The provider seam 12 promised: HistoryProviding speaks 13's vocabulary — register a HistoryStep (bare 06 phrase plus undo/redo closures returning applied or skipped), canUndo/canRedo, action names, clear — and no UndoManager type appears anywhere in it, proven by a fake that satisfies the seam with counters. The base provider wraps a private UndoManager with groupsByEvent off so coalescing stays the Writer call site's decision; undo re-registers the reversed step from inside the undo, which makes a stale-skipped step vanish for free and the crossing loop fall through to the next. BoardUndoManager adapts the protocol to the responder chain — a stackless UndoManager subclass answering from the provider — so Pro's git provider inherits menu enablement, dynamic titles, and the nil-target toolbar pair by binding the protocol. One stack per board session, born in beginSession, cleared in the close flush; every window over the board answers it through windowWillReturnUndoManager. Headless probes shaped the routing: a real NSTextView's own manager wins natively, but a field editor's does not — BoardUndoRouting answers the per-window text manager while any NSText is first responder, so a search-field typo never crosses a board step. Claude-Session: https://claude.ai/code/session_01SR4XGjmBE16ZUYWpfFHXwY
309 lines
17 KiB
Swift
309 lines
17 KiB
Swift
import AppKit
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import SwiftUI
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import os
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// MARK: - BoardWindowHost
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/// One board window: the thing that owns a board's session for as long as it is on screen
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/// (02-architecture.md § Windows, § Launch and window lifecycle).
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///
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/// ### It is a lifecycle, not a layout
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///
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/// Almost everything here is about beginning and ending: acquiring the shared store, stamping the
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/// registry, holding the board's security-scoped access, remembering the window's frame, and running
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/// the close flush before any of it is let go. The board *itself* — the lane strip and everything in
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/// it — is `BoardView`'s (03-board-ui.md); this file hands it the store and the window and stays out
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/// of the way.
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///
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/// ### Failure opens welcome, on a row that already exists
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///
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/// A board that will not load has nothing to show, so its window never appears. But its registry
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/// record is created **before** the load runs (02-architecture.md § Per-board app state, "a first
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/// open that fails fail-fast still records"), so the failure that joins `AppModel.launchFailures`
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/// always has a recents row waiting for it — `WelcomeRow.derive` matches the two by path, uniform
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/// with the failed-restoration row. This window dismisses itself and welcome comes up.
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struct BoardWindowHost: View {
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let ref: BoardWindowRef
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@Environment(AppModel.self) private var appModel
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@Environment(\.openWindow) private var openWindow
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@Environment(\.dismissWindow) private var dismissWindow
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/// The transient search strip's arrival and departure has a reduced variant like every other
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/// appearance in the app (10-accessibility.md; `Motion.transientSearchTransition`).
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@Environment(\.accessibilityReduceMotion) private var reduceMotion
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/// The window's own controller — `@State` so it outlives body evaluations and so SwiftUI keeps it
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/// alive for exactly as long as this window exists.
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@State private var windowController = HostedWindowController()
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/// This window's board popover, open or not (03-board-ui.md § Board popover). `@State` for the
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/// window controller's reason — one per window, living exactly as long as the window — which is
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/// also what makes ⌘I mean "the board in front" rather than "some board": the flag reaches the
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/// menu item through the focus system, like the store.
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@State private var boardInfo = BoardInfoPresentation()
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/// This window's purge alert, open or not (03-board-ui.md § Trash). `@State` for `boardInfo`'s
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/// reason and reaching the menu bar the same way: Delete Immediately and Empty Trash… are
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/// menu-bar items, and a menu item cannot present anything of its own.
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@State private var trashConfirmations = TrashConfirmations()
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/// How Board ▸ Open Card reaches this window's card windows. `@State` for `boardInfo`'s reason,
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/// and published the same way: a menu item has no window of its own, and only this view holds
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/// the board half of a card window's `(board, card)` identity — see `CardOpener`.
