mirror of
https://github.com/scratchfoundation/scratch-blocks.git
synced 2025-06-06 01:44:35 -04:00
678 lines
22 KiB
JavaScript
678 lines
22 KiB
JavaScript
/**
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* @license
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* Visual Blocks Editor
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*
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* Copyright 2017 Google Inc.
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* https://developers.google.com/blockly/
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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/**
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* @fileoverview Class that controls updates to connections during drags.
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* @author fenichel@google.com (Rachel Fenichel)
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*/
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'use strict';
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goog.provide('Blockly.InsertionMarkerManager');
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goog.require('Blockly.BlockAnimations');
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goog.require('Blockly.Events.BlockMove');
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goog.require('Blockly.RenderedConnection');
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goog.require('goog.math.Coordinate');
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/**
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* Class that controls updates to connections during drags. It is primarily
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* responsible for finding the closest eligible connection and highlighting or
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* unhiglighting it as needed during a drag.
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* @param {!Blockly.BlockSvg} block The top block in the stack being dragged.
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* @constructor
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*/
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Blockly.InsertionMarkerManager = function(block) {
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Blockly.selected = block;
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/**
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* The top block in the stack being dragged.
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* Does not change during a drag.
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* @type {!Blockly.Block}
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* @private
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*/
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this.topBlock_ = block;
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/**
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* The workspace on which these connections are being dragged.
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* Does not change during a drag.
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* @type {!Blockly.WorkspaceSvg}
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* @private
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*/
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this.workspace_ = block.workspace;
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/**
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* The last connection on the stack, if it's not the last connection on the
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* first block.
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* Set in initAvailableConnections, if at all.
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* @type {Blockly.RenderedConnection}
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* @private
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*/
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this.lastOnStack_ = null;
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/**
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* The insertion marker corresponding to the last block in the stack, if
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* that's not the same as the first block in the stack.
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* Set in initAvailableConnections, if at all
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* @type {Blockly.BlockSvg}
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* @private
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*/
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this.lastMarker_ = null;
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/**
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* The insertion marker that shows up between blocks to show where a block
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* would go if dropped immediately.
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* This is the scratch-blocks equivalent of connection highlighting.
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* @type {Blockly.BlockSvg}
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* @private
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*/
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this.firstMarker_ = this.createMarkerBlock_(this.topBlock_);
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/**
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* The connection that this block would connect to if released immediately.
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* Updated on every mouse move.
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* This is not on any of the blocks that are being dragged.
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* @type {Blockly.RenderedConnection}
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* @private
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*/
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this.closestConnection_ = null;
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/**
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* The connection that would connect to this.closestConnection_ if this block
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* were released immediately.
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* Updated on every mouse move.
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* This is on the top block that is being dragged or the last block in the
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* dragging stack.
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* @type {Blockly.RenderedConnection}
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* @private
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*/
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this.localConnection_ = null;
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/**
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* Whether the block would be deleted if it were dropped immediately.
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* Updated on every mouse move.
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* @type {boolean}
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* @private
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*/
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this.wouldDeleteBlock_ = false;
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/**
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* Connection on the insertion marker block that corresponds to
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* this.localConnection_ on the currently dragged block.
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* This is part of the scratch-blocks equivalent of connection highlighting.
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* @type {Blockly.RenderedConnection}
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* @private
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*/
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this.markerConnection_ = null;
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/**
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* Whether we are currently highlighting the block (shadow or real) that would
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* be replaced if the drag were released immediately.
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* @type {boolean}
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* @private
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*/
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this.highlightingBlock_ = false;
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/**
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* The block that is being highlighted for replacement, or null.
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* @type {Blockly.BlockSvg}
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* @private
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*/
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this.highlightedBlock_ = null;
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/**
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* The connections on the dragging blocks that are available to connect to
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* other blocks. This includes all open connections on the top block, as well
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* as the last connection on the block stack.
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* Does not change during a drag.
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* @type {!Array.<!Blockly.RenderedConnection>}
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* @private
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*/
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this.availableConnections_ = this.initAvailableConnections_();
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};
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/**
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* Sever all links from this object.
