Let variables, fields, ports and list items be dragged into order (#310)
Variables of a behavior, the fields of a struct, the ports of a start or end node and the items of a list could only be added and removed. Changing their order meant removing and adding them again. Now each of them is dragged by the mark in front of its row. - sortBlocks (ui/blockDrag.ts) makes the rows of one column sortable. A block is every row it covers, so a struct moves with its fields and a list item with its nested list. The block is dimmed while it is carried, an accent line shows where it lands, and a scrolled panel follows the pointer at its edge. Less than 4 px stays a click. - The arithmetic is pure and lives in ui/sortable.ts: blockGap, gapLineY, dropSlot and edgeScroll. dropIndex of the tile strip moved there too, so the reorder maths sits in one file. - MoveVariableCommand, MoveStructFieldCommand and MovePortCommand build on the existing MoveCommand. Undo moves back. - Lists need no command. InlineList replaces the list as a whole, as it does for every other edit of its items. - The grip is the kind mark, for a list item its number. Moving only happens among siblings: a field stays in its struct. - On a Struct asset the move runs through WithStructTypes. Typed variables, Pack/Expand ports and split outputs follow the new order. - Values and edges hang on names, so only the order changes. Nodes running a behavior read their ports from the start node, the new order reaches them without a copy. - Not sortable by design: the variables of a placed object, the fields of a typed struct (moved on the Struct asset) and the picked ports of Variables/Properties nodes. - Test hook __gm.inspectorMark(label) finds the mark of a row. Tests: - Gate on melektaus-atx: 235 files, 3572 tests, CHECK EXIT 0 (+9). - tests/core/reorder.test.ts: a variable, a field two levels deep, a Struct asset reaching a typed variable and Pack, and start ports reaching the calling node with edges and result kept. - e2e 22: ALL PASSED, 39 checks (+4, sum 1739). 22f-iii drags a variable past a struct of several rows, then a field inside it. - Counter-probes: dropSlot by top edge instead of middle and a field move that ignores its path fail 3 unit tests. With sortBlocks switched off, the three order checks of 22f-iii fail. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -8,6 +8,7 @@ import type { TileAsset } from '../../core/model/Asset';
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import { pictureChoices, textureRefLabel } from '../../core/properties/textureRef';
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import {
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Button,
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dropIndex,
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type DropSpot,
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HStack,
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Label,
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@@ -22,24 +23,6 @@ import type { EditorState } from '../state';
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const WIDTH = 210;
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/**
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* Where a dragged row lands, counted in the list it has *left* – which is what the move command
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* takes. A drop on the middle of a row takes that row's place: the list is flat, so there is no
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* "inside" for it to mean, and without this a drag downwards onto the next row would cancel itself
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* out. The gaps above and below a row are insert points, and one below the dragged row shifts up
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* by one once the row is out. `-1` is "nothing to do".
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*/
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export function dropIndex(from: number, spot: DropSpot, length: number): number {
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const last = length - 1;
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if (from < 0 || from > last) return -1;
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if (spot.at === 'end') return last;
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const target = Number(spot.targetId);
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if (!Number.isInteger(target) || target < 0 || target > last) return -1;
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if (spot.at === 'onto') return target;
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const insert = target + (spot.at === 'after' ? 1 : 0);
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return Math.min(last, insert > from ? insert - 1 : insert);
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}
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/**
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* The picture list beside the board (#118): one row per animation step, in the order they run.
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* Rows are addressed by their place rather than by the picture they name – the same block may be
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