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lanework/Kanban/UI/Board/LaneLayoutMath.swift
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rzen 90cf82d740 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
2026-07-27 20:58:26 -04:00

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import CoreGraphics
/// The board strip's geometry, as pure arithmetic — no view, no window, no state
/// (`LaneLayoutMathTests`).
///
/// Two rules from 03-board-ui.md meet here, and they are deliberately *different* mechanisms
/// sharing one set of numbers:
///
/// - **Full visibility** (§ Layout — full visibility): the window's width divides across the lanes'
/// width units, so `standardWidth` is the whole of the resting layout. There is no horizontal
/// scroll and no minimum lane width to honour — enough units in a small window compress every
/// lane, and that is accepted rather than floored.
/// - **The right-edge drag** (§ Lane): a snap between whole unit counts that grows or shrinks the
/// *window* by one standard width per tick, so the other lanes keep their exact pixels.
/// `slotWidth`, `snappedUnits`, `resistedWidth` and `maxUnits` are that interaction's arithmetic,
/// ported from the pathfinder's proven `ColumnResizeMath` (its reasoning is reproduced below,
/// since the behaviour is what was proven, not the code).
///
/// The one behavioural difference from the pathfinder: **Lanework has no upper width cap.** A lane
/// spans any whole number of units ≥ 1, so `allowedRange`'s ceiling is only ever the on-screen fit
/// (`maxUnits`) — there is no `Column.widthRange` equivalent to fold in, and shrinking is always
/// allowed.
enum LaneLayoutMath {
// MARK: - The resting layout
/// The 1× (one unit) lane width for a strip `stripWidth` points wide laying out `totalUnits`
/// whole units with `gap` between lanes **and `gap` again outside the first and the last** —
/// hence `totalUnits + 1` gaps: the `totalUnits - 1` interior ones plus the strip's two outer
/// margins. The strip therefore always exactly fills, which is what "every lane is always on
/// screen" means arithmetically (03-board-ui.md § Layout — full visibility).
///
/// **Floored at 1pt, and at nothing else.** The design is explicit that the degenerate case is
/// accepted, not floored: a minimum lane width would reintroduce horizontal scroll, which was
/// considered in the pathfinder and deliberately rejected. The 1pt floor exists only so a frame
/// is never zero or negative — the pathological input (a strip narrower than its own gaps) must
/// not produce a negative size for SwiftUI to complain about.
static func standardWidth(stripWidth: CGFloat, totalUnits: Int, gap: CGFloat) -> CGFloat {
let count = CGFloat(max(1, totalUnits))
return max(1, (stripWidth - gap * (count + 1)) / count)
}
/// The rendered width of a `units`-unit lane: `units` standard widths plus the `units - 1`
/// interior gaps it swallows. `BoardView`'s per-lane frame is this exact expression, so a
/// snapped slot and a committed lane are the same pixels.
static func slotWidth(units: Int, standard: CGFloat, gap: CGFloat) -> CGFloat {
standard * CGFloat(units) + gap * CGFloat(units - 1)
}
/// The whole units a lane spans on screen: its `width` when that read as a valid integer, 1
/// otherwise.
///
/// `Lane.width` is a **lenient** field (01-storage-format.md § Frontmatter): a missing key or
/// a non-numeric/fractional value arrives here as `.missing` or `.malformed` and renders as
/// one unit, while an exact-integer reading below 1 (zero, negative) is no longer malformed at
/// all — it coerces to 1 at the read side (**ranges are part of the sensible reading**,
/// settled). Either way the bytes on disk are left exactly as the author wrote them until the
/// user actually changes the width, at which point the Writer replaces them with an integer
/// (`BoardStore.setLaneWidth`). The `max(1,)` is belt over braces: the read side already never
/// produces anything below 1, and this function is the single place the rest of the UI asks
/// "how many units does this lane span".
static func displayUnits(of lane: Lane) -> Int {
max(1, lane.width.value ?? 1)
}
/// The unit total a strip of `lanes` divides across — the sum of their display units, never
/// below 1 so `standardWidth` cannot be handed a zero divisor for an empty board.
///
/// The caller decides *which* lanes: the strip passes the live ones in snapshot order, because
/// a tombstoned lane renders nowhere on the board (03-board-ui.md § Trash collapses it to a
/// single trash entry) and so consumes none of the window's width.
///
/// **`trashUnits` is the quasi-lane's fixed one unit, and it is *only* consumed while shown**
/// (03-board-ui.md § Trash): the trash "spans a fixed one width unit — no `width` frontmatter,
/// and neither the stepper nor the edge drag applies — consumed only while shown". Passing it
/// here rather than fabricating a `Lane` for the trash is what keeps that true: there is no lane
/// value anywhere that a reorder, a resize or a width write could reach.
///
/// Show/Hide Trash is therefore a **re-divide trigger** and nothing more — the window is
/// untouched, and the existing width divides across one more (or one fewer) unit, exactly as a
/// lane add does (§ Layout — full visibility).
static func totalUnits(of lanes: [Lane], trashUnits: Int = 0) -> Int {
max(1, lanes.reduce(0) { $0 + displayUnits(of: $1) } + max(0, trashUnits))
}
// MARK: - Hit testing
/// Which lane sits under `x` in strip coordinates (0 at the strip's leading edge, outer margin
/// included) — an index into `unitCounts`, or `nil` when `x` is not over a lane at all.
