Creation now clears the search by mechanism, not gesture: one seam (noteUserCreation) states 04's rule once, called from the placeholder funnel, paste — cards and lanes, after the staleness guard so a stale paste clears nothing — and Finder file-drop creation; the attach path deliberately doesn't clear, and cross-board arrivals and New Lane stay outside the seam (a transfer isn't creation; a lane can't be born invisible). An open inline rename now survives the filter hiding its card: the model already kept the editor, but the field renders in the card's slot, so renderedCards keeps the renaming card's slot exactly as long as the editor is open — the query stands throughout, and commit or Escape lets the predicate apply in the same pass. Verified conformant and newly pinned: query-emptied lanes keep their slot with a 0 badge, pasteboard staleness (takeover before paste and mid-staging both no-op), out-transition reachability and the strip pre-divide hold by construction with comments citing their rulings. Claude-Session: https://claude.ai/code/session_01SR4XGjmBE16ZUYWpfFHXwY
128 lines
6.7 KiB
Swift
128 lines
6.7 KiB
Swift
import AppKit
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import SwiftUI
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// MARK: - The modifier a click carried
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extension ClickModifier {
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/// The modifier the keyboard is holding **right now**, reduced to the grammar's three cases.
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///
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/// Read from `NSEvent.modifierFlags` rather than from the gesture value, because SwiftUI's
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/// `TapGesture` hands its handler nothing about the event — and `EventModifiers` on a
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/// `.modifiers(_:)`-qualified gesture would need one recogniser per modifier, three of which
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/// would then race to consume the same click.
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///
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/// **⌘ wins over ⇧** when both are down: 04-interactions.md gives the two no combined meaning
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/// ("⌘-click toggles; ⇧-click range-extends"), so the reduction happens once, here, and no call
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/// site re-decides it.
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@MainActor
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static var current: ClickModifier {
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let flags = NSEvent.modifierFlags
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if flags.contains(.command) { return .command }
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if flags.contains(.shift) { return .shift }
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return .plain
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}
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}
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// MARK: - The rubber band's gesture
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/// What a board window lends its empty surfaces so each can be a rubber band: the one session, the
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/// one target registry, and the store the band selects into.
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///
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/// `BoardDropContext`'s sibling in role — the strip owning state that a leaf gesture needs — but a
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/// value rather than a pair of closures, because all three surfaces (lane empty space, the board
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/// backdrop, the trash column) want the *same* gesture rather than three variations threaded with
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/// different geometry. Only the side differs, and that is the parameter.
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@MainActor
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struct MarqueeControl {
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let session: MarqueeSession
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let registry: MarqueeTargetRegistry
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let store: BoardStore
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/// The band, as one gesture attached with `simultaneousGesture` wherever empty space is.
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///
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/// - **The begin guard is geometric**: a drag whose start lands inside a registered frame is
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/// somebody else's (a card drag, a drag out of the trash), so no band begins and the sample
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/// loop simply keeps declining for the rest of that drag. Deciding this by frames rather than
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/// by gesture priority is what keeps the two from fighting, and it stays correct as the
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/// masonry reflows.
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/// - **The side is fixed at the origin** — 04-interactions.md ▸ The trash's rule, stored in the
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/// session so a band dragged across the boundary keeps its meaning.
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/// - **Live-updating, not commit-on-release**: each sample recomputes the whole set from the
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/// band, so the selection follows the cursor both ways. An empty band clears rather than
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/// leaving the last non-empty one standing.
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/// - **Alive under the read-only lock**: selection is not a mutation (02-architecture.md § The
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/// lock's scope), and no `isEditingInline` guard either — a click-away mid-rename already
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/// commits through the field's own focus loss.
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func gesture(side: Liveness) -> some Gesture {
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DragGesture(minimumDistance: MarqueeSession.minimumDistance, coordinateSpace: .named(BoardView.stripSpace))
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.onChanged { value in
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if !session.isActive {
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guard !registry.contains(value.startLocation) else { return }
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session.begin(at: value.startLocation, side: side)
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}
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session.update(to: value.location)
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guard let rect = session.rect else { return }
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let ids = MarqueeMath.selection(rect: rect, targets: registry.all, side: session.side)
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if ids.isEmpty {
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store.clearSelection()
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} else {
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// Neither cursor: a band names no click to range from and no item to arrow from,
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// so a ⇧-click after one acts plain and an arrow re-derives a position from the
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// set's last member (`TransientBoardState.selectionAnchor`, `selectionHead`).
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// Both are spelled out rather than defaulted, because `select`'s sole-member
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// default would otherwise pick one up the moment a band happened to sweep
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// exactly one card.
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store.select(ids, liveness: session.side, anchor: nil, head: nil)
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}
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}
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.onEnded { _ in session.end() }
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}
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}
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// MARK: - Registering a sweepable frame
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extension View {
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/// Keeps this item's drawn frame in the window's marquee registry, and takes it out again when
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/// the view goes away.
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///
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/// The frame is measured in `BoardView.stripSpace`, the one space every marquee coordinate lives
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/// in — the band's own points come from a drag gesture in the same space, so no conversion
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/// happens anywhere.
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///
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/// **This is also how the search filter reaches the band and the arrows** (04-interactions.md
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/// § Search, "marquee, … arrow nav … all read it"): a card the filter hides is never built, so
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/// it registers nothing, and the two surfaces that navigate by drawn frames narrow with the
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/// masonry rather than re-running the predicate.
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///
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/// **A leaving card stays input-reachable for its out-transition** (04-interactions.md § Search,
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/// settled): "marquee and arrow targets deregister when the ~0.28 s animate-out ends, so a card
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/// mid-departure is briefly reachable while already out of the selection — accepted: it is
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/// literally on screen for that span, and closing the window would teach three input sites a
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/// predicate the layout already applied". That is this modifier's construction rather than a rule
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/// it implements: `onDisappear` fires when SwiftUI really removes the view — at the end of the
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/// card transition `Motion.contentReflow` is timing — not when the query changed, so the
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/// registration outlives the filter by exactly the length of the animation and not a frame more.
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/// The card has already left the selection by then (`TransientBoardState.constrainToSearch(in:)`
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/// runs at the keystroke), which is what makes the window visible rather than phantom.
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@MainActor
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func marqueeTarget(
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_ id: ItemID,
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kind: SelectionKind,
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side: Liveness,
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in registry: MarqueeTargetRegistry
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) -> some View {
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// The space name is read here, on the main actor, rather than inside the measuring closure:
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// `BoardView` is main-actor-isolated by its `View` conformance, and the closure is not.
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let space = BoardView.stripSpace
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return onGeometryChange(for: CGRect.self) { proxy in
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proxy.frame(in: .named(space))
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} action: { frame in
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registry.update(MarqueeTarget(id: id, kind: kind, side: side, frame: frame))
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}
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.onDisappear { registry.remove(id) }
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}
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}
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