Improve drag and drop.
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@@ -18,6 +18,21 @@ export function ArrangePhase({ view, you, send }: Props) {
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const [order, setOrder] = useState<Card[]>(you.deck ?? [])
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const dragIndex = useRef<number | null>(null)
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const [dragging, setDragging] = useState(false)
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// The card currently under the finger/cursor: it lifts and follows the
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// pointer (`dragTranslate`), while `dropping` glides it into its final slot
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// when released.
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const [dragId, setDragId] = useState<string | null>(null)
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const [dragTranslate, setDragTranslate] = useState(0)
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const [dropping, setDropping] = useState(false)
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// Drag bookkeeping: where the drag began, the pointer Y at grab time, and the
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// slot-to-slot pixel stride (rows are uniform), so the lifted card can track
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// the finger even as the list reorders beneath it.
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const startIndex = useRef(0)
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const grabY = useRef(0)
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const stride = useRef(0)
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// One entry per card row, in current play order, so a pointer drag can find
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// which slot the finger/cursor is currently over by hit-testing rects.
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const cardRefs = useRef<(HTMLDivElement | null)[]>([])
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const locked = you.ready
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// The arrow buttons reorder `order` and the cards glide to their new slot.
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@@ -49,6 +64,68 @@ export function ArrangePhase({ view, you, send }: Props) {
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})
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}
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// Drag-to-reorder via pointer events, driven by the grip handle. Native HTML5
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// drag doesn't fire on touch, so we use pointer events (mouse + touch alike)
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// and capture the pointer on the handle so the drag keeps tracking even when
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// the finger/cursor leaves the handle. `touch-action: none` on the handle
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// stops the browser from scrolling the page mid-drag.
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//
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// The lifted card follows the finger while the list reorders live beneath it.
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// The translate is applied to an inner wrapper, not the `.arrange-card` box
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// the FLIP animator measures, so the two never fight.
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function startDrag(e: React.PointerEvent<HTMLElement>, i: number) {
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e.preventDefault()
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dragIndex.current = i
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startIndex.current = i
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grabY.current = e.clientY
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// Row stride = distance between two adjacent slots; rows are uniform.
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const a = cardRefs.current[0]?.getBoundingClientRect()
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const b = cardRefs.current[1]?.getBoundingClientRect()
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stride.current = a && b ? b.top - a.top : (a?.height ?? 0) + 12
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setDragId(order[i].id)
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setDragTranslate(0)
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setDropping(false)
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setDragging(true)
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e.currentTarget.setPointerCapture(e.pointerId)
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}
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function onDragMove(e: React.PointerEvent<HTMLElement>) {
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if (dragIndex.current === null) return
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// Find the slot the pointer has crossed into by hit-testing the *other*
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// rows' midpoints (the lifted row's own box stays in its natural slot).
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let target = dragIndex.current
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for (let j = 0; j < order.length; j++) {
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if (j === dragIndex.current) continue
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const el = cardRefs.current[j]
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if (!el) continue
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const r = el.getBoundingClientRect()
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const mid = r.top + r.height / 2
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if (j < dragIndex.current && e.clientY < mid) target = Math.min(target, j)
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else if (j > dragIndex.current && e.clientY > mid) target = Math.max(target, j)
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}
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if (target !== dragIndex.current) {
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move(dragIndex.current, target)
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dragIndex.current = target
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}
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// Follow the finger from where the drag began, minus how far the card's own
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// slot has since shifted — keeping it pinned under the finger.
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const shift = (dragIndex.current - startIndex.current) * stride.current
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setDragTranslate(e.clientY - grabY.current - shift)
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}
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function endDrag() {
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if (dragIndex.current === null) return
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dragIndex.current = null
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// Glide the lifted card down into its resting slot, then clear drag state.
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setDropping(true)
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setDragTranslate(0)
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window.setTimeout(() => {
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setDragId(null)
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setDropping(false)
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setDragging(false)
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}, 180)
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}
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// Which pets do the foods land on? Foods buff the next pet later in play order
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// (i.e. the next pet below them in the list). Compute buff per card for preview.
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const bonuses = new Map<string, number>()
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@@ -96,49 +173,59 @@ export function ArrangePhase({ view, you, send }: Props) {
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<div className="arrange-col" ref={arrangeAnim.containerRef}>
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<div className="arrange-marker">⚔️ first to fight</div>
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{order.map((c, i) => (
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<div
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key={c.id}
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className="arrange-card"
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data-flip-key={c.id}
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draggable
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onDragStart={() => {
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dragIndex.current = i
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setDragging(true)
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}}
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onDragOver={(e) => {
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e.preventDefault()
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if (dragIndex.current !== null && dragIndex.current !== i) {
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move(dragIndex.current, i)
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dragIndex.current = i
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}
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}}
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onDragEnd={() => {
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dragIndex.current = null
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setDragging(false)
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}}
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>
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<div className="arrange-arrows">
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<button
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className="btn btn-ghost btn-sm"
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disabled={i === 0}
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onClick={() => move(i, i - 1)}
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aria-label="move up (earlier)"
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{order.map((c, i) => {
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const isDragged = c.id === dragId
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return (
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<div
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key={c.id}
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className={`arrange-card${isDragged ? ' is-dragging' : ''}`}
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data-flip-key={c.id}
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ref={(el) => {
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cardRefs.current[i] = el
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}}
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>
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<div
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className={`arrange-drag${isDragged && dropping ? ' is-dropping' : ''}`}
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style={isDragged ? { transform: `translateY(${dragTranslate}px)` } : undefined}
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>
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▲
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</button>
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<button
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className="btn btn-ghost btn-sm"
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disabled={i === order.length - 1}
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onClick={() => move(i, i + 1)}
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aria-label="move down (later)"
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>
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▼
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</button>
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<div className="arrange-controls">
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<div
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className="arrange-handle"
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role="button"
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tabIndex={-1}
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aria-label="drag to reorder"
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title="Drag to reorder"
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onPointerDown={(e) => startDrag(e, i)}
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onPointerMove={onDragMove}
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onPointerUp={endDrag}
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onPointerCancel={endDrag}
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>
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⠿
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</div>
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<div className="arrange-arrows">
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<button
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className="btn btn-ghost btn-sm"
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disabled={i === 0}
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onClick={() => move(i, i - 1)}
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aria-label="move up (earlier)"
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>
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▲
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</button>
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<button
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className="btn btn-ghost btn-sm"
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disabled={i === order.length - 1}
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onClick={() => move(i, i + 1)}
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aria-label="move down (later)"
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>
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▼
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</button>
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</div>
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</div>
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<CardView card={c} bonus={bonuses.get(c.id) ?? 0} noMagnify={dragging} />
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</div>
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</div>
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<CardView card={c} bonus={bonuses.get(c.id) ?? 0} noMagnify={dragging} />
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</div>
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))}
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)
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})}
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</div>
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{trailingFoods > 0 && (
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