Files
lanework/Kanban/UI/Board/BoardMetrics.swift
T
rzen bab456c08d Collapsible lanes — frontmatter-backed slim strips outside the width division
A lane folds to a fixed slim vertical strip carrying its glyph, its card-count
badge and its title turned on its side, and the strip is deliberately not part
of the window's division: the expanded lanes' units divide what is left once
each folded strip's fixed width has come off the top, so folding a lane is a
re-divide trigger of the Show/Hide Trash family — the window never moves and
the siblings grow into what the lane gave up.

The state is a first-class lane frontmatter key, `collapsed: true`, and
document state exactly as `width` is: the files are the board, so an agent
folds a lane by writing one key. Absent means expanded, expanding removes the
key rather than writing `false` (the remove-at-default family beside a
one-unit `width`, the empty rename's `title` and the None well's
`background`), and the lane's `width` rides along untouched so expanding
restores the lane the user had. The read is `width`'s leniency one type over —
a boolean scalar or a quoted boolean word reads as itself, everything else has
no reading at all and renders as expanded, bytes preserved either way.

Toggling is the header's always-visible collapse chevron, the lane context
menu's single Collapse Lane / Expand Lane row, and a plain click anywhere on
the strip; a modified click on the strip stays the ordinary selection grammar,
so a folded lane is still selectable by pointer. The title reads bottom-up and
is justified to the top of the room below the strip's chrome (owner ruling
2026-08-08), truncating against the strip's own height.

While folded the lane draws no cards at all, which is what makes every
exclusion true by construction rather than by a guard per gesture: no card
face means no marquee target and no navigation frame, and no registered grid
means the masonry's drop zones have nothing to resolve against. What did need
code is the half that names absolute destinations — the option-arrow jumps and
the arrow seed scan past a folded lane, the lane domain's down-arrow is inert
on one, and New Card skips it (a selection inside one falls through to the
last-active lane, the stale selection's rule). A drop on the strip appends at
the lane's end, cards and Finder files alike, with an accent edge standing in
for the shadow the strip has no masonry to open; there is no hover-to-auto-
expand yet. Lane reorder works on the strip, and a dragged folded lane carries
its fold, so its shadow and its replica are the strip rather than its units.

The write is `writeLaneWidths` clause for clause — one `updateIndex` bracket,
the same stamp behaviour, the same three do-nothing paths — with two new
`WriteOperation` cases and two new undo verbs rather than one of each, because
a banner or an Edit-menu row that said "resize" after Collapse Lane would name
a control the user never touched.

Claude-Session: https://claude.ai/code/session_014PtZdPwqZuqEDLc6wZMtEy
2026-08-08 22:53:10 -04:00

299 lines
15 KiB
Swift
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import AppKit
import CoreGraphics
/// The board strip's geometry — **derived from font metrics, never written down in points**
/// (10-accessibility.md ▸ Text scaling & visual accommodations: "relative text styles everywhere, no
/// fixed point sizes. Card face, lane header, and masonry metrics derive from font metrics, so
/// layout survives the largest system text sizes").
///
/// This is `CardWindowMetrics`' twin on the board side, and deliberately the same shape: a pure
/// arithmetic surface parameterised on the body font's point size, plus one impure read of what that
/// point size currently is. Everything the strip draws that is not a piece of text — the inter-lane
/// gap, a lane's plate inset, a card's corner radius and stripe, the masonry's card spacing, the
/// trash column's header — is a multiple of that size, so the board grows with the system text size
/// instead of squeezing text into chrome sized for 13pt.
///
/// ### Why a point size and not a `Font`
///
/// Because layout takes numbers. SwiftUI's relative text styles handle the *text* (and every `Text`
/// on the board wears one — `.body`, `.headline`, `.caption`); what they cannot do is tell an
/// `.padding()` how much room the text will need. So the two halves of "full relative scaling" are
/// split by mechanism: type styles for glyphs, this surface for everything between them, both keyed
/// to the same system font.
///
/// ### The em, and what the multiples mean
///
/// Every figure below is a multiple of the body point size — an *em*, roughly — chosen so that at
/// the standard 13pt system body font it reproduces the numbers the board already drew. That is
/// deliberate: this milestone is meant to make the board *scale*, not to redesign it, so the default
/// text size must render pixel-for-pixel what it rendered before. The multiples are what carries the
/// design to 18pt, 24pt and beyond.
