Build the drop-slot model and the drop commits — drag & drop, first half
The pathfinder's drag-reorder model, ported and generalized (DRAG-REORDER.md travels with it, rewritten for lanes, the interior masonry, multi-drag, cross-board sessions, the re-grounding trio, and the committed-overlay hold): - DropSlotMath — resting-layout zones from analytic lane arithmetic and the pure masonry placement (MasonryLayout now lays out through the same MasonryPlacement the drag reads, so geometry cannot drift), span-capped triggers sized to the dragged run's future footprint, hysteresis holds with the fresh-entry fallback, boundary ties, own-slot no-ops; nil means hold. - DragAutoScrollMath — the activation bands and velocity ramp, pure. - The drop commits, one performWrite bracket each: moveCards/copyCards within a board (insertion ranks touch only the dragged cards; renumber fallback); receiveCards/receiveLanes/receiveRestoredCards on the destination store for cross-board copy and ⌘-move with the import-boundary remint, lane copies stripping tombstoned cards while moves carry them; restoreByDrag is now positional, writing order only when the drop names a new one. Gestures, sessions, previews, and delegates are the second half. 773 unit tests (87 new since the keyboard grammar). Claude-Session: https://claude.ai/code/session_01SR4XGjmBE16ZUYWpfFHXwY
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@@ -1,5 +1,88 @@
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import CoreGraphics
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import SwiftUI
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/// Where a masonry puts its children, as pure arithmetic — no views, no `Layout`, no measurement
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/// (`MasonryPlacementTests`).
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///
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/// `MasonryLayout` below *is* this function plus SwiftUI's measurement cache, and the drag model
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/// reconstructs a lane's resting card grid by replaying it over the frozen heights
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/// (DRAG-REORDER.md § The card masonry). Extracting it is what makes those two the same
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/// arithmetic rather than two implementations that agree until one of them is edited — the
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/// analytic-resting-layout rule (03-board-ui.md § Motion, "motion never feeds back into logic")
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/// only pays off if what is computed analytically is what is actually drawn.
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///
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/// **The assignment is round-robin, and that is the whole model**: child `i` lands in column
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/// `i % columnCount` at the bottom of that column's independent stack. Row `r` of column `c` is
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/// therefore logical index `r * columnCount + c`, and the inverse is division — which is how a
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/// cursor position becomes an insertion index (`DropSlotMath.cardSlot`).
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struct MasonryPlacement: Equatable, Sendable {
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/// Number of interior columns (the lane's width units); clamped to ≥ 1 at every use.
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let columnCount: Int
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/// One column's width — the standard card width, since every card is one column wide.
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let columnWidth: CGFloat
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/// Spacing between columns and between stacked cards within a column.
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let spacing: CGFloat
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/// The grid's top-leading corner, in whatever space the caller is working in.
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let origin: CGPoint
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init(columnCount: Int, columnWidth: CGFloat, spacing: CGFloat, origin: CGPoint = .zero) {
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self.columnCount = max(1, columnCount)
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self.columnWidth = columnWidth
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self.spacing = spacing
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self.origin = origin
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}
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/// The column width `columnCount` columns and their interior spacings divide `totalWidth`
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/// into — `MasonryLayout`'s own expression, floored at zero so a lane narrower than its
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/// spacings never proposes a negative width.
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static func columnWidth(totalWidth: CGFloat, columnCount: Int, spacing: CGFloat) -> CGFloat {
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let count = CGFloat(max(1, columnCount))
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return max(0, (totalWidth - spacing * (count - 1)) / count)
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}
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/// The interior column child `index` is assigned to.
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func column(of index: Int) -> Int { index % columnCount }
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/// The row within its column child `index` stacks at.
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func row(of index: Int) -> Int { index / columnCount }
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/// The logical position that row `row` of column `column` holds — `column(of:)`/`row(of:)`
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/// inverted. Unclamped: a caller asking for a column's tail row gets a position at or past
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/// the end, which is exactly what the end slot means.
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func index(column: Int, row: Int) -> Int { row * columnCount + column }
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/// The leading x of interior column `column`.
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func columnX(_ column: Int) -> CGFloat {
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origin.x + CGFloat(column) * (columnWidth + spacing)
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}
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/// Every child's frame, in child order, for children of the given heights.
