msyavuz commented on code in PR #45090:
URL: https://github.com/apache/superset/pull/45090#discussion_r4348036376
##########
superset-frontend/src/features/canvas/CanvasGrid.tsx:
##########
@@ -160,26 +149,44 @@ export default function CanvasGrid({
[customizationScopes, values.customization],
);
+ // How deeply a grid is nested, so its handles can sit clear of the handles
+ // of the widgets inside it: a container's own box starts where its first
+ // child's does, and the container's handles are painted last.
+ // What the server resolves placement from, as opposed to the rectangles it
+ // resolved last time; the drop preview needs these to agree with it.
+ const storedLayouts = useMemo(
Review Comment:
`storedLayouts` comes from `result.definition.nodes`, which only changes
when the definition is refetched, but `place` doesn't trigger a refetch after a
successful write. `resolve_grid` stores the pushed-down `row` for explicit
siblings that collide, so after one drop pushes `trend` from row 1 to row 5,
the next drag's preview still resolves `trend` from row 1. The preview then
disagrees with what the server does until the next poll.
##########
superset-frontend/src/features/canvas/useCanvasLayout.ts:
##########
@@ -0,0 +1,252 @@
+/**
+ * Licensed to the Apache Software Foundation (ASF) under one
+ * or more contributor license agreements. See the NOTICE file
+ * distributed with this work for additional information
+ * regarding copyright ownership. The ASF licenses this file
+ * to you under the Apache License, Version 2.0 (the
+ * "License"); you may not use this file except in compliance
+ * with the License. You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing,
+ * software distributed under the License is distributed on an
+ * "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
+ * KIND, either express or implied. See the License for the
+ * specific language governing permissions and limitations
+ * under the License.
+ */
+
+import { useCallback, useEffect, useRef, useState } from 'react';
+import { getClientErrorObject, SupersetClient } from '@superset-ui/core';
+import { t } from '@apache-superset/core/translation';
+import { DRAFT_TOKEN_HEADER } from './useCanvasDefinition';
+import type {
+ ApplyOperationsResult,
+ CanvasDefinitionResult,
+ GridPlacement,
+} from './types';
+
+/** The newest layout this client knows of, and the revision it belongs to. */
+interface AppliedLayout {
+ revision: number;
+ placements: Record<string, GridPlacement>;
+}
+
+export interface CanvasLayout {
+ /** Placements to render: the newest local ones, else the server's. */
+ placements: Record<string, GridPlacement>;
+ /**
+ * The newest revision the server is known to hold — the one the last write
+ * returned, else the one the definition was fetched at. Never an optimistic
+ * guess, so it is safe to send back as the revision a request is based on
+ * (a draft commit, say, which requires an exact match).
+ */
+ revision: number;
+ /**
+ * Whether a layout write is in flight or queued, so `revision` is about to
+ * move. A caller that sends `revision` to the server — publishing a draft —
+ * must wait for this to clear, or it names a revision that is already stale
+ * and loses the writes that had not landed.
+ */
+ saving: boolean;
+ /** Persist a node's new placement. A no-op when the user can't edit. */
+ place: (nodeId: string, placement: GridPlacement) => void;
+ /** Why the last write failed, for a dismissable notice. */
+ error?: string;
+ dismissError: () => void;
+}
+
+/**
+ * Persists drag and resize as `place` operations.
+ *
+ * The moved widget appears where it was dropped straight away, then takes the
+ * placements the server resolved — which may differ, since the server pushes
+ * overlapping widgets down.
+ *
+ * Each write is based on the newest revision the server has *confirmed*, taken
+ * from the previous write's response rather than from the definition. The
+ * definition's revision only advances when a refetch lands, and that refetch
+ * is driven by a realtime nudge; without one (no realtime service, a dropped
+ * socket) it would stay put and every drag after the first would collide with
+ * the user's own previous drag.
+ *
+ * A write while another is still in flight is queued rather than sent with a
+ * revision the server hasn't reached yet, so dragging quickly coalesces into
+ * one follow-up request instead of conflicting.
+ */
+export function useCanvasLayout(
+ canvasId: number,
+ result: CanvasDefinitionResult,
+ reload: () => void,
+ draftToken?: string,
+): CanvasLayout {
+ const [applied, setApplied] = useState<AppliedLayout>();
+ const [error, setError] = useState<string>();
+ // Mirrors `writing`/`queued` as state, since callers render against it.
+ const [saving, setSaving] = useState(false);
+ const { revision, canEdit } = result;
+
+ // Last revision the server acknowledged. Never an optimistic guess, so a
+ // write is never based on a revision the server hasn't reached.
+ const confirmed = useRef<number>();
+ // The definition's own revision, for the write that hasn't had a response
+ // yet (first drag after a load or a refetch).
+ const fetched = useRef(revision);
+ const writing = useRef(false);
+ // Newest intent per node while a write is in flight; sent as one batch.
+ const queued = useRef(new Map<string, GridPlacement>());
+ // The definition's placements, for an optimistic view that has no newer
+ // local layout to build on.
+ const fetchedPlacements = useRef(result.placements);
+ // The last layout the server acknowledged, without any optimistic overlay.
+ // A failed write falls back to this rather than to the fetched definition,
+ // which may be several acknowledged drags behind.
+ const acknowledged = useRef<AppliedLayout>();
+
+ useEffect(() => {
+ fetched.current = revision;
+ fetchedPlacements.current = result.placements;
+ }, [revision, result.placements]);
+
+ useEffect(() => {
+ // A different canvas, or switching between a draft and the published
+ // canvas, shares none of this state -- a draft counts its own revisions
+ // from zero, so a revision confirmed on one surface means nothing on the
+ // other.
+ confirmed.current = undefined;
+ acknowledged.current = undefined;
+ writing.current = false;
+ queued.current.clear();
+ setApplied(undefined);
+ setError(undefined);
+ setSaving(false);
+ }, [canvasId, draftToken]);
+
+ const send = useCallback(
+ (ops: Map<string, GridPlacement>) => {
+ writing.current = true;
+ setSaving(true);
+ const base = Math.max(fetched.current, confirmed.current ?? 0);
+ const placeOps = [...ops].map(([id, layout]) => ({
+ op: 'place',
+ id,
+ layout,
+ }));
+ // While a draft is open the layout belongs to the draft, not the
+ // published canvas: same operations, but its own route, its own
+ // revision field, and the token that authorizes it.
