Phase 3 finishes the pivot at the surface. One card face serves two containers: CardFaceView extracted with a role — board or trash — so stripe, tint, chip, selection stroke, cut dim, marquee registration, and drag are shared by construction, the trash side differing only in its absences: no Open, no rename, no Style, no file-hover highlight, and a Delete that goes through the confirmation host. The column rewrote around the lanes' own single-column masonry so drag reflow reads as positional slides; chrome stays the hatched header, symbol, and count — 11 gives Empty Trash to the File menu alone. Two real grammar bugs die here: plain Backspace on a trash selection purged without the confirmation the menu raises, and the context menu's Delete resolved against the standing selection, so right-clicking a trash card under a board selection silently did nothing — it now stages the clicked set explicitly. Open, Rename, Style, and Empty Trash validation became testable store seams; the column is one named accessibility container of ordinary card elements. The tombstone era is swept: deleteItem, restoreItem, stripTombstonedChildren — dead since lane copies stopped nesting trash — the restore verb, the unreachable put-back banner row, and every quasi-lane doc comment. Claude-Session: https://claude.ai/code/session_01SR4XGjmBE16ZUYWpfFHXwY
199 lines
12 KiB
Swift
199 lines
12 KiB
Swift
import CoreGraphics
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/// The board strip's geometry, as pure arithmetic — no view, no window, no state
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/// (`LaneLayoutMathTests`).
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///
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/// Two rules from 03-board-ui.md meet here, and they are deliberately *different* mechanisms
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/// sharing one set of numbers:
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///
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/// - **Full visibility** (§ Layout — full visibility): the window's width divides across the lanes'
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/// width units, so `standardWidth` is the whole of the resting layout. There is no horizontal
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/// scroll and no minimum lane width to honour — enough units in a small window compress every
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/// lane, and that is accepted rather than floored.
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/// - **The right-edge drag** (§ Lane): a snap between whole unit counts that grows or shrinks the
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/// *window* by one standard width per tick, so the other lanes keep their exact pixels.
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/// `slotWidth`, `snappedUnits`, `resistedWidth` and `maxUnits` are that interaction's arithmetic,
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/// ported from the pathfinder's proven `ColumnResizeMath` (its reasoning is reproduced below,
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/// since the behaviour is what was proven, not the code).
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///
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/// The one behavioural difference from the pathfinder: **Lanework has no upper width cap.** A lane
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/// spans any whole number of units ≥ 1, so `allowedRange`'s ceiling is only ever the on-screen fit
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/// (`maxUnits`) — there is no `Column.widthRange` equivalent to fold in, and shrinking is always
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/// allowed.
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enum LaneLayoutMath {
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// MARK: - The resting layout
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/// The 1× (one unit) lane width for a strip `stripWidth` points wide laying out `totalUnits`
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/// whole units with `gap` between lanes **and `gap` again outside the first and the last** —
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/// hence `totalUnits + 1` gaps: the `totalUnits - 1` interior ones plus the strip's two outer
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/// margins. The strip therefore always exactly fills, which is what "every lane is always on
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/// screen" means arithmetically (03-board-ui.md § Layout — full visibility).
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///
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/// **Floored at 1pt, and at nothing else.** The design is explicit that the degenerate case is
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/// accepted, not floored: a minimum lane width would reintroduce horizontal scroll, which was
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/// considered in the pathfinder and deliberately rejected. The 1pt floor exists only so a frame
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/// is never zero or negative — the pathological input (a strip narrower than its own gaps) must
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/// not produce a negative size for SwiftUI to complain about.
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static func standardWidth(stripWidth: CGFloat, totalUnits: Int, gap: CGFloat) -> CGFloat {
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let count = CGFloat(max(1, totalUnits))
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return max(1, (stripWidth - gap * (count + 1)) / count)
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}
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/// The rendered width of a `units`-unit lane: `units` standard widths plus the `units - 1`
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/// interior gaps it swallows. `BoardView`'s per-lane frame is this exact expression, so a
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/// snapped slot and a committed lane are the same pixels.
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static func slotWidth(units: Int, standard: CGFloat, gap: CGFloat) -> CGFloat {
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standard * CGFloat(units) + gap * CGFloat(units - 1)
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}
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/// The whole units a lane spans on screen: its `width` when that read as a valid integer, 1
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/// otherwise.