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* @package
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*/
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Blockly.InsertionMarkerManager.prototype.dispose = function() {
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this.topBlock_ = null;
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this.workspace_ = null;
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this.availableConnections_.length = 0;
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this.closestConnection_ = null;
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this.localConnection_ = null;
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Blockly.Events.disable();
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try {
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if (this.firstMarker_) {
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this.firstMarker_.dispose();
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this.firstMarker_ = null;
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}
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if (this.lastMarker_) {
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this.lastMarker_.dispose();
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this.lastMarker_ = null;
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}
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} finally {
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Blockly.Events.enable();
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}
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this.highlightedBlock_ = null;
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};
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/**
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* Return whether the block would be deleted if dropped immediately, based on
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* information from the most recent move event.
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* @return {boolean} true if the block would be deleted if dropped immediately.
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* @package
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*/
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Blockly.InsertionMarkerManager.prototype.wouldDeleteBlock = function() {
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return this.wouldDeleteBlock_;
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};
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/**
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* Return whether the block would be connected if dropped immediately, based on
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* information from the most recent move event.
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* @return {boolean} True if the block would be connected if dropped
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* immediately.
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* @package
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*/
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Blockly.InsertionMarkerManager.prototype.wouldConnectBlock = function() {
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return !!this.closestConnection_;
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};
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/**
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* Connect to the closest connection and render the results.
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* This should be called at the end of a drag.
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* @package
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*/
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Blockly.InsertionMarkerManager.prototype.applyConnections = function() {
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if (this.closestConnection_) {
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// Don't fire events for insertion markers.
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Blockly.Events.disable();
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this.hidePreview_();
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Blockly.Events.enable();
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// Connect two blocks together.
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this.localConnection_.connect(this.closestConnection_);
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if (this.topBlock_.rendered) {
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// Trigger a connection animation.
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// Determine which connection is inferior (lower in the source stack).
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var inferiorConnection = this.localConnection_.isSuperior() ?
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this.closestConnection_ : this.localConnection_;
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Blockly.BlockAnimations.connectionUiEffect(
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inferiorConnection.getSourceBlock());
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// Bring the just-edited stack to the front.
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var rootBlock = this.topBlock_.getRootBlock();
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rootBlock.bringToFront();
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}
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}
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};
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/**
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* Update highlighted connections based on the most recent move location.
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* @param {!goog.math.Coordinate} dxy Position relative to drag start,
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* in workspace units.
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* @param {?number} deleteArea One of {@link Blockly.DELETE_AREA_TRASH},
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* {@link Blockly.DELETE_AREA_TOOLBOX}, or {@link Blockly.DELETE_AREA_NONE}.
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* @package
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*/
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Blockly.InsertionMarkerManager.prototype.update = function(dxy, deleteArea) {
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var candidate = this.getCandidate_(dxy);
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this.wouldDeleteBlock_ = this.shouldDelete_(candidate, deleteArea);
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var shouldUpdate = this.wouldDeleteBlock_ ||
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this.shouldUpdatePreviews_(candidate, dxy);
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if (shouldUpdate) {
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// Don't fire events for insertion marker creation or movement.
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Blockly.Events.disable();
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this.maybeHidePreview_(candidate);
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this.maybeShowPreview_(candidate);
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Blockly.Events.enable();
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}
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};
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/**** Begin initialization functions ****/
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/**
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* Create an insertion marker that represents the given block.
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* @param {!Blockly.BlockSvg} sourceBlock The block that the insertion marker
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* will represent.
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* @return {!Blockly.BlockSvg} The insertion marker that represents the given
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* block.
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* @private
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*/
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Blockly.InsertionMarkerManager.prototype.createMarkerBlock_ = function(sourceBlock) {
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var imType = sourceBlock.type;
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Blockly.Events.disable();
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try {
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var result = this.workspace_.newBlock(imType);
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result.setInsertionMarker(true, sourceBlock.width);
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if (sourceBlock.mutationToDom) {
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var oldMutationDom = sourceBlock.mutationToDom();
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if (oldMutationDom) {
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result.domToMutation(oldMutationDom);
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}
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}
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result.initSvg();
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} finally {
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Blockly.Events.enable();
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}
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return result;
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};
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/**
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* Populate the list of available connections on this block stack. This should
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* only be called once, at the beginning of a drag.
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* If the stack has more than one block, this function will populate
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* lastOnStack_ and create the corresponding insertion marker.
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* @return {!Array.<!Blockly.RenderedConnection>} a list of available
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* connections.
