import AppKit import QuartzCore import SwiftUI // MARK: - The release hold /// The hand-off condition for **the lane-resize release hold**, as a value so the state machine is /// testable without a filesystem. /// /// The release *writes* the lane's new width, and that write rides the one-way flow — Writer → disk /// → watcher → reload (02-architecture.md § Layering). Between the release and that echo the /// snapshot still says the OLD unit count while the window has already grown, so a session that /// cleared at release would hand the strip to `LaneLayoutMath.standardWidth` dividing the *new* /// window width by the *stale* unit total: every lane takes a proportionally wrong width for a beat /// — the resized one snapping back toward its old share — and the board then jumps a second time /// when the echo lands. This is the drag's committed-overlay hold (DRAG-REORDER.md § The /// committed-overlay hold) applied to the resize, which lives outside the drag machinery and so /// needs its own: the frozen standard and the written unit count keep governing until the snapshot /// carries the write. /// /// A deliberately separate type from `CommittedHold` rather than a reuse of it. The two share only /// their shape: that hold's subject is a *rearrangement*, retired by any snapshot landing on the /// board, and this one's is a *value*, which can only be retired by a snapshot that actually carries /// it — an unrelated reload landing first must NOT release this hold, or the two-step is back. struct LaneWidthHold: Equatable, Sendable { /// The lane the release wrote. var laneID: ItemID /// The unit count it wrote — what the landed snapshot has to agree with. var units: Int /// How long the hold may stand with no echo arriving. `CommittedHold.timeout`'s figure and its /// reasoning: comfortably longer than a write plus a watcher round trip, short enough that a /// write nobody echoes does not leave the board drawing a width it never got. static let timeout: Duration = .milliseconds(1500) /// Whether a snapshot holding `lanes` retires this hold. /// /// The width is read exactly as the board reads it (`LaneLayoutMath.displayUnits`), which is the /// whole of the one-unit case: **a width landing on 1 removes the `width` key** /// (`BoardStore.writeLaneWidths`, the remove-at-default family), so the echo carrying that write /// has no key to compare against — only the display reading sees the 1 that was asked for. /// /// A lane no longer in the snapshot retires it too: it was deleted or moved away under the /// gesture, no echo naming it is ever coming, and the snapshot is the authority. func isRetired(by lanes: [Lane]) -> Bool { guard let lane = lanes.first(where: { $0.id == laneID }) else { return true } return LaneLayoutMath.displayUnits(of: lane) == units } } // MARK: - The session /// Window-local state for an in-flight lane resize — the right-edge drag of 03-board-ui.md § Lane. /// At most one runs per board window at a time; `BoardView` owns it as `@State` and hands it to the /// lanes and their grab strips. /// /// The interaction has three collaborating pieces: `LaneLayoutMath` (the pure geometry), this /// session (the live state plus the per-tick window resize), and `LaneResizeHandle` (the invisible /// grab strip that drives it from a `DragGesture`). All three are ported from the pathfinder's /// proven `ColumnResize.swift`, which is what 03-board-ui.md's "pathfinder behavior, proven" refers /// to. /// /// ### The invariant that makes it feel solid /// /// **While the window still has screen to grow into, every OTHER lane keeps its exact pixel width.** /// That is achieved by freezing the strip's standard (1×) width at drag start and sizing the /// *window* so that after each snap tick the ordinary viewport-derived formula reproduces that /// frozen standard exactly — so releasing the drag hands back to the resting layout with no pixel /// jump. /// /// **At the screen's visible frame that stops and the drag degrades to the re-divide** (settled /// 2026-08-08, 03-board-ui.md § Lane). Past the fit the window is pinned and each further tick /// divides the same width across one more unit — the stepper's mechanism, arriving under the drag's /// fingers — so the siblings compress and the lane keeps growing at their expense. A window with no /// headroom to begin with (already at the edge, or full screen) re-divides from the very first /// snap, which is what makes the drag work at all on a maximised window. The boundary costs nothing: /// the re-divided standard at the fit *is* the frozen standard (`LaneLayoutMath.resizeStandard`), so /// `standard` below is a function of the live unit count rather than one number for the gesture. /// /// The session owns the two things that must move together on each tick: the SwiftUI unit count /// (`units`, which drives the shadow slot, the siblings' positions, and the resizing lane's masonry /// column count) and the host window's width. They animate on matching curves — `Motion.laneResize` /// and `Motion.laneResizeWindowDuration`, the two faces of 03-board-ui.md § Motion's lane-resize /// entry — so the window edge and the lanes to its right travel as one. Past the fit only the first /// of the two moves, and the window is left exactly where the screen ended. /// /// ### Three phases, not two /// /// *Idle* (`laneID == nil`), *dragging* (`isDragging`), and — after the release — *holding*, which /// is the same governance standing over a write that has not echoed back yet (`LaneWidthHold`). The /// layout reads one question throughout, `governs(_:)`, so the strip cannot tell the last two /// apart; only the handle's gesture does, since a hold is not something a mouse is still driving. @MainActor @Observable final class LaneResizeSession { /// The lane this session governs — being dragged, or holding its written width until the echo; /// `nil` when idle. Observed — flipping it drives `BoardView`'s session-standard override and the /// shadow slot on and off, and `LaneView`'s column count. private(set) var laneID: ItemID? /// The release hold, or `nil` while the drag is still in flight (or the session idle). /// See `LaneWidthHold`. private(set) var hold: LaneWidthHold? /// The dragged lane's live rendered width — tracks the cursor continuously (rubber-banded at /// the ends), so its masonry reflows live between ticks. private(set) var liveWidth: CGFloat = 0 /// The snapped unit count k. Drives the shadow slot width, the layout slot the siblings /// position off, and the resizing lane's masonry column count. Ticks by ±1 and animates. /// /// It stops ticking at the release and becomes **the written count** — the number the hold is /// waiting for the snapshot to agree with, and the one the strip lays the lane out at until it /// does. private(set) var units: Int = 1 /// The strip's standard (1×) width **as of the live unit count**. Used for ALL lane widths in /// `BoardView` while a session is active — the window is animating mid-session, so recomputing /// the standard from the live viewport width would feed the animation back into the layout and /// pulse every lane. Read within renders already triggered by the observed properties above, so /// it need not itself be observed. /// /// Within the screen fit this is the value frozen at drag start and nothing moves but the /// window; past it the pinned strip re-divides, and this is how every *other* lane learns to /// compress — `BoardView.standardWidth` hands the same number to all of them /// (`LaneLayoutMath.resizeStandard`). var standard: CGFloat { standard(forUnits: units) } /// The strip's standard (1×) width frozen at drag start — regime A's answer whole, and regime /// B's starting point. @ObservationIgnored private var startStandard: CGFloat = 1 /// The strip's inter-lane gap (== `BoardView.spacing`), captured at begin. @ObservationIgnored private var gap: CGFloat = 12 /// The committed unit count at drag start — the anchor the drag translation is measured from. @ObservationIgnored private var startUnits: Int = 1 /// The strip's whole unit total at drag start — every lane's display units plus the trash /// column's fixed one while it is shown, exactly the total `BoardView` divides the resting /// layout by. The re-divide needs it twice over: it is what the pinned strip width is derived /// from, and what each extra unit the drag claims is added to. @ObservationIgnored private var startTotalUnits: Int = 1 /// The largest unit count that still fits on screen — **the boundary between the two regimes**, /// not a ceiling. Up to it a tick grows the window; past it a tick re-divides /// (`LaneLayoutMath.maxUnits`, `fittingMaxUnits`). @ObservationIgnored private var fittingUnits: Int = 1 /// The tick's actual ceiling: the strip's own capacity, the count past which the re-divide would /// break the exact fill (`LaneLayoutMath.resizeMaxUnits`). Computed once at begin, since every /// input to it is frozen there. @ObservationIgnored private var ceilingUnits: Int = 1 /// The host window, resized by ±(standard + gap) on each tick that still has screen to move /// into, and left alone on the re-divide's. Weak — a window can close, though a resize cannot /// outlive the gesture that drives it. @ObservationIgnored private weak var window: NSWindow? /// Reduce Motion, read once at `begin` and frozen for the gesture (10-accessibility.md's /// lane-resize commitment — "the lane-resize rubber-band feedback … gets reduced variants"). /// /// Frozen rather than re-read per tick because the two halves of a tick — the unit count and the /// window's width — must never disagree about which variant they are in: a setting flipped /// between them would animate the lanes inside a window that jumped, which is the one thing this /// session's whole matched-curve design exists to prevent. Read from AppKit rather than from the /// SwiftUI environment because this type animates an `NSWindow` and has no environment to read /// (`Motion.prefersReducedMotion`). @ObservationIgnored private var reducedMotion = false @ObservationIgnored private var holdTimeoutTask: Task? /// How long this session's hold may stand with no echo arriving — `LaneWidthHold.timeout`, and a /// `var` for one reason only: the dissolve is a `Task` sleeping on the main actor, and a test /// that had to wait the real figure out would be 1.5 s of wall clock in the suite /// (`LaneResizeHoldTests`). Nothing in the app writes it. @ObservationIgnored var holdTimeout: Duration = LaneWidthHold.timeout /// Whether the session governs the strip's layout at all — its `standard` is in force for a drag /// and for the hold that follows it alike. var isActive: Bool { laneID != nil } /// Whether a gesture is still driving it. False during the hold, which no mouse is holding. var isDragging: Bool { laneID != nil && hold == nil } /// Whether the release has **settled**: the width is written and the layout it produced is being /// held until the echo reload lands (`LaneWidthHold`). var isSettled: Bool { hold != nil } /// Whether this session — dragging or holding — is the authority on `id`'s width. func governs(_ id: ItemID) -> Bool { laneID == id } /// Whether `id` is the lane a gesture is currently dragging. func isDragging(_ id: ItemID) -> Bool { laneID == id && hold == nil } /// The unit count `lane` spans **on screen right now**: this session's while it governs that /// lane — the live snapped count mid-drag, the written count mid-hold — and the snapshot's /// otherwise. /// /// The mid-hold answer is the point: for that stretch the snapshot's `width` is the *old* one, /// and every reader that took it at face value would draw the pre-drag layout. func displayUnits(of lane: Lane) -> Int { governs(lane.id) ? units : LaneLayoutMath.displayUnits(of: lane) } /// The tick-down re-entry distance: how far the live edge must retreat back into a gap it has /// already crossed before the shadow shrinks (03-board-ui.md § Lane's "10pt release /// hysteresis" — see `LaneLayoutMath.snappedUnits`). Fixed in points, not proportional to /// `standard`: it only needs to be comfortably larger than cursor jitter, which 10pt is /// regardless of lane size. private let reentry: CGFloat = 10 /// The rubber-band overshoot fraction past the end slots. private let resistance: CGFloat = 0.25 /// Unit counts the tick may reach: one up to the strip's capacity. The floor is 1 because a lane /// spans at least one unit; the ceiling is where the re-divide runs out of strip to divide, the /// screen having stopped bounding it (03-board-ui.md § Lane, settled 2026-08-08). private var allowedRange: ClosedRange { 1...max(1, ceilingUnits) } /// The standard the strip would be drawn at with the dragged lane spanning `units` — frozen /// within the screen fit, re-divided past it. Every slot the gesture measures goes through here. private func standard(forUnits units: Int) -> CGFloat { LaneLayoutMath.resizeStandard( forUnits: units, startUnits: startUnits, startStandard: startStandard, startTotalUnits: startTotalUnits, fittingUnits: fittingUnits, gap: gap) } /// The dragged lane's rendered width at `units` — its own units against the standard *that* count /// implies, which past the fit is not the standard the neighbouring counts imply. private func slot(forUnits units: Int) -> CGFloat { LaneLayoutMath.slotWidth(units: units, standard: standard(forUnits: units), gap: gap) } private var minSlot: CGFloat { slot(forUnits: allowedRange.lowerBound) } private var maxSlot: CGFloat { slot(forUnits: allowedRange.upperBound) } // MARK: - Lifecycle /// Starts a resize of `laneID`, freezing the standard width and the gap and measuring how far /// the window can grow on its current screen. /// /// **A standing hold is superseded, not waited out** — a second drag is the user's newer