Implement the motion language

One named home for every curve and duration — the two-voice split 03
fixes (snappy structural: drag reflow 0.18, delete 0.25, lane resize
0.2; smooth content-reflow 0.28), the scale-and-fade appear/disappear
transitions (cards 0.8, lanes 0.9), and a Reduce Motion variant on
every accessor (animations go instant, transitions go crossfade). A
post-migration grep holds the invariant: zero motion literals outside
Motion.swift. The animate-vs-snap split lands where Lanework's
one-way flow puts it: the store's reload seam. An app-mediated echo
applies its snapshot inside the structural transaction; foreign and
reconciling reloads — and every bracket-ending wholesale reload —
assign bare, because live-reload is the board becoming what's on
disk, not an event to perform. A window that merged foreign events
into an app-mediated span animates, deliberately: the ratified merge
rule makes it indistinguishable from a pure echo, and a test pins
that reading so a future mixed case fails loudly. The lane-reorder
reflow keys on the drop proposal alone (pointer tracking stays 1:1),
the resize session freezes its Reduce Motion answer at drag start so
the unit tick and the window resize can never disagree, and the m5
drag / m5 search / m7 undo voices are named seams waiting for their
call sites. 13 new tests.

Claude-Session: https://claude.ai/code/session_01SR4XGjmBE16ZUYWpfFHXwY
This commit is contained in:
2026-07-27 15:59:59 -04:00
parent 3be38fcb47
commit 5ebf9fb90c
8 changed files with 548 additions and 37 deletions
+38 -7
View File
@@ -1,6 +1,10 @@
import Foundation
import Observation
import os
// The one UI import in the store layer, and it earns its place: 03-board-ui.md § Motion puts the
// animate-or-snap split on the *reload*, and a reload lands here. `Motion` owns the decision and
// every curve; this file owns nothing but the `withAnimation` around the assignment (see `land`).
import SwiftUI
// MARK: - Vocabulary
@@ -395,21 +399,48 @@ public final class BoardStore {
switch outcome {
case let .success(result):
snapshot = result.model
loadWarnings = result.warnings
// **The motion language's one decision point** (03-board-ui.md § Motion, via `Motion`).
// "User-initiated structural changes animate; foreign changes snap" cannot live at the
// call sites here the way it did in the pathfinder the one-way flow means the user's
// own delete arrives back through the watcher exactly like an agent's edit so it lives
// at the *reload*, whose origin is already classified. `Motion` owns which origins
// perform and in which voice; this store owns only the assignment they wrap.
//
// A `nil` animation is not a special case: `withAnimation(nil)` is the bare assignment,
// which is what the snapping origins and the Reduce Motion variant both want.
withAnimation(Motion.reloadAnimation(
origin: origin,
endsBracketedOperation: endsWholesaleOperation,
reduced: Motion.prefersReducedMotion
)) {
snapshot = result.model
loadWarnings = result.warnings
// The one place transient state is re-grounded. It goes last, after `snapshot` is
// the new one, because a view woken by the snapshot's change must never observe a
// selection still pointing at the old tree.
//
// Inside the transaction deliberately: 03 § Motion has the selection highlight
// "ride whatever transaction is active rather than easing on its own", and a
// re-grounding that landed outside this one would be exactly the independent ease
// that rules out.
transient.resolve(against: result.model)
}
// Outside it, equally deliberately 03 keys transactions narrowly, and the banner
// conditions are not board structure. A lock clearing is not a thing the strip should
// slide out on the back of a card being deleted.
//
// Breakage always heals on a success it *is* the claim "the last reload failed", and
// this one did not.
reloadFailure = nil
clearLockIfDisproved(by: origin)
// The one place transient state is re-grounded. It goes last, after `snapshot` is the
// new one, because a view woken by the snapshot's change must never observe a selection
// still pointing at the old tree.
transient.resolve(against: result.model)
case let .failure(error):
// `snapshot`, `loadWarnings` and the transient state are untouched: a failed reload
// never replaces a good snapshot, and state over a snapshot that did not change has
// nothing to re-resolve against.
// nothing to re-resolve against. Nothing is performed here either, for the same reason
// and neither is anything on the lock paths below (`enterVanishedRootLock`,
// `enterUnwritableLock`, `relocate`), none of which touch the snapshot at all. A board
// that did not change has no motion to show.
reloadFailure = error
// `readOnlyLock == nil` rather than an unconditional assignment: a root that vanished
// mid-bracket already raised its own, truer lock, and 02-architecture.md is explicit