@pie-lib/mask-markup 3.0.14-next.35 → 3.0.14-next.37

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+ import { defaultKeyboardCoordinateGetter, KeyboardCode } from '@dnd-kit/core';
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+
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+ // Matches the id `drag-in-the-blank-dp.jsx` registers for the choice board's droppable.
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+ const CHOICE_BOARD_ID = 'drag-in-the-blank-droppable';
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+
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+ /**
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+ * Custom keyboard coordinate getter for drag-in-the-blank's Tab-based placement.
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+ *
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+ * Tab/Shift+Tab cycle the dragged item directly onto the next/previous enabled
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+ * droppable — a blank (`mask-blank-drop-{id}`), sorted by on-screen position
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+ * (top-to-bottom, then left-to-right, since blanks sit inline in flowing text rather
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+ * than a simple list) — followed by the choice board as a fixed last stop (see below
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+ * for why the board isn't sorted alongside the blanks).
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+ *
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+ * Arrow keys are delegated to dnd-kit's own `defaultKeyboardCoordinateGetter`, leaving
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+ * the existing free-form arrow-key dragging behavior completely unchanged.
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+ */
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+ export const closestDroppableKeyboardCoordinates = (event, { active, context, currentCoordinates }) => {
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+ const { code } = event;
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+ const isTab = code === KeyboardCode.Tab;
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+ const isArrow =
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+ code === KeyboardCode.Down || code === KeyboardCode.Up || code === KeyboardCode.Left || code === KeyboardCode.Right;
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+
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+ if (!isTab && !isArrow) {
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+ return undefined;
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+ }
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+
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+ if (isArrow) {
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+ return defaultKeyboardCoordinateGetter(event, { context, currentCoordinates });
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+ }
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+
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+ event.preventDefault();
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+
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+ const { droppableRects, droppableContainers, collisionRect } = context;
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+
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+ if (!droppableRects || droppableRects.size === 0) {
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+ return currentCoordinates;
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+ }
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+
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+ // A blank is itself a droppable for its own slot ("mask-blank-drop-{id}"), and
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+ // simultaneously draggable from that same slot — the same shape as match-list's
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+ // placed "target" tiles. That self drop-zone must never be treated as a navigable
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+ // target: exclude it outright rather than relying on a distance threshold.
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+ const draggedData = active?.data?.current;
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+ const ownDropId =
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+ draggedData && draggedData.fromChoice === false && draggedData.id != null
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+ ? `mask-blank-drop-${draggedData.id}`
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+ : undefined;
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+
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+ const targets = [];
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+ let boardTarget;
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+
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+ for (const [id, container] of droppableContainers) {
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+ if (container?.disabled) continue;
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+ if (id === ownDropId) continue;
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+
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+ const rect = droppableRects.get(id);
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+ if (!rect) continue;
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+
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+ const center = {
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+ x: rect.left + rect.width / 2,
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+ y: rect.top + rect.height / 2,
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+ };
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+ // Land the dragged item's own top-left corner at the target's center-left point,
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+ // rather than at the target's own top-left corner (avoids overshooting into a
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+ // neighboring droppable when the target is much wider than the dragged item).
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+ const dropPosition = {
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+ x: rect.left,
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+ y: rect.top + rect.height / 2,
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+ };
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+
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+ const target = { id, rect, dropPosition, center };
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+
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+ if (id === CHOICE_BOARD_ID) {
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+ boardTarget = target;
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+ } else {
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+ targets.push(target);
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+ }
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+ }
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+
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+ if (targets.length === 0 && !boardTarget) {
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+ return currentCoordinates;
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+ }
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+
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+ const reverse = event.shiftKey;
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+
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+ targets.sort((a, b) => {
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+ if (Math.abs(a.center.y - b.center.y) > 10) return a.center.y - b.center.y;
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+ return a.center.x - b.center.x;
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+ });
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+
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+ // The choice board can be an arbitrarily large container — e.g. several choices
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+ // stacked beside the markup (`choicePosition: 'right'`/`'left'`) — so its own center
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+ // can land anywhere relative to the blanks it sits beside, including numerically
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+ // between two of them. Sorting it by position the same way as a blank would then
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+ // interleave it into the middle of the cycle, making a single Tab press jump over
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+ // more than one blank (confirmed live: with 3 stacked choices beside wrapped text,
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+ // the board's center fell between blank 2 and blank 3, so the very first Tab press
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+ // from the pool landed on blank 3, skipping blanks 1 and 2 entirely). Anchor it as a
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+ // fixed stop after every blank, in every layout, instead of trusting its own bounds.
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+ if (boardTarget) {
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+ targets.push(boardTarget);
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+ }
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+
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+ // Find the current target: whichever target's rect actually contains the dragged
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+ // item's own center. This holds regardless of how the dragged item's size compares
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+ // to the target's — a compact chip landed (per `dropPosition` above) at a much wider
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+ // target's left edge is still contained within that target's rect. Comparing
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+ // distances between reconstructed centers instead breaks down for exactly that shape
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+ // (a small item in a much wider target): the reconstructed center can end up closer
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+ // to a completely different droppable than to the one the item is actually sitting
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+ // on, so the *next* press re-matches the wrong target and looks like it does nothing.
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+ const draggedCenter = collisionRect
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+ ? { x: collisionRect.left + collisionRect.width / 2, y: collisionRect.top + collisionRect.height / 2 }
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+ : currentCoordinates;
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+
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+ let currentIndex = targets.findIndex(
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+ (t) =>
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+ draggedCenter.x >= t.rect.left &&
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+ draggedCenter.x <= t.rect.right &&
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+ draggedCenter.y >= t.rect.top &&
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+ draggedCenter.y <= t.rect.bottom,
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+ );
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+
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+ // Fall back to nearest-by-dropPosition if the dragged item's center isn't strictly
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+ // inside any target (e.g. mid-flight after a free arrow-key move).
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+ if (currentIndex === -1) {
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+ let minDist = Infinity;
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+
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+ for (let i = 0; i < targets.length; i++) {
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+ const dist = distance(currentCoordinates, targets[i].dropPosition);
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+
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+ if (dist < minDist) {
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+ minDist = dist;
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+ currentIndex = i;
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+ }
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+ }
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+ }
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+
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+ const nextIndex = reverse
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+ ? (currentIndex - 1 + targets.length) % targets.length
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+ : (currentIndex + 1) % targets.length;
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+
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+ return targets[nextIndex].dropPosition;
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+ };
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+
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+ const distance = (a, b) => Math.sqrt((a.x - b.x) ** 2 + (a.y - b.y) ** 2);