answer /// about the same strip, and its own release will arm the hold that matters. `units` is the /// anchor the caller reads off the screen (`displayUnits(of:)`), so a drag begun mid-hold starts /// from the width that is showing rather than from the stale snapshot's. /// /// `totalUnits` is the strip's whole divide — every lane plus the shown trash's fixed one, the /// same total the resting layout uses. The re-divide past the screen fit is arithmetic *about /// the strip*, not about the dragged lane, so it cannot be reconstructed from the lane alone. func begin( laneID: ItemID, units: Int, standard: CGFloat, gap: CGFloat, totalUnits: Int, window: NSWindow? ) { endHold() self.laneID = laneID self.startUnits = units self.units = units self.startStandard = standard self.startTotalUnits = max(1, totalUnits) self.gap = gap self.window = window self.reducedMotion = Motion.prefersReducedMotion self.liveWidth = LaneLayoutMath.slotWidth(units: units, standard: standard, gap: gap) self.fittingUnits = Self.fittingMaxUnits(currentUnits: units, standard: standard, gap: gap, window: window) self.ceilingUnits = LaneLayoutMath.resizeMaxUnits( startUnits: units, startStandard: standard, startTotalUnits: self.startTotalUnits, fittingUnits: self.fittingUnits, gap: gap) } /// Applies a drag translation (points, measured from the gesture's start): tracks the live width /// to the cursor with end-resistance, then ticks the snapped unit count to its fixed point and /// applies the result in one animated step. /// /// A single call to `snappedUnits` only ever steps by ±1, but a fast flick can carry the live /// width across two (or more) thresholds between consecutive gesture events, so it is iterated /// here until it stops moving — bounded by `allowedRange`'s width, so this never loops more than /// a couple of times in practice. `tick(to:)` already computes a correct multi-step window-size /// delta from `units` to the target, so only the FINAL target gets one `tick` call, not one per /// intermediate step. func update(translation: CGFloat) { guard isDragging else { return } liveWidth = LaneLayoutMath.resistedWidth( proposed: slot(forUnits: startUnits) + translation, minSlot: minSlot, maxSlot: maxSlot, resistance: resistance) var target = units while true { let next = LaneLayoutMath.snappedUnits( liveWidth: liveWidth, currentUnits: target, slotFor: slot(forUnits:), gap: gap, allowedRange: allowedRange, reentry: reentry) if next == target { break } target = next } if target != units { tick(to: target) } } /// Commits the snapped unit count and enters the **release hold**. /// /// The commit is a *write*, not a snapshot mutation: it goes to disk through the Writer and /// comes back as an ordinary reload (02-architecture.md § Layering's one-way flow). Clearing the /// session here — as this used to — hands the strip back to the viewport-derived standard one /// whole round trip too early: the window is already at its new width but the snapshot still /// carries the old unit total, so the division is wrong for every lane and the board visibly /// two-steps, once into that stale arrangement and again when the echo lands. So the session /// keeps governing (`LaneWidthHold`), and all that happens here is the last sub-tick of /// overflow/underfill animating away against the width the release actually wrote. /// /// `commit` answers **whether bytes reached disk** (`BoardStore.setLaneWidth`). A `false` — a /// refusal the banner is already explaining, or a drag that ended on the width it started from — /// means no echo is ever coming, so the hold is never armed and the snapshot takes the layout /// back immediately: the lane returns to its pre-drag width, which is the truth. func end(commit: (ItemID, Int) -> Bool) { guard let laneID, hold == nil else { return } let committed = units guard commit(laneID, committed) else { return dissolve() } let hold = LaneWidthHold(laneID: laneID, units: committed) self.hold = hold let timeout = holdTimeout holdTimeoutTask?.cancel() holdTimeoutTask = Task { @MainActor [weak self] in try? await Task.sleep(for: timeout) guard !Task.isCancelled, let self else { return } self.expire(hold) } // The settle: the live width, which has been tracking the cursor, comes to rest on the slot // the written count names — measured against the standard THAT count implies, which is the // one still governing the strip (frozen within the fit, re-divided past it). withAnimation(Motion.laneResize(reduced: reducedMotion)) { liveWidth = slot(forUnits: committed) } } /// **The hand-off**: a walk landed, so a hold whose width the