///
/// Results are rounded to whole points (SwiftUI will happily lay out on halves, but a hairline
/// border on a half-point boundary blurs) and floored at 1 for anything that is a width or a height,
/// so no proposal is ever zero or negative.
///
/// ### The no-horizontal-scroll invariant is untouched
///
/// 03-board-ui.md § Layout — full visibility divides the window's width across the lanes' width
/// units, and `LaneLayoutMath` takes the gap as a parameter. A larger text size therefore means a
/// larger gap and *narrower* lanes, never a wider strip: "the degenerate case is accepted, not
/// floored … titles and cards truncate gracefully". The truncation rules are the views' own
/// (`lineLimit(1)` + `.tail` on a lane title, `lineLimit(4)` on a card title), and they hold at every
/// scale because they are stated in lines rather than in points.
enum BoardMetrics {
// MARK: - The unit
/// `multiple` ems of the body font, rounded to a whole point and floored at one.
///
/// Floored rather than clamped to zero because every caller is a length: a spacing of zero is a
/// legitimate design choice, but none of the figures below is one, and a rounding that produced
/// zero would silently collapse a stripe or a band rather than shrink it.
static func em(_ multiple: CGFloat, bodyPointSize: CGFloat) -> CGFloat {
max(1, (bodyPointSize * multiple).rounded())
}
// MARK: - The strip
/// The inter-lane gap **and** the strip's outer margin — one number, because the standard-width
/// formula counts `units + 1` of them (`LaneLayoutMath.standardWidth`).
///
/// 0.9 em: 12pt at the standard 13pt body, which is what the strip has always drawn.
static func stripGap(bodyPointSize: CGFloat) -> CGFloat {
em(0.9, bodyPointSize: bodyPointSize)
}
// MARK: - The lane
/// The lane plate's corner radius — shared by the selection treatment and the accent band, whose
/// top corners round to exactly this so the band reads as the lane's own edge.
static func laneCornerRadius(bodyPointSize: CGFloat) -> CGFloat {
em(0.75, bodyPointSize: bodyPointSize)
}
/// The lane plate's inset around its header and its masonry.
static func lanePlatePadding(bodyPointSize: CGFloat) -> CGFloat {
em(0.45, bodyPointSize: bodyPointSize)
}
/// Between the lane's header and its card stack.
static func laneStackSpacing(bodyPointSize: CGFloat) -> CGFloat {
em(0.6, bodyPointSize: bodyPointSize)
}
/// Between the header's glyph, its title and its count badge.
static func laneHeaderSpacing(bodyPointSize: CGFloat) -> CGFloat {
em(0.45, bodyPointSize: bodyPointSize)
}
/// The header row's own horizontal inset inside the plate.
static func laneHeaderInset(bodyPointSize: CGFloat) -> CGFloat {
em(0.3, bodyPointSize: bodyPointSize)
}
/// **A collapsed lane's slim strip** (03-board-ui.md § Lane ▸ Collapsed lanes) — the one lane
/// width in the app that is *not* the window's division: a collapsed lane takes this and nothing
/// more, and `LaneLayoutMath.standardWidth` divides what is left among the expanded lanes.
///
/// 3.4 em — 44pt at the standard 13pt body, which is the figure the ruling asked for (roughly
/// 4048pt) and the same multiple `nominalCardHeight` uses, so the strip is about as wide as a
/// default card is tall. Wide enough for the lane's glyph, a rotated title and the count badge
/// stacked in a column; narrow enough that a folded lane reads as a spine rather than as a lane.
///
/// **Font-derived like everything else here**, and it has to be: the strip's whole content is
/// type and a badge, so a figure fixed at 44pt would clip its own glyph at a large system text
/// size, and 10-accessibility.md's full-relative-scaling rule would quietly stop holding. It moves
/// with the board's zoom for the same reason every other figure does.
static func collapsedLaneWidth(bodyPointSize: CGFloat) -> CGFloat {
em(3.4, bodyPointSize: bodyPointSize)
}
/// C7 · full-column top edge (03-board-ui.md § Styling ▸ Capabilities) — the lane accent band's
/// height.
static func laneAccentBandHeight(bodyPointSize: CGFloat) -> CGFloat {
em(0.4, bodyPointSize: bodyPointSize)
}
/// The trailing room the header reserves for the new-card button, so **a long title truncates
/// before it collides with the button** rather than running under it.
