Files
lanework/Kanban/UI/Board/DragSession.swift
T
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

419 lines
19 KiB
Swift

import AppKit
import Foundation
import Observation
import SwiftUI
// MARK: - Where a drag would land
/// The drop proposal: which board, which container, which slot.
///
/// One value for both layouts, because they differ only in what the container is: `laneID == nil`
/// is the **lane strip** (the index counts live lanes with the dragged run removed), and a lane id
/// is that lane's **masonry** (the index is a position in its logical card order — DRAG-REORDER.md
/// § The card masonry). `boardRoot` is what makes a proposal cross-board-aware: only the board whose
/// root it names renders the shadows, and only that board's delegate may commit it.
struct DropTarget: Equatable, Sendable {
var boardRoot: URL
/// `nil` == the lane strip.
var laneID: ItemID?
var index: Int
}
// MARK: - The committed-overlay hold
/// The hand-off condition for **the committed-overlay hold** (DRAG-REORDER.md § The
/// committed-overlay hold), as a value so the state machine is testable without a filesystem.
///
/// At release the write goes to disk and the *snapshot does not change* — the one-way flow means the
/// board only shows the new order once the watcher's reload lands (02-architecture.md). Dropping the
/// drag state at release would snap every sibling back to the pre-drop layout for a frame. So the
/// session flips from *proposing* to *committed*, keeps rendering the arrangement it was showing,
/// and stands until the destination store applies its next snapshot — **any** snapshot: the
/// app-mediated echo is normally next, and a foreign one that lands first re-grounds everything
/// anyway.
///
/// The `deadline` is the same guarantee the drag session's watchdog gives the drag itself: a write
/// that was refused outright (a read-only board) produces no reload at all, and an overlay with no
/// hand-off coming must still dissolve and let the snapshot be the authority again.
struct CommittedHold: Equatable, Sendable {
/// The board whose next applied snapshot retires this hold.
var boardRoot: URL
/// That board's `snapshotGeneration` at the moment of the commit.
var generation: Int
/// How long the hold may stand with no snapshot arriving. Comfortably longer than a write plus
/// a watcher round trip, short enough that a refused write does not leave the board drawing an
/// arrangement it never got.
static let timeout: Duration = .milliseconds(1500)
/// Whether a snapshot applied on `root` at `generation` retires this hold. A snapshot on another
/// board says nothing about this one, and the *same* generation is the one already on screen at
/// the commit.
func isRetired(byRoot root: URL, generation: Int) -> Bool {
DragLocality.isSameBoard(root, boardRoot) && generation > self.generation
}
}
// MARK: - Locality
/// **Locality picks the default — the Finder volume model** (04-interactions.md ▸ Drag and drop,
/// settled), as pure functions (`DragLocalityTests`).
///
/// Within a board a drag is a **move**: rearranging. Between boards it is a **copy**: transferring,
/// with the system copy badge showing over the foreign board. **⌥ always forces copy** and **⌘
/// always forces move** — Finder's exact modifier grammar — and each is a no-op where its behavior
/// is already the default. The operation is therefore a function of (source board, board under the
/// cursor, modifiers) sampled every frame, not a decision taken at pickup, which is what lets the
/// badge track live as the cursor crosses a boundary.
enum DragLocality {
/// Whether two roots name the same board. Symlinks are resolved first — a board reached through
/// a pinned symlink is the same board as the one reached directly (01-storage-format.md's
/// symlink pins) — and the standardized path is the comparison key.
static func isSameBoard(_ lhs: URL, _ rhs: URL) -> Bool {
lhs.resolvingSymlinksInPath().standardizedFileURL.path
== rhs.resolvingSymlinksInPath().standardizedFileURL.path
}
/// The effective operation, live.
///
/// Two carve-outs, both 04-interactions.md's:
///
/// - **Lane drags never copy within their board.** ⌥ is simply ignored there: the drag stays a
/// clean reorder and the badge never shows copy. The within-board lane duplicate exists, but
/// its home is the clipboard (▸ Clipboard, Lane paste).