+ const target = draftToken
+ ? {
+ endpoint: '/api/v1/canvas/draft',
+ headers: { [DRAFT_TOKEN_HEADER]: draftToken },
+ jsonPayload: { revision: base, ops: placeOps },
+ }
+ : {
+ endpoint: `/api/v1/canvas/${canvasId}/definition`,
+ jsonPayload: { base_revision: base, ops: placeOps },
+ };
+ SupersetClient.request({ ...target, method: 'PATCH' })
+ .then(({ json }) => {
+ const written = json?.result as ApplyOperationsResult | undefined;
+ if (!written) return;
+ confirmed.current = written.revision;
Review Comment:
In-flight responses have no generation check: if `canvasId` or `draftToken`
changes while a PATCH is pending (for example Discard, which is still enabled
during a save, or navigating away), the reset effect runs first, then the old
response writes the other surface's revision into
`confirmed`/`acknowledged`/`applied`, and the new surface's next write is based
on that wrong revision (a draft counts from 0, so it gets a 409 or the wrong
layout shows).
##########
superset-frontend/src/features/canvas/CanvasGridSurface.tsx:
##########
@@ -0,0 +1,698 @@
+/**
+ * Licensed to the Apache Software Foundation (ASF) under one
+ * or more contributor license agreements. See the NOTICE file
+ * distributed with this work for additional information
+ * regarding copyright ownership. The ASF licenses this file
+ * to you under the Apache License, Version 2.0 (the
+ * "License"); you may not use this file except in compliance
+ * with the License. You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing,
+ * software distributed under the License is distributed on an
+ * "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
+ * KIND, either express or implied. See the License for the
+ * specific language governing permissions and limitations
+ * under the License.
+ */
+
+/**
+ * @fileoverview One grid of a canvas, with drag and resize built in.
+ *
+ * There is no edit mode: a user who may edit gets a drag grip and a resize
+ * corner on each widget, on the canvas as they view it. A user who may not
+ * gets the same grid with no handles. Dragging never covers the widget's own
+ * surface, so a filter or chart underneath stays clickable.
+ *
+ * While a gesture is live the widget follows the pointer and a dashed outline
+ * marks the cells it would take; releasing persists exactly those cells.
+ */
+
+import {
+ PointerEvent as ReactPointerEvent,
+ KeyboardEvent as ReactKeyboardEvent,
+ ReactNode,
+ useCallback,
+ useEffect,
+ useRef,
+ useState,
+} from 'react';
+import { css, styled } from '@apache-superset/core/theme';
+import { t } from '@apache-superset/core/translation';
+import { Icons } from '@superset-ui/core/components';
+import {
+ GridMetrics,
+ gridDelta,
+ movedPlacement,
+ NO_DELTA,
+ RESIZE_CORNERS,
+ type ResizeCorner,
+ resizedPlacement,
+ samePlacement,
+} from './gridGeometry';
+import { previewGrid, type GridLayout } from './resolveGrid';
+import type { GridPlacement, SpanConstraints } from './types';
+
+type GestureKind = 'move' | 'resize';
+
+interface Gesture {
+ nodeId: string;
+ kind: GestureKind;
+ pointerId: number;
+ startX: number;
+ startY: number;
+ /**
+ * Page scroll when the widget was grabbed. Pointer coordinates are relative
+ * to the viewport, so scrolling mid-gesture moves the content under a still
+ * pointer; without this the drag would report no movement at all.
+ */
+ startScrollX: number;
+ startScrollY: number;
+ dx: number;
+ dy: number;
+ /**
+ * Where the widget sat when it was grabbed. The gesture resolves against
+ * this, not against the current placement: a write landing mid-gesture (a
+ * sibling's drop pushing this one down, or a draft poll) would otherwise
+ * move the ground under the pointer and persist the drop relative to a row
+ * the user never aimed at.
+ */
+ origin: GridPlacement;
+ /**
+ * Whether this gesture is actually dragging yet. One begun on a handle is
+ * armed at once; one begun on the widget body waits until the pointer has
+ * travelled `DRAG_THRESHOLD`, so a press that turns out to be a click
+ * reaches the widget underneath instead of nudging it.
+ */
+ armed: boolean;
+ /** For a resize, the corner being dragged; the opposite one stays put. */
+ corner: ResizeCorner;
+}
+
+/** Pixels of travel before a press on a widget body becomes a drag. */
+const DRAG_THRESHOLD = 4;
+
+/**
+ * Presses already claimed by a grid, so one that bubbles through nested grids
+ * starts exactly one gesture: the innermost grid's.
+ */
+const claimedPresses = new WeakSet<Event>();
+
+/** A gesture's movement over the page content, scrolling included. */
+const travelled = (gesture: Gesture, clientX: number, clientY: number) => ({
+ dx: clientX - gesture.startX + (window.scrollX - gesture.startScrollX),
+ dy: clientY - gesture.startY + (window.scrollY - gesture.startScrollY),
+});
+
+const Grid = styled.div<GridMetrics>`
+ display: grid;
+ grid-template-columns: repeat(${({ columns }) => columns}, minmax(0, 1fr));
+ grid-auto-rows: ${({ rowUnit }) => rowUnit}px;
+ gap: ${({ gap }) => gap}px;
+`;
+
+const GridItem = styled.div<{
+ placement?: GridPlacement;
+ dragging?: boolean;
+ offset?: { x: number; y: number };
+}>`
+ ${({ placement, dragging, offset }) => css`
+ min-width: 0;
+ min-height: 0;
+ position: relative;
+ ${
+ placement &&
+ css`
+ grid-column: ${placement.col} / span ${placement.colSpan};
+ grid-row: ${placement.row} / span ${placement.rowSpan};
+ `
+ }
+ ${
+ dragging &&
+ offset &&
+ css`
+ /* Follow the pointer without reflowing the grid under it. */
+ transform: translate(${offset.x}px, ${offset.y}px);
+ z-index: 2;
+ opacity: 0.85;
+ `
+ }
+ `}
+`;
+
+/**
+ * Where the widget being dragged will land. No error state: the neighbours
+ * are already rendered where they will end up, so an overlap shows as them
+ * moving aside rather than as a warning colour here.