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@State private var cardOpener = CardOpener()
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/// This window's toolbar search field, as a handle (`BoardSearchPresentation`). `@State` for
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/// `boardInfo`'s reason — one per window — and published the same way, because Edit ▸ Find ⌘F
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/// and the caret-chord commands are menu-bar items that have to reach the frontmost board
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/// window's field.
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@State private var boardSearch = BoardSearchPresentation()
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@State private var phase: Phase = .opening
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private enum Phase {
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case opening
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case open(BoardStore)
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/// The load failed; this window is on its way out and must not try again.
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case failed
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}
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private static let logger = Logger(subsystem: "dev.rzen.indie.Kanban", category: "board-window")
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var body: some View {
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content
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.frame(minWidth: 640, minHeight: 400)
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.background(WindowAccessor(controller: windowController))
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.navigationTitle(windowTitle)
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.task { await start() }
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.onDisappear { endSessionIfStillOpen() }
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}
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@ViewBuilder
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private var content: some View {
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switch phase {
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case .opening, .failed:
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// Nothing to render and nothing worth animating: this window either becomes a board in a
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// moment or dismisses itself.
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Color.clear
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case let .open(store):
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VStack(spacing: 0) {
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BannerStripView(rows: store.bannerRows) { store.banners.dismiss($0) }
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// **⌘F's fallback**, and only that: the search field's home is the toolbar item
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// (`BoardToolbar`), and this strip exists for the window where the user has taken
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// that item out — "with the field removed from the toolbar, invoking it surfaces the
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// field transiently until the search clears" (03-board-ui.md ▸ Toolbar). It sits
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// directly under the title bar, where the item it stands in for would be.
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if boardSearch.isTransient {
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BoardSearchBar(store: store, presentation: boardSearch)
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.transition(Motion.transientSearchTransition(reduced: reduceMotion))
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}
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// The window is handed to the board as a closure, not a value: `WindowAccessor`
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// attaches after this body first runs, and the lane-resize drag needs the *live*
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// window to grow at its right edge (03-board-ui.md § Lane).
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//
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// `openCard` is the host's too, for a different reason — see the property below.
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BoardView(
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store: store,
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window: { windowController.window },
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confirmations: trashConfirmations,
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openCard: openCard,
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search: boardSearch
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)
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}
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// The transient strip's two dismissal inputs (`BoardSearchPresentation
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// .transientPersists`): it stays while a query is filtering the board or while the field
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// holds the keyboard, and goes when neither is true.
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.onChange(of: store.searchQuery) { _, query in
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boardSearch.dismissTransientIfCleared(query: query)
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}
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.onChange(of: boardSearch.isFocused) { _, _ in
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boardSearch.dismissTransientIfCleared(query: store.searchQuery)
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}
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// "The board in front", for the menu items that act on it (`LaneWidthCommands`), and
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// beside it the window's own popover flag, which is what File ▸ Board Info toggles, its
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// purge-alert host, which the trash's two confirmed commands raise, and its search
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// field, which Edit ▸ Find focuses and the caret-chord commands yield to.
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.focusedSceneValue(\.boardStore, store)
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.focusedSceneValue(\.boardSearch, boardSearch)
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// The window's identity beside its store — File ▸ Duplicate flushes a *session*, which
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// is keyed on the window rather than on the board it is showing.
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.focusedSceneValue(\.boardWindowRef, ref)
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.focusedSceneValue(\.boardInfo, boardInfo)
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.focusedSceneValue(\.trashConfirmations, trashConfirmations)
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// Board ▸ Open Card's second half — the same closure `BoardView` gets, so the menu item
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// and the double-click open one window per card by construction.
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.focusedSceneValue(\.cardOpener, cardOpener)
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}
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}
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/// Opens a card's window. `openWindow(value:)` with a ref that already has a window focuses it,
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/// so "at most one card window per card (reopen focuses)" needs no bookkeeping here
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/// (02-architecture.md § Windows).
