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insertion_marker_manager.js
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/**
* @license
* Visual Blocks Editor
*
* Copyright 2017 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 Class that controls updates to connections during drags.
* @author fenichel@google.com (Rachel Fenichel)
*/
'use strict';
goog.provide('Blockly.InsertionMarkerManager');
goog.require('Blockly.BlockAnimations');
goog.require('Blockly.Events.BlockMove');
goog.require('Blockly.RenderedConnection');
goog.require('goog.math.Coordinate');
/**
* Class that controls updates to connections during drags. It is primarily
* responsible for finding the closest eligible connection and highlighting or
* unhiglighting it as needed during a drag.
* @param {!Blockly.BlockSvg} block The top block in the stack being dragged.
* @constructor
*/
Blockly.InsertionMarkerManager = function(block) {
Blockly.selected = block;
/**
* The top block in the stack being dragged.
* Does not change during a drag.
* @type {!Blockly.Block}
* @private
*/
this.topBlock_ = block;
/**
* The workspace on which these connections are being dragged.
* Does not change during a drag.
* @type {!Blockly.WorkspaceSvg}
* @private
*/
this.workspace_ = block.workspace;
/**
* The last connection on the stack, if it's not the last connection on the
* first block.
* Set in initAvailableConnections, if at all.
* @type {Blockly.RenderedConnection}
* @private
*/
this.lastOnStack_ = null;
/**
* The insertion marker corresponding to the last block in the stack, if
* that's not the same as the first block in the stack.
* Set in initAvailableConnections, if at all
* @type {Blockly.BlockSvg}
* @private
*/
this.lastMarker_ = null;
/**
* The insertion marker that shows up between blocks to show where a block
* would go if dropped immediately.
* This is the scratch-blocks equivalent of connection highlighting.
* @type {Blockly.BlockSvg}
* @private
*/
this.firstMarker_ = this.createMarkerBlock_(this.topBlock_);
/**
* The connection that this block would connect to if released immediately.
* Updated on every mouse move.
* This is not on any of the blocks that are being dragged.
* @type {Blockly.RenderedConnection}
* @private
*/
this.closestConnection_ = null;
/**
* The connection that would connect to this.closestConnection_ if this block
* were released immediately.
* Updated on every mouse move.
* This is on the top block that is being dragged or the last block in the
* dragging stack.
* @type {Blockly.RenderedConnection}
* @private
*/
this.localConnection_ = null;
/**
* Whether the block would be deleted if it were dropped immediately.
* Updated on every mouse move.
* @type {boolean}
* @private
*/
this.wouldDeleteBlock_ = false;
/**
* Connection on the insertion marker block that corresponds to
* this.localConnection_ on the currently dragged block.
* This is part of the scratch-blocks equivalent of connection highlighting.
* @type {Blockly.RenderedConnection}
* @private
*/
this.markerConnection_ = null;
/**
* Whether we are currently highlighting the block (shadow or real) that would
* be replaced if the drag were released immediately.
* @type {boolean}
* @private
*/
this.highlightingBlock_ = false;
/**
* The block that is being highlighted for replacement, or null.
* @type {Blockly.BlockSvg}
* @private
*/
this.highlightedBlock_ = null;
/**
* The connections on the dragging blocks that are available to connect to
* other blocks. This includes all open connections on the top block, as well
* as the last connection on the block stack.
* Does not change during a drag.
* @type {!Array.<!Blockly.RenderedConnection>}
* @private
*/
this.availableConnections_ = this.initAvailableConnections_();
};
/**
* Sever all links from this object.
* @package
*/
Blockly.InsertionMarkerManager.prototype.dispose = function() {
this.topBlock_ = null;
this.workspace_ = null;
this.availableConnections_.length = 0;
this.closestConnection_ = null;
this.localConnection_ = null;
Blockly.Events.disable();
try {
if (this.firstMarker_) {
this.firstMarker_.dispose();
this.firstMarker_ = null;
}
if (this.lastMarker_) {
this.lastMarker_.dispose();
this.lastMarker_ = null;
}
} finally {
Blockly.Events.enable();
}
this.highlightedBlock_ = null;
};
/**
* Return whether the block would be deleted if dropped immediately, based on
* information from the most recent move event.
