Comments (2)
I can't reproduce the wrong item being dragged though. Logically that shouldn't be possible because the draggable id is captured at time of click.
I think I might have confused myself when writing that. Sorry! I did not mean that the wrong item gets tracked, but rather that the visual effect of the delay gives you the feeling that you are dragging on the last item you passed, instead of the the first one. So in my example it feels like you are dragging Draggable 1 instead of Draggable 3, even though Draggable 3 is still the one under the cursor in the end of course. This is probably because the placeholder for Draggable 3 is moved to Draggable 1's position before the timeout has run out.
Setting an additional check for drag distance sounds like a promising fix to this issue to me!
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Thanks for the report!
I can reproduce the jumping behaviour.
The delay is currently hardcoded in the pointer sensor at 250ms, which felt a sensible value to avoid confusion with typical clicks.
We can make that configurable, but I think we'd also need to introduce a move distance check to address this properly. E.g. Wait 250ms OR for move of 10+pixels to start drag.
I can't reproduce the wrong item being dragged though. Logically that shouldn't be possible because the draggable id is captured at time of click.
from solid-dnd.
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