/// - **A trash row's drag is copy-out grammar** (▸ The trash). Within its own board it is the
/// restore — a move, no badge; across boards the default is the live copy that leaves the
/// tombstoned original in place, exactly as ⌘C out of the trash behaves. ⌘ forces the true
/// restore-move either way, and ⌥ forces the live copy either way ("⌘C, ⌥-drag, and the
/// cross-board drag default always yield *live* copies").
static func operation(
kind: DragKind,
side: Liveness,
isWithinBoard: Bool,
modifiers: NSEvent.ModifierFlags
) -> TransferOperation {
let forcesCopy = modifiers.contains(.option)
let forcesMove = modifiers.contains(.command)
// The lane carve-out comes first, because it is an outright refusal of the modifier rather
// than a different default: a within-board lane drag is a reorder and nothing else.
if kind == .lanes, isWithinBoard { return .move }
if forcesMove { return .move }
if forcesCopy { return .copy }
_ = side // the side changes which commit runs, never which operation the badge shows
return isWithinBoard ? .move : .copy
}
}
// MARK: - DragSession
/// The app's one drag session — what is in flight, where it would land, and what a release means
/// (DRAG-REORDER.md; 04-interactions.md ▸ Drag and drop).
///
/// **App-wide, because a drag crosses windows.** The identities are UUIDs and the folders are paths,
/// so the source board hides the dragged items while *any* open board's drop delegates propose a
/// landing spot for them. It is owned by `AppModel` and reached through the environment; the system
/// `NSItemProvider` payload is the formal drop data (`DragPayload`), and this is what every hover
/// actually reads — decoding a provider is asynchronous, and `dropUpdated` must answer synchronously
/// to drive the reflow.
///
/// ### What is frozen and what is not
///
/// 03-board-ui.md § Motion's animation-proof rule, made structural: the **only** inputs frozen at
/// drag start are the *dragged items'* own sizes — card heights and lane unit counts, which the
/// pickup transition corrupts the instant it starts. Everything else (the resting zones, the
/// destination's standard width, which lanes are live) is recomputed from the current snapshot on
/// every sample, which is rule 1 of the mid-drag re-grounding trio: a foreign reload just moves the
/// zones.
///
/// ### Termination is structural
///
/// `begin` arms a watchdog that polls the physical mouse-button state and clears the session shortly
/// after the button is released, no matter where the drop landed — on a delegate (whose
/// `performDrop` already cleaned up, making the watchdog a no-op), on empty window space, in another
/// window, outside every window, or on a cancelled drag. This is the pathfinder's hard-won lifecycle
/// pair: cleanup on session-phase events must be gated on the button being physically up (a finished
/// session's events can arrive *after* the next drag has started), and the watchdog is the
/// guaranteed path for the sessions SwiftUI never reports at all.
@MainActor
@Observable
final class DragSession {
// MARK: What is in flight
/// Which level is being dragged; `nil` when no session is in flight — which is what "no drag"
/// means here rather than a separate flag.
private(set) var kind: DragKind?
/// The side the drag started on. A trash row's drag is a `.cards` session on the `.trashed`
/// side, and that is the whole of what makes it one (04-interactions.md ▸ The trash).
private(set) var side: Liveness = .live
/// The dragged items in **flatten order** — the order they will land in.
private(set) var members: [ItemID] = []
/// Fast identity test for hiding the originals wherever they render.
private(set) var memberSet: Set<ItemID> = []
/// The dragged items' folders, aligned 1:1 with `members` — what the cross-board commits take.
@ObservationIgnored private(set) var folders: [URL] = []
/// The board the drag started in. Root and store are kept separately because the store may go
/// away with its window mid-drag while the root — the left-hand side of the locality
/// comparison — stays perfectly usable.
private(set) var sourceRoot: URL?
@ObservationIgnored private(set) weak var sourceStore: BoardStore?
/// The dragged cards' heights, **frozen at drag start**. `DropSlotMath.cardSlot` caps the
/// vertical trigger region at the first one (the shadow the cursor is over), and the shadows are
/// drawn at all of them.
@ObservationIgnored private(set) var cardHeights: [CGFloat] = []
/// The dragged lanes' width units, frozen at drag start — the run's span, measured against
/// whichever board's standard width it is being proposed into.
@ObservationIgnored private(set) var laneUnits: [Int] = []
// MARK: Where it would land
/// The current proposal, or `nil` when the drag has none — a fresh session before the first
/// sample, or one whose target lane was tombstoned in a reload (rule 2 of the re-grounding
/// trio). **Release with no valid proposal cancels.**
private(set) var proposal: DropTarget?