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private var openCard: (ItemID) -> Void {
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{ cardID in
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openWindow(id: WindowID.card, value: CardWindowRef(board: ref, cardID: cardID))
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}
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}
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private var windowTitle: String {
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guard case let .open(store) = phase else { return "" }
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return AppModel.displayName(of: store)
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}
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// MARK: - Opening
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/// Acquires the board and starts its session, or fails it out to welcome.
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///
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/// The order is load-bearing, and it now has one more step than the load itself does. Security-
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/// scoped access is claimed **before** anything else, because the record and the load both need
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/// it. The registry record comes **before** `acquire` — "the registry record is created before
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/// loading" (02 § Per-board app state) — so a fail-fast failure always has a row to land on;
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/// `acquire`'s own first act is the tree walk, and a sandboxed read outside the claimed scope is
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/// exactly the one that gets refused. `setOpenNow` comes **after** the load succeeds and after
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/// the window has demonstrably opened — a flag set on a board that never appeared would hand the
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/// next launch a restoration set describing a failure.
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private func start() async {
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guard case .opening = phase else { return }
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// Claimed even on the failure path: an unclaimed stash is a scope nobody balances.
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let access = appModel.claimPendingAccess(for: ref)
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let url = access?.url ?? ref.url
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// Record before load (settled, 02 § Per-board app state). `displayName` is omitted — an
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// existing record's cached title survives untouched, and a brand-new one takes the folder
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// name, both `recordOpen`'s own rule now. This is also this open's one bookmark mint: a
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// successful load below replaces the name through `syncDisplayState`, which never re-mints.
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let recordID = appModel.boardRegistry.recordOpen(of: url)
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let store: BoardStore
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do throws(BoardLoadError) {
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store = try appModel.storeRegistry.acquire(url)
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} catch {
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Self.logger.error("board failed to open: \(error.description, privacy: .public)")
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access?.stop()
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phase = .failed
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appModel.recordLaunchFailure(path: ref.path, message: error.description)
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// The record above just changed the registry — welcome, about to appear, must not
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// render the stale list `AppModel` cached before this open began, or the failure would
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// fall through to the unmatched-failures list for want of a row that already exists.
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appModel.refreshRecents()
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openWindow(id: WindowID.welcome)
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dismissWindow(id: WindowID.board, value: ref)
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return
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}
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// The load succeeded — the frontmatter can be trusted now, so it replaces whatever
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// provisional or stale name the record above was carrying. Through `syncDisplayState`,
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// deliberately not a second `recordOpen`: this is a display-state refresh, not a second
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// open, and it must not mint this board's bookmark again (02 § Per-board app state, "one
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// bookmark per open board").
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appModel.boardRegistry.syncDisplayState(
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id: recordID,
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title: AppModel.displayName(of: store),
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icon: store.snapshot.icon.value,
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iconColor: store.snapshot.iconColor.value
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)
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appModel.boardRegistry.setOpenNow(id: recordID)
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appModel.beginSession(ref: ref, store: store, recordID: recordID, access: access)
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phase = .open(store)
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configureWindow(store: store, recordID: recordID)
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// "Opening a board from welcome closes welcome" (02 § Launch and window lifecycle). Harmless
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// when welcome is not open, which is the ordinary case.
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dismissWindow(id: WindowID.welcome)
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}
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/// Wires the window: the saved frame on the way in, frame changes on the way back out, the
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/// close interception that makes the flush unavoidable, and the title-bar widget.
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private func configureWindow(store: BoardStore, recordID: UUID) {
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// Filled in here rather than at declaration because the closure captures `openWindow`, an
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// environment action; until the board has loaded there is also nothing for Open Card to act
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// on, which is exactly what the item's `nil` check reads.