///
/// This is the one figure that is not decoration: the button is an `Image` at
/// `.imageScale(.small)`, which *is* a relative size, so a reserve fixed at 22pt would be
/// overrun by the glyph itself at a large system text size and the truncation rule would stop
/// being true. 1.7 em is the button plus its breathing room, measured in the same unit the glyph
/// grows in.
static func newCardButtonReserve(bodyPointSize: CGFloat) -> CGFloat {
em(1.7, bodyPointSize: bodyPointSize)
}
/// The room the header reserves for the **collapse chevron** beside the new-card button
/// (03-board-ui.md § Lane ▸ Collapsed lanes) — `newCardButtonReserve`'s twin, and it exists for
/// exactly that figure's reason: two glyphs now share the header's trailing edge, and a title has
/// to truncate before it reaches either.
///
/// 1.4 em — 18pt at the standard 13pt body: the chevron is a smaller glyph than the plus and sits
/// closer to it than to the title, so it asks for less breathing room than the button it precedes.
static func laneCollapseButtonReserve(bodyPointSize: CGFloat) -> CGFloat {
em(1.4, bodyPointSize: bodyPointSize)
}
/// Everything the lane header's trailing chrome takes — the chevron plus the new-card button. The
/// one figure the header pads by, so "a long title truncates before it collides" stays one rule
/// however many controls end up living there.
static func laneHeaderTrailingReserve(bodyPointSize: CGFloat) -> CGFloat {
newCardButtonReserve(bodyPointSize: bodyPointSize)
+ laneCollapseButtonReserve(bodyPointSize: bodyPointSize)
}
/// The count badge's capsule inset — horizontal and vertical, which are deliberately different:
/// a capsule around a single digit wants width, not height.
static func badgeHorizontalPadding(bodyPointSize: CGFloat) -> CGFloat {
em(0.45, bodyPointSize: bodyPointSize)
}
static func badgeVerticalPadding(bodyPointSize: CGFloat) -> CGFloat {
em(0.08, bodyPointSize: bodyPointSize)
}
// MARK: - The card face
/// Shared by the plate, the accent stripe and the selection stroke, so the stripe reads as part
/// of the card's edge rather than a bar laid over it.
static func cardCornerRadius(bodyPointSize: CGFloat) -> CGFloat {
em(0.6, bodyPointSize: bodyPointSize)
}
/// K1 · left edge stripe (03-board-ui.md § Styling ▸ Capabilities). Reserved as padding whether
/// or not a stripe paints, so colouring a card never shifts its title.
static func cardStripeWidth(bodyPointSize: CGFloat) -> CGFloat {
em(0.3, bodyPointSize: bodyPointSize)
}
/// The card plate's inset around its content.
static func cardContentPadding(bodyPointSize: CGFloat) -> CGFloat {
em(0.75, bodyPointSize: bodyPointSize)
}
/// Between the icon, the title and the attachments chip.
static func cardRowSpacing(bodyPointSize: CGFloat) -> CGFloat {
em(0.45, bodyPointSize: bodyPointSize)
}
/// The masonry's spacing — between interior columns and between stacked cards within a column.
///
/// The lane registers this into `LaneDropRegistry.Grid`, so the drop model's analytic resting
/// grid replays the same number the layout drew with and no second derivation exists to drift
/// (DRAG-REORDER.md § The card masonry).
static func cardSpacing(bodyPointSize: CGFloat) -> CGFloat {
em(0.6, bodyPointSize: bodyPointSize)
}
/// The height a card with no registered measurement is assumed to have — a lane whose faces have
/// not laid out yet, and the shadow a Finder file drop opens for a card that does not exist.
///
/// 3.4 em: one body line of title inside two content paddings, plus the plate's own rhythm.
/// Nominal rather than zero, so the resting rows still tile.
static func nominalCardHeight(bodyPointSize: CGFloat) -> CGFloat {
em(3.4, bodyPointSize: bodyPointSize)
}
// MARK: - The drag replica
/// The width the card drag's replica is drawn at: **the width of the face it was lifted from**.