* @return {boolean} true if the block would be deleted if dropped immediately.
* @package
*/
Blockly.InsertionMarkerManager.prototype.wouldDeleteBlock = function() {
return this.wouldDeleteBlock_;
};
/**
* Return whether the block would be connected if dropped immediately, based on
* information from the most recent move event.
* @return {boolean} True if the block would be connected if dropped
* immediately.
* @package
*/
Blockly.InsertionMarkerManager.prototype.wouldConnectBlock = function() {
return !!this.closestConnection_;
};
/**
* Connect to the closest connection and render the results.
* This should be called at the end of a drag.
* @package
*/
Blockly.InsertionMarkerManager.prototype.applyConnections = function() {
if (this.closestConnection_) {
// Don't fire events for insertion markers.
Blockly.Events.disable();
this.hidePreview_();
Blockly.Events.enable();
// Connect two blocks together.
this.localConnection_.connect(this.closestConnection_);
if (this.topBlock_.rendered) {
// Trigger a connection animation.
// Determine which connection is inferior (lower in the source stack).
var inferiorConnection = this.localConnection_.isSuperior() ?
this.closestConnection_ : this.localConnection_;
Blockly.BlockAnimations.connectionUiEffect(
inferiorConnection.getSourceBlock());
// Bring the just-edited stack to the front.
var rootBlock = this.topBlock_.getRootBlock();
rootBlock.bringToFront();
}
}
};
/**
* Update highlighted connections based on the most recent move location.
* @param {!goog.math.Coordinate} dxy Position relative to drag start,
* in workspace units.
* @param {?number} deleteArea One of {@link Blockly.DELETE_AREA_TRASH},
* {@link Blockly.DELETE_AREA_TOOLBOX}, or {@link Blockly.DELETE_AREA_NONE}.
* @package
*/
Blockly.InsertionMarkerManager.prototype.update = function(dxy, deleteArea) {
var candidate = this.getCandidate_(dxy);
this.wouldDeleteBlock_ = this.shouldDelete_(candidate, deleteArea);
var shouldUpdate = this.wouldDeleteBlock_ ||
this.shouldUpdatePreviews_(candidate, dxy);
if (shouldUpdate) {
// Don't fire events for insertion marker creation or movement.
Blockly.Events.disable();
this.maybeHidePreview_(candidate);
this.maybeShowPreview_(candidate);
Blockly.Events.enable();
}
};
/**** Begin initialization functions ****/
/**
* Create an insertion marker that represents the given block.
* @param {!Blockly.BlockSvg} sourceBlock The block that the insertion marker
* will represent.
* @return {!Blockly.BlockSvg} The insertion marker that represents the given
* block.
* @private
*/
Blockly.InsertionMarkerManager.prototype.createMarkerBlock_ = function(sourceBlock) {
var imType = sourceBlock.type;
Blockly.Events.disable();
try {
var result = this.workspace_.newBlock(imType);
result.setInsertionMarker(true, sourceBlock.width);
if (sourceBlock.mutationToDom) {
var oldMutationDom = sourceBlock.mutationToDom();
if (oldMutationDom) {
result.domToMutation(oldMutationDom);
}
}
result.initSvg();
} finally {
Blockly.Events.enable();
}
return result;
};
/**
* Populate the list of available connections on this block stack. This should
* only be called once, at the beginning of a drag.
* If the stack has more than one block, this function will populate
* lastOnStack_ and create the corresponding insertion marker.
* @return {!Array.<!Blockly.RenderedConnection>} a list of available
* connections.
* @private
*/
Blockly.InsertionMarkerManager.prototype.initAvailableConnections_ = function() {
var available = this.topBlock_.getConnections_(false);
// Also check the last connection on this stack
var lastOnStack = this.topBlock_.lastConnectionInStack();
if (lastOnStack && lastOnStack != this.topBlock_.nextConnection) {
available.push(lastOnStack);
this.lastOnStack_ = lastOnStack;
this.lastMarker_ = this.createMarkerBlock_(lastOnStack.sourceBlock_);
}
return available;
};
/**** End initialization functions ****/
/**
* Whether the previews (insertion marker and replacement marker) should be
* updated based on the closest candidate and the current drag distance.
