Martin Pengelly-Phillips
Martin Pengelly-Phillips
Hmmm. You'd likely need to implement a custom collision detector and custom transformers to compute the layout. Looking at the sortable implementation is potbelly useful. Alternatively, you could try actually...
Hmm, I'm curious why I'm not seeing this breaking today in my examples / usage. Can you share a reproducible example to illustrate the issue more clearly?
🤔 I've been thinking about this a bit more. The current behaviour is in line with how Solid is designed - calls in a non-tracking context are not reactive by...
Thanks for this - I'll take a look at it soon.
I'll pick this up next now #80 is done. But in the meantime, I realised I hadn't answered your questions so here you go: > Why does a droppable support...
Interesting. My guess would be to have a standin element for the source placeholder (like another preview) and make the transform a noop. I'll see if I can work up...
If a drag is active whilst adding droppables then `recomputeLayouts` is called each time for every existing droppable (as you suspected). This is because solid-dnd needs to know whether that...
@Kapelianovych isn't that already possible with `onDragOver`? Note that I did have an implementation in the past for computing the transforms for different sizes. Might be inspirational https://github.com/thisbeyond/solid-dnd/issues/32#issuecomment-1115021365 At some...
Probably no good way to get this right now. We could update the collision detector interface to also accept the active sensor in the passed [context](https://github.com/thisbeyond/solid-dnd/blob/1060f8d3bb29e967fff1f62d3b8de4f8ea882e76/src/collision.ts#L7) - that way you...
One day I'll write docs, one day. But it's a hobby project so I work on it when I'm energised to 🙂 @Iknewthatwouldhappen does it actually run through? Those look...