Build the VoiceOver tree and actions
The board window's accessibility tree per DESIGN/10: lanes are containers labeled "<title>, lane, N cards" (filter-aware count = renderedCards, the badge's own collection); cards are one flattened element each — label = title or the untitled placeholder, value = attachment count + "cut, pending paste", selection via trait; face icon, stripe, and paperclip are decorative and hidden. Masonry never leaks into traversal: slots carry order-keyed accessibilitySortPriority, so a wide lane reads by card order, not column-major. Lane titles carry the heading trait for the rotor. VO-Space is the ⌘-click analogue routed through the existing BoardStore.click funnel (SelectionGrammar stays the single answer for toggle and container-boundary rules) — cards and lane headers both. Context-menu rows double as custom accessibility actions, each calling the same private method as its menu row so the surfaces cannot drift; trash cards expose Delete and Reveal in Finder and never Open. The trash column is pinned last via sort priority 0, its label/value re-routed through the new AccessibilityPhrases seam; toggling trash visibility posts a one-line announcement from the store seam (both command faces). The invisible lane-resize drag strip leaves the tree — the stepper and menu items are the accessible width path. AccessibilityPhrases is the pure vocabulary seam (labels, values, plural folding shared with TrashModel.phrase), pinned by its own test suite. Both schemes build; 1466 unit tests green. Claude-Session: https://claude.ai/code/session_01SR4XGjmBE16ZUYWpfFHXwY
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@@ -247,7 +247,7 @@ struct BoardView: View {
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@ViewBuilder
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private func laneStrip(_ slots: [StripSlot], standard: CGFloat) -> some View {
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HStack(alignment: .top, spacing: spacing) {
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ForEach(slots) { slot in
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ForEach(Array(slots.enumerated()), id: \.element.id) { index, slot in
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switch slot {
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case let .lane(lane):
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laneSlot(lane, standard: standard)
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@@ -257,6 +257,15 @@ struct BoardView: View {
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// the reload that carried it (`Motion.reloadAnimates`) — a transition with no
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// animated transaction around it is simply an appearance.
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.transition(Motion.laneTransition(reduced: reduceMotion))
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// **Lanes are read in lane `order`** (10-accessibility.md ▸ The board
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// through VoiceOver). Geometry already agrees — an `HStack` lays the slots
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// out left to right in this very sequence — so unlike the masonry's
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// column-major divergence (`LaneView`) this is a statement rather than a
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// correction. It is written anyway for what it buys below: the priorities
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// stay above the trash's, which is the only way "the trash is the LAST
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// container" survives a right-to-left layout direction or a lane slot the
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// resize session lifts to `zIndex(1)`.
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.accessibilitySortPriority(Double(slots.count - index))
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case let .shadow(_, units):
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// One of the drag's N contiguous shadows, at the exact width the arriving lane
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// will occupy — its units measured against *this* strip's standard, which is
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@@ -283,6 +292,10 @@ struct BoardView: View {
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// unit (03-board-ui.md § Motion, § Trash's re-divide). The transaction is the
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// menu toggle's (`ShowTrashCommand`).
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.transition(Motion.laneTransition(reduced: reduceMotion))
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// "When shown, it is the **last** container" (10-accessibility.md ▸ Trash lane) —
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// below every lane's priority, whatever the lane count, because zero is the floor
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// the expression above never reaches.
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.accessibilitySortPriority(0)
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}
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}
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// The drag's reflow-to-make-room, keyed on the **drop proposal** and nothing else
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