+ */
+const DropPreview = styled.div<{ placement: GridPlacement }>`
+ ${({ theme, placement }) => css`
+ grid-column: ${placement.col} / span ${placement.colSpan};
+ grid-row: ${placement.row} / span ${placement.rowSpan};
+ border: 2px dashed ${theme.colorPrimary};
+ border-radius: ${theme.borderRadius}px;
+ background: ${theme.colorPrimaryBg};
+ pointer-events: none;
+ z-index: 1;
+ `}
+`;
+
+/**
+ * Wraps a widget so its handles can sit on top of it. The handles stay hidden
+ * until the pointer is over the widget or a handle has focus, so a canvas at
+ * rest looks the same whether or not the user may edit it.
+ *
+ * Only the innermost hovered widget shows its handles and its outline:
+ * `:hover` matches every ancestor, so a container would otherwise light up
+ * alongside whichever of its children the pointer is actually over.
+ */
+const Interactive = styled.div`
+ ${({ theme }) => css`
+ height: 100%;
+ position: relative;
+ border-radius: ${theme.borderRadius}px;
+ transition: box-shadow ${theme.motionDurationMid};
+
+ /* Direct children only: hovering a container must not reveal the
+ handles of every widget nested inside it. */
+ & > .canvas-handle {
+ opacity: 0;
+ /*
+ * Transparent is not absent: without this a hidden handle still wins
+ * the hit test over whatever it happens to sit above.
+ */
+ pointer-events: none;
+ transition: opacity ${theme.motionDurationMid};
+ }
+
+ &:hover:not(:has(.canvas-interactive:hover)) {
+ /* Borderless widgets (a metric tile, say) otherwise give no clue which
+ widget the handles belong to. */
+ box-shadow: 0 0 0 1px ${theme.colorBorder};
+ }
+
+ &:hover:not(:has(.canvas-interactive:hover)) > .canvas-handle,
+ & > .canvas-handle:focus-visible {
+ opacity: 1;
+ pointer-events: auto;
+ }
+ `}
+`;
+
+/** Step between a container's handles and its children's, in size units. */
+const HANDLE_STEP = 8;
+/** Size units a handle itself needs, so an offset can leave room for it. */
+const HANDLE_BOX = 7;
+
+/**
+ * How far a nested grid's handles sit from the widget's edge.
+ *
+ * Nesting steps the offset so a container's handle never lands exactly on its
+ * child's, but it is clamped to the widget's own rendered box: pushing past
+ * that would put the handle over the *next* widget, where it would take
+ * presses meant for that one.
+ */
+const handleOffset = (
+ sizeUnit: number,
+ depth: number,
+ extent: number,
+): number => {
+ const room = Math.max(sizeUnit, extent - sizeUnit * HANDLE_BOX);
+ return Math.min(sizeUnit * (1 + depth * HANDLE_STEP), room);
+};
+
+/**
+ * The widget itself, kept inside the cells it was given.
+ *
+ * A widget renders at its natural height — a table with every row, say — so
+ * without this it spills past its own box and over whatever is below. The
+ * handles are siblings rather than children, so they stay pinned to the box
+ * while the content scrolls behind them.
+ */
+const Content = styled.div`
+ height: 100%;
+ overflow: auto;
+`;
+
+const Grip = styled.button<{ depth: number; extent: number }>`
+ ${({ theme, depth, extent }) => css`
+ position: absolute;
+ top: ${handleOffset(theme.sizeUnit, depth, extent)}px;
+ /* Deeper handles above shallower ones: the innermost wins a shared spot.
*/
+ z-index: ${3 + depth};
+ /*
+ * Left of both the north-east resize corner (4 units at the corner) and a
+ * widget's own controls, which step aside to 5 units while a plan is open
+ * and are 8 units wide (see WithQuery's .canvas-widget-controls). These
+ * handles sit above them in the stack, so overlapping would swallow
+ * presses meant for the menu.
+ */
+ right: ${theme.sizeUnit * 14}px;
+ display: flex;
+ align-items: center;
+ justify-content: center;
+ padding: ${theme.sizeUnit / 2}px;
+ border: 1px solid ${theme.colorBorder};
+ border-radius: ${theme.borderRadiusSM}px;
+ background: ${theme.colorBgElevated};
+ color: ${theme.colorTextSecondary};
+ cursor: grab;
+ touch-action: none;
+
+ &:active {
+ cursor: grabbing;
+ }
+ `}
+`;
+
+/** Human-readable names for the four corners, for the handle labels. */
+const CORNER_NAMES: Record<ResizeCorner, () => string> = {
+ nw: () => t('top left'),
+ ne: () => t('top right'),
+ sw: () => t('bottom left'),
+ se: () => t('bottom right'),
+};
+
+const ResizeCorner = styled.button<{
+ corner: ResizeCorner;
+ depth: number;
+ extent: number;
+}>`
+ ${({ theme, corner, depth, extent }) => {
+ const west = corner === 'nw' || corner === 'sw';
+ const north = corner === 'nw' || corner === 'ne';
+ /*
+ * Stepped like the grip: a container's box shares its edges with its
+ * first and last child's, and the container's handles paint later, so
+ * sharing the pixel would make the child's corner unreachable.