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cardOpener.open = openCard
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windowController.onAttach = { window in
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guard let saved = appModel.boardRegistry.record(id: recordID)?.windowFrame else { return }
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window.setFrame(HostedWindowController.placementOnCurrentScreens(for: saved), display: true)
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}
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// The window may already be attached — `viewDidMoveToWindow` fires well before this task's
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// load returns — so the placement is applied directly too rather than waiting for a callback
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// that has already happened.
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if let window = windowController.window {
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windowController.onAttach?(window)
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}
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windowController.onFrameChanged = { frame in
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appModel.boardRegistry.updateWindowFrame(
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id: recordID,
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frame: WindowFrame(x: frame.origin.x, y: frame.origin.y, width: frame.width, height: frame.height)
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)
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}
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// The registry's live write-through (02-architecture.md § Per-board app state) — wired
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// the same way `onFrameChanged` just was: a closure that reaches into the registry,
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// captured weakly on both sides so neither the store nor this closure's own home keeps
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// the other alive past its window. `syncDisplayState` in `start()` already stamped the
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// values current as of this open, so nothing is fired here immediately; this only fires
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// on the reloads that follow.
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store.displayStateDelegate = { [weak appModel, weak store] in
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guard let appModel, let store else { return }
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appModel.boardRegistry.syncDisplayState(
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id: recordID,
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title: AppModel.displayName(of: store),
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icon: store.snapshot.icon.value,
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iconColor: store.snapshot.iconColor.value
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)
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}
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windowController.onCloseRequested = {
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Task { @MainActor in
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await appModel.closeBoard(ref: ref, cause: .userClose)
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windowController.closeAfterFlush()
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}
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}
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// This window's answer to "what does ⌘Z act on" (13-native-undo.md ▸ Rules; 06 ▸ Undo
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// routing) — the *session's* stack, read afresh on every ask so a torn-down board answers
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// nothing rather than a stack with no board behind it. The Edit menu's Undo/Redo rows and
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// the toolbar's pair are nil-target `undo:`/`redo:`, so this one line is what lights them
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// up: `NSWindow` validates and crosses them against exactly this manager.
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windowController.boardUndoManager = { appModel.session(for: ref)?.undoManager }
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// The window-title widget (03-board-ui.md § Board popover) — **board windows only**, which
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// is why it is installed here rather than in `WindowAccessor`: welcome, the bootstrap and
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// card windows share that machinery and have no board to describe. It goes in after the
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// load rather than at attach because it carries the store; the controller installs it once,
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// whichever of the two arrives second.
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windowController.installTitlebarAccessory(
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boardInfoTitlebarAccessory(store: store, recents: appModel.styleRecents, presentation: boardInfo)
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)
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// The board's customizable toolbar (03-board-ui.md ▸ Toolbar) — installed here for the
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// accessory's reason exactly: it carries the store, and it is a board window's, not every
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// hosted window's. Its search item is the search field's home, and it is what tells
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// `boardSearch` whether that home still exists.
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windowController.installToolbar(BoardToolbar.controller(store: store, search: boardSearch))
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}
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// MARK: - Closing
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/// The safety net behind the close interception.
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///
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/// `windowShouldClose` covers ⌘W, File ▸ Close and the red button — every way a *user* closes a
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/// window. It does not cover a window torn down some other way (a programmatic dismiss, a scene
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/// SwiftUI decides to end), and a board whose session outlived its window would leave a watcher
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/// running over nothing. So the disappear runs the same sequence; `AppModel.closeBoard` is
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/// idempotent precisely so these two can both fire without the flush running twice.
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///
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/// Deliberately **not** the quit path: quit is `AppDelegate`'s, and it must complete before the
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/// app exits rather than in a task nobody waits for.
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private func endSessionIfStillOpen() {
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guard appModel.session(for: ref) != nil else { return }
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Task { @MainActor in
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await appModel.closeBoard(ref: ref, cause: .userClose)
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}
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}
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}
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