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func frames(heights: [CGFloat]) -> [CGRect] {
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var tops = [CGFloat](repeating: origin.y, count: columnCount)
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return heights.enumerated().map { index, height in
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let target = column(of: index)
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let frame = CGRect(x: columnX(target), y: tops[target], width: columnWidth, height: height)
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tops[target] += height + spacing
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return frame
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}
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}
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/// The grid's total height — the tallest column's stack, which is what `sizeThatFits`
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/// reports.
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func height(heights: [CGFloat]) -> CGFloat {
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var totals = [CGFloat](repeating: 0, count: columnCount)
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for (index, height) in heights.enumerated() {
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let target = column(of: index)
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totals[target] += height + (totals[target] > 0 ? spacing : 0)
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}
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return totals.max() ?? 0
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}
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}
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/// Masonry layout for a lane's interior card columns (03-board-ui.md § Layout — full visibility:
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/// "a wide lane flows them into as many interior masonry columns as it has units"; § Lane: "masonry
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/// grid when wide — settled, the pathfinder's masonry works").
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@@ -30,7 +113,16 @@ struct MasonryLayout: Layout {
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private var columnCount: Int { max(1, columns) }
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private func columnWidth(for totalWidth: CGFloat) -> CGFloat {
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max(0, (totalWidth - spacing * CGFloat(columnCount - 1)) / CGFloat(columnCount))
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MasonryPlacement.columnWidth(totalWidth: totalWidth, columnCount: columnCount, spacing: spacing)
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}
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/// The placement arithmetic for a grid of `width` points at `origin` — the one expression both
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/// this layout and the drag model's resting grid go through (`MasonryPlacement`).
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private func placement(width: CGFloat, origin: CGPoint) -> MasonryPlacement {
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MasonryPlacement(columnCount: columnCount,
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columnWidth: columnWidth(for: width),
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spacing: spacing,
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origin: origin)
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}
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// MARK: - Measurement cache
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@@ -75,28 +167,30 @@ struct MasonryLayout: Layout {
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return height
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}
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/// Every subview's height at `column` width, in subview order — the input `MasonryPlacement`
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/// takes, gathered through the cache above so both passes measure once between them.
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private func measuredHeights(of subviews: Subviews, at column: CGFloat, cache: inout Cache) -> [CGFloat] {
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var heights: [CGFloat] = []
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heights.reserveCapacity(subviews.count)
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for index in subviews.indices {
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heights.append(height(of: subviews, at: index, column: column, cache: &cache))
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}
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return heights
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}
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func sizeThatFits(proposal: ProposedViewSize, subviews: Subviews, cache: inout Cache) -> CGSize {
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let width = proposal.width ?? 0
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let column = columnWidth(for: width)
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var heights = [CGFloat](repeating: 0, count: columnCount)
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for index in subviews.indices {
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let height = height(of: subviews, at: index, column: column, cache: &cache)
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let target = index % columnCount
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heights[target] += height + (heights[target] > 0 ? spacing : 0)
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}
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return CGSize(width: width, height: heights.max() ?? 0)
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let placement = placement(width: width, origin: .zero)
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let heights = measuredHeights(of: subviews, at: placement.columnWidth, cache: &cache)
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return CGSize(width: width, height: placement.height(heights: heights))
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}
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func placeSubviews(in bounds: CGRect, proposal: ProposedViewSize, subviews: Subviews, cache: inout Cache) {
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let column = columnWidth(for: bounds.width)
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var y = [CGFloat](repeating: bounds.minY, count: columnCount)
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for index in subviews.indices {
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let target = index % columnCount
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let x = bounds.minX + CGFloat(target) * (column + spacing)
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let height = height(of: subviews, at: index, column: column, cache: &cache)
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subviews[index].place(at: CGPoint(x: x, y: y[target]),
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proposal: ProposedViewSize(width: column, height: height))
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y[target] += height + spacing
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let placement = placement(width: bounds.width, origin: bounds.origin)
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let heights = measuredHeights(of: subviews, at: placement.columnWidth, cache: &cache)
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for (index, frame) in placement.frames(heights: heights).enumerated() {
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subviews[index].place(at: frame.origin,
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proposal: ProposedViewSize(width: frame.width, height: frame.height))
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}
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}
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}
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