Files
ueblueprint/js/input/mouse/MouseCreateLink.js
barsdeveloper 23ee628e28 Refactoring entities (#23)
* Still WIP

* WIP

* ArrayEntity parsing fixed

* Fix format text entity

* Tests for various entity classes and update entity class implementations

* More tests and fixed

* More entities fixed

* Simple entities serialization fixed

* Entities tests fixed

* Remove serialization bits

* Fix Function reference

* CustomProperties creating fixed

* WIP

* Better typing for grammars

* Decoding code fixes

* Fixing still

* Several fixes

* rename toString to serialize

* Several fixes

* More fixes

* Moving more stuff out of Utility

* Several fixes

* Fixing Linear color entity print

* Serialization fixes

* Fix serialization

* Method to compute grammar

* Renaming fix

* Fix array grammar and equality check

* Fix inlined keys

* Fix type

* Several serialization fixes

* Fix undefined dereference

* Several fixes

* More fixes and cleanup

* Fix keys quoting mechanism

* Fix natural number assignment

* Fix Int64 toString()

* Fix quoted keys for inlined arrays

* Fix PG pins

* Fix several test cases

* Types fixes

* New pin default value empty

* Fix non existing DefaultValue for variadic nodes

* Smaller fixes for crashes

* Fix link color when attached to knot

* Linking test and more reliability operations for adding pins

* Improve issue 18 test

* More tests and fixes

* Fix enum pin entity

* Remove failing test
2024-09-08 11:46:36 +02:00

150 lines
5.8 KiB
JavaScript
Executable File

import Configuration from "../../Configuration.js"
import ElementFactory from "../../element/ElementFactory.js"
import IMouseClickDrag from "./IMouseClickDrag.js"
/**
* @typedef {import("./IMouseClickDrag.js").Options & {
* scrollGraphEdge?: Boolean,
* }} Options
*/
/** @extends IMouseClickDrag<PinElement> */
export default class MouseCreateLink extends IMouseClickDrag {
/** @type {NodeListOf<PinElement>} */
#listenedPins
/** @type {PinElement} */
#knotPin = null
/** @param {MouseEvent} e */
#mouseenterHandler = e => {
if (!this.enteredPin) {
this.linkValid = false
this.enteredPin = /** @type {PinElement} */(e.target)
const a = this.link.source ?? this.target // Remember target might have change
const b = this.enteredPin
const outputPin = a.isOutput() ? a : b
if (
a.nodeElement.getType() === Configuration.paths.knot
|| b.nodeElement.getType() === Configuration.paths.knot
) {
// A knot can be linked to any pin, it doesn't matter the type or input/output direction
this.link.setMessageCorrect()
this.linkValid = true
} else if (a.getNodeElement() === b.getNodeElement()) {
this.link.setMessageSameNode()
} else if (a.isOutput() === b.isOutput()) {
this.link.setMessageDirectionsIncompatible()
} else if (this.blueprint.getLinks(a, b).length) {
this.link.setMessageReplaceLink()
this.linkValid = true
} else if (outputPin.entity.getType() === "exec" && outputPin.isLinked) {
this.link.setMessageReplaceOutputLink()
this.linkValid = true
} else if (
(a.entity.PinType.PinCategory.valueOf() != "object" || b.entity.PinType.PinCategory.valueOf() != "object")
&& a.pinType != b.pinType
) {
this.link.setMessageTypesIncompatible(a, b)
this.linkValid = false
} else {
this.link.setMessageCorrect()
this.linkValid = true
}
}
}
/** @param {MouseEvent} e */
#mouseleaveHandler = e => {
if (this.enteredPin == e.target) {
this.enteredPin = null
this.linkValid = false
this.link?.setMessagePlaceNode()
}
}
/** @type {LinkElement?} */
link
/** @type {PinElement?} */
enteredPin
linkValid = false
/**
* @param {PinElement} target
* @param {Blueprint} blueprint
* @param {Options} options
*/
constructor(target, blueprint, options = {}) {
options.scrollGraphEdge ??= true
super(target, blueprint, options)
}
startDrag(location) {
if (this.target.nodeElement.getType() == Configuration.paths.knot) {
this.#knotPin = this.target
}
/** @type {LinkElement} */
this.link = /** @type {LinkElementConstructor} */(ElementFactory.getConstructor("ueb-link"))
.newObject(this.target, null)
this.blueprint.template.linksContainerElement.prepend(this.link)
this.link.setMessagePlaceNode()
this.#listenedPins = this.blueprint.querySelectorAll("ueb-pin")
this.#listenedPins.forEach(pin => {
if (pin != this.target) {
pin.addEventListener("mouseenter", this.#mouseenterHandler)
pin.addEventListener("mouseleave", this.#mouseleaveHandler)
}
})
this.link.startDragging()
this.link.setDestinationLocation(location)
}
dragTo(location, movement) {
this.link.setDestinationLocation(location)
}
endDrag() {
this.#listenedPins.forEach(pin => {
pin.removeEventListener("mouseenter", this.#mouseenterHandler)
pin.removeEventListener("mouseleave", this.#mouseleaveHandler)
})
this.#listenedPins = null
if (this.enteredPin && this.linkValid) {
// Knot can use wither the input or output (by default) part indifferently, check if a switch is needed
if (this.#knotPin) {
const otherPin = this.#knotPin !== this.link.source ? this.link.source : this.enteredPin
// Knot pin direction correction
if (this.#knotPin.isInput() && otherPin.isInput() || this.#knotPin.isOutput() && otherPin.isOutput()) {
const oppositePin = /** @type {KnotPinTemplate} */(this.#knotPin.template).getOppositePin()
if (this.#knotPin === this.link.source) {
this.link.source = oppositePin
} else {
this.enteredPin = oppositePin
}
}
} else if (this.enteredPin.nodeElement.getType() === Configuration.paths.knot) {
this.#knotPin = this.enteredPin
if (this.link.source.isOutput()) {
// Knot uses by default the output pin, let's switch to keep it coherent with the source node we have
this.enteredPin = /** @type {KnotPinTemplate} */(this.enteredPin.template).getOppositePin()
}
}
if (!this.link.source.getLinks().find(ref => ref.equals(this.enteredPin.createPinReference()))) {
this.blueprint.addGraphElement(this.link)
this.link.destination = this.enteredPin
} else {
this.link.remove()
}
} else {
this.link.remove()
}
this.enteredPin = null
this.link.removeMessage()
this.link.finishDragging()
this.link = null
}
}