The lane title bar becomes real: leading SF Symbol (hand-written names render leniently, unknown ones fall back to the level default), title or secondary untitled placeholder, a quiet count badge that counts exactly the cards the body renders (so the m5 search filter is followed by construction), and a new-card button. The whole bar is the reorder drag surface — no grip — with click-vs-movement splitting select from drag; a pure proposal function maps the drag to an insertion index and release commits through the Writer's same-parent degenerate reorder, compacting and retrying when midpoint precision runs out. Clicking never edits: inline rename is Return on the sole selected card or Board > Rename for either kind, a third transient editor beside the placeholder that tracks its target by UUID, commits on focus loss, discards silently when the target vanishes, and removes the title key on an empty commit. The new-card placeholder renders at last — the settled Cmd-N target rule (pure, tested) files it after the anchor card, at a selected lane's bottom, or into the last-active lane; Return commits and re-selects the lane, Cmd-Return also opens the card window, and a failed create discards the overlay. New Card / New Lane / Rename land in the menus with focused-editor and read-only validation; rename gets its own WriteOperation case in the banner vocabulary. 59 new tests. Claude-Session: https://claude.ai/code/session_01SR4XGjmBE16ZUYWpfFHXwY
145 lines
6.0 KiB
Swift
145 lines
6.0 KiB
Swift
import SwiftUI
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/// The scene graph (02-architecture.md § Windows, § Launch and window lifecycle).
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///
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/// ### Four scenes, and why each is the kind it is
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///
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/// - **Welcome** is a `Window`: there is one of it, ever, and `openWindow(id:)` focuses the existing
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/// one rather than making a second.
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/// - **The restore bootstrap** is a `Window` too, and a deliberate oddity — see
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/// `RestoreBootstrapView` for why launch-time work has to wear a window at all.
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/// - **Boards** and **cards** are `WindowGroup(for:)`s, because their identity is a *value*: opening
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/// with a ref that already has a window focuses it, which is how "one board window per root" and
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/// "at most one card window per card (reopen focuses)" are enforced by the scene rather than by
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/// bookkeeping.
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///
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/// ### Restoration is the registry's, not the system's
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///
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/// Both groups declare `.restorationBehavior(.disabled)`. The app already knows which boards were
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/// open — the registry's open-now flags, which survive a crash and reopen in `lastOpened` order —
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/// and letting AppKit *also* restore windows would produce duplicates, and worse, card windows
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/// restored behind boards that never opened. One mechanism, and it is the one that can explain
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/// itself when a board has moved or gone.
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///
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/// ### Which window appears at launch
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///
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/// Exactly one of welcome and the bootstrap, decided once in `init` and never re-derived: the
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/// preference is read before any scene exists, and `restorables()` costs a bookmark resolution per
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/// known board — a computed property here would pay that on every scene-graph evaluation.
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@main
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struct KanbanApp: App {
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@NSApplicationDelegateAdaptor(AppDelegate.self) private var appDelegate
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@State private var appModel: AppModel
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/// Whether this launch restores boards: the preference is on **and** there is something flagged
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/// to restore. Welcome "appears only when nothing restores".
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private let shouldRestoreAtLaunch: Bool
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init() {
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let model = AppModel()
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_appModel = State(initialValue: model)
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shouldRestoreAtLaunch = AppPreferences.restoreOpenBoardsAtLaunch
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&& !model.boardRegistry.restorables().isEmpty
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// The delegate is constructed by the adaptor before this runs, so this is the one place the
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// app's model and its AppKit half meet.
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appDelegate.appModel = model
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}
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var body: some Scene {
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Window("Welcome to Lanework", id: WindowID.welcome) {
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WelcomeView()
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.environment(appModel)
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.captureWindowActions(into: appModel)
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}
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.defaultLaunchBehavior(shouldRestoreAtLaunch ? .suppressed : .automatic)
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.restorationBehavior(.disabled)
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.windowResizability(.contentSize)
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// Its automatic Window-menu item is replaced by the explicit command below, so the title is
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// the one 11-command-nexus.md names rather than whatever the scene happens to be called.
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.commandsRemoved()
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Window("", id: WindowID.restoreBootstrap) {
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RestoreBootstrapView()
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.environment(appModel)
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.captureWindowActions(into: appModel)
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}
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.defaultLaunchBehavior(shouldRestoreAtLaunch ? .presented : .suppressed)
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.restorationBehavior(.disabled)
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.windowStyle(.plain)
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.defaultSize(width: 1, height: 1)
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.commandsRemoved()
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WindowGroup(id: WindowID.board, for: BoardWindowRef.self) { $ref in
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if let ref {
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BoardWindowHost(ref: ref)
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.environment(appModel)
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.captureWindowActions(into: appModel)
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}
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}
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.restorationBehavior(.disabled)
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.defaultLaunchBehavior(.suppressed)
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.commands { menuCommands }
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WindowGroup(id: WindowID.card, for: CardWindowRef.self) { $ref in
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if let ref {
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CardWindowHost(ref: ref)
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.environment(appModel)
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.captureWindowActions(into: appModel)
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}
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}
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.restorationBehavior(.disabled)
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.defaultLaunchBehavior(.suppressed)
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Settings {
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SettingsView()
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.environment(appModel)
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.captureWindowActions(into: appModel)
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}
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}
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/// The menu items the app has built so far.
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///
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/// **The titles are API** (04-interactions.md ▸ Configurable bindings): macOS's App Shortcuts
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/// mechanism remaps menu items *by title*, so these strings are the keys a user's custom binding
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/// is stored under. They are spelled exactly as 11-command-nexus.md inventories them, and
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/// changing one silently breaks every remap of it.
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@CommandsBuilder
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private var menuCommands: some Commands {
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// The File group, in 11-command-nexus.md's own row order: New Card, New Lane, (New Board…,
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// still owed), Open…. The creation pair validates against the frontmost board through the
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// focus system, so both are simply absent-of-effect when no board is in front.
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CommandGroup(after: .newItem) {
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BoardCreationCommands()
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Divider()
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Button("Open…") {
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appModel.presentOpenPanel()
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}
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.keyboardShortcut("o", modifiers: .command)
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}
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// The Board menu (11-command-nexus.md), in its inventoried order — Rename precedes the
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// width pair, with Open Card, Style… and the Move items still owed. Its items act on the
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// frontmost board window, which they reach through the focus system rather than through the
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// app model — see `BoardCommands.swift`, which also owns their validation.
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CommandMenu("Board") {
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BoardRenameCommand()
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Divider()
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LaneWidthCommands()
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}
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CommandGroup(after: .windowList) {
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// No default chord — "— (no default)" in the Nexus is deliberate, not a gap; it remaps
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// like any other item.
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Button("Welcome to Lanework") {
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appModel.showWelcome()
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}
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}
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}
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}
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