///
/// **The gaps and the margins answer `nil` deliberately**, and so does everything past the last
/// lane — which is where the trash quasi-lane sits. That is the whole of drag-to-restore's
/// "a drop anywhere else is a no-op" (03-board-ui.md § Trash): a drop that does not land
/// squarely on a live lane writes nothing rather than guessing at the nearest one.
///
/// Same analytic geometry as `DropSlotMath.laneExtents` — resting positions computed from
/// the unit counts, never measured frames (03-board-ui.md § Motion, "motion never feeds back
/// into logic").
static func laneIndex(atX x: CGFloat, unitCounts: [Int], standard: CGFloat, gap: CGFloat) -> Int? {
var left = gap
for (index, units) in unitCounts.enumerated() {
let width = slotWidth(units: units, standard: standard, gap: gap)
if x >= left, x < left + width { return index }
left += width + gap
}
return nil
}
// MARK: - The drag's snap
/// The snapped unit count after a live-width change: `currentUnits` unless the live width has
/// moved far enough into "shadow leads" territory for an adjacent slot, in which case it ticks
/// by exactly one.
///
/// This is an ASYMMETRIC snap, not a midpoint-±-band around a boundary: the shadow (the snapped
/// count, which sizes the visible slot) leads the live edge going up and deliberately lags it
/// coming back down.
///
/// • Tick UP fires the instant the live edge clears the FAR side of the gap that trails slot
/// `k` — `liveWidth > slotWidth(k) + gap` — which is exactly where the next lane's content
/// would start. The moment the cursor has eaten the whole gap, the bigger slot is already
/// the honest read of what is under it, so the shadow jumps there right away: it never
/// lags, and the live edge can only ever overhang the shadow by at most one gap width,
/// transiently, in the instant just before a tick.
/// • Tick DOWN fires only once the live edge has retreated `reentry` (10pt, fixed) back INTO
/// that same gap — `liveWidth < slotWidth(k - 1) + gap - reentry` — rather than at the
/// mirror image of the tick-up threshold. Shrinking back the instant the edge re-enters the
/// gap it just cleared would flap the window on the smallest jitter right at the crossing;
/// requiring a real 10pt of retreat means the cursor has to mean it. (03-board-ui.md § Lane
/// names exactly this: "shadow snaps at the inter-column gap with 10pt release hysteresis".)
///
/// `reentry` is the ONLY hysteresis in this design — it exists to give the tick-down threshold
/// room, not to make the two thresholds symmetric. Stability follows from the two thresholds
/// never meeting: for shadow `k` the hold band is `(slotWidth(k - 1) + gap - reentry,
/// slotWidth(k) + gap]`, which stays non-empty as long as `standard` is many times larger than
/// 10pt (true of every lane width a real window produces), so calling this on every drag event
/// never oscillates.
///
/// Ticks are capped to `allowedRange`, which in Lanework folds in **only** the on-screen fit
/// (`maxUnits`) — there is no width cap to respect (03-board-ui.md § Lane: "1×, 2×, 3×, … — no
/// cap"), and the uncapped widths beyond the screen's capacity are the stepper's business, not
/// the drag's.
static func snappedUnits(
liveWidth: CGFloat,
currentUnits: Int,
standard: CGFloat,
gap: CGFloat,
allowedRange: ClosedRange<Int>,
reentry: CGFloat
) -> Int {
let currentSlot = slotWidth(units: currentUnits, standard: standard, gap: gap)
if currentUnits < allowedRange.upperBound, liveWidth > currentSlot + gap {
return currentUnits + 1
}
if currentUnits > allowedRange.lowerBound {
let previousSlot = slotWidth(units: currentUnits - 1, standard: standard, gap: gap)
if liveWidth < previousSlot + gap - reentry {
return currentUnits - 1
}
}
return currentUnits
}
/// The live width rubber-banded to stay near the allowed slot range: inside `[minSlot,
/// maxSlot]` the proposed width passes through untouched; beyond either end only `resistance`
/// (0.25) of the overshoot is applied, so the edge visibly resists but still gives, signalling
/// the bound without a hard stop (03-board-ui.md § Lane: "Growth hard-stops at the screen's
/// visible frame, with rubber-band feedback"). The snap tick never follows the width past the
/// bound (see `snappedUnits`' clamp), so this is purely cosmetic give.
static func resistedWidth(
proposed: CGFloat,
minSlot: CGFloat,
maxSlot: CGFloat,
resistance: CGFloat
) -> CGFloat {
if proposed < minSlot { return minSlot - (minSlot - proposed) * resistance }
if proposed > maxSlot { return maxSlot + (proposed - maxSlot) * resistance }
return proposed
}
/// The largest unit count that fits on screen: `currentUnits` plus as many whole `step`
/// (= standard + gap) growths as the window has room to expand into before its right edge would
/// pass the screen's visible frame. **Never less than `currentUnits`** — shrinking is always
/// allowed regardless of screen room, including from a window already hanging off the edge
/// (negative headroom).
///
/// Unlike the pathfinder's twin there is no width ceiling to `min` against: the drag's only
/// bound is the screen, because it is the mechanism that grows the window. Larger widths are
/// reachable through the stepper, which re-divides instead (03-board-ui.md § Lane).
///
/// Pure so it can be unit-tested; the session computes `headroom` from the live window and its
/// screen and defers the arithmetic here.
static func maxUnits(currentUnits: Int, headroom: CGFloat, step: CGFloat) -> Int {
guard step > 0, headroom.isFinite else { return currentUnits }
let extra = Int(floor(max(0, min(headroom, CGFloat(Int.max) / 2)) / step))
return max(currentUnits, currentUnits + extra)
}
}