AI-Studio/app/MindWork AI Studio/Components/DropZoneArbiter.razor.cs
2026-09-10 15:28:08 +02:00

199 lines
8.7 KiB
C#

using AIStudio.Tools.Rust;
using Microsoft.AspNetCore.Components;
namespace AIStudio.Components;
/// <summary>
/// Decides which drop zone a native drag and drop event was aimed at.
/// </summary>
/// <remarks>
/// <para>
/// AI Studio knows no browser drag and drop. The Tauri runtime reports the native events together
/// with the cursor position, and this component turns that position into the ID of the zone
/// underneath. It lets the browser answer that question, because only the browser knows what the
/// page looks like right now: which dialog is open, which zone is scrolled out of sight, which
/// overlay is in the way.
/// </para>
/// <para>
/// It renders nothing and exists once per circuit, rendered from Routes.razor beside the MudBlazor
/// providers and thus outside the router. A component rather than a service, because a service has
/// no reliable moment at which JS interop becomes possible; and not a part of MainLayout, because
/// arbitration would be a foreign body in that file.
/// </para>
/// <para>
/// There is deliberately no fallback for a hit test which cannot be carried out: a circuit whose
/// browser is gone learns nothing about the page and must therefore do nothing. The app keeps
/// disconnected circuits for a long time, see the retention settings in Program.cs, and the message
/// bus reaches all of them. Anything which caught a drop without asking the browser would process
/// one and the same drop once per circuit.
/// </para>
/// </remarks>
public partial class DropZoneArbiter : MSGComponentBase
{
[Inject]
private IJSRuntime JsRuntime { get; init; } = null!;
[Inject]
private ILogger<DropZoneArbiter> Logger { get; init; } = null!;
/// <summary>
/// Which zone we named last, so that an unchanged highlight costs no message.
/// </summary>
private string? highlightedZoneId;
/// <summary>
/// True while a hit test for the highlight is on its way to the browser.
/// </summary>
private bool isHighlightHitTestRunning;
#region Overrides of MSGComponentBase
protected override async Task OnInitializedAsync()
{
this.ApplyFilters([], [ Event.TAURI_EVENT_RECEIVED ]);
await base.OnInitializedAsync();
}
protected override async Task ProcessIncomingMessage<T>(ComponentBase? sendingComponent, Event triggeredEvent, T? data) where T : default
{
switch (triggeredEvent)
{
//
// A drag entered the window or moved inside it. Both say where the cursor is, and
// nothing more, so both lead to the same question: which zone lights up?
//
case Event.TAURI_EVENT_RECEIVED when data is TauriEvent { EventType: TauriEventType.FILE_DROP_HOVERED or TauriEventType.FILE_DROP_OVER } tauriEvent:
await this.MoveHighlight(tauriEvent);
break;
case Event.TAURI_EVENT_RECEIVED when data is TauriEvent { EventType: TauriEventType.FILE_DROP_DROPPED, Payload: var paths } tauriEvent:
await this.DeliverDroppedPaths(tauriEvent, paths);
break;
//
// The drag left the window, or the window lost the focus while a drag was running. Tauri
// reports no position for either, and there is nothing left to aim at anyway.
//
case Event.TAURI_EVENT_RECEIVED when data is TauriEvent { EventType: TauriEventType.FILE_DROP_CANCELED or TauriEventType.WINDOW_NOT_FOCUSED }:
await this.NameHighlightedZone(null);
break;
}
}
#endregion
/// <summary>
/// Highlights the zone under the cursor of a running drag.
/// </summary>
/// <remarks>
/// A drag-over event arrives faster than one interop round trip takes, and the message bus
/// delivers without awaiting the receiver. A hit test which is still on its way therefore
/// suppresses the next one instead of queueing it: the following event catches up with the
/// movement anyway, and a queue would only ever fall further behind the cursor.