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///
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/// `Lane.width` is a **lenient** field (01-storage-format.md § Frontmatter): a missing key or
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/// a non-numeric/fractional value arrives here as `.missing` or `.malformed` and renders as
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/// one unit, while an exact-integer reading below 1 (zero, negative) is no longer malformed at
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/// all — it coerces to 1 at the read side (**ranges are part of the sensible reading**,
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/// settled). Either way the bytes on disk are left exactly as the author wrote them until the
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/// user actually changes the width, at which point the Writer replaces them with an integer
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/// (`BoardStore.setLaneWidth`). The `max(1,)` is belt over braces: the read side already never
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/// produces anything below 1, and this function is the single place the rest of the UI asks
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/// "how many units does this lane span".
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static func displayUnits(of lane: Lane) -> Int {
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max(1, lane.width.value ?? 1)
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}
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/// The unit total a strip of `lanes` divides across — the sum of their display units, never
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/// below 1 so `standardWidth` cannot be handed a zero divisor for an empty board.
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///
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/// The caller decides *which* lanes: the strip passes the snapshot's, in order. There is no
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/// liveness question left to ask — "Cards only. Lanes are never trashed" (03-board-ui.md §
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/// Trash), so every lane the snapshot holds is a lane on screen consuming its units.
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///
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/// **`trashUnits` is the trash column's fixed one unit, and it is *only* consumed while shown**
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/// (03-board-ui.md § Trash): the trash "spans a fixed one width unit — no `width` frontmatter,
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/// and neither the stepper nor the edge drag applies — consumed only while shown". Passing it
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/// here rather than fabricating a `Lane` for the trash is what keeps that true: there is no lane
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/// value anywhere that a reorder, a resize or a width write could reach.
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///
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/// Show/Hide Trash is therefore a **re-divide trigger** and nothing more — the window is
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/// untouched, and the existing width divides across one more (or one fewer) unit, exactly as a
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/// lane add does (§ Layout — full visibility).
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static func totalUnits(of lanes: [Lane], trashUnits: Int = 0) -> Int {
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max(1, lanes.reduce(0) { $0 + displayUnits(of: $1) } + max(0, trashUnits))
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}
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// MARK: - Hit testing
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/// Which lane sits under `x` in strip coordinates (0 at the strip's leading edge, outer margin
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/// included) — an index into `unitCounts`, or `nil` when `x` is not over a lane at all.
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///
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/// **The gaps and the margins answer `nil` deliberately**, and so does everything past the last
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/// lane — which is where the trash column sits. That is the whole of drag-to-restore's
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/// "a drop anywhere else is a no-op" (03-board-ui.md § Trash): a drop that does not land
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/// squarely on a live lane writes nothing rather than guessing at the nearest one.
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///
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/// Same analytic geometry as `DropSlotMath.laneExtents` — resting positions computed from
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/// the unit counts, never measured frames (03-board-ui.md § Motion, "motion never feeds back
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/// into logic").
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static func laneIndex(atX x: CGFloat, unitCounts: [Int], standard: CGFloat, gap: CGFloat) -> Int? {
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var left = gap
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for (index, units) in unitCounts.enumerated() {
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let width = slotWidth(units: units, standard: standard, gap: gap)
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if x >= left, x < left + width { return index }
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left += width + gap
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}
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return nil
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}
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// MARK: - The drag's snap
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/// The snapped unit count after a live-width change: `currentUnits` unless the live width has
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/// moved far enough into "shadow leads" territory for an adjacent slot, in which case it ticks
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/// by exactly one.
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///
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/// This is an ASYMMETRIC snap, not a midpoint-±-band around a boundary: the shadow (the snapped
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/// count, which sizes the visible slot) leads the live edge going up and deliberately lags it
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/// coming back down.
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///
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/// • Tick UP fires the instant the live edge clears the FAR side of the gap that trails slot
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/// `k` — `liveWidth > slotWidth(k) + gap` — which is exactly where the next lane's content
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/// would start. The moment the cursor has eaten the whole gap, the bigger slot is already
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/// the honest read of what is under it, so the shadow jumps there right away: it never
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/// lags, and the live edge can only ever overhang the shadow by at most one gap width,
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/// transiently, in the instant just before a tick.
