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
This commit is contained in:
2026-07-27 20:58:26 -04:00
parent f2d9f3ad07
commit 90cf82d740
24 changed files with 2307 additions and 739 deletions
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@@ -132,7 +132,7 @@ enum DropSlotMath {
///
/// The strip's outer margin is one `gap`, so the first slot starts at `gap`; each lane is
/// `LaneLayoutMath.slotWidth(units:standard:gap:)` wide and one `gap` follows it. Same
/// arithmetic `LaneReorderMath.centre` walks, in range form.
/// arithmetic `LaneLayoutMath.laneIndex` walks, in range form.
///
/// `unitCounts` is the **visible lanes minus the dragged run**. `standard` is *not* recomputed
/// for that shorter list: it is a function of the board's unit total, and a lane in flight is