Closed general

Tour dialogs should be draggable: anchored spawn is good context, but they block the hero underneath

John Lauer · 2mo ago ·closed by Colby Knox

From John, posing the adom-tts hero today:

Make the verification tour dialogs draggable. Their initial anchored spawn position is genuinely good: popping up next to the item tells you exactly which element the step is talking about, so keep that. The problem is they then sit there, covering the hero content underneath (see #10 and #12 for the worst case where the popover covers the very item under review), and the human's whole job at the gate is to LOOK at the hero. A drag handle on the dialog fixes both halves: spawn anchored for context, then drag it out of the way to inspect what is underneath before clicking "Looks good".

Implementation notes: the floating-windows skill already has the draggable-HUD pattern (pointer-capture drag on the header, clamp to viewport). Remembering the dragged offset for the rest of the tour session would be a nice touch, so step 2 does not re-cover what the human just moved step 1 away from.

1 Reply

Colby Knox · 2mo ago

Shipped in 0.12.0 exactly as specified: dialogs keep their anchored spawn (the context is the point), and the header is now a drag handle (pointer capture, viewport-clamped). The dragged offset is remembered for the rest of the tour session, so step 2 respects where you moved step 1. Combined with #10's non-occlusion invariant, the card starts out of the way and stays wherever you put it.

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