+ */
+ const inset =
+ depth === 0 ? 0 : handleOffset(theme.sizeUnit, depth - 1, extent);
+ return css`
+ position: absolute;
+ ${west ? 'left' : 'right'}: ${inset}px;
+ ${north ? 'top' : 'bottom'}: ${inset}px;
+ z-index: ${3 + depth};
+ width: ${theme.sizeUnit * 4}px;
+ height: ${theme.sizeUnit * 4}px;
+ padding: 0;
+ border: none;
+ background: transparent;
+ cursor: ${west === north ? 'nwse-resize' : 'nesw-resize'};
+ touch-action: none;
+
+ /* A two-line corner, the conventional resize affordance. */
+ &::after {
+ content: '';
+ position: absolute;
+ ${west ? 'left' : 'right'}: ${theme.sizeUnit / 2}px;
+ ${north ? 'top' : 'bottom'}: ${theme.sizeUnit / 2}px;
+ width: ${theme.sizeUnit * 2}px;
+ height: ${theme.sizeUnit * 2}px;
+ border-${west ? 'left' : 'right'}: 2px solid
${theme.colorTextTertiary};
+ border-${north ? 'top' : 'bottom'}: 2px solid
+ ${theme.colorTextTertiary};
+ }
+ `;
+ }}
+`;
+
+/** The grid's content width, kept current as the viewport changes. */
+function useElementWidth(): [(element: HTMLDivElement | null) => void, number]
{
+ const [element, setElement] = useState<HTMLDivElement | null>(null);
+ const [width, setWidth] = useState(0);
+
+ useEffect(() => {
+ if (!element) return undefined;
+ const measure = () => setWidth(element.clientWidth);
+ measure();
+ if (typeof ResizeObserver === 'undefined') return undefined;
+ const observer = new ResizeObserver(measure);
+ observer.observe(element);
+ return () => observer.disconnect();
+ }, [element]);
+
+ return [setElement, width];
+}
+
+export interface CanvasGridSurfaceProps {
+ childIds: string[];
+ columns: number;
+ gap: number;
+ rowUnit: number;
+ placements: Record<string, GridPlacement>;
+ /**
+ * Each child's stored layout. The preview resolves from these, as the
+ * server does: an auto-placed child has no `col`/`row`, and resolving from
+ * the rectangle it currently occupies would pin it there in the preview
+ * while the server still places it freely.
+ */
+ layouts: Record<string, GridLayout>;
+ constraints: Record<string, SpanConstraints>;
+ /** Whether the user may drag and resize these widgets. */
+ editable: boolean;
+ /**
+ * How deeply this grid is nested. A container's box begins where its first
+ * child's does and its handles paint last, so without an offset per level a
+ * container's grip would sit over its child's and swallow the click.
+ */
+ depth: number;
+ onPlace: (nodeId: string, placement: GridPlacement) => void;
+ renderNode: (nodeId: string) => ReactNode;
+}
+
+export default function CanvasGridSurface({
+ childIds,
+ columns,
+ gap,
+ rowUnit,
+ placements,
+ layouts,
+ constraints,
+ editable,
+ depth,
+ onPlace,
+ renderNode,
+}: CanvasGridSurfaceProps) {
+ const [gridRef, width] = useElementWidth();
+ const [gesture, setGesture] = useState<Gesture>();
+ // The handlers read the gesture directly, so committing never runs as a
+ // side effect inside a state updater.
+ const live = useRef<Gesture>();
+
+ const update = useCallback((next: Gesture | undefined) => {
+ live.current = next;
+ setGesture(next);
+ }, []);
+
+ /** Where `from` would land given a pointer delta, in whole grid units. */
+ const targetOf = useCallback(
+ (
+ nodeId: string,
+ kind: GestureKind,
+ from: GridPlacement,
+ dx: number,
+ dy: number,
+ corner: ResizeCorner = 'se',
+ ) => {
+ const metrics: GridMetrics = { columns, gap, rowUnit };
+ const delta = width > 0 ? gridDelta(dx, dy, width, metrics) : NO_DELTA;
+ return kind === 'move'
+ ? movedPlacement(from, delta, columns)
+ : resizedPlacement(from, delta, columns, constraints[nodeId], corner);
+ },
+ [width, columns, gap, rowUnit, constraints],
+ );
+
+ /**
+ * Persists `next` for `nodeId`, where `from` is the placement the gesture
+ * resolved against.
+ *
+ * Both no-op checks matter. A gesture that moved nothing resolves back to
+ * `from`, and sending that would write the geometry the widget had when it
+ * was grabbed over anything that landed while the button was held -- a plain
+ * click on a handle would revert a draft poll or another editor's resize.
+ * Comparing with the current placement then drops a gesture that happens to
+ * land exactly where the widget already sits.
+ */
+ const commit = useCallback(
+ (nodeId: string, next: GridPlacement | undefined, from: GridPlacement) => {
+ const placement = placements[nodeId];
+ if (!next || !placement) return;
+ if (samePlacement(next, from) || samePlacement(next, placement)) return;
+ onPlace(nodeId, next);
+ },
+ [onPlace, placements],
+ );
+
+ const begin =
+ (
+ nodeId: string,
+ kind: GestureKind,
+ armed = true,
+ corner: ResizeCorner = 'se',
+ ) =>
+ (event: ReactPointerEvent<HTMLElement>) => {
+ if (event.button !== 0) return;
+ // One gesture at a time. A second finger on another handle also reports
+ // button 0, and letting it replace the live gesture would strand the
+ // first pointer: its move and up events fail the pointerId guards, so
+ // its drag would be dropped without ever being committed.
+ if (live.current) return;
+ const origin = placements[nodeId];
+ if (!origin) return;
+ // A deferred press does not stop propagation -- a click has to reach
+ // the widget -- so it bubbles to this grid and to every grid containing
+ // it, and each would start its own gesture. The innermost runs first
+ // and claims the press; the rest stand down.
+ if (claimedPresses.has(event.nativeEvent)) return;
+ claimedPresses.add(event.nativeEvent);
+ if (armed) {
+ event.preventDefault();
+ event.stopPropagation();
+ // A handle owns the pointer from the first move. A deferred press
+ // must not, or the release and the click after it would be
+ // retargeted here from whatever was actually pressed.
