238 lines
10 KiB
JavaScript
238 lines
10 KiB
JavaScript
import { getDocument } from "svelte-toolbelt";
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import { on } from "svelte/events";
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import { watch } from "runed";
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import { isElement } from "./is.js";
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function isPointInPolygon(point, polygon) {
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const [x, y] = point;
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let isInside = false;
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const length = polygon.length;
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for (let i = 0, j = length - 1; i < length; j = i++) {
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const [xi, yi] = polygon[i] ?? [0, 0];
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const [xj, yj] = polygon[j] ?? [0, 0];
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const intersect = yi >= y !== yj >= y && x <= ((xj - xi) * (y - yi)) / (yj - yi) + xi;
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if (intersect) {
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isInside = !isInside;
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}
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}
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return isInside;
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}
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function isInsideRect(point, rect) {
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return (point[0] >= rect.left &&
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point[0] <= rect.right &&
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point[1] >= rect.top &&
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point[1] <= rect.bottom);
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}
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function getSide(triggerRect, contentRect) {
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// determine which side the content is on relative to trigger
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const triggerCenterX = triggerRect.left + triggerRect.width / 2;
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const triggerCenterY = triggerRect.top + triggerRect.height / 2;
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const contentCenterX = contentRect.left + contentRect.width / 2;
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const contentCenterY = contentRect.top + contentRect.height / 2;
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const deltaX = contentCenterX - triggerCenterX;
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const deltaY = contentCenterY - triggerCenterY;
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if (Math.abs(deltaX) > Math.abs(deltaY)) {
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return deltaX > 0 ? "right" : "left";
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}
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return deltaY > 0 ? "bottom" : "top";
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}
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/**
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* Creates a safe polygon area that allows users to move their cursor between
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* the trigger and floating content without closing it.
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*/
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export class SafePolygon {
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#opts;
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#buffer;
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// tracks the cursor position when leaving trigger or content
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#exitPoint = null;
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// tracks what we're moving toward: "content" when leaving trigger, "trigger" when leaving content
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#exitTarget = null;
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constructor(opts) {
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this.#opts = opts;
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this.#buffer = opts.buffer ?? 1;
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watch([opts.triggerNode, opts.contentNode, opts.enabled], ([triggerNode, contentNode, enabled]) => {
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if (!triggerNode || !contentNode || !enabled) {
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this.#exitPoint = null;
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this.#exitTarget = null;
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return;
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}
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const doc = getDocument(triggerNode);
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const handlePointerMove = (e) => {
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this.#onPointerMove(e, triggerNode, contentNode);
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};
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const handleTriggerLeave = (e) => {
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// when leaving trigger toward content, record exit point
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const target = e.relatedTarget;
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// if going directly to content, no need for polygon tracking
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if (isElement(target) && contentNode.contains(target)) {
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return;
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}
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this.#exitPoint = [e.clientX, e.clientY];
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this.#exitTarget = "content";
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};
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const handleTriggerEnter = () => {
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// reached trigger, clear tracking
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this.#exitPoint = null;
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this.#exitTarget = null;
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};
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const handleContentEnter = () => {
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// reached content, clear tracking
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this.#exitPoint = null;
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this.#exitTarget = null;
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};
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const handleContentLeave = (e) => {
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// when leaving content, check if going directly back to trigger
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const target = e.relatedTarget;
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if (isElement(target) && triggerNode.contains(target)) {
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// going directly to trigger, no polygon tracking needed
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return;
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}
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// might be traversing gap back to trigger, set up polygon tracking
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this.#exitPoint = [e.clientX, e.clientY];
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this.#exitTarget = "trigger";
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};
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return [
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on(doc, "pointermove", handlePointerMove),
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on(triggerNode, "pointerleave", handleTriggerLeave),
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on(triggerNode, "pointerenter", handleTriggerEnter),
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on(contentNode, "pointerenter", handleContentEnter),
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on(contentNode, "pointerleave", handleContentLeave),
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].reduce((acc, cleanup) => () => {
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acc();
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cleanup();
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}, () => { });
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});
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}
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#onPointerMove(e, triggerNode, contentNode) {
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// if no exit point recorded, nothing to check
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if (!this.#exitPoint || !this.#exitTarget)
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return;
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const clientPoint = [e.clientX, e.clientY];
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const triggerRect = triggerNode.getBoundingClientRect();
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const contentRect = contentNode.getBoundingClientRect();
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// check if pointer reached the target
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if (this.#exitTarget === "content" && isInsideRect(clientPoint, contentRect)) {
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this.#exitPoint = null;
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this.#exitTarget = null;
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return;
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}
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if (this.#exitTarget === "trigger" && isInsideRect(clientPoint, triggerRect)) {
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this.#exitPoint = null;
