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drag-to-reorder

btriapitsyn/openchamber/.agents/skills/drag-to-reorder/SKILL.md

Use when implementing or modifying OpenChamber sortable or drag-to-reorder behavior, especially `@dnd-kit`, touch/mobile interactions, variable-width items, or wrapping layouts.

Skill11k starsChanged today

What's in it

  1. Overview
  2. When to Use
  3. The Five Rules (most important first)
  4. 1. Translate, not Transform — kills the "stretch to slot width" bug
  5. 2. Pick the strategy by layout
  6. 3. Desktop + mobile = two sensors (MouseSensor + TouchSensor with delay)
  7. 4. touch-action: none on the draggable
  8. 5. Reorder on onDragEnd, with stable ids and arrayMove
  9. Minimal Wiring
  10. Symptom Index
  11. If rectSortingStrategy still isn't crisp enough
  12. Key Files
  13. Completion Criteria
---
name: drag-to-reorder
description: Use when implementing or modifying OpenChamber sortable or drag-to-reorder behavior, especially `@dnd-kit`, touch/mobile interactions, variable-width items, or wrapping layouts.
license: MIT
compatibility: opencode
---

## Overview

OpenChamber uses **@dnd-kit** (`@dnd-kit/core`, `@dnd-kit/sortable`, `@dnd-kit/utilities`) for drag-to-reorder. Getting it to feel right on both desktop and mobile — especially for chips/tags of **variable width that wrap onto multiple rows** — has several non-obvious gotchas. This skill captures the configuration that works, and the bugs to avoid.

**Reference implementations in this repo:**
- `packages/ui/src/components/chat/DraftPresetChips.tsx` — variable-width chips that wrap (the hardest case; mobile long-press).
- `packages/ui/src/components/ui/sortable-tabs-strip.tsx` — single-row scrollable tabs.

## When to Use

- Adding any reorderable list, row of chips/tags, or sortable grid.
- Fixing an existing sortable that stretches the dragged item, jumps/overlaps across rows, throws "Maximum update depth exceeded", or doesn't work on touch.

## The Five Rules (most important first)

### 1. Translate, not Transform — kills the "stretch to slot width" bug

`CSS.Transform.toString(transform)` emits `translate3d(...) scaleX(..) scaleY(..)`. For variable-width items the sorting strategy puts a non-1 scale on the lifted item so it **stretches to the neighbor/slot width**. Use `CSS.Translate.toString(transform)` — translation only, no scale — and the dragged item keeps its own size. Sibling shifting is unaffected (their scale was 1 anyway).

```tsx
import { CSS } from '@dnd-kit/utilities';
const { transform, transition, isDragging } = useSortable({ id });
<div style={{ transform: CSS.Translate.toString(transform), transition }} />
//                  ^^^^^^^^^ NOT CSS.Transform.toString
```

### 2. Pick the strategy by layout

| Layout | Strategy |
|--------|----------|
| Wraps onto multiple rows / grid / chips of variable width | `rectSortingStrategy` (default — computes 2D positions, so items can shift to other rows) |
| Guaranteed single horizontal row (e.g. scrollable tab strip) | `horizontalListSortingStrategy` |
| Single vertical list | `verticalListSortingStrategy` |

`horizontalListSortingStrategy` on a **wrapping** row is the classic mistake: it assumes one row, so dragging to another row makes items overlap instead of reflowing. Use `rectSortingStrategy` for anything that wraps.

### 3. Desktop + mobile = two sensors (MouseSensor + TouchSensor with delay)

Do NOT use a single `PointerSensor` — a distance constraint makes touch fight scrolling, and a delay constraint would force desktop to hold-before-drag. Split them:

```tsx
import { MouseSensor, TouchSensor, useSensor, useSensors } from '@dnd-kit/core';

const sensors = useSensors(
  // Desktop: drag after a small move; a click still fires.
  useSensor(MouseSensor, { activationConstraint: { distance: 8 } }),
  // Touch: long-press to drag — tap fires the element's onClick, a quick swipe scrolls.
  useSensor(TouchSensor, { activationConstraint: { delay: 200, tolerance: 6 } }),
);
```

This gives: tap = activate the item (e.g. submit), **long-press ≈200ms = drag**, swipe = scroll.

