diff --git a/app/MindWork AI Studio/Tools/JsRuntimeExtensions.cs b/app/MindWork AI Studio/Tools/JsRuntimeExtensions.cs
index 4011046a..63e8f62a 100644
--- a/app/MindWork AI Studio/Tools/JsRuntimeExtensions.cs
+++ b/app/MindWork AI Studio/Tools/JsRuntimeExtensions.cs
@@ -71,6 +71,40 @@ public static class JsRuntimeExtensions
return await jsRuntime.TryInvokeVoidAsync(identifier, args);
}
+ ///
+ /// Calls a JavaScript function which returns a value, unless the circuit is known to be disconnected.
+ ///
+ ///
+ /// The two parts of the result answer two different questions, and callers must keep them apart.
+ /// Whether the browser ran the function at all comes first: a call which never arrived says nothing
+ /// about the page, so nobody may act on an answer they did not get. What the function returned is the
+ /// second question, and there a null is a legitimate answer -- it means the browser looked and found
+ /// nothing.
+ ///
+ /// The JS runtime to call.
+ /// The circuit of the caller.
+ /// The name of the JavaScript function.
+ /// The arguments for the JavaScript function.
+ /// Whether the browser ran the function, and what it returned.
+ public static async ValueTask<(bool WasInvoked, TValue? Value)> TryInvokeAsync(this IJSRuntime jsRuntime, CircuitStateService circuitState, string identifier, params object?[]? args)
+ {
+ if (!circuitState.IsConnected)
+ {
+ LOGGER.LogDebug("The JS call '{Identifier}' was skipped because the browser connection of the circuit '{CircuitId}' is down.", identifier, circuitState.CircuitId);
+ return (false, default);
+ }
+
+ try
+ {
+ return (true, await jsRuntime.InvokeAsync(identifier, args));
+ }
+ catch (Exception exception)
+ {
+ LogInvocationFailure(exception, identifier);
+ return (false, default);
+ }
+ }
+
///
/// Calls a function of a JavaScript module which returns nothing, and tolerates a circuit which is
/// already gone. See the remarks on the JS runtime variant of this method.
diff --git a/app/MindWork AI Studio/Tools/Rust/DropPosition.cs b/app/MindWork AI Studio/Tools/Rust/DropPosition.cs
new file mode 100644
index 00000000..2f4d5e5b
--- /dev/null
+++ b/app/MindWork AI Studio/Tools/Rust/DropPosition.cs
@@ -0,0 +1,13 @@
+namespace AIStudio.Tools.Rust;
+
+///
+/// The cursor position of a drag and drop event.
+///
+///
+/// The coordinates are viewport-relative CSS pixels, on every platform. The Rust runtime has already
+/// dealt with the platform differences -- device pixels on Windows, logical points on macOS and Linux --
+/// so these numbers can be handed to the browser for a hit test without any further conversion.
+///
+/// The distance from the left edge of the viewport, in CSS pixels.
+/// The distance from the top edge of the viewport, in CSS pixels.
+public readonly record struct DropPosition(double X, double Y);
\ No newline at end of file
diff --git a/app/MindWork AI Studio/Tools/Rust/TauriEvent.cs b/app/MindWork AI Studio/Tools/Rust/TauriEvent.cs
index 54628930..3cc001ae 100644
--- a/app/MindWork AI Studio/Tools/Rust/TauriEvent.cs
+++ b/app/MindWork AI Studio/Tools/Rust/TauriEvent.cs
@@ -5,7 +5,8 @@ namespace AIStudio.Tools.Rust;
///
/// The type of the Tauri event.
/// The payload of the Tauri event.
-public readonly record struct TauriEvent(TauriEventType EventType, List Payload)
+/// Where the cursor was, for the drag and drop events which know it.
+public readonly record struct TauriEvent(TauriEventType EventType, List Payload, DropPosition? Position = null)
{
///
/// Attempts to parse the first payload element as a shortcut.
@@ -29,6 +30,28 @@ public readonly record struct TauriEvent(TauriEventType EventType, List
return TryParseSnakeCase(this.Payload[0], out shortcut);
}
+ ///
+ /// Reads the cursor position of a drag and drop event.
+ ///
+ ///
+ /// The coordinates are viewport-relative CSS pixels, ready for a hit test in the browser. Only the
+ /// drag and drop events carry them, which is why the caller has to ask instead of assuming.
+ ///
+ /// The distance from the left edge of the viewport, in CSS pixels.
+ /// The distance from the top edge of the viewport, in CSS pixels.
+ /// True if the event carried a position, false otherwise.
+ public bool TryGetDropPosition(out double x, out double y)
+ {
+ x = 0.0;
+ y = 0.0;
+ if (this.Position is not { } position)
+ return false;
+
+ x = position.X;
+ y = position.Y;
+ return true;
+ }
+
///
/// Reads a portal shortcut change and its effective display name.
