Refactor dnd utility and add drag lifecycle events
Attach pointerup and pointermove listeners to scene.input for reliable tracking. Emit dragstart, dragmove, and dragend events alongside drag. Rename relativeX/Y to deltaX/Y in DragDropEvent and integrate DisposableBag.
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@ -1,70 +1,80 @@
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type PointerRecord = {
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id: number;
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x: number;
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y: number;
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}
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import { DisposableBag } from "./disposable";
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type PointerRecord = {
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id: number;
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x: number;
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y: number;
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};
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export enum DragDropEventType {
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DOWN,
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UP,
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MOVE,
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DOWN,
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UP,
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MOVE,
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}
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export type DragDropEvent = {
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type: DragDropEventType,
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relativeX: number;
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relativeY: number;
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}
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type: DragDropEventType;
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deltaX: number;
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deltaY: number;
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};
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export function dragDropEventEffect(
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gameObject: Phaser.GameObjects.GameObject,
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) {
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let down: PointerRecord | null;
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let up: PointerRecord | null;
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function onPointerDown(pointer: Phaser.Input.Pointer) {
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down = {
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id: pointer.id,
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x: pointer.x,
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y: pointer.y
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}
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up = null;
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const type = DragDropEventType.DOWN;
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const relativeX = pointer.x - down.x;
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const relativeY = pointer.y - down.y;
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gameObject.emit('drag', {type, relativeX, relativeY});
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}
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function onPointerUp(pointer: Phaser.Input.Pointer) {
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if(!down) return;
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up = {
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id: pointer.id,
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x: pointer.x,
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y: pointer.y
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}
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const type = DragDropEventType.UP;
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const relativeX = pointer.x - down.x;
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const relativeY = pointer.y - down.y;
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gameObject.emit('drag', {type, relativeX, relativeY});
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}
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function onPointerMove(pointer: Phaser.Input.Pointer) {
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if(!down || up) return;
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if(down.id !== pointer.id) return;
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const type = DragDropEventType.MOVE;
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const relativeX = pointer.x - down.x;
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const relativeY = pointer.y - down.y;
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gameObject.emit('drag', {type, relativeX, relativeY});
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}
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gameObject: Phaser.GameObjects.GameObject,
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disposables?: DisposableBag,
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): () => void {
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let isDragging = false;
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let down: PointerRecord | null = null;
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gameObject.on('pointerdown', onPointerDown);
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gameObject.on('pointerup', onPointerUp);
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gameObject.scene.input.on('pointermove', onPointerMove);
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return function () {
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gameObject.off('pointerdown', onPointerDown);
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gameObject.off('pointerup', onPointerUp);
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gameObject.scene.input.off('pointermove', onPointerMove);
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}
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}
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function onPointerDown(pointer: Phaser.Input.Pointer) {
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if (isDragging) return;
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isDragging = true;
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down = { id: pointer.id, x: pointer.x, y: pointer.y };
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const event: DragDropEvent = {
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type: DragDropEventType.DOWN,
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deltaX: 0,
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deltaY: 0,
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};
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gameObject.emit("drag", event);
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gameObject.emit("dragstart", event);
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}
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function onPointerUp(pointer: Phaser.Input.Pointer) {
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if (!isDragging || !down || pointer.id !== down.id) return;
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isDragging = false;
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const deltaX = pointer.x - down.x;
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const deltaY = pointer.y - down.y;
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const event: DragDropEvent = { type: DragDropEventType.UP, deltaX, deltaY };
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gameObject.emit("drag", event);
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gameObject.emit("dragend", event);
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down = null;
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}
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function onPointerMove(pointer: Phaser.Input.Pointer) {
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if (!isDragging || !down || pointer.id !== down.id) return;
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const deltaX = pointer.x - down.x;
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const deltaY = pointer.y - down.y;
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const event: DragDropEvent = {
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type: DragDropEventType.MOVE,
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deltaX,
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deltaY,
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};
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gameObject.emit("drag", event);
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gameObject.emit("dragmove", event);
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}
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gameObject.on("pointerdown", onPointerDown);
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gameObject.scene.input.on("pointerup", onPointerUp);
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gameObject.scene.input.on("pointermove", onPointerMove);
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const dispose = () => {
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gameObject.off("pointerdown", onPointerDown);
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gameObject.scene.input.off("pointerup", onPointerUp);
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gameObject.scene.input.off("pointermove", onPointerMove);
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};
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disposables?.add(dispose);
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return dispose;
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}
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