Fix a few possible crashes by dragging in certain ways, and display on screen when an invalid drop target is hovered over
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8460744e68
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@ -18,6 +18,10 @@
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// Callback when initially starting a drag on a draggable component
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// Callback when initially starting a drag on a draggable component
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const onDragStart = e => {
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const onDragStart = e => {
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if (!e.target?.dataset?.componentId) {
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return
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}
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// Update state
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// Update state
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dragTarget = e.target.dataset.componentId
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dragTarget = e.target.dataset.componentId
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builderStore.actions.selectComponent(dragTarget)
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builderStore.actions.selectComponent(dragTarget)
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@ -32,63 +36,73 @@
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// Callback when drag stops (whether dropped or not)
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// Callback when drag stops (whether dropped or not)
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const onDragEnd = e => {
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const onDragEnd = e => {
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// Reset opacity style
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if (dragTarget) {
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const child = getDOMNodeForComponent(e.target)
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if (child) {
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child.style.opacity = ""
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}
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}
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// Reset state and styles
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// Reset state and styles
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dragTarget = null
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dropTarget = null
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dropTarget = null
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dropInfo = null
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dropInfo = null
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builderStore.actions.setDragging(false)
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builderStore.actions.setDragging(false)
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// Reset opacity style
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const child = getDOMNodeForComponent(e.target)
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if (child) {
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child.style.opacity = ""
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}
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}
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}
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// Callback when on top of a component
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// Callback when on top of a component
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const onDragOver = e => {
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const onDragOver = e => {
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// Skip if we aren't validly dragging currently
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if (!dragTarget || !dropInfo) {
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return
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}
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e.preventDefault()
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e.preventDefault()
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const { droppableInside, bounds } = dropInfo
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const { top, height } = bounds
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const mouseY = e.clientY
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const elTop = top
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const elBottom = top + height
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if (dropInfo) {
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// Determine which edge we're nearest as this is needed for potentially
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const { droppableInside, bounds } = dropInfo
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// any drop mode
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const { top, height } = bounds
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let nearestEdge
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const mouseY = e.clientY
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if (Math.abs(elTop - mouseY) < Math.abs(elBottom - mouseY)) {
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const elTop = top
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nearestEdge = "above"
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const elBottom = top + height
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} else {
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nearestEdge = "below"
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}
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// Determine which edge we're nearest as this is needed for potentially
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// If not available to drop inside, just check whether we are closer
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// any drop mode
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// to the top or bottom
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let nearestEdge
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if (!droppableInside) {
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if (Math.abs(elTop - mouseY) < Math.abs(elBottom - mouseY)) {
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dropMode = nearestEdge
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nearestEdge = "above"
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}
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// Otherwise determine whether the user wants to drop inside or at
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// either edge
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else {
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const edgeLimit = Math.min(40, height * 0.33)
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const insideLimit = [
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Math.round(top + edgeLimit),
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Math.round(top + height - edgeLimit),
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]
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if (mouseY >= insideLimit[0] && mouseY <= insideLimit[1]) {
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dropMode = "inside"
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} else {
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} else {
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nearestEdge = "below"
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}
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// If not available to drop inside, just check whether we are closer
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// to the top or bottom
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if (!droppableInside) {
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dropMode = nearestEdge
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dropMode = nearestEdge
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}
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}
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// Otherwise determine whether the user wants to drop inside or at
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// either edge
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else {
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const edgeLimit = Math.min(40, height * 0.33)
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const insideLimit = [
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Math.round(top + edgeLimit),
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Math.round(top + height - edgeLimit),
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]
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if (mouseY >= insideLimit[0] && mouseY <= insideLimit[1]) {
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dropMode = "inside"
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} else {
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dropMode = nearestEdge
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}
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}
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}
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}
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}
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}
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// Callback when entering a potential drop target
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// Callback when entering a potential drop target
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const onDragEnter = e => {
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const onDragEnter = e => {
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// Skip if we aren't validly dragging currently
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if (!dragTarget) {
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return
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}
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const element = e.target.closest("[data-type='component']")
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const element = e.target.closest("[data-type='component']")
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if (
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if (
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element &&
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element &&
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