+ event.currentTarget.setPointerCapture(event.pointerId);
+ }
+ update({
+ nodeId,
+ kind,
+ pointerId: event.pointerId,
+ startX: event.clientX,
+ startY: event.clientY,
+ startScrollX: window.scrollX,
+ startScrollY: window.scrollY,
+ dx: 0,
+ dy: 0,
+ origin,
+ armed,
+ corner,
+ });
+ };
+
+ const onPointerMove = (event: ReactPointerEvent<HTMLElement>) => {
+ const { current } = live;
+ if (!current || current.pointerId !== event.pointerId) return;
+ const moved = travelled(current, event.clientX, event.clientY);
+ // A deferred gesture arms only once the pointer has really travelled.
+ const armed =
+ current.armed || Math.hypot(moved.dx, moved.dy) >= DRAG_THRESHOLD;
+ if (!armed) return;
Review Comment:
A body press that never arms is not captured, so if the pointer leaves the
widget before crossing the threshold, or a child stops `pointerup` from
propagating, no up, cancel or lost-capture event reaches this wrapper;
`live.current` then stays set and the `if (live.current) return` guard blocks
every later drag and resize in this grid until something else clears it, so an
unarmed gesture also needs a window-level `pointerup` listener (or an
equivalent) to release it.
##########
superset-frontend/src/features/canvas/CanvasGridSurface.tsx:
##########
@@ -0,0 +1,698 @@
+/**
+ * Licensed to the Apache Software Foundation (ASF) under one
+ * or more contributor license agreements. See the NOTICE file
+ * distributed with this work for additional information
+ * regarding copyright ownership. The ASF licenses this file
+ * to you under the Apache License, Version 2.0 (the
+ * "License"); you may not use this file except in compliance
+ * with the License. You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing,
+ * software distributed under the License is distributed on an
+ * "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
+ * KIND, either express or implied. See the License for the
+ * specific language governing permissions and limitations
+ * under the License.
+ */
+
+/**
+ * @fileoverview One grid of a canvas, with drag and resize built in.
+ *
+ * There is no edit mode: a user who may edit gets a drag grip and a resize
+ * corner on each widget, on the canvas as they view it. A user who may not
+ * gets the same grid with no handles. Dragging never covers the widget's own
+ * surface, so a filter or chart underneath stays clickable.
+ *
+ * While a gesture is live the widget follows the pointer and a dashed outline
+ * marks the cells it would take; releasing persists exactly those cells.
+ */
+
+import {
+ PointerEvent as ReactPointerEvent,
+ KeyboardEvent as ReactKeyboardEvent,
+ ReactNode,
+ useCallback,
+ useEffect,
+ useRef,
+ useState,
+} from 'react';
+import { css, styled } from '@apache-superset/core/theme';
+import { t } from '@apache-superset/core/translation';
+import { Icons } from '@superset-ui/core/components';
+import {
+ GridMetrics,
+ gridDelta,
+ movedPlacement,
+ NO_DELTA,
+ RESIZE_CORNERS,
+ type ResizeCorner,
+ resizedPlacement,
+ samePlacement,
+} from './gridGeometry';
+import { previewGrid, type GridLayout } from './resolveGrid';
+import type { GridPlacement, SpanConstraints } from './types';
+
+type GestureKind = 'move' | 'resize';
+
+interface Gesture {
+ nodeId: string;
+ kind: GestureKind;
+ pointerId: number;
+ startX: number;
+ startY: number;
+ /**
+ * Page scroll when the widget was grabbed. Pointer coordinates are relative
+ * to the viewport, so scrolling mid-gesture moves the content under a still
+ * pointer; without this the drag would report no movement at all.
+ */
+ startScrollX: number;
+ startScrollY: number;
+ dx: number;
+ dy: number;
+ /**
+ * Where the widget sat when it was grabbed. The gesture resolves against
+ * this, not against the current placement: a write landing mid-gesture (a
+ * sibling's drop pushing this one down, or a draft poll) would otherwise
+ * move the ground under the pointer and persist the drop relative to a row
+ * the user never aimed at.
+ */
+ origin: GridPlacement;
+ /**
+ * Whether this gesture is actually dragging yet. One begun on a handle is
+ * armed at once; one begun on the widget body waits until the pointer has
+ * travelled `DRAG_THRESHOLD`, so a press that turns out to be a click
+ * reaches the widget underneath instead of nudging it.
+ */
+ armed: boolean;
+ /** For a resize, the corner being dragged; the opposite one stays put. */
+ corner: ResizeCorner;
+}
+
+/** Pixels of travel before a press on a widget body becomes a drag. */
+const DRAG_THRESHOLD = 4;
+
+/**
+ * Presses already claimed by a grid, so one that bubbles through nested grids
+ * starts exactly one gesture: the innermost grid's.
+ */
+const claimedPresses = new WeakSet<Event>();
+
+/** A gesture's movement over the page content, scrolling included. */
+const travelled = (gesture: Gesture, clientX: number, clientY: number) => ({
+ dx: clientX - gesture.startX + (window.scrollX - gesture.startScrollX),
+ dy: clientY - gesture.startY + (window.scrollY - gesture.startScrollY),
+});
+
+const Grid = styled.div<GridMetrics>`
+ display: grid;
+ grid-template-columns: repeat(${({ columns }) => columns}, minmax(0, 1fr));
+ grid-auto-rows: ${({ rowUnit }) => rowUnit}px;
+ gap: ${({ gap }) => gap}px;
+`;
+
+const GridItem = styled.div<{
+ placement?: GridPlacement;
+ dragging?: boolean;
+ offset?: { x: number; y: number };
+}>`
+ ${({ placement, dragging, offset }) => css`
+ min-width: 0;
+ min-height: 0;
+ position: relative;
+ ${
+ placement &&
+ css`
+ grid-column: ${placement.col} / span ${placement.colSpan};
+ grid-row: ${placement.row} / span ${placement.rowSpan};
+ `
+ }
+ ${
+ dragging &&
+ offset &&
+ css`
+ /* Follow the pointer without reflowing the grid under it. */
+ transform: translate(${offset.x}px, ${offset.y}px);
+ z-index: 2;
+ opacity: 0.85;
+ `
+ }
+ `}
+`;
+
+/**
+ * Where the widget being dragged will land. No error state: the neighbours
+ * are already rendered where they will end up, so an overlap shows as them
+ * moving aside rather than as a warning colour here.