* @param {!Object} candidate An object containing a local connection, a closest
* connection, and a radius. Returned by getCandidate_.
* @param {!goog.math.Coordinate} dxy Position relative to drag start,
* in workspace units.
* @return {boolean} whether the preview should be updated.
* @private
*/
Blockly.InsertionMarkerManager.prototype.shouldUpdatePreviews_ = function(
candidate, dxy) {
var candidateLocal = candidate.local;
var candidateClosest = candidate.closest;
var radius = candidate.radius;
// Found a connection!
if (candidateLocal && candidateClosest) {
if (candidateLocal.type == Blockly.OUTPUT_VALUE) {
// Always update previews for output connections.
return true;
}
// We're already showing an insertion marker.
// Decide whether the new connection has higher priority.
if (this.localConnection_ && this.closestConnection_) {
// The connection was the same as the current connection.
if (this.closestConnection_ == candidateClosest) {
return false;
}
var xDiff = this.localConnection_.x_ + dxy.x - this.closestConnection_.x_;
var yDiff = this.localConnection_.y_ + dxy.y - this.closestConnection_.y_;
var curDistance = Math.sqrt(xDiff * xDiff + yDiff * yDiff);
// Slightly prefer the existing preview over a new preview.
return !(candidateClosest && radius > curDistance -
Blockly.CURRENT_CONNECTION_PREFERENCE);
} else if (!this.localConnection_ && !this.closestConnection_) {
// We weren't showing a preview before, but we should now.
return true;
} else {
console.error('Only one of localConnection_ and closestConnection_ was set.');
}
} else { // No connection found.
// Only need to update if we were showing a preview before.
return !!(this.localConnection_ && this.closestConnection_);
}
console.error('Returning true from shouldUpdatePreviews, but it\'s not clear why.');
return true;
};
/**
* Find the nearest valid connection, which may be the same as the current
* closest connection.
* @param {!goog.math.Coordinate} dxy Position relative to drag start,
* in workspace units.
* @return {!Object} candidate An object containing a local connection, a closest
* connection, and a radius.
*/
Blockly.InsertionMarkerManager.prototype.getCandidate_ = function(dxy) {
var radius = this.getStartRadius_();
var candidateClosest = null;
var candidateLocal = null;
for (var i = 0; i < this.availableConnections_.length; i++) {
var myConnection = this.availableConnections_[i];
var neighbour = myConnection.closest(radius, dxy);
if (neighbour.connection) {
candidateClosest = neighbour.connection;
candidateLocal = myConnection;
radius = neighbour.radius;
}
}
return {
closest: candidateClosest,
local: candidateLocal,
radius: radius
};
};
/**
* Decide the radius at which to start searching for the closest connection.
* @return {number} The radius at which to start the search for the closest
* connection.
* @private
*/
Blockly.InsertionMarkerManager.prototype.getStartRadius_ = function() {
// If there is already a connection highlighted,
// increase the radius we check for making new connections.
// Why? When a connection is highlighted, blocks move around when the insertion
// marker is created, which could cause the connection became out of range.
// By increasing radiusConnection when a connection already exists,
// we never "lose" the connection from the offset.
if (this.closestConnection_ && this.localConnection_) {
return Blockly.CONNECTING_SNAP_RADIUS;
}
return Blockly.SNAP_RADIUS;
};
/**
* Whether ending the drag would replace a block or insert a block.
* @return {boolean} True if dropping the block immediately would replace
* another block. False if dropping the block immediately would result in
* the block being inserted in a block stack.
* @private
*/
Blockly.InsertionMarkerManager.prototype.shouldReplace_ = function() {
var closest = this.closestConnection_;
var local = this.localConnection_;
// Dragging a block over an existing block in an input should replace the
// existing block and bump it out.
if (local.type == Blockly.OUTPUT_VALUE) {
return true; // Replace.
}
// Connecting to a statement input of c-block is an insertion, even if that
// c-block is terminal (e.g. forever).
if (local == local.sourceBlock_.getFirstStatementConnection()) {
return false; // Insert.
