insertion_marker_manager.js 22.2 KB
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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 ****/