Fix stuck drag after OS hand-off withdrawal, split panel_drag_os, doc fixes

Re-checks the physical button before resuming an internal drag and treats a button-up move mid-drag as a release, closing a stale-payload/silent-drop bug; splits the OS hand-off seam into its own TU for the line ceiling; corrects two docs and skips a redundant module-path lookup.
This commit is contained in:
2026-09-25 13:52:28 -04:00
parent fe1aec5925
commit 0484599408
8 changed files with 165 additions and 91 deletions
+14 -85
View File
@@ -148,11 +148,13 @@ void applyDragCursor(CardGesture g) {
SetCursor(LoadCursor(nullptr, idc));
}
} // namespace
// The out-of-client half of the same thin lookup: pure class -> pure cue -> stock cursor. The
// cue is set on EVERY move, so "will this work" is visible before the button comes up, and a
// refusal is a cursor the user can see rather than a release that does nothing. Cursor-only by
// design — the docked panel is usually not under the pointer during an out-of-client drag, so
// panel status text would be invisible exactly when it is needed.
// panel status text would be invisible exactly when it is needed. Shared with panel_drag_os.cpp.
void applyDropCue(DropCue cue) {
const char* idc = nullptr;
switch (cue) {
@@ -169,15 +171,7 @@ void applyDropCue(DropCue cue) {
SetCursor(LoadCursor(nullptr, idc));
}
// One independent evaluation of the drag's target: the resolved class plus the live facts its
// outcome needs. Nothing is remembered between calls (core/ui/CLAUDE.md: "the drag-out law is
// per-move and stateless").
struct LiveDrop {
DropClass cls = DropClass::None;
MediaTrack* track = nullptr;
int screenX = 0; // the evaluated point in screen coords; meaningful only outside the client
};
// Shared with panel_drag_os.cpp (lawHandsOffAtCursor).
LiveDrop resolveLiveDrop(int x, int y) {
RECT cr{};
GetClientRect(g_panel.hwnd, &cr);
@@ -220,80 +214,7 @@ LiveDrop resolveLiveDrop(int x, int y) {
return out;
}
// Re-asked by the OS drag loop on every turn. The payload fields the law reads survive
// resetDragState, so it still sees the drag the hand-off wound down. With the panel gone
// mid-loop there is no gesture left to give back, so the OS keeps the drag.
bool lawHandsOffAtCursor() {
if (!g_panel.hwnd) return true;
POINT p{};
GetCursorPos(&p);
ScreenToClient(g_panel.hwnd, &p);
return resolveLiveDrop(p.x, p.y).cls == DropClass::OsHandoff;
}
// The OS loop gave the gesture back (ui::OsDragTurn::Withdraw*): restore exactly the fields
// resetDragState cleared that the drag still needs, then either keep dragging under our own
// capture or — the release was consumed by the OS loop, so no WM_LBUTTONUP will follow — commit
// at the release point now. No move is replayed here: the next WM_MOUSEMOVE re-resolves the cue,
// and replaying one could re-enter handOffToOs from inside itself.
void resumeInternalDrag(const std::string& primaryId, bool released) {
if (!g_panel.hwnd) return;
g_panel.dragArmed = true;
g_panel.dragging = true;
g_panel.dragPrimaryId = primaryId;
POINT p{};
GetCursorPos(&p);
ScreenToClient(g_panel.hwnd, &p);
if (released) {
onLBtnUp(p.x, p.y);
return;
}
// [verify — DAW] that SetCapture re-takes the mouse mid-press after DoDragDrop released it.
SetCapture(g_panel.hwnd);
invalidatePanel();
}
// The hand-off: DoDragDrop takes mouse capture and runs its own modal loop, so the internal drag
// must be fully wound down first, and only once the payload is known to be hand-off-able. This
// runs on every qualifying move — do not memoize a failed attempt. The OS loop may hand the
// gesture back (ui::OsDragTurn owns why); a side effect worth keeping is that, on Windows, a
// return trip can no longer drop a CF_HDROP on REAPER's file import or on this panel's own
// WM_DROPFILES ingest — the release there is withdrawn, not dropped.
void handOffToOs() {
// Resolve BEFORE tearing anything down (the resolver reads the live drag payload), then let
// the pure rule couple the two side effects: an unresolvable payload leaves the internal
// drag intact rather than winding it down for a hand-off that never runs — a half-torn-down
// drag reads as "the drag did nothing, try again". canInitiateDragOut extends the same
// coupling to the OS-readiness failures the pure decision cannot see.
const std::vector<std::string> paths = resolveDragPathsForOs();
if (!ui::decideOsHandoff(paths).handOffToOs || !canInitiateDragOut(paths)) {
applyDropCue(DropCue::Refuse);
invalidatePanel();
return;
}
const std::string primaryId = g_panel.dragPrimaryId; // resetDragState clears it
if (GetCapture() == g_panel.hwnd) ReleaseCapture();
resetDragState();
invalidatePanel();
// COPY-ONLY; blocking on Windows.
switch (initiateDragOut(g_panel.hwnd, paths, &lawHandsOffAtCursor)) {
case OsDragEnd::Withdrawn:
resumeInternalDrag(primaryId, /*released=*/false);
return;
case OsDragEnd::WithdrawnAtRelease:
resumeInternalDrag(primaryId, /*released=*/true);
return;
case OsDragEnd::Concluded:
break;
}
// The drag state was reset above, so the WM_LBUTTONUP that ends the modal loop takes
// onLBtnUp's not-dragging branch and never restores the arrow — do it here instead.
SetCursor(LoadCursor(nullptr, IDC_ARROW));
}
namespace {
// Resolves the topmost INTERACTIVE element under client (x, y) for hover feedback,
// mirroring handleClick's precedence exactly (so the element that lights on hover is
@@ -381,7 +302,15 @@ void maybeShowTooltip() {
}
}
void onMouseMove(int x, int y) {
void onMouseMove(int x, int y, WPARAM wParam) {
// A move with the button already up while still dragging means the release was missed (the
// OS hand-off's own modal loop can eat a WM_LBUTTONUP, and coalescing can lose one too) —
// treat it as the release now rather than leaving dragging stuck for the next plain click.
if (g_panel.dragging && !(wParam & MK_LBUTTON)) {
onLBtnUp(x, y);
return;
}
// Hover feedback: resolve + repaint-on-change, but NOT during a drag (the drag owns
// the visual feedback then — a drop-target highlight, not a hover).
if (!g_panel.dragging && !g_panel.dragArmed) updateHover(x, y);