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this.#exitTarget = null;
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return;
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}
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// check if pointer is in the rectangular corridor between trigger and content
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const side = getSide(triggerRect, contentRect);
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const corridorPoly = this.#getCorridorPolygon(triggerRect, contentRect, side);
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if (corridorPoly && isPointInPolygon(clientPoint, corridorPoly)) {
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return;
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}
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// check if pointer is within the safe polygon from exit point to target
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const targetRect = this.#exitTarget === "content" ? contentRect : triggerRect;
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const safePoly = this.#getSafePolygon(this.#exitPoint, targetRect, side, this.#exitTarget);
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if (isPointInPolygon(clientPoint, safePoly)) {
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return;
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}
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// pointer is outside all safe zones - close
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this.#exitPoint = null;
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this.#exitTarget = null;
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this.#opts.onPointerExit();
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}
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/**
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* Creates a rectangular corridor between trigger and content
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* This prevents closing when cursor is in the gap between them
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*/
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#getCorridorPolygon(triggerRect, contentRect, side) {
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const buffer = this.#buffer;
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switch (side) {
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case "top":
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return [
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[Math.min(triggerRect.left, contentRect.left) - buffer, triggerRect.top],
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[Math.min(triggerRect.left, contentRect.left) - buffer, contentRect.bottom],
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[Math.max(triggerRect.right, contentRect.right) + buffer, contentRect.bottom],
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[Math.max(triggerRect.right, contentRect.right) + buffer, triggerRect.top],
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];
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case "bottom":
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return [
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[Math.min(triggerRect.left, contentRect.left) - buffer, triggerRect.bottom],
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[Math.min(triggerRect.left, contentRect.left) - buffer, contentRect.top],
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[Math.max(triggerRect.right, contentRect.right) + buffer, contentRect.top],
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[Math.max(triggerRect.right, contentRect.right) + buffer, triggerRect.bottom],
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];
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case "left":
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return [
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[triggerRect.left, Math.min(triggerRect.top, contentRect.top) - buffer],
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[contentRect.right, Math.min(triggerRect.top, contentRect.top) - buffer],
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[contentRect.right, Math.max(triggerRect.bottom, contentRect.bottom) + buffer],
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[triggerRect.left, Math.max(triggerRect.bottom, contentRect.bottom) + buffer],
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];
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case "right":
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return [
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[triggerRect.right, Math.min(triggerRect.top, contentRect.top) - buffer],
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[contentRect.left, Math.min(triggerRect.top, contentRect.top) - buffer],
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[contentRect.left, Math.max(triggerRect.bottom, contentRect.bottom) + buffer],
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[triggerRect.right, Math.max(triggerRect.bottom, contentRect.bottom) + buffer],
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];
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}
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}
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/**
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* Creates a triangular/trapezoidal safe zone from the exit point to the target
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*/
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#getSafePolygon(exitPoint, targetRect, side, exitTarget) {
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const buffer = this.#buffer * 4;
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const [x, y] = exitPoint;
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// when going back to trigger, we need to flip the side
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const effectiveSide = exitTarget === "trigger" ? this.#flipSide(side) : side;
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// create polygon points from cursor to target edges
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switch (effectiveSide) {
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case "top":
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return [
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[x - buffer, y + buffer],
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[x + buffer, y + buffer],
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[targetRect.right + buffer, targetRect.bottom],
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[targetRect.right + buffer, targetRect.top],
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[targetRect.left - buffer, targetRect.top],
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[targetRect.left - buffer, targetRect.bottom],
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];
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case "bottom":
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return [
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[x - buffer, y - buffer],
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[x + buffer, y - buffer],
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[targetRect.right + buffer, targetRect.top],
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[targetRect.right + buffer, targetRect.bottom],
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[targetRect.left - buffer, targetRect.bottom],
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[targetRect.left - buffer, targetRect.top],
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];
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case "left":
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return [
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[x + buffer, y - buffer],
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[x + buffer, y + buffer],
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[targetRect.right, targetRect.bottom + buffer],
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[targetRect.left, targetRect.bottom + buffer],
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[targetRect.left, targetRect.top - buffer],
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[targetRect.right, targetRect.top - buffer],
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];
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case "right":
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return [
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[x - buffer, y - buffer],
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[x - buffer, y + buffer],
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[targetRect.left, targetRect.bottom + buffer],
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[targetRect.right, targetRect.bottom + buffer],
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[targetRect.right, targetRect.top - buffer],
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[targetRect.left, targetRect.top - buffer],
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];
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}
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}
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#flipSide(side) {
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switch (side) {
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case "top":
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return "bottom";
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case "bottom":
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return "top";
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case "left":
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return "right";
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case "right":
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return "left";
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}
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}
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}
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