child.getDescendants(ordered, opt_ignoreShadows));
}
}
return blocks;
};
/**
* Get whether this block is deletable or not.
* @return {boolean} True if deletable.
*/
Blockly.Block.prototype.isDeletable = function() {
return this.deletable_ && !this.isShadow_ &&
!(this.workspace && this.workspace.options.readOnly);
};
/**
* Set whether this block is deletable or not.
* @param {boolean} deletable True if deletable.
*/
Blockly.Block.prototype.setDeletable = function(deletable) {
this.deletable_ = deletable;
};
/**
* Get whether this block is movable or not.
* @return {boolean} True if movable.
*/
Blockly.Block.prototype.isMovable = function() {
return this.movable_ && !this.isShadow_ &&
!(this.workspace && this.workspace.options.readOnly);
};
/**
* Set whether this block is movable or not.
* @param {boolean} movable True if movable.
*/
Blockly.Block.prototype.setMovable = function(movable) {
this.movable_ = movable;
};
/**
* Get whether this block is a shadow block or not.
* @return {boolean} True if a shadow.
*/
Blockly.Block.prototype.isShadow = function() {
return this.isShadow_;
};
/**
* Set whether this block is a shadow block or not.
* @param {boolean} shadow True if a shadow.
*/
Blockly.Block.prototype.setShadow = function(shadow) {
this.isShadow_ = shadow;
};
/**
* Get whether this block is an insertion marker block or not.
* @return {boolean} True if an insertion marker.
*/
Blockly.Block.prototype.isInsertionMarker = function() {
return this.isInsertionMarker_;
};
/**
* Set whether this block is an insertion marker block or not.
* @param {boolean} insertionMarker True if an insertion marker.
*/
Blockly.Block.prototype.setInsertionMarker = function(insertionMarker) {
if (this.isInsertionMarker_ == insertionMarker) {
return; // No change.
}
this.isInsertionMarker_ = insertionMarker;
// TODO: handle removing insertion marker status.
if (this.isInsertionMarker_) {
this.setColour(Blockly.Colours.insertionMarker);
this.setOpacity(Blockly.Colours.insertionMarkerOpacity);
Blockly.utils.addClass(/** @type {!Element} */ (this.svgGroup_),
'blocklyInsertionMarker');
}
};
/**
* Get whether this block is editable or not.
* @return {boolean} True if editable.
*/
Blockly.Block.prototype.isEditable = function() {
return this.editable_ && !(this.workspace && this.workspace.options.readOnly);
};
/**
* Set whether this block is editable or not.
* @param {boolean} editable True if editable.
*/
Blockly.Block.prototype.setEditable = function(editable) {
this.editable_ = editable;
for (var i = 0, input; input = this.inputList[i]; i++) {
for (var j = 0, field; field = input.fieldRow[j]; j++) {
field.updateEditable();
}
}
};
/**
* Set whether the connections are hidden (not tracked in a database) or not.
* Recursively walk down all child blocks (except collapsed blocks).
* @param {boolean} hidden True if connections are hidden.
*/
Blockly.Block.prototype.setConnectionsHidden = function(hidden) {
if (!hidden && this.isCollapsed()) {
if (this.outputConnection) {
this.outputConnection.setHidden(hidden);
}
if (this.previousConnection) {
this.previousConnection.setHidden(hidden);
}
if (this.nextConnection) {
this.nextConnection.setHidden(hidden);
var child = this.nextConnection.targetBlock();
if (child) {
child.setConnectionsHidden(hidden);
}
}
} else {
var myConnections = this.getConnections_(true);
for (var i = 0, connection; connection = myConnections[i]; i++) {
connection.setHidden(hidden);
if (connection.isSuperior()) {
var child = connection.targetBlock();
if (child) {
child.setConnectionsHidden(hidden);
}
}
}
}
};
/**
* Find the connection on this block that corresponds to the given connection
* on the other block.
