Move and merge RoomTile/MemberTile to react SDK. Keep DND stuff in vector as RoomDNDView.
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5 changed files with 7 additions and 299 deletions
204
src/components/views/rooms/RoomDNDView.js
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204
src/components/views/rooms/RoomDNDView.js
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/*
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Copyright 2015 OpenMarket Ltd
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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*/
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'use strict';
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var React = require('react');
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var DragSource = require('react-dnd').DragSource;
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var DropTarget = require('react-dnd').DropTarget;
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var classNames = require('classnames');
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var dis = require("matrix-react-sdk/lib/dispatcher");
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var MatrixClientPeg = require('matrix-react-sdk/lib/MatrixClientPeg');
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var sdk = require('matrix-react-sdk');
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var RoomTile = require('matrix-react-sdk/lib/components/views/rooms/RoomTile');
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/**
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* Specifies the drag source contract.
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* Only `beginDrag` function is required.
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*/
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var roomTileSource = {
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canDrag: function(props, monitor) {
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return props.roomSubList.props.editable;
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},
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beginDrag: function (props) {
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// Return the data describing the dragged item
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var item = {
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room: props.room,
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originalList: props.roomSubList,
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originalIndex: props.roomSubList.findRoomTile(props.room).index,
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targetList: props.roomSubList, // at first target is same as original
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// lastTargetRoom: null,
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// lastYOffset: null,
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// lastYDelta: null,
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};
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if (props.roomSubList.debug) console.log("roomTile beginDrag for " + item.room.roomId);
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// doing this 'correctly' with state causes react-dnd to break seemingly due to the state transitions
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props.room._dragging = true;
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return item;
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},
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endDrag: function (props, monitor, component) {
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var item = monitor.getItem();
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if (props.roomSubList.debug) console.log("roomTile endDrag for " + item.room.roomId + " with didDrop=" + monitor.didDrop());
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props.room._dragging = false;
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if (monitor.didDrop()) {
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if (props.roomSubList.debug) console.log("force updating component " + item.targetList.props.label);
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item.targetList.forceUpdate(); // as we're not using state
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}
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if (monitor.didDrop() && item.targetList.props.editable) {
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// if we moved lists, remove the old tag
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if (item.targetList !== item.originalList) {
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// commented out attempts to set a spinner on our target component as component is actually
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// the original source component being dragged, not our target. To fix we just need to
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// move all of this to endDrop in the target instead. FIXME later.
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//component.state.set({ spinner: component.state.spinner ? component.state.spinner++ : 1 });
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MatrixClientPeg.get().deleteRoomTag(item.room.roomId, item.originalList.props.tagName).finally(function() {
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//component.state.set({ spinner: component.state.spinner-- });
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}).fail(function(err) {
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var ErrorDialog = sdk.getComponent("organisms.ErrorDialog");
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Modal.createDialog(ErrorDialog, {
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title: "Failed to remove tag " + item.originalList.props.tagName + " from room",
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description: err.toString()
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});
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});
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}
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var newOrder= {};
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if (item.targetList.props.order === 'manual') {
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newOrder['order'] = item.targetList.calcManualOrderTagData(item.room);
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}
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// if we moved lists or the ordering changed, add the new tag
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if (item.targetList.props.tagName && (item.targetList !== item.originalList || newOrder)) {
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//component.state.set({ spinner: component.state.spinner ? component.state.spinner++ : 1 });
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MatrixClientPeg.get().setRoomTag(item.room.roomId, item.targetList.props.tagName, newOrder).finally(function() {
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//component.state.set({ spinner: component.state.spinner-- });
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}).fail(function(err) {
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var ErrorDialog = sdk.getComponent("organisms.ErrorDialog");
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Modal.createDialog(ErrorDialog, {
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title: "Failed to add tag " + item.targetList.props.tagName + " to room",
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description: err.toString()
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});
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});
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}
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}
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else {
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// cancel the drop and reset our original position
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if (props.roomSubList.debug) console.log("cancelling drop & drag");
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props.roomSubList.moveRoomTile(item.room, item.originalIndex);
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if (item.targetList && item.targetList !== item.originalList) {
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item.targetList.removeRoomTile(item.room);
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}
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}
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}
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};
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var roomTileTarget = {
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canDrop: function() {
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return false;
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},
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hover: function(props, monitor) {
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var item = monitor.getItem();
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//var off = monitor.getClientOffset();
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// console.log("hovering on room " + props.room.roomId + ", isOver=" + monitor.isOver());
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//console.log("item.targetList=" + item.targetList + ", roomSubList=" + props.roomSubList);
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var switchedTarget = false;
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if (item.targetList !== props.roomSubList) {
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// we've switched target, so remove the tile from the previous target.
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// n.b. the previous target might actually be the source list.
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if (props.roomSubList.debug) console.log("switched target sublist");
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switchedTarget = true;
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item.targetList.removeRoomTile(item.room);
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item.targetList = props.roomSubList;
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}
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if (!item.targetList.props.editable) return;
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if (item.targetList.props.order === 'manual') {
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if (item.room.roomId !== props.room.roomId && props.room !== item.lastTargetRoom) {
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// find the offset of the target tile in the list.
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var roomTile = props.roomSubList.findRoomTile(props.room);
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// shuffle the list to add our tile to that position.
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props.roomSubList.moveRoomTile(item.room, roomTile.index);
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}
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// stop us from flickering between our droptarget and the previous room.
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// whenever the cursor changes direction we have to reset the flicker-damping.
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/*
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var yDelta = off.y - item.lastYOffset;
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if ((yDelta > 0 && item.lastYDelta < 0) ||
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(yDelta < 0 && item.lastYDelta > 0))
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{
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// the cursor changed direction - forget our previous room
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item.lastTargetRoom = null;
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}
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else {
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// track the last room we were hovering over so we can stop
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// bouncing back and forth if the droptarget is narrower than
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// the other list items. The other way to do this would be
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// to reduce the size of the hittarget on the list items, but
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// can't see an easy way to do that.
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item.lastTargetRoom = props.room;
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}
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if (yDelta) item.lastYDelta = yDelta;
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item.lastYOffset = off.y;
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*/
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}
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else if (switchedTarget) {
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if (!props.roomSubList.findRoomTile(item.room).room) {
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// add to the list in the right place
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props.roomSubList.moveRoomTile(item.room, 0);
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}
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// we have to sort the list whatever to recalculate it
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props.roomSubList.sortList();
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}
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},
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};
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// Export the wrapped version, inlining the 'collect' functions
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// to more closely resemble the ES7
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module.exports =
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DropTarget('RoomTile', roomTileTarget, function(connect, monitor) {
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return {
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// Call this function inside render()
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// to let React DnD handle the drag events:
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connectDropTarget: connect.dropTarget(),
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isOver: monitor.isOver(),
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}
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})(
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DragSource('RoomTile', roomTileSource, function(connect, monitor) {
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return {
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// Call this function inside render()
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// to let React DnD handle the drag events:
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connectDragSource: connect.dragSource(),
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// You can ask the monitor about the current drag state:
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isDragging: monitor.isDragging()
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};
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})(RoomTile));
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