+ */
+const DropPreview = styled.div<{ placement: GridPlacement }>`
+ ${({ theme, placement }) => css`
+ grid-column: ${placement.col} / span ${placement.colSpan};
+ grid-row: ${placement.row} / span ${placement.rowSpan};
+ border: 2px dashed ${theme.colorPrimary};
+ border-radius: ${theme.borderRadius}px;
+ background: ${theme.colorPrimaryBg};
+ pointer-events: none;
+ z-index: 1;
+ `}
+`;
+
+/**
+ * Wraps a widget so its handles can sit on top of it. The handles stay hidden
+ * until the pointer is over the widget or a handle has focus, so a canvas at
+ * rest looks the same whether or not the user may edit it.
+ *
+ * Only the innermost hovered widget shows its handles and its outline:
+ * `:hover` matches every ancestor, so a container would otherwise light up
+ * alongside whichever of its children the pointer is actually over.
+ */
+const Interactive = styled.div`
+ ${({ theme }) => css`
+ height: 100%;
+ position: relative;
+ border-radius: ${theme.borderRadius}px;
+ transition: box-shadow ${theme.motionDurationMid};
+
+ /* Direct children only: hovering a container must not reveal the
+ handles of every widget nested inside it. */
+ & > .canvas-handle {
+ opacity: 0;
+ /*
+ * Transparent is not absent: without this a hidden handle still wins
+ * the hit test over whatever it happens to sit above.
+ */
+ pointer-events: none;
+ transition: opacity ${theme.motionDurationMid};
+ }
+
+ &:hover:not(:has(.canvas-interactive:hover)) {
+ /* Borderless widgets (a metric tile, say) otherwise give no clue which
+ widget the handles belong to. */
+ box-shadow: 0 0 0 1px ${theme.colorBorder};
+ }
+
+ &:hover:not(:has(.canvas-interactive:hover)) > .canvas-handle,
+ & > .canvas-handle:focus-visible {
+ opacity: 1;
+ pointer-events: auto;
+ }
+ `}
+`;
+
+/** Step between a container's handles and its children's, in size units. */
+const HANDLE_STEP = 8;
+/** Size units a handle itself needs, so an offset can leave room for it. */
+const HANDLE_BOX = 7;
+
+/**
+ * How far a nested grid's handles sit from the widget's edge.
+ *
+ * Nesting steps the offset so a container's handle never lands exactly on its
+ * child's, but it is clamped to the widget's own rendered box: pushing past
+ * that would put the handle over the *next* widget, where it would take
+ * presses meant for that one.
+ */
+const handleOffset = (
+ sizeUnit: number,
+ depth: number,
+ extent: number,
+): number => {
+ const room = Math.max(sizeUnit, extent - sizeUnit * HANDLE_BOX);
+ return Math.min(sizeUnit * (1 + depth * HANDLE_STEP), room);
+};
+
+/**
+ * The widget itself, kept inside the cells it was given.
+ *
+ * A widget renders at its natural height — a table with every row, say — so
+ * without this it spills past its own box and over whatever is below. The
+ * handles are siblings rather than children, so they stay pinned to the box
+ * while the content scrolls behind them.
+ */
+const Content = styled.div`
+ height: 100%;
+ overflow: auto;
+`;
+
+const Grip = styled.button<{ depth: number; extent: number }>`
+ ${({ theme, depth, extent }) => css`
+ position: absolute;
+ top: ${handleOffset(theme.sizeUnit, depth, extent)}px;
+ /* Deeper handles above shallower ones: the innermost wins a shared spot.
*/
+ z-index: ${3 + depth};
+ /*
+ * Left of both the north-east resize corner (4 units at the corner) and a
+ * widget's own controls, which step aside to 5 units while a plan is open
+ * and are 8 units wide (see WithQuery's .canvas-widget-controls). These
+ * handles sit above them in the stack, so overlapping would swallow
+ * presses meant for the menu.
+ */
+ right: ${theme.sizeUnit * 14}px;
+ display: flex;
+ align-items: center;
+ justify-content: center;
+ padding: ${theme.sizeUnit / 2}px;
+ border: 1px solid ${theme.colorBorder};
+ border-radius: ${theme.borderRadiusSM}px;
+ background: ${theme.colorBgElevated};
+ color: ${theme.colorTextSecondary};
+ cursor: grab;
+ touch-action: none;
+
+ &:active {
+ cursor: grabbing;
+ }
+ `}
+`;
+
+/** Human-readable names for the four corners, for the handle labels. */
+const CORNER_NAMES: Record<ResizeCorner, () => string> = {
+ nw: () => t('top left'),
+ ne: () => t('top right'),
+ sw: () => t('bottom left'),
+ se: () => t('bottom right'),
+};
+
+const ResizeCorner = styled.button<{
+ corner: ResizeCorner;
+ depth: number;
+ extent: number;
+}>`
+ ${({ theme, corner, depth, extent }) => {
+ const west = corner === 'nw' || corner === 'sw';
+ const north = corner === 'nw' || corner === 'ne';
+ /*
+ * Stepped like the grip: a container's box shares its edges with its
+ * first and last child's, and the container's handles paint later, so
+ * sharing the pixel would make the child's corner unreachable.