* Used to match connections between a block and its insertion marker.
* @param {!Blockly.Block} otherBlock The other block to match against.
* @param {!Blockly.Connection} conn The other connection to match.
* @return {Blockly.Connection} the matching connection on this block, or null.
*/
Blockly.Block.prototype.getMatchingConnection = function(otherBlock, conn) {
var connections = this.getConnections_(true);
var otherConnections = otherBlock.getConnections_(true);
if (connections.length != otherConnections.length) {
throw "Connection lists did not match in length.";
}
for (var i = 0; i < otherConnections.length; i++) {
if (otherConnections[i] == conn) {
return connections[i];
}
}
return null;
};
/**
* Set the URL of this block's help page.
* @param {string|Function} url URL string for block help, or function that
* returns a URL. Null for no help.
*/
Blockly.Block.prototype.setHelpUrl = function(url) {
this.helpUrl = url;
};
/**
* Change the tooltip text for a block.
* @param {string|!Function} newTip Text for tooltip or a parent element to
* link to for its tooltip. May be a function that returns a string.
*/
Blockly.Block.prototype.setTooltip = function(newTip) {
this.tooltip = newTip;
};
/**
* Get the colour of a block.
* @return {string} #RRGGBB string.
*/
Blockly.Block.prototype.getColour = function() {
return this.colour_;
};
/**
* Get the secondary colour of a block.
* @return {string} #RRGGBB string.
*/
Blockly.Block.prototype.getColourSecondary = function() {
return this.colourSecondary_;
};
/**
* Get the tertiary colour of a block.
* @return {string} #RRGGBB string.
*/
Blockly.Block.prototype.getColourTertiary = function() {
return this.colourTertiary_;
};
/**
* Get the quaternary colour of a block.
* @return {string} #RRGGBB string.
*/
Blockly.Block.prototype.getColourQuaternary = function() {
return this.colourQuaternary_;
};
/**
* Get the shadow colour of a block.
* @return {string} #RRGGBB string.
*/
Blockly.Block.prototype.getShadowColour = function() {
return this.shadowColour_;
};
/**
* Set the shadow colour of a block.
* @param {number|string} colour HSV hue value, or #RRGGBB string.
*/
Blockly.Block.prototype.setShadowColour = function(colour) {
this.shadowColour_ = this.makeColour_(colour);
if (this.rendered) {
this.updateColour();
}
};
/**
* Clear the shadow colour of a block.
*/
Blockly.Block.prototype.clearShadowColour = function() {
this.shadowColour_ = null;
if (this.rendered) {
this.updateColour();
}
};
/**
* Create an #RRGGBB string colour from a colour HSV hue value or #RRGGBB string.
* @param {number|string} colour HSV hue value, or #RRGGBB string.
* @return {string} #RRGGBB string.
* @private
*/
Blockly.Block.prototype.makeColour_ = function(colour) {
var hue = Number(colour);
if (!isNaN(hue)) {
return Blockly.hueToRgb(hue);
} else if (goog.isString(colour) && colour.match(/^#[0-9a-fA-F]{6}$/)) {
return colour;
} else {
throw 'Invalid colour: ' + colour;
}
};
/**
* Change the colour of a block, and optional secondary/teriarty colours.
* @param {number|string} colour HSV hue value, or #RRGGBB string.
* @param {number|string} colourSecondary HSV hue value, or #RRGGBB string.
* @param {number|string} colourTertiary HSV hue value, or #RRGGBB string.
* @param {number|string} colourQuaternary HSV hue value, or #RRGGBB string.