snapshot now agrees with dissolves /// and the snapshot is the authority again. /// /// Called from `BoardView`'s watch on `BoardStore.landedReloads` — *every* landed walk, not just /// the ones that assigned. The condition is "the width the write named is what the current /// snapshot says", never "a counter moved": a reload whose tree came back value-equal skips the /// assignment and does not bump `snapshotGeneration` (02-architecture.md § Live-reload /// resilience), and a hold keyed to that bump would sit out its whole deadline over a snapshot /// that already agreed with it. Retiring on the *value* is right whichever counter moved. func handOff(against lanes: [Lane]) { guard let hold, hold.isRetired(by: lanes) else { return } dissolve() } /// The deadline's own body, spelled as a method rather than inlined in the `Task` so the /// dissolve can be pinned directly as well as through the clock (`LaneResizeHoldTests`). /// /// A hold that has already handed off — or been superseded by a second drag's — is not this /// one's to end. func expire(_ hold: LaneWidthHold) { guard self.hold == hold else { return } dissolve() } /// Governance ends: the strip goes back to the viewport-derived standard and the snapshot's unit /// counts. Animated on the resize curve because the two are only *meant* to be the same pixels — /// on the echo path they are, and the animation shows nothing; on the timeout path they are not, /// and what moves is the resize un-happening. private func dissolve() { endHold() withAnimation(Motion.laneResize(reduced: reducedMotion)) { laneID = nil liveWidth = 0 } } private func endHold() { hold = nil holdTimeoutTask?.cancel() holdTimeoutTask = nil } // MARK: - Tick /// A single snapped step: animate the unit count (which resizes the shadow slot, translates the /// lanes to the right, and reflows the resizing lane's interior columns) and the window's width /// on the two matching lane-resize curves. The window grows and shrinks at its RIGHT edge — /// width changes by ±step with `origin.x` and height held — so everything to the left, including /// this lane's own left edge and the drag's coordinate origin, stays put. /// /// **The window only takes the part of the step that fits on screen** /// (`LaneLayoutMath.resizeWindowDelta`): past the fit the delta is zero, the unit count moves /// alone, and what the eye sees is the siblings compressing into the width the window already /// has. A zero delta skips the animation group outright rather than animating a frame to itself — /// running the group for nothing would leave every re-divide tick paying for a window animation. private func tick(to newUnits: Int) { let delta = LaneLayoutMath.resizeWindowDelta( from: units, to: newUnits, fittingUnits: fittingUnits, step: startStandard + gap) withAnimation(Motion.laneResize(reduced: reducedMotion)) { units = newUnits } guard let window, delta != 0 else { return } var frame = window.frame frame.size.width += delta // right-edge growth: origin and height unchanged // Reduce Motion's variant of the rubber-band feedback is the *instant* one // (10-accessibility.md): the window takes its new width outright, matching the unit count // that just did the same. Spelled as the absence of an animation group rather than as a // zero-duration one — see `Motion.laneResizeWindowDuration` for why a zero is not trusted. guard !reducedMotion else { window.setFrame(frame, display: true) return } NSAnimationContext.runAnimationGroup { context in context.duration = Motion.laneResizeWindowDuration context.timingFunction = Motion.laneResizeWindowTiming context.allowsImplicitAnimation = true window.setFrame(frame, display: true) } } /// The on-screen fit, from the window's headroom to its screen's visible frame — **where window /// growth ends and the re-divide begins** (03-board-ui.md § Lane: "at the screen's visible frame /// the window stops and the drag degrades to the re-divide"), which is a handover and not a stop. /// Defers the arithmetic to `LaneLayoutMath.maxUnits`; with no window to measure, the current /// count is the honest answer — growth needs a window to grow, so every tick re-divides, exactly /// as it does for a window already pinned to the screen's edge. private static func fittingMaxUnits(currentUnits: Int, standard: CGFloat, gap: CGFloat, window: NSWindow?) -> Int { guard let window, let screen = window.screen ?? NSScreen.main else { return currentUnits } let headroom = screen.visibleFrame.maxX - window.frame.maxX return LaneLayoutMath.maxUnits(currentUnits: currentUnits, headroom: headroom, step: standard + gap) } }