Phase 2 completes the lanes-in-trash card. TrashEntry merges the trash's two kinds by rank in exactly ONE place (ItemPath.resolve's own merge deleted in favor of it — the three-merge-points finding shrinks instead of growing). TrashLaneRowView renders the opaque row — tertiary plate, level-default lane glyph never the lane's own icon, title + card count, no accents, no expansion; the column badge counts rendered rows. Selection grammar: kind-homogeneous trash selections — ranges skip the other kind, ⇧-extension stops at the kind boundary, plain arrows walk the merged order, marquee stays card-only (now load-bearing: rows register frames for arrows), Select All card-scoped; successor-on-purge crosses kinds like navigation as the interim for open Gap 7b5cbc90. Drag: TrashDrop accepts lane sessions (drop on shown trash deletes), restoreLanes routes a trash-sourced strip drop as an arrival-ranked within-board move with an undo step. Clipboard: ⌘X/⌘V lane restore via opaque lane subjects; fixed boardRoot(ofLaneFolder:) returning .trash as the root — a same-board restore looked like an import and would have reminted the lane it was restoring (pinned by test). A11y: row = one flattened "title, deleted lane, N cards" element with Delete/Reveal actions; BoardDiff crossings read lanes as deleted/restored, shown-trash churn digested at row level. Agent guide stays v7 — the literal already teaches lanes-trash-by-move and kind stamping; drift-guard pins those lines. README trash paragraph notes lanes. Both schemes 1893 tests / 322 suites green. Claude-Session: https://claude.ai/code/session_01SR4XGjmBE16ZUYWpfFHXwY
117 lines
5.2 KiB
Swift
117 lines
5.2 KiB
Swift
import CoreGraphics
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import Observation
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// MARK: - MarqueeSession
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/// Window-local state for an in-flight rubber band — `LaneResizeSession`'s sibling, and as small
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/// for its reason: it holds only what the *pointer* contributes, because everything the selection
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/// needs beyond that is read fresh at gesture time (`MarqueeTargetRegistry`, `MarqueeMath`).
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///
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/// **The side is frozen at the origin** — "a rubber-band stays on the side of the boundary it
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/// started on" (04-interactions.md ▸ The trash). A band begun on the board and dragged across the
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/// trash column keeps selecting live cards; a band begun in the trash keeps selecting rows. That is
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/// the whole reason the side is stored here rather than re-derived from what the rect touches.
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///
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/// **Nothing here animates.** 03-board-ui.md § Motion names the marquee twice: "the rubber-band
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/// marquee tracks the cursor 1:1 (an eased band visibly lags the mouse)" and, in the
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/// animation-free-by-construction list, "the marquee rectangle (1:1 cursor following — animating
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/// input echo would be lag)". So the rect is drawn outside every animated transaction on the strip,
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/// and the selection churn it drives is deliberately un-keyed too ("never on broad state like the
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/// selection set").
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@MainActor
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@Observable
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final class MarqueeSession {
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/// Where the band was begun, in `BoardView.stripSpace` coordinates; `nil` when idle — which is
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/// what "no marquee" means here rather than a separate flag.
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private(set) var origin: CGPoint?
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/// The pointer's current position, in the same space. Meaningless while `origin` is `nil`.
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private(set) var current: CGPoint = .zero
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/// The side of the live/trash boundary this band selects on, frozen at `begin`.
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private(set) var container: ItemContainer = .board
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/// How far the pointer must travel before a drag on empty space becomes a band. Larger than the
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/// lane header's threshold because this gesture arms on *any* empty surface, and a click that
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/// clears the selection must not leave a one-pixel band behind it.
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static let minimumDistance: CGFloat = 5
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var isActive: Bool { origin != nil }
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/// The band, normalized so it is a rectangle regardless of which way the drag ran; `nil` when
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/// idle, which is also the overlay's "draw nothing".
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var rect: CGRect? {
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guard let origin else { return nil }
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return CGRect(
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x: min(origin.x, current.x),
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y: min(origin.y, current.y),
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width: abs(current.x - origin.x),
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height: abs(current.y - origin.y)
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)
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}
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func begin(at point: CGPoint, in container: ItemContainer) {
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origin = point
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current = point
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self.container = container
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}
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func update(to point: CGPoint) {
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guard isActive else { return }
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current = point
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}
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/// Ends the band. **The selection stays exactly as the last sample computed it** — a release is
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/// not a commit here, because nothing was written: the band was only ever a way of naming a set.
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/// Idempotent, like every other session's `end`.
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func end() {
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origin = nil
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current = .zero
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}
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}
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// MARK: - MarqueeTargetRegistry
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/// Where each sweepable item is drawn, keyed by identity — the geometry half of the rubber band.
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///
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/// **The views register themselves** (`onGeometryChange` in `BoardView.stripSpace`, removal in
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/// `onDisappear`) rather than the band re-deriving the masonry's arithmetic: the layout already
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/// computed those frames, and a second computation is a second answer that could disagree with what
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/// is on screen. It is also what makes the band correct for free across a lane resize, a reorder in
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/// flight, and a foreign reload — the frames simply re-register.
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///
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/// **A live lane is never registered.** The band selects cards, and a lane on the strip has no entry
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/// here at all — 04-interactions.md § Selection's "click-drag rubber-bands across lanes" made
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/// structural rather than filtered.
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///
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/// **A trashed lane row is registered** (lanes rejoined the trash 2026-07-29), and not for the band:
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/// this registry is also the arrows' geometry (`NavigationMath`, where "plain arrows walk every row,
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/// card and lane row alike") and the begin guard's universe below. The band still never selects one
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/// — `MarqueeMath` filters by kind, which is where that rule lives for both containers.
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///
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/// It is also the **begin guard's** universe: a drag that starts inside a registered frame belongs
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/// to that item's own gesture (a card drag, a drag out of the trash), never to the band. Deciding
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/// that geometrically rather than by gesture priority is what keeps the two from fighting.
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@MainActor
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@Observable
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final class MarqueeTargetRegistry {
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private(set) var targets: [ItemID: MarqueeTarget] = [:]
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var all: [MarqueeTarget] { Array(targets.values) }
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func update(_ target: MarqueeTarget) {
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targets[target.id] = target
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}
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func remove(_ id: ItemID) {
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targets.removeValue(forKey: id)
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}
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/// Whether `point` lands on something already drawn — the band's begin guard.
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func contains(_ point: CGPoint) -> Bool {
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targets.values.contains { $0.frame.contains(point) }
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}
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}
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