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tools/vue/primitives/src/overlays/drawer/DrawerHandle.vue
T
robonen 85313c6046
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feat: update useSnapPoints to improve drawer snapping behavior and add new features
2026-08-03 21:12:35 +07:00

167 lines
5.4 KiB
Vue

<script lang="ts">
import type { DrawerHandleProps } from './controls';
export type { DrawerHandleProps } from './controls';
/**
* The grab handle at the edge of the drawer. Dragging it always moves the
* drawer (even when the root is `handleOnly`), and a tap cycles through snap
* points — or closes a dismissible drawer once past the last one.
*/
</script>
<script setup lang="ts">
import { onScopeDispose, useTemplateRef, watch, watchPostEffect } from 'vue';
import { onLongPress, useStateMachine } from '@robonen/vue';
import { injectDrawerRootContext } from './context';
const { preventCycle = false } = defineProps<DrawerHandleProps>();
const LONG_HANDLE_PRESS_TIMEOUT = 250;
const DOUBLE_TAP_TIMEOUT = 120;
const { onPress, onDrag, onCancel, handleRef, handleOnly, isOpen, snapPoints, activeSnapPoint, isDragging, isAllowedToDrag, dismissible, closeDrawer }
= injectDrawerRootContext();
// Mirror the element into the shared context ref. A local template ref + watch
// is used instead of an inline function `:ref` because the inline form can't
// reliably close over the destructured context binding under `<script setup>`.
const handleElement = useTemplateRef('handleElement');
watchPostEffect(() => {
handleRef.value = handleElement.value;
});
let cycleTimer: ReturnType<typeof setTimeout> | undefined;
// Tap-to-cycle as an explicit machine: a tap schedules the cycle after the
// double-tap window, a long hold suppresses it, and a second press inside the
// window cancels the pending cycle — so a double-tap cycles once, never twice.
const tap = useStateMachine({
initial: 'idle',
states: {
idle: { on: { PRESS: 'pressed', TAP: 'tapPending' } },
pressed: { on: { LONG_PRESS: 'suppressed', DRAG: 'suppressed', TAP: 'tapPending', CANCEL: 'idle' } },
suppressed: { on: { TAP: 'idle', PRESS: 'pressed', CANCEL: 'idle' } },
tapPending: {
entry: () => {
cycleTimer = setTimeout(fireCycleElapsed, DOUBLE_TAP_TIMEOUT);
},
exit: () => clearTimeout(cycleTimer),
on: {
ELAPSED: { target: 'idle', action: cycleSnapPoints },
PRESS: 'pressed',
// A long-press timer armed before the release can still outrace the
// pending cycle — treat it as suppression, like the release-time flag
// check of the pre-machine code did.
LONG_PRESS: 'suppressed',
DRAG: 'suppressed',
CANCEL: 'idle',
},
},
},
});
// The exit hook covers every transition; this covers unmount mid-window.
onScopeDispose(() => clearTimeout(cycleTimer));
// A gesture that actually engaged the drawer must never read as a tap: pointer
// capture keeps the release's click on the handle, and 120ms later the drag is
// long over (isDragging is false again), so only a latch armed DURING the
// press can tell a short drag apart from a tap.
watch(isAllowedToDrag, (dragging) => {
if (dragging)
tap.send('DRAG');
});
// Annotated `: void` so the machine config can reference it without a type cycle.
function fireCycleElapsed(): void {
tap.send('ELAPSED');
}
// A long hold suppresses the tap-to-cycle. `distanceThreshold: false` keeps the
// original semantics: the hold counts even while the pointer drags the drawer.
onLongPress(handleElement, () => {
tap.send('LONG_PRESS');
}, { delay: LONG_HANDLE_PRESS_TIMEOUT, distanceThreshold: false });
function cycleSnapPoints() {
// Don't treat an accidental tap during a resize as a cycle.
if (isDragging.value || preventCycle)
return;
if (!snapPoints.value || snapPoints.value.length === 0) {
if (dismissible.value)
closeDrawer('handle-press');
return;
}
const isLastSnapPoint = activeSnapPoint.value === snapPoints.value[snapPoints.value.length - 1];
if (isLastSnapPoint && dismissible.value) {
closeDrawer('handle-press');
return;
}
const currentSnapIndex = snapPoints.value.indexOf(activeSnapPoint.value);
if (currentSnapIndex === -1)
return; // activeSnapPoint not in snapPoints
const nextSnapPointIndex = isLastSnapPoint ? 0 : currentSnapIndex + 1;
activeSnapPoint.value = snapPoints.value[nextSnapPointIndex];
}
function handleClick() {
tap.send('TAP');
}
function handlePointerDown(event: PointerEvent) {
tap.send('PRESS');
// In handleOnly mode the handle is the capture target so moves keep
// arriving here even when the pointer leaves it.
if (handleOnly.value)
onPress(event, handleElement.value ?? undefined);
}
function handlePointerMove(event: PointerEvent) {
if (handleOnly.value)
onDrag(event);
}
function handlePointerCancel(event: PointerEvent) {
tap.send('CANCEL');
if (handleOnly.value)
onCancel(event);
}
// Fires after every normal release too (pointer capture sits on the pressed
// element), so it must NOT cancel the tap intent — that would defeat the
// long-press suppression. Only the drag engine cares, and it ignores stale calls.
function handleLostPointerCapture(event: PointerEvent) {
if (handleOnly.value)
onCancel(event);
}
</script>
<template>
<div
ref="handleElement"
:data-drawer-visible="isOpen ? 'true' : 'false'"
data-drawer-handle
aria-hidden="true"
@click="handleClick"
@pointercancel="handlePointerCancel"
@lostpointercapture="handleLostPointerCapture"
@pointerdown="handlePointerDown"
@pointermove="handlePointerMove"
>
<span data-drawer-handle-hitarea aria-hidden="true">
<slot />
</span>
</div>
</template>