/// The effective operation, re-resolved on every `dropUpdated` so the system badge tracks live.
private(set) var operation: TransferOperation = .move
/// The committed-overlay hold, or `nil` while the session is still proposing. See
/// `CommittedHold`.
private(set) var hold: CommittedHold?
@ObservationIgnored private var watchdog: Task<Void, Never>?
@ObservationIgnored private var holdTimeout: Task<Void, Never>?
init() {}
// MARK: Queries
var isActive: Bool { kind != nil }
var isDraggingCards: Bool { kind == .cards }
var isDraggingLanes: Bool { kind == .lanes }
/// N — the number of contiguous shadows the proposal draws.
var shadowCount: Int { members.count }
/// Whether `id` is one of the dragged items.
func isDragging(_ id: ItemID) -> Bool { memberSet.contains(id) }
/// The items to **leave out of the resting layout** on the board rooted at `root`.
///
/// Only the source board hides anything, and only for a live-side session: a trash row's drag
/// carries items that render in the quasi-lane, not in any lane's masonry, so no lane loses a
/// card to it.
///
/// **The dragged run is lifted out whatever the effective operation is** (DRAG-REORDER.md §
/// Resting-layout zones): ⌥ can be pressed and released mid-drag, and a layout that re-admitted
/// the originals on every modifier flip would flap the whole board under the cursor. The copy's
/// originals reappear when the write lands.
func hiddenMembers(onBoardRooted root: URL) -> Set<ItemID> {
guard isActive, side == .live, let sourceRoot,
DragLocality.isSameBoard(root, sourceRoot)
else { return [] }
return memberSet
}
/// The proposal's index when it names this board's strip, else `nil` — the lane strip's shadow
/// run position.
func stripProposal(onBoardRooted root: URL) -> Int? {
guard kind == .lanes, let proposal, proposal.laneID == nil,
DragLocality.isSameBoard(proposal.boardRoot, root)
else { return nil }
return proposal.index
}
/// The proposal's index when it names `laneID` on this board, else `nil` — the masonry's shadow
/// run position, in the lane's logical card order.
func laneProposal(onBoardRooted root: URL, laneID: ItemID) -> Int? {
guard kind == .cards, let proposal, proposal.laneID == laneID,
DragLocality.isSameBoard(proposal.boardRoot, root)
else { return nil }
return proposal.index
}
/// The members that are still there — **rule 3 of the re-grounding trio**: drag membership is a
/// UUID set that vanished items leave silently (`TransientBoardState.dragMembers`), and when the
/// last one goes the drag has emptied itself. Partial vanishing drops the survivors, matching
/// the pending-cut precedent.
///
/// The source store answers because it is the one re-grounding the set against each reload; with
/// its window gone there is nothing left to invalidate the set, and the folders on disk are as
/// good as they were.
var survivors: [Int] {
guard let store = sourceStore else { return Array(members.indices) }
let live = store.transient.dragMembers.ids
return members.indices.filter { live.contains(members[$0]) }
}
// MARK: Lifecycle
/// Begins a card session — live faces or trash rows.
///
/// - Parameters:
/// - members: the dragged cards in flatten order (`SelectionGrammar.liveCards`, or the trash's
/// own sorted order for a trash-row drag).
/// - heights: their measured heights, captured **before** the pickup transition starts.
func beginCards(
_ members: [ItemID],
folders: [URL],
heights: [CGFloat],
side: Liveness,
source: BoardStore
) {
begin(kind: .cards, members: members, folders: folders, side: side, source: source)
cardHeights = heights
laneUnits = []
}
/// Begins a lane session.
func beginLanes(_ members: [ItemID], folders: [URL], units: [Int], source: BoardStore) {
begin(kind: .lanes, members: members, folders: folders, side: .live, source: source)
laneUnits = units
cardHeights = []
}
private func begin(
kind: DragKind,
members: [ItemID],
folders: [URL],
side: Liveness,
source: BoardStore
) {
endHold()
self.kind = kind
self.members = members
self.memberSet = Set(members)
self.folders = folders
self.side = side
self.sourceStore = source
self.sourceRoot = source.rootURL
self.proposal = nil
self.operation = .move
// The reload-resolved drag set: vanished members leave it silently, which is what
// `survivors` reads and what "an emptied drag cancels itself" is stated in terms of.
source.transient.dragMembers = ItemReferenceSet(ids: memberSet, liveness: side)
armWatchdog()
}
/// Records a new proposal. `nil` withdraws it — rule 2's "the shadow withdraws".
func propose(_ target: DropTarget?) {
guard isActive, proposal != target else { return }
proposal = target
}
/// Re-resolves the effective operation against the board under the cursor and the modifiers
/// **right now**, and hands it back for the `DropProposal` the badge tracks.