///
/// A face is as wide as the interior masonry column it sits in — a function of its lane's slot
/// width and its lane's column count (`LaneLayoutMath`, `MasonryLayout`) — so it is not a figure
/// this file can derive at all, only one the live face can report (`CardFaceView` measures it
/// alongside the height the drop model already takes). Drawn at anything else, the image under
/// the cursor is a card the board does not contain, and the pointer sits beside it rather than on
/// it.
///
/// `measured` is that width, and the fallback below is for the face that has not reported one
/// yet.
static func cardReplicaWidth(measured: CGFloat, bodyPointSize: CGFloat) -> CGFloat {
guard measured.isFinite, measured > 0 else { return cardReplicaWidth(bodyPointSize: bodyPointSize) }
return measured
}
/// The replica's fallback width — a card at a representative lane width, for the face that has
/// not laid out yet and so has no width of its own to give.
static func cardReplicaWidth(bodyPointSize: CGFloat) -> CGFloat {
em(17, bodyPointSize: bodyPointSize)
}
/// The transparent margin around a drag replica, which is what keeps its shadow from being
/// clipped by the drag image's bounds.
static func replicaPadding(bodyPointSize: CGFloat) -> CGFloat {
em(0.9, bodyPointSize: bodyPointSize)
}
/// The lane replica's floor dimensions, for the frame a lane that has not measured itself yet
/// would otherwise be drawn at.
static func laneReplicaMinimumWidth(bodyPointSize: CGFloat) -> CGFloat {
em(6, bodyPointSize: bodyPointSize)
}
static func laneReplicaMinimumHeight(bodyPointSize: CGFloat) -> CGFloat {
em(9, bodyPointSize: bodyPointSize)
}
// MARK: - The lane resize handle
/// The invisible grab strip at a lane's trailing edge, and how far right it is shifted so most
/// of it hangs into the inter-lane gap rather than sitting over the lane's own scrollbar
/// (`LaneResizeHandle`). Both scale, because the gap they live in does.
static func resizeHandleWidth(bodyPointSize: CGFloat) -> CGFloat {
em(0.9, bodyPointSize: bodyPointSize)
}
static func resizeHandleOverhang(bodyPointSize: CGFloat) -> CGFloat {
em(0.6, bodyPointSize: bodyPointSize)
}
// MARK: - The trash column
/// The trash header's inset — horizontal and vertical (03-board-ui.md § Trash ▸ Rendering).
static func trashHeaderHorizontalPadding(bodyPointSize: CGFloat) -> CGFloat {
em(0.75, bodyPointSize: bodyPointSize)
}
static func trashHeaderVerticalPadding(bodyPointSize: CGFloat) -> CGFloat {
em(0.6, bodyPointSize: bodyPointSize)
}
/// The gap between the trash header's diagonal hatch strokes.
///
/// It scales for a reason the other figures do not share: the hatch is **the trash's non-colour
/// distinction** (10-accessibility.md's never-colour-alone rule — "the trash header is hatched
/// plus labeled"), and a fixed 7pt pitch behind text twice its usual size reads as a texture
/// rather than as hatching.
static func trashHatchSpacing(bodyPointSize: CGFloat) -> CGFloat {
em(0.55, bodyPointSize: bodyPointSize)
}
// MARK: - The board window
/// The board window's minimum content size — two standard lanes' worth of width and enough
/// height for a header and a few cards. Derived so a large system text size cannot leave the
/// window smaller than one lane's own header.
static func windowMinimumSize(bodyPointSize: CGFloat) -> CGSize {
CGSize(
width: em(49, bodyPointSize: bodyPointSize),
height: em(31, bodyPointSize: bodyPointSize)
)
}
// MARK: - The live metric
/// The body font's point size as the system currently reports it.
///
/// **The app asks the system exactly once, in `CardWindowMetrics.bodyPointSize`**, and this
/// forwards to it: the board and the card window must agree about what "the body font" is, or a
/// card face and the window it opens into would scale on two different rulers.
@MainActor
static var bodyPointSize: CGFloat {
CardWindowMetrics.bodyPointSize
}
}