+ */
+ const inset =
+ depth === 0 ? 0 : handleOffset(theme.sizeUnit, depth - 1, extent);
+ return css`
+ position: absolute;
+ ${west ? 'left' : 'right'}: ${inset}px;
+ ${north ? 'top' : 'bottom'}: ${inset}px;
+ z-index: ${3 + depth};
+ width: ${theme.sizeUnit * 4}px;
+ height: ${theme.sizeUnit * 4}px;
+ padding: 0;
+ border: none;
+ background: transparent;
+ cursor: ${west === north ? 'nwse-resize' : 'nesw-resize'};
+ touch-action: none;
+
+ /* A two-line corner, the conventional resize affordance. */
+ &::after {
+ content: '';
+ position: absolute;
+ ${west ? 'left' : 'right'}: ${theme.sizeUnit / 2}px;
+ ${north ? 'top' : 'bottom'}: ${theme.sizeUnit / 2}px;
+ width: ${theme.sizeUnit * 2}px;
+ height: ${theme.sizeUnit * 2}px;
+ border-${west ? 'left' : 'right'}: 2px solid
${theme.colorTextTertiary};
+ border-${north ? 'top' : 'bottom'}: 2px solid
+ ${theme.colorTextTertiary};
+ }
+ `;
+ }}
+`;
+
+/** The grid's content width, kept current as the viewport changes. */
+function useElementWidth(): [(element: HTMLDivElement | null) => void, number]
{
+ const [element, setElement] = useState<HTMLDivElement | null>(null);
+ const [width, setWidth] = useState(0);
+
+ useEffect(() => {
+ if (!element) return undefined;
+ const measure = () => setWidth(element.clientWidth);
+ measure();
+ if (typeof ResizeObserver === 'undefined') return undefined;
+ const observer = new ResizeObserver(measure);
+ observer.observe(element);
+ return () => observer.disconnect();
+ }, [element]);
+
+ return [setElement, width];
+}
+
+export interface CanvasGridSurfaceProps {
+ childIds: string[];
+ columns: number;
+ gap: number;
+ rowUnit: number;
+ placements: Record<string, GridPlacement>;
+ /**
+ * Each child's stored layout. The preview resolves from these, as the
+ * server does: an auto-placed child has no `col`/`row`, and resolving from
+ * the rectangle it currently occupies would pin it there in the preview
+ * while the server still places it freely.
+ */
+ layouts: Record<string, GridLayout>;
+ constraints: Record<string, SpanConstraints>;
+ /** Whether the user may drag and resize these widgets. */
+ editable: boolean;
+ /**
+ * How deeply this grid is nested. A container's box begins where its first
+ * child's does and its handles paint last, so without an offset per level a
+ * container's grip would sit over its child's and swallow the click.
+ */
+ depth: number;
+ onPlace: (nodeId: string, placement: GridPlacement) => void;
+ renderNode: (nodeId: string) => ReactNode;
+}
+
+export default function CanvasGridSurface({
+ childIds,
+ columns,
+ gap,
+ rowUnit,
+ placements,
+ layouts,
+ constraints,
+ editable,
+ depth,
+ onPlace,
+ renderNode,
+}: CanvasGridSurfaceProps) {
+ const [gridRef, width] = useElementWidth();
+ const [gesture, setGesture] = useState<Gesture>();
+ // The handlers read the gesture directly, so committing never runs as a
+ // side effect inside a state updater.
+ const live = useRef<Gesture>();
+
+ const update = useCallback((next: Gesture | undefined) => {
+ live.current = next;
+ setGesture(next);
+ }, []);
+
+ /** Where `from` would land given a pointer delta, in whole grid units. */
+ const targetOf = useCallback(
+ (
+ nodeId: string,
+ kind: GestureKind,
+ from: GridPlacement,
+ dx: number,
+ dy: number,
+ corner: ResizeCorner = 'se',
+ ) => {
+ const metrics: GridMetrics = { columns, gap, rowUnit };
+ const delta = width > 0 ? gridDelta(dx, dy, width, metrics) : NO_DELTA;
+ return kind === 'move'
+ ? movedPlacement(from, delta, columns)
+ : resizedPlacement(from, delta, columns, constraints[nodeId], corner);
+ },
+ [width, columns, gap, rowUnit, constraints],
+ );
+
+ /**
+ * Persists `next` for `nodeId`, where `from` is the placement the gesture
+ * resolved against.
+ *
+ * Both no-op checks matter. A gesture that moved nothing resolves back to
+ * `from`, and sending that would write the geometry the widget had when it
+ * was grabbed over anything that landed while the button was held -- a plain
+ * click on a handle would revert a draft poll or another editor's resize.
+ * Comparing with the current placement then drops a gesture that happens to
+ * land exactly where the widget already sits.
+ */
+ const commit = useCallback(
+ (nodeId: string, next: GridPlacement | undefined, from: GridPlacement) => {
+ const placement = placements[nodeId];
+ if (!next || !placement) return;
+ if (samePlacement(next, from) || samePlacement(next, placement)) return;
+ onPlace(nodeId, next);
+ },
+ [onPlace, placements],
+ );
+
+ const begin =
+ (
+ nodeId: string,
+ kind: GestureKind,
+ armed = true,
+ corner: ResizeCorner = 'se',
+ ) =>
+ (event: ReactPointerEvent<HTMLElement>) => {
+ if (event.button !== 0) return;
+ // One gesture at a time. A second finger on another handle also reports
+ // button 0, and letting it replace the live gesture would strand the
+ // first pointer: its move and up events fail the pointerId guards, so
+ // its drag would be dropped without ever being committed.
+ if (live.current) return;
+ const origin = placements[nodeId];
+ if (!origin) return;
+ // A deferred press does not stop propagation -- a click has to reach
+ // the widget -- so it bubbles to this grid and to every grid containing
+ // it, and each would start its own gesture. The innermost runs first
+ // and claims the press; the rest stand down.
+ if (claimedPresses.has(event.nativeEvent)) return;
+ claimedPresses.add(event.nativeEvent);
+ if (armed) {
+ event.preventDefault();
+ event.stopPropagation();
+ // A handle owns the pointer from the first move. A deferred press
+ // must not, or the release and the click after it would be
+ // retargeted here from whatever was actually pressed.
+ event.currentTarget.setPointerCapture(event.pointerId);
+ }
+ update({
+ nodeId,
+ kind,
+ pointerId: event.pointerId,
+ startX: event.clientX,
+ startY: event.clientY,
+ startScrollX: window.scrollX,
+ startScrollY: window.scrollY,
+ dx: 0,
+ dy: 0,
+ origin,
+ armed,
+ corner,
+ });
+ };
+
+ const onPointerMove = (event: ReactPointerEvent<HTMLElement>) => {
+ const { current } = live;
+ if (!current || current.pointerId !== event.pointerId) return;
+ const moved = travelled(current, event.clientX, event.clientY);
+ // A deferred gesture arms only once the pointer has really travelled.