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* @private
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*/
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Blockly.InsertionMarkerManager.prototype.initAvailableConnections_ = function() {
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var available = this.topBlock_.getConnections_(false);
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// Also check the last connection on this stack
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var lastOnStack = this.topBlock_.lastConnectionInStack();
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if (lastOnStack && lastOnStack != this.topBlock_.nextConnection) {
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available.push(lastOnStack);
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this.lastOnStack_ = lastOnStack;
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this.lastMarker_ = this.createMarkerBlock_(lastOnStack.sourceBlock_);
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}
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return available;
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};
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/**** End initialization functions ****/
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/**
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* Whether the previews (insertion marker and replacement marker) should be
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* updated based on the closest candidate and the current drag distance.
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* @param {!Object} candidate An object containing a local connection, a closest
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* connection, and a radius. Returned by getCandidate_.
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* @param {!goog.math.Coordinate} dxy Position relative to drag start,
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* in workspace units.
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* @return {boolean} whether the preview should be updated.
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* @private
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*/
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Blockly.InsertionMarkerManager.prototype.shouldUpdatePreviews_ = function(
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candidate, dxy) {
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var candidateLocal = candidate.local;
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var candidateClosest = candidate.closest;
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var radius = candidate.radius;
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// Found a connection!
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if (candidateLocal && candidateClosest) {
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if (candidateLocal.type == Blockly.OUTPUT_VALUE) {
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// Always update previews for output connections.
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return true;
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}
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// We're already showing an insertion marker.
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// Decide whether the new connection has higher priority.
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if (this.localConnection_ && this.closestConnection_) {
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// The connection was the same as the current connection.
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if (this.closestConnection_ == candidateClosest) {
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return false;
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}
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var xDiff = this.localConnection_.x_ + dxy.x - this.closestConnection_.x_;
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var yDiff = this.localConnection_.y_ + dxy.y - this.closestConnection_.y_;
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var curDistance = Math.sqrt(xDiff * xDiff + yDiff * yDiff);
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// Slightly prefer the existing preview over a new preview.
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return !(candidateClosest && radius > curDistance -
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Blockly.CURRENT_CONNECTION_PREFERENCE);
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} else if (!this.localConnection_ && !this.closestConnection_) {
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// We weren't showing a preview before, but we should now.
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return true;
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} else {
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console.error('Only one of localConnection_ and closestConnection_ was set.');
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}
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} else { // No connection found.
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// Only need to update if we were showing a preview before.
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return !!(this.localConnection_ && this.closestConnection_);
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}
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console.error('Returning true from shouldUpdatePreviews, but it\'s not clear why.');
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return true;
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};
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/**
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* Find the nearest valid connection, which may be the same as the current
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* closest connection.
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* @param {!goog.math.Coordinate} dxy Position relative to drag start,
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* in workspace units.
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* @return {!Object} candidate An object containing a local connection, a closest
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* connection, and a radius.
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*/
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Blockly.InsertionMarkerManager.prototype.getCandidate_ = function(dxy) {
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var radius = this.getStartRadius_();
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var candidateClosest = null;
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var candidateLocal = null;
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for (var i = 0; i < this.availableConnections_.length; i++) {
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var myConnection = this.availableConnections_[i];
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var neighbour = myConnection.closest(radius, dxy);
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if (neighbour.connection) {
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candidateClosest = neighbour.connection;
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candidateLocal = myConnection;
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radius = neighbour.radius;
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}
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}
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return {
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closest: candidateClosest,
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local: candidateLocal,
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radius: radius
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};
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};
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/**
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* Decide the radius at which to start searching for the closest connection.
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* @return {number} The radius at which to start the search for the closest
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* connection.
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* @private
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*/
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Blockly.InsertionMarkerManager.prototype.getStartRadius_ = function() {
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// If there is already a connection highlighted,
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// increase the radius we check for making new connections.
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// Why? When a connection is highlighted, blocks move around when the insertion
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// marker is created, which could cause the connection became out of range.
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// By increasing radiusConnection when a connection already exists,
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// we never "lose" the connection from the offset.
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if (this.closestConnection_ && this.localConnection_) {
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return Blockly.CONNECTING_SNAP_RADIUS;
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}
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return Blockly.SNAP_RADIUS;
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};
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/**
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* Whether ending the drag would replace a block or insert a block.