*/
Blockly.Block.prototype.setColour = function(colour, colourSecondary, colourTertiary,
colourQuaternary) {
this.colour_ = this.makeColour_(colour);
if (colourSecondary !== undefined) {
this.colourSecondary_ = this.makeColour_(colourSecondary);
} else {
this.colourSecondary_ = goog.color.rgbArrayToHex(
goog.color.darken(goog.color.hexToRgb(this.colour_), 0.1));
}
if (colourTertiary !== undefined) {
this.colourTertiary_ = this.makeColour_(colourTertiary);
} else {
this.colourTertiary_ = goog.color.rgbArrayToHex(
goog.color.darken(goog.color.hexToRgb(this.colour_), 0.2));
}
if (colourQuaternary !== undefined) {
this.colourQuaternary_ = this.makeColour_(colourQuaternary);
} else {
this.colourQuaternary_ = this.colourTertiary_;
}
if (this.rendered) {
this.updateColour();
}
};
/**
* Sets a callback function to use whenever the block's parent workspace
* changes, replacing any prior onchange handler. This is usually only called
* from the constructor, the block type initializer function, or an extension
* initializer function.
* @param {function(Blockly.Events.Abstract)} onchangeFn The callback to call
* when the block's workspace changes.
* @throws {Error} if onchangeFn is not falsey or a function.
*/
Blockly.Block.prototype.setOnChange = function(onchangeFn) {
if (onchangeFn && !goog.isFunction(onchangeFn)) {
throw new Error("onchange must be a function.");
}
if (this.onchangeWrapper_) {
this.workspace.removeChangeListener(this.onchangeWrapper_);
}
this.onchange = onchangeFn;
if (this.onchange) {
this.onchangeWrapper_ = onchangeFn.bind(this);
this.workspace.addChangeListener(this.onchangeWrapper_);
}
};
/**
* Returns the named field from a block.
* @param {string} name The name of the field.
* @return {Blockly.Field} Named field, or null if field does not exist.
*/
Blockly.Block.prototype.getField = function(name) {
for (var i = 0, input; input = this.inputList[i]; i++) {
for (var j = 0, field; field = input.fieldRow[j]; j++) {
if (field.name === name) {
return field;
}
}
}
return null;
};
/**
* Return all variables referenced by this block.
* @return {!Array.<string>} List of variable names.
* @package
*/
Blockly.Block.prototype.getVars = function() {
var vars = [];
for (var i = 0, input; input = this.inputList[i]; i++) {
for (var j = 0, field; field = input.fieldRow[j]; j++) {
if (field.referencesVariables()) {
vars.push(field.getValue());
}
}
}
return vars;
};
/**
* Return all variables referenced by this block.
* @return {!Array.<!Blockly.VariableModel>} List of variable models.
* @package
*/
Blockly.Block.prototype.getVarModels = function() {
var vars = [];
for (var i = 0, input; input = this.inputList[i]; i++) {
for (var j = 0, field; field = input.fieldRow[j]; j++) {
if (field.referencesVariables()) {
var model = this.workspace.getVariableById(field.getValue());
// Check if the variable actually exists (and isn't just a potential
// variable).
if (model) {
vars.push(model);
}
}
}
}
return vars;
};
/**
* Notification that a variable is renaming but keeping the same ID. If the
* variable is in use on this block, rerender to show the new name.
* @param {!Blockly.VariableModel} variable The variable being renamed.
* @package
*/
Blockly.Block.prototype.updateVarName = function(variable) {
for (var i = 0, input; input = this.inputList[i]; i++) {
for (var j = 0, field; field = input.fieldRow[j]; j++) {
if (field.referencesVariables() &&
variable.getId() == field.getValue()) {
field.setText(variable.name);
}
}
}
};
/**
* Notification that a variable is renaming.
* If the ID matches one of this block's variables, rename it.
* @param {string} oldId ID of variable to rename.
* @param {string} newId ID of new variable. May be the same as oldId, but with
* an updated name.
*/
Blockly.Block.prototype.renameVarById = function(oldId, newId) {
for (var i = 0, input; input = this.inputList[i]; i++) {
for (var j = 0, field; field = input.fieldRow[j]; j++) {
if (field.referencesVariables() &&
oldId == field.getValue()) {