### 4. `touch-action: none` on the draggable

Without it the browser hijacks the touch gesture (scrolls) instead of letting dnd-kit drag. Add Tailwind `touch-none` (and usually `select-none`) to the draggable element.

### 5. Reorder on `onDragEnd`, with stable ids and `arrayMove`

```tsx
import { arrayMove } from '@dnd-kit/sortable';
const onDragEnd = (e: DragEndEvent) => {
  const { active, over } = e;
  if (over && active.id !== over.id) {
    // find by id, never by array index
    const from = items.findIndex(i => i.id === active.id);
    const to = items.findIndex(i => i.id === over.id);
    setItems(arrayMove(items, from, to));
  }
};
```

IDs must be **stable per item** (derive from the item's identity, e.g. `type:name`), never the array index — index ids break tracking after the first move.

## Minimal Wiring

```tsx
import { DndContext, MouseSensor, TouchSensor, closestCenter, useSensor, useSensors, type DragEndEvent } from '@dnd-kit/core';
import { SortableContext, useSortable, rectSortingStrategy, arrayMove } from '@dnd-kit/sortable';
import { CSS } from '@dnd-kit/utilities';

const Item: React.FC<{ id: string; label: string; onClick: () => void }> = ({ id, label, onClick }) => {
  const { attributes, listeners, setNodeRef, transform, transition, isDragging } = useSortable({ id });
  return (
    <div ref={setNodeRef} style={{ transform: CSS.Translate.toString(transform), transition }} className={cn(isDragging && 'opacity-60')}>
      <button type="button" {...attributes} {...listeners} onClick={onClick} className="touch-none select-none ...">
        {label}
      </button>
    </div>
  );
};

// Configure sensors per Rule 3, reorder onDragEnd per Rule 5, and choose the
// SortableContext strategy from Rule 2. This item wiring preserves item width.
```

A clickable element can be draggable at the same time: keep `onClick` on the button and the activation constraint (distance/delay) lets a plain click/tap through.

## Symptom Index

| Symptom | Cause | Fix |
|---------|-------|-----|
| Dragged item **stretches** to the target slot width | Scale from `CSS.Transform.toString` | Rule 1 |
| On narrow/multi-row: items **don't reflow to other rows, overlap**, unclear drop target | Single-row strategy on wrapping layout | Rule 2 |
| **"Maximum update depth exceeded"** during drag + dragged element floats **offset from the cursor** | Live-reorder in `onDragOver` (empty strategy + `setState` each over) oscillates A↔B with variable sizes; the empty `DragOverlay` we paired with it was mispositioned | Don't reorder in `onDragOver`. Reorder once in `onDragEnd` (Rule 5). Only reach for live-reorder if you truly need physical row-reflow, and then guard against oscillation. |
| Touch drag scrolls the page instead of dragging | Missing touch ownership | Rule 4 |
| Touch: every finger move drags, or tap doesn't register | One sensor for mouse and touch | Rule 3 |

## If `rectSortingStrategy` still isn't crisp enough

Reordering variable-width chips across wrapped rows is a documented rough edge in dnd-kit's box strategies. `rectSortingStrategy` is the best the strategy-based approach offers without instability. If a design needs bulletproof cross-row feedback, switch UX: render a **drop-position indicator** (a line/gap showing where it will land) and keep items static during the drag (no reorder until drop) — this avoids both overlap and the oscillation loop, at the cost of more code. Discuss before building it.

## Key Files

- Variable-width wrapping chips: `packages/ui/src/components/chat/DraftPresetChips.tsx`
- Single-row tab strip: `packages/ui/src/components/ui/sortable-tabs-strip.tsx`
- Library: `@dnd-kit/core`, `@dnd-kit/sortable`, `@dnd-kit/utilities` (already in `packages/ui/package.json`)

## Completion Criteria

Verify every applicable rule on desktop and touch. Wrapping layouts must preserve item width, reflow across rows, allow taps and scrolling before long-press activation, and reorder exactly once on drag end with stable IDs.

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AGENTS.md

CLAUDE.md

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