Fix bug in drag and drop.

This commit is contained in:
Greyson Parrelli
2026-07-26 22:47:04 -04:00
parent 5de5b60660
commit 08a2e74067
+39 -12
View File
@@ -33,6 +33,9 @@ export function ArrangePhase({ view, you, send }: Props) {
// One entry per card row, in current play order, so a pointer drag can find
// which slot the finger/cursor is currently over by hit-testing rects.
const cardRefs = useRef<(HTMLDivElement | null)[]>([])
// Holds the latest `onDragMove` so the window listener (attached once per
// drag) always calls the fresh closure — see the drag effect below.
const moveRef = useRef<(clientY: number) => void>(() => {})
const locked = you.ready
// The arrow buttons reorder `order` and the cards glide to their new slot.
@@ -65,10 +68,16 @@ export function ArrangePhase({ view, you, send }: Props) {
}
// Drag-to-reorder via pointer events, driven by the grip handle. Native HTML5
// drag doesn't fire on touch, so we use pointer events (mouse + touch alike)
// and capture the pointer on the handle so the drag keeps tracking even when
// the finger/cursor leaves the handle. `touch-action: none` on the handle
// stops the browser from scrolling the page mid-drag.
// drag doesn't fire on touch, so we use pointer events (mouse + touch alike).
// `touch-action: none` on the handle stops the browser from scrolling the
// page mid-drag.
//
// We do NOT rely on `setPointerCapture` here: the captured handle lives inside
// the keyed row that reorders mid-drag, and React moves that DOM node
// (`insertBefore`) as the list changes — which makes browsers drop the active
// pointer capture, freezing the drag until the user re-grabs. Instead we
// listen on `window` for the drag's lifetime (see the effect below), so
// reordering the rows can never interrupt the gesture.
//
// The lifted card follows the finger while the list reorders live beneath it.
// The translate is applied to an inner wrapper, not the `.arrange-card` box
@@ -86,10 +95,9 @@ export function ArrangePhase({ view, you, send }: Props) {
setDragTranslate(0)
setDropping(false)
setDragging(true)
e.currentTarget.setPointerCapture(e.pointerId)
}
function onDragMove(e: React.PointerEvent<HTMLElement>) {
function onDragMove(clientY: number) {
if (dragIndex.current === null) return
// Find the slot the pointer has crossed into by hit-testing the *other*
// rows' midpoints (the lifted row's own box stays in its natural slot).
@@ -100,8 +108,8 @@ export function ArrangePhase({ view, you, send }: Props) {
if (!el) continue
const r = el.getBoundingClientRect()
const mid = r.top + r.height / 2
if (j < dragIndex.current && e.clientY < mid) target = Math.min(target, j)
else if (j > dragIndex.current && e.clientY > mid) target = Math.max(target, j)
if (j < dragIndex.current && clientY < mid) target = Math.min(target, j)
else if (j > dragIndex.current && clientY > mid) target = Math.max(target, j)
}
if (target !== dragIndex.current) {
move(dragIndex.current, target)
@@ -110,8 +118,11 @@ export function ArrangePhase({ view, you, send }: Props) {
// Follow the finger from where the drag began, minus how far the card's own
// slot has since shifted — keeping it pinned under the finger.
const shift = (dragIndex.current - startIndex.current) * stride.current
setDragTranslate(e.clientY - grabY.current - shift)
setDragTranslate(clientY - grabY.current - shift)
}
// Keep the window listener pointed at the current-render closure (fresh
// `order`/refs) without re-attaching the listener on every reorder.
moveRef.current = onDragMove
function endDrag() {
if (dragIndex.current === null) return
@@ -126,6 +137,25 @@ export function ArrangePhase({ view, you, send }: Props) {
}, 180)
}
// While a drag is active, track the pointer on `window` so the gesture keeps
// running even as the list reorders under the finger (the handle's own
// pointer capture would be lost when React moves its row). Attached once per
// drag; `moveRef` keeps it calling the latest closure.
useEffect(() => {
if (!dragging) return
const onMove = (e: PointerEvent) => moveRef.current(e.clientY)
const onUp = () => endDrag()
window.addEventListener('pointermove', onMove)
window.addEventListener('pointerup', onUp)
window.addEventListener('pointercancel', onUp)
return () => {
window.removeEventListener('pointermove', onMove)
window.removeEventListener('pointerup', onUp)
window.removeEventListener('pointercancel', onUp)
}
// eslint-disable-next-line react-hooks/exhaustive-deps
}, [dragging])
// Which pets do the foods land on? Foods buff the next pet later in play order
// (i.e. the next pet below them in the list). Compute buff per card for preview.
const bonuses = new Map<string, number>()
@@ -196,9 +226,6 @@ export function ArrangePhase({ view, you, send }: Props) {
aria-label="drag to reorder"
title="Drag to reorder"
onPointerDown={(e) => startDrag(e, i)}
onPointerMove={onDragMove}
onPointerUp={endDrag}
onPointerCancel={endDrag}
>
</div>