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* @return {boolean} True if dropping the block immediately would replace
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* another block. False if dropping the block immediately would result in
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* the block being inserted in a block stack.
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* @private
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*/
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Blockly.InsertionMarkerManager.prototype.shouldReplace_ = function() {
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var closest = this.closestConnection_;
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var local = this.localConnection_;
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// Dragging a block over an existing block in an input should replace the
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// existing block and bump it out.
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if (local.type == Blockly.OUTPUT_VALUE) {
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return true; // Replace.
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}
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// Connecting to a statement input of c-block is an insertion, even if that
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// c-block is terminal (e.g. forever).
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if (local == local.sourceBlock_.getFirstStatementConnection()) {
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return false; // Insert.
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}
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// Dragging a terminal block over another (connected) terminal block will
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// replace, not insert.
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var isTerminalBlock = !this.topBlock_.nextConnection;
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var isConnectedTerminal = isTerminalBlock &&
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local.type == Blockly.PREVIOUS_STATEMENT && closest.isConnected();
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if (isConnectedTerminal) {
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return true; // Replace.
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}
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// Otherwise it's an insertion.
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return false;
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};
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/**
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* Whether ending the drag would delete the block.
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* @param {!Object} candidate An object containing a local connection, a closest
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* connection, and a radius.
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* @param {?number} deleteArea One of {@link Blockly.DELETE_AREA_TRASH},
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* {@link Blockly.DELETE_AREA_TOOLBOX}, or {@link Blockly.DELETE_AREA_NONE}.
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* @return {boolean} True if dropping the block immediately would replace
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* delete the block. False otherwise.
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* @private
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*/
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Blockly.InsertionMarkerManager.prototype.shouldDelete_ = function(candidate,
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deleteArea) {
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// Prefer connecting over dropping into the trash can, but prefer dragging to
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// the toolbox over connecting to other blocks.
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var wouldConnect = candidate && !!candidate.closest &&
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deleteArea != Blockly.DELETE_AREA_TOOLBOX;
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var wouldDelete = !!deleteArea && !this.topBlock_.getParent() &&
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this.topBlock_.isDeletable();
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return wouldDelete && !wouldConnect;
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};
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/**** Begin preview visibility functions ****/
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/**
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* Show an insertion marker or replacement highlighting during a drag, if
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* needed.
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* At the beginning of this function, this.localConnection_ and
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* this.closestConnection_ should both be null.
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* @param {!Object} candidate An object containing a local connection, a closest
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* connection, and a radius.
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* @private
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*/
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Blockly.InsertionMarkerManager.prototype.maybeShowPreview_ = function(candidate) {
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// Nope, don't add a marker.
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if (this.wouldDeleteBlock_) {
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return;
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}
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var closest = candidate.closest;
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var local = candidate.local;
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// Nothing to connect to.
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if (!closest) {
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return;
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}
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// Something went wrong and we're trying to connect to an invalid connection.
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if (closest == this.closestConnection_ ||
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closest.sourceBlock_.isInsertionMarker()) {
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return;
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}
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// Add an insertion marker or replacement marker.
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this.closestConnection_ = closest;
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this.localConnection_ = local;
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this.showPreview_();
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};
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/**
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* A preview should be shown. This function figures out if it should be a block
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* highlight or an insertion marker, and shows the appropriate one.
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* @private
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*/
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Blockly.InsertionMarkerManager.prototype.showPreview_ = function() {
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if (this.shouldReplace_()) {
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this.highlightBlock_();
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} else { // Should insert
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this.connectMarker_();
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}
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};
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/**
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* Show an insertion marker or replacement highlighting during a drag, if
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* needed.
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* At the end of this function, this.localConnection_ and
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* this.closestConnection_ should both be null.
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* @param {!Object} candidate An object containing a local connection, a closest
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* connection, and a radius.
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* @private
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*/
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Blockly.InsertionMarkerManager.prototype.maybeHidePreview_ = function(candidate) {
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// If there's no new preview, remove the old one but don't bother deleting it.
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// We might need it later, and this saves disposing of it and recreating it.
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if (!candidate.closest) {
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this.hidePreview_();
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}
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// If there's a new preview and there was an preview before, and either
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// connection has changed, remove the old preview.
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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 ****/
|