Keep always-on instructions concise and route specialized work through focused skills. Split large skills into progressive references and add dedicated change, desktop, sync, and performance guidance.
145 lines
7.9 KiB
Markdown
145 lines
7.9 KiB
Markdown
---
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name: drag-to-reorder
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description: Use when implementing or modifying OpenChamber sortable or drag-to-reorder behavior, especially `@dnd-kit`, touch/mobile interactions, variable-width items, or wrapping layouts.
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license: MIT
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compatibility: opencode
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---
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## Overview
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OpenChamber uses **@dnd-kit** (`@dnd-kit/core`, `@dnd-kit/sortable`, `@dnd-kit/utilities`) for drag-to-reorder. Getting it to feel right on both desktop and mobile — especially for chips/tags of **variable width that wrap onto multiple rows** — has several non-obvious gotchas. This skill captures the configuration that works, and the bugs to avoid.
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**Reference implementations in this repo:**
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- `packages/ui/src/components/chat/DraftPresetChips.tsx` — variable-width chips that wrap (the hardest case; mobile long-press).
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- `packages/ui/src/components/ui/sortable-tabs-strip.tsx` — single-row scrollable tabs.
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## When to Use
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- Adding any reorderable list, row of chips/tags, or sortable grid.
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- Fixing an existing sortable that stretches the dragged item, jumps/overlaps across rows, throws "Maximum update depth exceeded", or doesn't work on touch.
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## The Five Rules (most important first)
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### 1. Translate, not Transform — kills the "stretch to slot width" bug
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`CSS.Transform.toString(transform)` emits `translate3d(...) scaleX(..) scaleY(..)`. For variable-width items the sorting strategy puts a non-1 scale on the lifted item so it **stretches to the neighbor/slot width**. Use `CSS.Translate.toString(transform)` — translation only, no scale — and the dragged item keeps its own size. Sibling shifting is unaffected (their scale was 1 anyway).
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```tsx
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import { CSS } from '@dnd-kit/utilities';
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const { transform, transition, isDragging } = useSortable({ id });
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<div style={{ transform: CSS.Translate.toString(transform), transition }} />
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// ^^^^^^^^^ NOT CSS.Transform.toString
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```
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### 2. Pick the strategy by layout
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| Layout | Strategy |
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|--------|----------|
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| Wraps onto multiple rows / grid / chips of variable width | `rectSortingStrategy` (default — computes 2D positions, so items can shift to other rows) |
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| Guaranteed single horizontal row (e.g. scrollable tab strip) | `horizontalListSortingStrategy` |
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| Single vertical list | `verticalListSortingStrategy` |
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`horizontalListSortingStrategy` on a **wrapping** row is the classic mistake: it assumes one row, so dragging to another row makes items overlap instead of reflowing. Use `rectSortingStrategy` for anything that wraps.
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### 3. Desktop + mobile = two sensors (MouseSensor + TouchSensor with delay)
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Do NOT use a single `PointerSensor` — a distance constraint makes touch fight scrolling, and a delay constraint would force desktop to hold-before-drag. Split them:
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```tsx
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import { MouseSensor, TouchSensor, useSensor, useSensors } from '@dnd-kit/core';
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const sensors = useSensors(
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// Desktop: drag after a small move; a click still fires.
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useSensor(MouseSensor, { activationConstraint: { distance: 8 } }),
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// Touch: long-press to drag — tap fires the element's onClick, a quick swipe scrolls.
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useSensor(TouchSensor, { activationConstraint: { delay: 200, tolerance: 6 } }),
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);
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```
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This gives: tap = activate the item (e.g. submit), **long-press ≈200ms = drag**, swipe = scroll.
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### 4. `touch-action: none` on the draggable
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Without it the browser hijacks the touch gesture (scrolls) instead of letting dnd-kit drag. Add Tailwind `touch-none` (and usually `select-none`) to the draggable element.
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### 5. Reorder on `onDragEnd`, with stable ids and `arrayMove`
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```tsx
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import { arrayMove } from '@dnd-kit/sortable';
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const onDragEnd = (e: DragEndEvent) => {
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const { active, over } = e;
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if (over && active.id !== over.id) {
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// find by id, never by array index
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const from = items.findIndex(i => i.id === active.id);
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const to = items.findIndex(i => i.id === over.id);
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setItems(arrayMove(items, from, to));
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}
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};
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```
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IDs must be **stable per item** (derive from the item's identity, e.g. `type:name`), never the array index — index ids break tracking after the first move.