}
// Dragging a terminal block over another (connected) terminal block will
// replace, not insert.
var isTerminalBlock = !this.topBlock_.nextConnection;
var isConnectedTerminal = isTerminalBlock &&
local.type == Blockly.PREVIOUS_STATEMENT && closest.isConnected();
if (isConnectedTerminal) {
return true; // Replace.
}
// Otherwise it's an insertion.
return false;
};
/**
* Whether ending the drag would delete the block.
* @param {!Object} candidate An object containing a local connection, a closest
* connection, and a radius.
* @param {?number} deleteArea One of {@link Blockly.DELETE_AREA_TRASH},
* {@link Blockly.DELETE_AREA_TOOLBOX}, or {@link Blockly.DELETE_AREA_NONE}.
* @return {boolean} True if dropping the block immediately would replace
* delete the block. False otherwise.
* @private
*/
Blockly.InsertionMarkerManager.prototype.shouldDelete_ = function(candidate,
deleteArea) {
// Prefer connecting over dropping into the trash can, but prefer dragging to
// the toolbox over connecting to other blocks.
var wouldConnect = candidate && !!candidate.closest &&
deleteArea != Blockly.DELETE_AREA_TOOLBOX;
var wouldDelete = !!deleteArea && !this.topBlock_.getParent() &&
this.topBlock_.isDeletable();
return wouldDelete && !wouldConnect;
};
/**** Begin preview visibility functions ****/
/**
* Show an insertion marker or replacement highlighting during a drag, if
* needed.
* At the beginning of this function, this.localConnection_ and
* this.closestConnection_ should both be null.
* @param {!Object} candidate An object containing a local connection, a closest
* connection, and a radius.
* @private
*/
Blockly.InsertionMarkerManager.prototype.maybeShowPreview_ = function(candidate) {
// Nope, don't add a marker.
if (this.wouldDeleteBlock_) {
return;
}
var closest = candidate.closest;
var local = candidate.local;
// Nothing to connect to.
if (!closest) {
return;
}
// Something went wrong and we're trying to connect to an invalid connection.
if (closest == this.closestConnection_ ||
closest.sourceBlock_.isInsertionMarker()) {
return;
}
// Add an insertion marker or replacement marker.
this.closestConnection_ = closest;
this.localConnection_ = local;
this.showPreview_();
};
/**
* A preview should be shown. This function figures out if it should be a block
* highlight or an insertion marker, and shows the appropriate one.
* @private
*/
Blockly.InsertionMarkerManager.prototype.showPreview_ = function() {
if (this.shouldReplace_()) {
this.highlightBlock_();
} else { // Should insert
this.connectMarker_();
}
};
/**
* Show an insertion marker or replacement highlighting during a drag, if
* needed.
* At the end of this function, this.localConnection_ and
* this.closestConnection_ should both be null.
* @param {!Object} candidate An object containing a local connection, a closest
* connection, and a radius.
* @private
*/
Blockly.InsertionMarkerManager.prototype.maybeHidePreview_ = function(candidate) {
// If there's no new preview, remove the old one but don't bother deleting it.
// We might need it later, and this saves disposing of it and recreating it.
if (!candidate.closest) {
this.hidePreview_();
}
// If there's a new preview and there was an preview before, and either
// connection has changed, remove the old preview.
var hadPreview = this.closestConnection_ && this.localConnection_;
var closestChanged = this.closestConnection_ != candidate.closest;
var localChanged = this.localConnection_ != candidate.local;
// Also hide if we had a preview before but now we're going to delete instead.
if (hadPreview && (closestChanged || localChanged || this.wouldDeleteBlock_)) {
this.hidePreview_();
}
// Either way, clear out old state.
this.markerConnection_ = null;
this.closestConnection_ = null;
this.localConnection_ = null;
};
/**
* A preview should be hidden. This function figures out if it is a block
* highlight or an insertion marker, and hides the appropriate one.
* @private
*/
Blockly.InsertionMarkerManager.prototype.hidePreview_ = function() {
if (this.highlightingBlock_) {
this.unhighlightBlock_();
} else if (this.markerConnection_) {
this.disconnectMarker_();
}
};
/**** End preview visibility functions ****/
/**** Begin block highlighting functions ****/
/**
* Add highlighting showing which block will be replaced.