///
diff --git a/app/MindWork AI Studio/Tools/Rust/TauriEventType.cs b/app/MindWork AI Studio/Tools/Rust/TauriEventType.cs
index 6ad50eff..dc7db880 100644
--- a/app/MindWork AI Studio/Tools/Rust/TauriEventType.cs
+++ b/app/MindWork AI Studio/Tools/Rust/TauriEventType.cs
@@ -13,6 +13,7 @@ public enum TauriEventType
WINDOW_NOT_FOCUSED,
FILE_DROP_HOVERED,
+ FILE_DROP_OVER,
FILE_DROP_DROPPED,
FILE_DROP_CANCELED,
diff --git a/app/MindWork AI Studio/Tools/Services/RustService.Events.cs b/app/MindWork AI Studio/Tools/Services/RustService.Events.cs
index 62538938..67c6bb09 100644
--- a/app/MindWork AI Studio/Tools/Services/RustService.Events.cs
+++ b/app/MindWork AI Studio/Tools/Services/RustService.Events.cs
@@ -46,7 +46,14 @@ public partial class RustService
and not TauriEventType.UNKNOWN
and not TauriEventType.PING)
{
- this.logger!.LogDebug("Received Tauri event {EventType} with {NumPayloadItems} payload items.", tauriEvent.EventType, tauriEvent.Payload.Count);
+ //
+ // Log every event but the drag-over ones: those arrive about ten times per
+ // second for as long as a drag lasts, and one line each would bury everything
+ // else in the log.
+ //
+ if(tauriEvent.EventType is not TauriEventType.FILE_DROP_OVER)
+ this.logger!.LogDebug("Received Tauri event {EventType} with {NumPayloadItems} payload items.", tauriEvent.EventType, tauriEvent.Payload.Count);
+
await MessageBus.INSTANCE.SendMessage(null, Event.TAURI_EVENT_RECEIVED, tauriEvent);
}
}
diff --git a/app/MindWork AI Studio/wwwroot/app.js b/app/MindWork AI Studio/wwwroot/app.js
index ea5b53a5..7426fcac 100644
--- a/app/MindWork AI Studio/wwwroot/app.js
+++ b/app/MindWork AI Studio/wwwroot/app.js
@@ -286,4 +286,52 @@ window.localShortcut = {
document.removeEventListener('keydown', handler, true)
localShortcutHandlers.delete(id)
}
+}
+
+// What floats above the page without ever being a drop target. Two of these take part in hit testing as
+// MudBlazor 8.15 stands: an open .mud-popover -- a closed one already declines pointer events through
+// .mud-popover:not(.mud-popover-open) -- and .mud-snackbar, which asks for them explicitly with
+// pointer-events: auto even though its container declines them, and snackbars appear constantly in this
+// app. Without this list, a drag would be answered by whatever happens to float on screen rather than by
+// the page below it. The remaining three are named because they surround those two: .mud-tooltip is the
+// content of a popover, while #mud-snackbar-container and .mud-badge-wrapper carry pointer-events: none
+// today and therefore never reach a hit test at all. Should a MudBlazor version drop that, they are
+// covered here already. Children of all of them have to be skipped as well, which is why the test below
+// uses closest rather than matches.
+const skippedDropOverlays = '.mud-popover, .mud-tooltip, .mud-snackbar, #mud-snackbar-container, .mud-badge-wrapper'
+
+// The drop zones of the app, addressed by the cursor position of a native drag and drop event.
+//
+// The arbitration between overlapping zones is left to the browser, and it can be: MudBlazor 8.15 gives
+// neither .mud-dialog-container nor .mud-overlay a pointer-events: none. Both fill the viewport while a
+// dialog is open, so a point beside the dialog box hits the container, and nothing there is a drop zone. A
+// drop, therefore, cannot reach through an open dialog into the page behind it -- the very thing the app
+// used to enforce by counting layers in C#. That single CSS property carries this whole design, so it
+// belongs on the checklist for every MudBlazor major version, starting with the move to 9.
+window.dropZones = {
+
+ // Names the drop zone at the given viewport position, or null when there is none.
+ //
+ // The stack of elements is walked from the top down rather than asking for the topmost one alone,
+ // because the topmost one may be an overlay from the list above and skipping it has to reveal what
+ // lies beneath. The first element which is not skipped ends the walk, whether it belongs to a drop
+ // zone or not: anything unknown blocks on purpose, so a drop can never slip through something the
+ // user sees as being in the way. Within that element, closest resolves from the inside out, so a
+ // specific zone inside a page-wide one wins -- which is exactly the precedence we want.
+ hitTest: function (x, y) {
+ for (const element of document.elementsFromPoint(x, y)) {
+ if (element.closest(skippedDropOverlays))
+ continue
+
+ return element.closest('[data-drop-zone-id]')?.getAttribute('data-drop-zone-id') ?? null
+ }
+
+ return null
+ },
+
+ // Every drop zone currently in the DOM, in document order. This is for diagnostics only: when a drop
+ // lands nowhere, it answers the question of which zones would have been available at that moment.
+ list: function () {
+ return Array.from(document.querySelectorAll('[data-drop-zone-id]'), zone => zone.getAttribute('data-drop-zone-id'))
+ }
}
\ No newline at end of file