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## Minimal working pattern (wrapping, variable width, desktop + touch)
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```tsx
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import { DndContext, MouseSensor, TouchSensor, closestCenter, useSensor, useSensors, type DragEndEvent } from '@dnd-kit/core';
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import { SortableContext, useSortable, rectSortingStrategy, arrayMove } from '@dnd-kit/sortable';
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import { CSS } from '@dnd-kit/utilities';
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const Item: React.FC<{ id: string; label: string; onClick: () => void }> = ({ id, label, onClick }) => {
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const { attributes, listeners, setNodeRef, transform, transition, isDragging } = useSortable({ id });
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return (
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<div ref={setNodeRef} style={{ transform: CSS.Translate.toString(transform), transition }} className={cn(isDragging && 'opacity-60')}>
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<button type="button" {...attributes} {...listeners} onClick={onClick} className="touch-none select-none ...">
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{label}
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</button>
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</div>
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);
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};
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const Row: React.FC<{ items: Item[]; onReorder: (next: Item[]) => void }> = ({ items, onReorder }) => {
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const sensors = useSensors(
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useSensor(MouseSensor, { activationConstraint: { distance: 8 } }),
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useSensor(TouchSensor, { activationConstraint: { delay: 200, tolerance: 6 } }),
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);
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const onDragEnd = (e: DragEndEvent) => {
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const { active, over } = e;
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if (!over || active.id === over.id) return;
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const from = items.findIndex(i => i.id === active.id);
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const to = items.findIndex(i => i.id === over.id);
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onReorder(arrayMove(items, from, to));
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};
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return (
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<DndContext sensors={sensors} collisionDetection={closestCenter} onDragEnd={onDragEnd}>
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<SortableContext items={items.map(i => i.id)} strategy={rectSortingStrategy}>
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<div className="flex flex-wrap gap-2">
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{items.map(i => <Item key={i.id} id={i.id} label={i.label} onClick={i.onClick} />)}
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</div>
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</SortableContext>
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</DndContext>
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);
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};
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```
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A clickable element can be draggable at the same time: keep `onClick` on the button and the activation constraint (distance/delay) lets a plain click/tap through.
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## Pitfalls we already hit (don't repeat)
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| Symptom | Cause | Fix |
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|---------|-------|-----|
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| Dragged item **stretches** to the target slot width | `CSS.Transform.toString` applies scaleX/scaleY | Use `CSS.Translate.toString` (Rule 1) |
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| On narrow/multi-row: items **don't reflow to other rows, overlap**, unclear drop target | `horizontalListSortingStrategy` on a wrapping row | Use `rectSortingStrategy` (Rule 2) |
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| **"Maximum update depth exceeded"** during drag + dragged element floats **offset from the cursor** | Live-reorder in `onDragOver` (empty strategy + `setState` each over) oscillates A↔B with variable sizes; the empty `DragOverlay` we paired with it was mispositioned | Don't reorder in `onDragOver`. Reorder once in `onDragEnd` (Rule 5). Only reach for live-reorder if you truly need physical row-reflow, and then guard against oscillation. |
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| Touch drag scrolls the page instead of dragging | Missing `touch-action: none` | Add `touch-none` (Rule 4) |
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| Touch: every finger move drags, or tap doesn't register | Single `PointerSensor` with distance | Split into MouseSensor + TouchSensor(delay) (Rule 3) |
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## If `rectSortingStrategy` still isn't crisp enough
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Reordering variable-width chips across wrapped rows is a documented rough edge in dnd-kit's box strategies. `rectSortingStrategy` is the best the strategy-based approach offers without instability. If a design needs bulletproof cross-row feedback, switch UX: render a **drop-position indicator** (a line/gap showing where it will land) and keep items static during the drag (no reorder until drop) — this avoids both overlap and the oscillation loop, at the cost of more code. Discuss before building it.
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## Key Files
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- Variable-width wrapping chips: `packages/ui/src/components/chat/DraftPresetChips.tsx`
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- Single-row tab strip: `packages/ui/src/components/ui/sortable-tabs-strip.tsx`
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- Library: `@dnd-kit/core`, `@dnd-kit/sortable`, `@dnd-kit/utilities` (already in `packages/ui/package.json`)
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