@discardableResult
func resolveOperation(destinationRoot: URL) -> TransferOperation {
guard let kind, let sourceRoot else { return operation }
let resolved = DragLocality.operation(
kind: kind,
side: side,
isWithinBoard: DragLocality.isSameBoard(sourceRoot, destinationRoot),
modifiers: NSEvent.modifierFlags
)
if resolved != operation { operation = resolved }
return resolved
}
/// Ends the session outright — a cancel, a release with no valid proposal, or the watchdog.
func end() {
sourceStore?.transient.dragMembers = .empty
kind = nil
members = []
memberSet = []
folders = []
cardHeights = []
laneUnits = []
proposal = nil
operation = .move
sourceStore = nil
sourceRoot = nil
watchdog?.cancel()
watchdog = nil
endHold()
}
/// Enters the committed phase: the arrangement the session was showing stays on screen until
/// `store` applies its next snapshot (`CommittedHold`).
///
/// Everything that drives the rendering — the members, the proposal, the source root — is kept
/// exactly as it was, so "keeps rendering the arrangement it was showing" needs no second
/// mechanism: the shadows stay at the landing slots and the originals stay lifted out until the
/// snapshot carrying the write arrives and the real faces take their place.
func commit(into store: BoardStore) {
guard isActive else { return }
sourceStore?.transient.dragMembers = .empty
watchdog?.cancel()
watchdog = nil
let hold = CommittedHold(boardRoot: store.rootURL, generation: store.snapshotGeneration)
self.hold = hold
holdTimeout?.cancel()
holdTimeout = Task { @MainActor [weak self] in
try? await Task.sleep(for: CommittedHold.timeout)
guard !Task.isCancelled, let self, self.hold == hold else { return }
withAnimation(Motion.dragReflow(reduced: Motion.prefersReducedMotion)) { self.end() }
}
}
/// The hand-off: a snapshot landed on `root`, so an overlay standing in for it dissolves.
///
/// Called from every board window's own snapshot-generation watch, which is why the hold names
/// the board it belongs to — a reload on some other board says nothing about this one.
func handOff(root: URL, generation: Int) {
guard let hold, hold.isRetired(byRoot: root, generation: generation) else { return }
end()
}
private func endHold() {
hold = nil
holdTimeout?.cancel()
holdTimeout = nil
}
/// Cleanup for a session-phase event SwiftUI reports.
///
/// **Gated on the physical button being up**, because a finished session's `.ended` /
/// `.dataTransferCompleted` events can be delivered *after the user has already started the next
/// drag*, and a naive handler wipes the new session's state — no shadow, drop dead. The watchdog
/// covers every genuinely-ended session anyway, so refusing here costs nothing.
func endIfButtonReleased() {
guard NSEvent.pressedMouseButtons == 0 else { return }
guard isActive, hold == nil else { return }
withAnimation(Motion.dragReflow(reduced: Motion.prefersReducedMotion)) { end() }
}
// MARK: The watchdog — the single guaranteed termination path
/// Polls the physical mouse-button state while a drag is in flight. When the button is released
/// and, after a short grace period (long enough for a landing `performDrop` to run first), a
/// session still lingers, it is cleared here. Backstops every path a drop delegate cannot see.
private func armWatchdog() {
watchdog?.cancel()
watchdog = Task { @MainActor [weak self] in
while !Task.isCancelled {
try? await Task.sleep(for: .milliseconds(120))
guard let self, self.isActive, self.hold == nil else { return }
guard NSEvent.pressedMouseButtons == 0 else { continue }
try? await Task.sleep(for: .milliseconds(250))
guard !Task.isCancelled, self.isActive, self.hold == nil else { return }
withAnimation(Motion.dragReflow(reduced: Motion.prefersReducedMotion)) { self.end() }
return
}
}
}
}