One style-editor component, anchor-agnostic: a background grid (None well plus the 12 palette colors) and a curated symbol grid (the pathfinder's five-dozen set, leading well removing the icon key for the level default), selection-aware across cards, lanes, and the board itself. Batch edits compute per-dimension state — uniform, mixed (no well selected), or an off-palette value labeled verbatim outside the grids — and choosing a well applies to the whole target set as one write bracket, skipping no-ops per field. The popover tracks its target set live per the freshly ratified rule: targets re-resolve by UUID on every reload, a vanished target leaves the set, an emptied set dismisses the editor, and nothing ever silently retargets to the board. Anchors landing now: Board > Style (Opt-Cmd-S) and the card/lane context menus, which also carry the quick-style recents row (app-wide, persisted, capped at six, None never recorded) and the lane's width control twinning the menu chords. The styling system's other two renders arrive with it: a lane's background paints the C7 top-edge band, the board's paints the window content background — malformed values paint nothing and stay byte-identical on disk. 31 new tests. Claude-Session: https://claude.ai/code/session_01SR4XGjmBE16ZUYWpfFHXwY
146 lines
6.0 KiB
Swift
146 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, then Style…,
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// then the width pair, with Open Card 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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BoardStyleCommand()
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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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