The corpus just ratified the plural case: a multi-selection anchors at its last member in flatten order (lane order, then card order — the multi-drag order, the same anchor paste will use), so creation follows the last selected card or appends to the last selected lane instead of falling through to the last-active lane. One display-order walk keeps the resolver pure; the sole selection is now just the degenerate one-member case. Claude-Session: https://claude.ai/code/session_01SR4XGjmBE16ZUYWpfFHXwY
92 lines
5.3 KiB
Swift
92 lines
5.3 KiB
Swift
/// 04-interactions.md's **⌘N target rule** (settled), as a pure function of the three things it
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/// reads — the selection, the last-active lane, and the snapshot (`NewCardTargetTests`).
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///
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/// The rule verbatim, and each clause's branch below:
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///
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/// > with a card selected, the new card is created in that card's lane, immediately after it
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/// > (paste-anchor consistency); with a lane selected, appended at its bottom (Return consistency);
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/// > a multi-selection anchors at its last member in flatten order (lane `order`, then card
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/// > `order`, the multi-drag order; the same anchor serves paste): creation follows the last
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/// > selected card, or appends to the last selected lane; … with nothing selected — or a
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/// > **tombstoned** selection, which never anchors creation — the **last-active lane** — the lane
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/// > that most recently held selection or a creation in this window session — falling back to the
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/// > first lane. … **Zero-lane board**: card creation … disable[s] via menu validation until a
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/// > lane exists.
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///
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/// **A pure function rather than a method on the store** for the reason every rule in this codebase
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/// that can be one is: the branches are lines of test rather than UI states to drive, and the menu
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/// item's `disabled` and its action then read the *same* answer instead of two hand-kept-in-sync
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/// conditions.
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///
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/// ### What it deliberately does not decide
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///
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/// - **The lane header's new-card button overrides this rule entirely** (11-command-nexus.md ▸
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/// Pointer grammar, settled): "the click names its target lane, selection notwithstanding". That
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/// call site passes its own lane and never comes here.
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/// - **Return on a selected lane** is the same target as this rule's lane branch, but it is reached
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/// by grammar rather than by the menu; it also passes its lane directly.
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enum NewCardTarget {
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/// Where a new card goes: which lane, and which card it lands immediately after (`nil` = the
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/// lane's bottom). Exactly `NewCardPlaceholder`'s two anchoring fields, because that is what
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/// this resolves *into*.
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struct Resolution: Equatable {
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let laneID: ItemID
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let anchorCardID: ItemID?
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}
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/// The target, or `nil` when there is none — **the zero-lane board**, where "New Card,
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/// Return-creation, and Paste with a card payload disable via menu validation until a lane
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/// exists". `nil` is therefore the menu item's `disabled` condition as well as its refusal, so
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/// the two can never disagree.
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///
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/// - Parameters:
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/// - selection: the board's current selection, liveness side included. A `.trashed` selection
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/// "never anchors creation" and is treated exactly as an empty one — the settled precedent
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/// 04 ▸ Clipboard cites for paste, applied here to its source rule ("a trashed card's live
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/// disk-lane never leaks in as 'the selected card's lane'").
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/// - lastActiveLaneID: `TransientBoardState.lastActiveLaneID`, already cleared by the reload
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/// rule if its lane vanished — but re-checked here anyway, because a caller need not have
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/// reloaded since the lane went.
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static func resolve(
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selection: ItemReferenceSet,
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lastActiveLaneID: ItemID?,
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snapshot: BoardModel
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) -> Resolution? {
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let lanes = snapshot.lanes.filter { !$0.isDeleted }
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guard !lanes.isEmpty else { return nil }
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if selection.liveness == .live, !selection.ids.isEmpty {
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// The last selected member in flatten order — lane `order`, then card `order`, the
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// multi-drag order (04, settled; the same anchor serves paste). The snapshot's lanes
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// and cards are already in display order, so the flatten order is one walk, and the
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// *last* hit is the anchor. Selection is homogeneous (cards XOR lanes), so only one of
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// the two branches ever fires within a walk; a sole selection is simply the degenerate
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// one-member case of the same rule.
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var anchor: Resolution?
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for lane in lanes {
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// A selected lane: creation appends at its bottom, Return consistency.
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if selection.ids.contains(lane.id) {
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anchor = Resolution(laneID: lane.id, anchorCardID: nil)
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}
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// A selected card: its lane, immediately after it — paste-anchor consistency.
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for card in lane.cards where !card.isDeleted && selection.ids.contains(card.id) {
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anchor = Resolution(laneID: lane.id, anchorCardID: card.id)
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}
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}
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if let anchor { return anchor }
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// The ids name nothing the board renders — a selection the next reload will drop.
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// Falls through to the last-active lane rather than refusing: the user pressed ⌘N and
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// the board has lanes.
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}
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// Nothing selected, a tombstoned selection, or a stale one: the lane that most recently
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// held selection or a creation, and the first lane when there is no such lane (or it has
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// since gone).
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if let lastActiveLaneID, let lane = lanes.first(where: { $0.id == lastActiveLaneID }) {
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return Resolution(laneID: lane.id, anchorCardID: nil)
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}
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return lanes.first.map { Resolution(laneID: $0.id, anchorCardID: nil) }
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}
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}
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