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/// • Tick DOWN fires only once the live edge has retreated `reentry` (10pt, fixed) back INTO
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/// that same gap — `liveWidth < slotWidth(k - 1) + gap - reentry` — rather than at the
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/// mirror image of the tick-up threshold. Shrinking back the instant the edge re-enters the
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/// gap it just cleared would flap the window on the smallest jitter right at the crossing;
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/// requiring a real 10pt of retreat means the cursor has to mean it. (03-board-ui.md § Lane
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/// names exactly this: "shadow snaps at the inter-column gap with 10pt release hysteresis".)
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///
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/// `reentry` is the ONLY hysteresis in this design — it exists to give the tick-down threshold
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/// room, not to make the two thresholds symmetric. Stability follows from the two thresholds
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/// never meeting: for shadow `k` the hold band is `(slotWidth(k - 1) + gap - reentry,
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/// slotWidth(k) + gap]`, which stays non-empty as long as `standard` is many times larger than
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/// 10pt (true of every lane width a real window produces), so calling this on every drag event
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/// never oscillates.
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///
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/// Ticks are capped to `allowedRange`, which in Lanework folds in **only** the on-screen fit
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/// (`maxUnits`) — there is no width cap to respect (03-board-ui.md § Lane: "1×, 2×, 3×, … — no
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/// cap"), and the uncapped widths beyond the screen's capacity are the stepper's business, not
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/// the drag's.
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static func snappedUnits(
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liveWidth: CGFloat,
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currentUnits: Int,
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standard: CGFloat,
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gap: CGFloat,
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allowedRange: ClosedRange<Int>,
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reentry: CGFloat
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) -> Int {
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let currentSlot = slotWidth(units: currentUnits, standard: standard, gap: gap)
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if currentUnits < allowedRange.upperBound, liveWidth > currentSlot + gap {
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return currentUnits + 1
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}
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if currentUnits > allowedRange.lowerBound {
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let previousSlot = slotWidth(units: currentUnits - 1, standard: standard, gap: gap)
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if liveWidth < previousSlot + gap - reentry {
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return currentUnits - 1
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}
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}
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return currentUnits
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}
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/// The live width rubber-banded to stay near the allowed slot range: inside `[minSlot,
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/// maxSlot]` the proposed width passes through untouched; beyond either end only `resistance`
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/// (0.25) of the overshoot is applied, so the edge visibly resists but still gives, signalling
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/// the bound without a hard stop (03-board-ui.md § Lane: "Growth hard-stops at the screen's
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/// visible frame, with rubber-band feedback"). The snap tick never follows the width past the
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/// bound (see `snappedUnits`' clamp), so this is purely cosmetic give.
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static func resistedWidth(
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proposed: CGFloat,
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minSlot: CGFloat,
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maxSlot: CGFloat,
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resistance: CGFloat
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) -> CGFloat {
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if proposed < minSlot { return minSlot - (minSlot - proposed) * resistance }
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if proposed > maxSlot { return maxSlot + (proposed - maxSlot) * resistance }
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return proposed
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}
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/// The largest unit count that fits on screen: `currentUnits` plus as many whole `step`
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/// (= standard + gap) growths as the window has room to expand into before its right edge would
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/// pass the screen's visible frame. **Never less than `currentUnits`** — shrinking is always
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/// allowed regardless of screen room, including from a window already hanging off the edge
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/// (negative headroom).
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///
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/// Unlike the pathfinder's twin there is no width ceiling to `min` against: the drag's only
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/// bound is the screen, because it is the mechanism that grows the window. Larger widths are
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/// reachable through the stepper, which re-divides instead (03-board-ui.md § Lane).
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///
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/// Pure so it can be unit-tested; the session computes `headroom` from the live window and its
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/// screen and defers the arithmetic here.
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static func maxUnits(currentUnits: Int, headroom: CGFloat, step: CGFloat) -> Int {
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guard step > 0, headroom.isFinite else { return currentUnits }
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let extra = Int(floor(max(0, min(headroom, CGFloat(Int.max) / 2)) / step))
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return max(currentUnits, currentUnits + extra)
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}
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}
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