Hero image for cards — one of the card's own attachments, banded across its face
A card whose `hero:` names one of its own attachments draws that picture as a banner across the full width of its plate, above the icon-and-title row, aspect-fill cropped into a fixed 2.75 em band — 36pt at the standard body, and em-scaled like every other figure the board draws, so it grows with the system text size and with the board's zoom rather than shrinking against a title twice its usual size. The figure sits deliberately under the 44pt a plain one-line card is tall: a hero card should read as a card with a picture on it rather than a picture with a caption, which is 03's standing rule that the title dominates. The key's grammar is a **bare filename**, and that is what separates it from the board background's `image` subkey rather than a nervousness about paths. A board names a file anywhere under its root, so a path is that key's reading and where it leads is the renderer's question. A card names one of the files it already owns — the flat `attachments/` folder the app lists, relocates into, and carries through every move, copy, trash and restore — so `hero: art/sketch.png` is not an awkward spelling of a hero image, it is a value the key cannot mean. It therefore has no reading at all: a value carrying a separator, or spelling `.`/`..`, or empty, is malformed at the document layer, which renders it as absent and leaves the coerce tier's trace, exactly as `width: 1.5` does. The bytes stay as written, the resolver re-checks containment anyway, and the whole degrade family below that — a name pointing at a missing file, an unreadable one, or one that is not an image — ends the same way: no banner, no defect, nothing written. That last promise is about *height* as much as about ink, so the band is given no height at all until a picture has actually decoded. A card whose hero cannot be drawn lays out identically to a card with no key, structurally rather than by a branch somebody has to remember; the price is one settle per hero as a board opens, and none after that. Everything else the face draws is attached outside the new stack and is untouched by it — the accent stripe still runs the plate's full leading edge across the band's corner, the selection and file-hover strokes still ring the whole plate, the cut and drag dims still cover it, and the drop model still registers the plate's real height, so a hero card is simply a taller card the masonry already understands. The trash draws it too, by the one-face rule. Decoding is ImageIO's downsampling path off the main actor at a quarter of the backdrop's pixel budget (`BoardBackdrop.decode` gained the limit as a parameter rather than being copied), and the results live in one app-wide, deliberately non-observable cache keyed on path plus the file's date and size. Non-observable because a tracked write there would invalidate every hero face on the board, which is the O(board) invalidation this view was rebuilt once already to shed; each face holds its own picture in view state and seeds it from the cache, which is also what lets the drag replica — whose preview builder is non-escaping and cannot await anything — carry the band at the face's real height. Taking a stamp twice from one URL value turned out to answer with the first read's date and size however many times the bytes had changed, so `stamp(of:)` now drops its cached resource values first; noticing a replacement is the only thing a stamp is for. The face takes the resolved URL as a compared input rather than resolving it, for selected-ness's reason one axis over: resolving needs the card's folder, which a face does not know, and finding it from the snapshot would be a board walk per face. The lane and the trash column each know their own container and compute it once for the whole strip. There is no in-app setter this version — the key is written by hand or by an agent, which is why the guide bumps to v13 with a clause spelling the grammar out beside the other card keys, and why `attachments/` gets the one-line pointer an agent that has just written `` will need. "Set as Hero" from the attachment row is future work, as is the card window and print, which draw the same model and show no banner today. Claude-Session: https://claude.ai/code/session_014PtZdPwqZuqEDLc6wZMtEy
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@@ -326,6 +326,31 @@ struct TrashLaneView: View {
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}
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}
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/// One trashed card's face — **extracted purely to keep the slot switch type-checkable**. The
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/// column's `ForEach` closure is one expression covering three slot kinds, and the face's own
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/// argument list is long enough that inlining it here pushed the whole thing past the solver's
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/// budget. Every value it needs is hoisted once per body and handed in, so nothing about the
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/// lifetime or the subscriptions changes by moving these lines.
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private func cardRow(
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_ card: Card,
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cardsFolder: URL,
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selectedIDs: Set<ItemID>,
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selectedCount: Int
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) -> some View {
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CardFaceView(
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store: store,
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card: card,
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role: .trash(confirmations: confirmations),
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marquee: marquee,
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drops: drops,
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hero: CardHero.imageURL(for: card, inContainer: cardsFolder),
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isSelected: selectedIDs.contains(card.id),
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selectedCount: selectedIDs.contains(card.id) ? selectedCount : 1
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)
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// The value gate, `LaneView`'s rule on the trash side (`CardFaceView.==`).
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.equatable()
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}
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private var scrollableCards: some View {
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// **The trash-side selection, read once for the whole column — and this is a new subscription,
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// deliberately.** `LaneView` was already reading the selection for its header, so hoisting it
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@@ -338,6 +363,10 @@ struct TrashLaneView: View {
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let selection = store.selection
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let selectedIDs = selection.container == .trash ? selection.ids : []
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let selectedCount = max(1, selectedIDs.count)
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// The trash's own folder — the container its cards resolve their heroes against, `LaneView`'s
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// hoist one container over. A trashed card is an ordinary card in a special place, so it wears
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// its hero exactly as it did in its lane; only the folder its attachments now sit under moved.
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let cardsFolder = BoardWriter.trashFolder(inBoard: store.rootURL)
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return ScrollView(.vertical) {
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// **`MasonryLayout` at one column, and a plain `VStack` deliberately not.** The trash is
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// one width unit, so its masonry is a single column — but it is the *same* layout the
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@@ -354,17 +383,12 @@ struct TrashLaneView: View {
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Group {
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switch slot {
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case let .entry(.card(card)):
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CardFaceView(
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store: store,
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card: card,
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role: .trash(confirmations: confirmations),
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marquee: marquee,
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drops: drops,
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isSelected: selectedIDs.contains(card.id),
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selectedCount: selectedIDs.contains(card.id) ? selectedCount : 1
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cardRow(
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card,
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cardsFolder: cardsFolder,
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selectedIDs: selectedIDs,
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selectedCount: selectedCount
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)
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// The value gate, `LaneView`'s rule on the trash side (`CardFaceView.==`).
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.equatable()
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case let .entry(.lane(lane)):
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// The opaque unit's row — its own view, because "no styling accents" and
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// "never expandable" are exactly what a card face is not
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