/// </remarks>
private async Task MoveHighlight(TauriEvent tauriEvent)
{
if (this.isHighlightHitTestRunning)
return;
this.isHighlightHitTestRunning = true;
try
{
var (wasTested, zoneId) = await this.DetermineZoneUnderCursor(tauriEvent);
if (!wasTested)
return;
await this.NameHighlightedZone(zoneId);
}
finally
{
this.isHighlightHitTestRunning = false;
}
}
/// <summary>
/// Hands the dropped paths to the zone under the cursor, if there is one.
/// </summary>
/// <remarks>
/// Unlike the highlight, this hit test is never suppressed: a drop happens once and must not be
/// lost. The highlight goes away first and in every case, because the drag is over no matter
/// whether the drop finds a zone.
/// </remarks>
private async Task DeliverDroppedPaths(TauriEvent tauriEvent, List<string> paths)
{
await this.NameHighlightedZone(null);
var (wasTested, zoneId) = await this.DetermineZoneUnderCursor(tauriEvent);
if (!wasTested)
return;
if (zoneId is null)
{
//
// Nothing under the cursor takes drops, so nothing happens -- which is the point of the
// whole exercise. The zones which were available are worth logging here, though: this is
// the one moment where the question "which one should it have been?" gets asked, and it
// happens once per drag rather than ten times a second.
//
if (this.Logger.IsEnabled(LogLevel.Debug))
{
var (_, availableZones) = await this.JsRuntime.TryInvokeAsync<string[]>(this.CircuitState, "dropZones.list");
this.Logger.LogDebug("{Count} dropped path(s) reached no drop zone. Available zones: {Zones}", paths.Count, availableZones is null ? "unknown" : string.Join(", ", availableZones));
}
return;
}
this.Logger.LogDebug("{Count} path(s) were dropped on the zone '{ZoneId}'.", paths.Count, zoneId);
await this.SendMessage(Event.PATHS_DROPPED, new DroppedPaths(zoneId, paths));
}
/// <summary>
/// Tells the zones which one of them is under the cursor, unless they know already.
/// </summary>
/// <param name="zoneId">The ID of the zone under the cursor, or null for none.</param>
private async Task NameHighlightedZone(string? zoneId)
{
if (zoneId == this.highlightedZoneId)
return;
this.highlightedZoneId = zoneId;
await this.SendMessage(Event.HIGHLIGHT_DROP_ZONE, new DropZoneHighlight(zoneId));
}
/// <summary>
/// Asks the browser which drop zone lies under the cursor of a drag and drop event.
/// </summary>
/// <remarks>
/// The two parts of the result must stay apart. Whether the browser answered at all comes first:
/// while a circuit is disconnected nobody answers, and acting on an answer we never got is
/// exactly the mistake this design exists to avoid. Only then comes what the answer was, and
/// there a null is a legitimate one -- the browser looked and found no zone.
/// </remarks>
private async Task<(bool WasTested, string? ZoneId)> DetermineZoneUnderCursor(TauriEvent tauriEvent)
{
if (!tauriEvent.TryGetDropPosition(out var x, out var y))
{
// The runtime sends a position with every drag and drop event which has one, so this
// means we are talking to a runtime which does not, i.e. an older one:
this.Logger.LogWarning("The Tauri event {EventType} carried no cursor position, so the drop zone under it stays unknown.", tauriEvent.EventType);
return (false, null);
}
// A failed or skipped call is already logged by the extension method, which tells a
// disconnected circuit from a broken call. Nothing to add here, and nothing to do:
var hitTest = await this.JsRuntime.TryInvokeAsync<string?>(this.CircuitState, "dropZones.hitTest", x, y);
//
// One line per hit test, which is about ten per second while a drag lasts. That is the
// instrument for checking the coordinate space: the position has to follow the cursor, in
// the middle of the window as well as in all four corners, and on a display with a scale
// factor other than one. A mistake there shows up as a factor, an offset, or a mirrored y.
//
if (hitTest.WasInvoked)
this.Logger.LogDebug("The event {EventType} at ({X}, {Y}) hit the drop zone '{ZoneId}'.", tauriEvent.EventType, x, y, hitTest.Value ?? "<none>");
return hitTest;
}
}