+ const armed =
+ current.armed || Math.hypot(moved.dx, moved.dy) >= DRAG_THRESHOLD;
+ if (!armed) return;
+ if (!current.armed) {
+ // It is a drag after all, so take the pointer from here on.
+ event.currentTarget.setPointerCapture(event.pointerId);
+ }
+ update({ ...current, ...moved, armed });
+ };
+
+ const onPointerUp = (event: ReactPointerEvent<HTMLElement>) => {
+ const { current } = live;
+ if (!current || current.pointerId !== event.pointerId) return;
+ update(undefined);
+ // From the release event's own position: the pointer can travel between
+ // the last move event and the release, and the drop belongs where the
+ // user let go.
+ if (!current.armed) return;
+ const { dx, dy } = travelled(current, event.clientX, event.clientY);
+ commit(
+ current.nodeId,
+ targetOf(
+ current.nodeId,
+ current.kind,
+ current.origin,
+ dx,
+ dy,
+ current.corner,
+ ),
+ current.origin,
+ );
+ };
+
+ // Only the pointer that owns the gesture may cancel it, so a second
+ // pointer going away elsewhere doesn't discard this one.
+ const onPointerCancel = (event: ReactPointerEvent<HTMLElement>) => {
+ const { current } = live;
+ if (!current || current.pointerId !== event.pointerId) return;
+ update(undefined);
+ };
+
+ // Losing capture ends the gesture even when no up or cancel event arrives,
+ // which is what happens if the handle is unmounted mid-drag.
+ const onLostPointerCapture = (event: ReactPointerEvent<HTMLElement>) => {
+ const { current } = live;
+ if (!current || current.pointerId !== event.pointerId) return;
+ update(undefined);
+ };
+
+ // A gesture whose node stops being placeable, or that editing has stopped
+ // allowing, can never be released by its own handle: that handle is gone,
+ // so its up and cancel events never fire. Without this the gesture would
+ // persist, leaving the drop preview on screen and -- because only one
+ // gesture may be live at a time -- blocking every later drag and resize.
+ useEffect(() => {
+ const { current } = live;
+ if (!current) return;
+ // `childIds` as well as `placements`: placements are canvas-wide, so a
+ // node moved into another container is still placed, just not here -- and
+ // its handle has unmounted, so it can never release the gesture itself.
+ if (
+ !editable ||
+ !placements[current.nodeId] ||
+ !childIds.includes(current.nodeId)
+ ) {
+ update(undefined);
+ }
+ }, [editable, placements, childIds, update]);
+
+ /**
+ * Arrow keys do what dragging that handle does, one cell at a time, so the
+ * layout is reachable without a pointer: the grip moves the widget, the
+ * resize corner resizes it.
+ */
+ const onKeyDown =
+ (nodeId: string, kind: GestureKind, corner: ResizeCorner = 'se') =>
+ (event: ReactKeyboardEvent<HTMLButtonElement>) => {
+ const steps: Record<string, [number, number]> = {
+ ArrowLeft: [-1, 0],
+ ArrowRight: [1, 0],
+ ArrowUp: [0, -1],
+ ArrowDown: [0, 1],
+ };
+ const step = steps[event.key];
+ if (!step) return;
+ event.preventDefault();
+ const placement = placements[nodeId];
+ if (!placement) return;
+ const delta = { cols: step[0], rows: step[1] };
+ commit(
+ nodeId,
+ kind === 'move'
+ ? movedPlacement(placement, delta, columns)
+ : resizedPlacement(
+ placement,
+ delta,
+ columns,
+ constraints[nodeId],
+ corner,
+ ),
+ placement,
+ );
+ };
+
+ const handlers = {
+ onPointerMove,
+ onPointerUp,
+ onPointerCancel,
+ onLostPointerCapture,
+ };
+
+ const preview = gesture?.armed
+ ? targetOf(
+ gesture.nodeId,
+ gesture.kind,
+ gesture.origin,
+ gesture.dx,
+ gesture.dy,
+ gesture.corner,
+ )
+ : undefined;
+ // Where every widget sits for the layout being previewed. Runs the same
+ // rules the server will apply on the drop, so the neighbours move aside
+ // under the pointer and nothing jumps once the write lands.
+ const shown =
+ preview && gesture
+ ? previewGrid(
+ childIds,
+ layouts,
+ placements,
+ gesture.nodeId,
+ preview,
+ columns,
+ )
+ : placements;
+
+ return (
+ <Grid
+ ref={gridRef}
+ columns={columns}
+ gap={gap}
+ rowUnit={rowUnit}
+ data-test="canvas-grid-surface"
+ >
+ {preview && gesture && !samePlacement(preview, gesture.origin) && (
+ <DropPreview placement={preview} data-test="canvas-drop-preview" />
+ )}
+ {childIds.map(childId => {
+ const dragging = gesture?.armed && gesture.nodeId === childId;
+ // Neighbours follow the previewed layout, so they move aside while
+ // the pointer is still down. The widget being dragged stays anchored
+ // where it was grabbed, and the pointer offset below moves it.
+ const placed = dragging ? placements[childId] : shown[childId];
+ // Rows plus the gaps between them: how tall this widget renders.
+ const extent = placed
+ ? placed.rowSpan * rowUnit + (placed.rowSpan - 1) * gap
+ : 0;
+ return (
+ <GridItem
+ key={childId}
+ placement={dragging && gesture ? gesture.origin : placed}
+ dragging={dragging && gesture?.kind === 'move'}
+ offset={dragging ? { x: gesture.dx, y: gesture.dy } : undefined}
+ data-test="canvas-node"
+ data-node-id={childId}
+ >
+ <Interactive
+ className="canvas-interactive"
+ {...(editable && placements[childId]
+ ? {
+ onPointerDown: begin(childId, 'move', false),
Review Comment:
Making the whole wrapper a deferred drag source means any press-and-drag
inside a widget turns into a widget move after 4px, including dragging the
`Content` overflow scrollbar, a range-filter slider, or selecting text in a
table, so in Plan mode those controls can no longer be used by dragging.
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