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dockview-core

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Zero dependency layout manager supporting tabs, groups, grids and splitviews for vanilla TypeScript

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import { LocalSelectionTransfer, PanelTransfer, } from '../../../dnd/dataTransfer'; import { html5Backend, pointerBackend, } from '../../../dnd/backend'; import { Emitter } from '../../../events'; import { CompositeDisposable, Disposable, MutableDisposable, } from '../../../lifecycle'; import { toggleClass } from '../../../dom'; import { resolveDndCapabilities } from '../../dndCapabilities'; // Floating-group redock via touch: require a deliberate long press so the // "move the float around" gesture doesn't double-trigger the redock ghost. // Infinity pressTolerance disables the pre-arm flick override; any motion // during the wait is treated as drag-the-float, not redock intent. const FLOATING_REDOCK_INITIATION_DELAY_MS = 500; /** * The drag-source half of a group drag handle: html5 + pointer drag sources * that publish a group-level `PanelTransfer`, the "Multiple Panels (N)" ghost, * and the floating-group disambiguation that keeps the redock gesture from * firing alongside the overlay's move-the-float gesture. * * Shared by the tab-bar void container and the dedicated floating title bar so * both grab handles redock identically. */ export class GroupDragSource extends CompositeDisposable { // Resolved lazily so a retargetable handle (the floating title bar) always // drags the window's *current* anchor group, not the one captured here. get group() { return this.groupAccessor(); } constructor(options) { var _a, _b, _c; super(); this.panelTransfer = LocalSelectionTransfer.getInstance(); this._onDragStart = new Emitter(); this.onDragStart = this._onDragStart.event; this._element = options.element; this.accessor = options.accessor; const group = options.group; this.groupAccessor = typeof group === 'function' ? group : () => group; this.isFloatingMoveHandle = (_a = options.isFloatingMoveHandle) !== null && _a !== void 0 ? _a : (() => true); const caps = resolveDndCapabilities(this.accessor.options); this._element.draggable = caps.html5; toggleClass(this._element, 'dv-draggable', caps.html5 || caps.pointer); this.addDisposables(this._onDragStart); const buildMultiPanelsGhost = () => { const ghostEl = document.createElement('div'); const style = window.getComputedStyle(this._element); const bgColor = style.getPropertyValue('--dv-activegroup-visiblepanel-tab-background-color'); const color = style.getPropertyValue('--dv-activegroup-visiblepanel-tab-color'); ghostEl.style.backgroundColor = bgColor; ghostEl.style.color = color; ghostEl.style.padding = '2px 8px'; ghostEl.style.height = '24px'; ghostEl.style.fontSize = '11px'; ghostEl.style.lineHeight = '20px'; ghostEl.style.borderRadius = '12px'; ghostEl.style.whiteSpace = 'nowrap'; ghostEl.style.boxSizing = 'border-box'; // HTML5 setDragImage snapshots the element as appended to the // document; a default block-level div would stretch to the // body's width and render as a viewport-wide bar. ghostEl.style.display = 'inline-block'; ghostEl.textContent = `Multiple Panels (${this.group.size})`; return ghostEl; }; const buildGhostSpec = () => { var _a, _b; // The custom-ghost resolution (createGroupDragGhostComponent) is // owned by the AdvancedDnD module; core keeps the default chip and // falls back to it when no custom ghost is produced (incl. when // the module is absent). const customGhost = (_b = (_a = this.accessor).buildGroupDragGhost) === null || _b === void 0 ? void 0 : _b.call(_a, this.group); if (customGhost) { return customGhost; } return { element: buildMultiPanelsGhost(), offsetX: 30, offsetY: -10, }; }; const sharedDragOptions = { getData: () => { this.panelTransfer.setData([new PanelTransfer(this.accessor.id, this.group.id, null)], PanelTransfer.prototype); return { dispose: () => { this.panelTransfer.clearData(PanelTransfer.prototype); }, }; }, createGhost: buildGhostSpec, onDragStart: (event) => { this._onDragStart.fire(event); }, }; this.html5DragSource = html5Backend.createDragSource(this._element, Object.assign(Object.assign({}, sharedDragOptions), { disabled: !caps.html5, isCancelled: (event) => { // HTML5: when this element is the floating window's move // handle, redock needs shift+drag (otherwise click-and-drag // conflicts with moving the float). A non-move-handle (e.g. the // void container when a title bar moves the float) redocks with // a plain drag, like a group in the main grid. if (this.group.api.location.type === 'floating' && this.isFloatingMoveHandle() && !event.shiftKey) { return true; } if (this.group.api.location.type === 'edge' && this.group.size === 0) { return true; } return false; } })); // Only the move handle needs the touch disambiguation; other handles // redock with the normal grid press behaviour. const isFloating = () => { var _a, _b, _c; return ((_c = (_b = (_a = this.group) === null || _a === void 0 ? void 0 : _a.api) === null || _b === void 0 ? void 0 : _b.location) === null || _c === void 0 ? void 0 : _c.type) === 'floating' && this.isFloatingMoveHandle(); }; this.pointerDragSource = pointerBackend.createDragSource(this._element, Object.assign(Object.assign({}, sharedDragOptions), { disabled: !caps.pointer, touchOnly: !caps.pointerHandlesMouse, // Floating groups share this element with the overlay's // move-the-float drag. Without a longer hold + tolerance // override, both gestures commit simultaneously and the // user sees the float follow their finger *and* a ghost. touchInitiationDelay: () => isFloating() ? FLOATING_REDOCK_INITIATION_DELAY_MS : 250, pressTolerance: () => (isFloating() ? Infinity : 8), isCancelled: () => { if (!resolveDndCapabilities(this.accessor.options).pointer) { return true; } // Pointer: long-press IS the deliberate gesture, so // floating groups don't need the shift gate. if (this.group.api.location.type === 'edge' && this.group.size === 0) { return true; } return false; }, onDragStart: (event) => { var _a; // Redock just committed — abort any in-flight overlay // move so the float stops following the finger while // the ghost takes over. (_a = this.getFloatingOverlay()) === null || _a === void 0 ? void 0 : _a.cancelPendingDrag(); this._onDragStart.fire(event); } })); // Mirror direction: once the overlay's move-the-float gesture has // actually moved something, cancel the pending redock arm so the // ghost doesn't appear mid-drag if the user holds past 500ms. const overlayMoveSub = new MutableDisposable(); const refreshOverlayMoveSub = () => { const overlay = this.getFloatingOverlay(); overlayMoveSub.value = overlay ? overlay.onDidStartMoving(() => { this.pointerDragSource.cancelPending(); }) : Disposable.NONE; }; refreshOverlayMoveSub(); this.addDisposables(overlayMoveSub); const locationChange = (_c = (_b = this.group) === null || _b === void 0 ? void 0 : _b.api) === null || _c === void 0 ? void 0 : _c.onDidLocationChange; if (locationChange) { this.addDisposables(locationChange(refreshOverlayMoveSub)); } this.addDisposables(this.html5DragSource, this.pointerDragSource); } updateDragAndDropState() { const caps = resolveDndCapabilities(this.accessor.options); this._element.draggable = caps.html5; toggleClass(this._element, 'dv-draggable', caps.html5 || caps.pointer); this.html5DragSource.setDisabled(!caps.html5); this.pointerDragSource.setDisabled(!caps.pointer); this.pointerDragSource.setTouchOnly(!caps.pointerHandlesMouse); } getFloatingOverlay() { var _a, _b; if (!this.group) { return undefined; } return (_b = (_a = this.accessor.floatingGroups) === null || _a === void 0 ? void 0 : _a.find((fg) => fg.group === this.group)) === null || _b === void 0 ? void 0 : _b.overlay; } } export { FLOATING_REDOCK_INITIATION_DELAY_MS };