Implement drag & drop with the locality model
The second half: system drag sessions over phase 1's model, per DRAG-REORDER.md and 04-interactions.md § Drag & drop. - Card faces, lane headers, and trash rows drag as NSItemProvider sessions (two exported UTTypes, JSON payload in flatten order, plain-text titles as the secondary representation) — replacing m4's custom lane-reorder gesture and trash drag-out wholesale; the app-wide DragSession carries the members, the frozen dragged sizes, the live proposal, and the effective operation. - Three drop delegates (lane masonry, strip, window fallback), each accepting both types and routing internally per the single-target-dispatch rule; the cursor is the physical mouse converted to strip space; proposals come from DropSlotMath with hysteresis threaded through, and the lane-strip proposal clamps in front of the shown trash. - Locality picks the default — move within a board, copy across, the badge tracking live; ⌥ forces copy (ignored on within-board lane drags), ⌘ forces move; trash rows restore within their board (positional), copy out across boards by default, ⌘ forcing the true restore-move. - N contiguous shadows with reflow keyed on the proposal; the committed-overlay hold renders the dropped arrangement until the reload echo lands (1.5 s dissolution deadline for refused writes); the re-grounding trio: geometry re-derives per render, proposals re-validate by liveness at release, an emptied drag cancels itself. - Edge autoscroll (ticking driver over DragAutoScrollMath, re-targeting per step), the mouse-up-gated late-event cleanup, and the polling watchdog — the pathfinder's lifecycle traps, ported. - Store: moveLanes and multi-card restoreByDrag join the one-bracket drop commits. 784 unit tests. Claude-Session: https://claude.ai/code/session_01SR4XGjmBE16ZUYWpfFHXwY
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@@ -165,6 +165,17 @@ public final class AppModel {
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/// board-scoped and this list deliberately is not.
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public let styleRecents = StyleRecents()
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/// The app's one drag session (DRAG-REORDER.md; 04-interactions.md ▸ Drag and drop).
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///
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/// App-wide for the reason cross-board drags exist at all: **a drag crosses windows**, so the
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/// source board hides the dragged items while any other open board's drop delegates propose a
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/// landing spot for them. It lives here rather than as a global for `styleRecents`' reason — a
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/// test holds its own rather than colliding with the app's — and every board window reaches it
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/// through the environment.
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/// Internal rather than `public`, unlike its neighbours: the drag is entirely a UI-layer
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/// concern, and nothing outside this module has any business reaching into a gesture in flight.
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let dragSession = DragSession()
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// MARK: Sessions
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/// One open board window and everything hanging off it.
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