* Scratch-specific code, where "highlighting" applies to a block rather than
* a connection.
*/
Blockly.InsertionMarkerManager.prototype.highlightBlock_ = function() {
var closest = this.closestConnection_;
var local = this.localConnection_;
if (closest.targetBlock()) {
this.highlightedBlock_ = closest.targetBlock();
closest.targetBlock().highlightForReplacement(true);
} else if(local.type == Blockly.OUTPUT_VALUE) {
this.highlightedBlock_ = closest.sourceBlock_;
closest.sourceBlock_.highlightShapeForInput(closest, true);
}
this.highlightingBlock_ = true;
};
/**
* Get rid of the highlighting marking the block that will be replaced.
* Scratch-specific code, where "highlighting" applies to a block rather than
* a connection.
*/
Blockly.InsertionMarkerManager.prototype.unhighlightBlock_ = function() {
var closest = this.closestConnection_;
// If there's no block in place, but we're still connecting to a value input,
// then we must have been highlighting an input shape.
if (closest.type == Blockly.INPUT_VALUE && !closest.isConnected()) {
this.highlightedBlock_.highlightShapeForInput(closest, false);
} else {
this.highlightedBlock_.highlightForReplacement(false);
}
this.highlightedBlock_ = null;
this.highlightingBlock_ = false;
};
/**** End block highlighting functions ****/
/**** Begin insertion marker display functions ****/
/**
* Disconnect the insertion marker block in a manner that returns the stack to
* original state.
* @private
*/
Blockly.InsertionMarkerManager.prototype.disconnectMarker_ = function() {
if (!this.markerConnection_) {
console.log('No insertion marker connection to disconnect');
return;
}
var imConn = this.markerConnection_;
var imBlock = imConn.sourceBlock_;
var markerNext = imBlock.nextConnection;
var markerPrev = imBlock.previousConnection;
// The insertion marker is the first block in a stack, either because it
// doesn't have a previous connection or because the previous connection is
// not connected. Unplug won't do anything in that case. Instead, unplug the
// following block.
if (imConn == markerNext && !(markerPrev && markerPrev.targetConnection)) {
imConn.targetBlock().unplug(false);
}
// Inside of a C-block, first statement connection.
else if (imConn.type == Blockly.NEXT_STATEMENT && imConn != markerNext) {
var innerConnection = imConn.targetConnection;
innerConnection.sourceBlock_.unplug(false);
var previousBlockNextConnection =
markerPrev ? markerPrev.targetConnection : null;
imBlock.unplug(true);
if (previousBlockNextConnection) {
previousBlockNextConnection.connect(innerConnection);
}
} else {
imBlock.unplug(true /* healStack */);
}
if (imConn.targetConnection) {
throw 'markerConnection_ still connected at the end of disconnectInsertionMarker';
}
this.markerConnection_ = null;
imBlock.getSvgRoot().setAttribute('visibility', 'hidden');
};
/**
* Add an insertion marker connected to the appropriate blocks.
* @private
*/
Blockly.InsertionMarkerManager.prototype.connectMarker_ = function() {
var local = this.localConnection_;
var closest = this.closestConnection_;
var isLastInStack = this.lastOnStack_ && local == this.lastOnStack_;
var imBlock = isLastInStack ? this.lastMarker_ : this.firstMarker_;
var imConn = imBlock.getMatchingConnection(local.sourceBlock_, local);
goog.asserts.assert(imConn != this.markerConnection_,
'Made it to connectMarker_ even though the marker isn\'t changing');
// Render disconnected from everything else so that we have a valid
// connection location.
imBlock.render();
imBlock.rendered = true;
imBlock.getSvgRoot().setAttribute('visibility', 'visible');
// TODO: positionNewBlock should be on Blockly.BlockSvg, not prototype,
// because it doesn't rely on anything in the block it's called on.
imBlock.positionNewBlock(imBlock, imConn, closest);
// Connect() also renders the insertion marker.
imConn.connect(closest);
this.markerConnection_ = imConn;
};
/**** End insertion marker display functions ****/