Files
lanework/Kanban/UI/Board/SelectionClicks.swift
T
rzen 9c857ae0cc Selected-ness rides down as a compared parameter — a marquee crossing repaints its faces, not the board
A selection change re-ran every CardFaceView on the board (180 bodies ≈ 85 ms on
the 6×30 fixture, 515 ≈ 233 ms on a real 515-card board, debug): the face's body
read store.selection in three places — isSelected, the drag replica's count, and
the context menu's styleTarget — and Observation invalidates every reader of the
property, past the equatable gate entirely. The band overlay stayed cheap, which
is why the marquee tracked the cursor while the highlight lagged ~0.4 s behind.

Now LaneView and TrashLaneView hoist one selection read per body and hand each
face isSelected/selectedCount as compared parameters; StyleMenuItems takes its
target as a deferred closure; TrashLaneRowView gains the same treatment plus the
Equatable gate it never needed before. Select-one-card: 180 bodies → 1. A
growing band costs the selection's own running size; the real board's crossing
fell 233 → 112 ms — the remainder is lane bodies re-measuring their masonry, a
separate lane-level finding recorded in RENDER-INSTRUMENTATION.md.

Also: select() gains defaultsSoleMember — the marquee's explicit nils never
avoided the sole-member default, so a one-card band acquired a selectionHead and
could scroll the lane out from under its own drag.

MarqueeRenderCostTests pins the shape: redundant samples cost zero bodies, a
growing band pays per crossing, and selectionStillRepaints holds a ≤8 budget.
2026-08-07 15:10:35 -04:00

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import AppKit
import SwiftUI
// MARK: - The modifier a click carried
extension ClickModifier {
/// The modifier the keyboard is holding **right now**, reduced to the grammar's three cases.
///
/// Read from `NSEvent.modifierFlags` rather than from the gesture value, because SwiftUI's
/// `TapGesture` hands its handler nothing about the event — and `EventModifiers` on a
/// `.modifiers(_:)`-qualified gesture would need one recogniser per modifier, three of which
/// would then race to consume the same click.
///
/// **⌘ wins over ⇧** when both are down: 04-interactions.md gives the two no combined meaning
/// ("⌘-click toggles; ⇧-click range-extends"), so the reduction happens once, here, and no call
/// site re-decides it.
@MainActor
static var current: ClickModifier {
let flags = NSEvent.modifierFlags
if flags.contains(.command) { return .command }
if flags.contains(.shift) { return .shift }
return .plain
}
}
// MARK: - The click a handler is riding
/// Which click of a multi-click run the current gesture handler is riding — `NSEvent.clickCount`
/// off the event being dispatched, read the way `ClickModifier.current` reads the keyboard:
/// SwiftUI's `TapGesture` hands its handler nothing about the event.
///
/// **This is how a surface without a drag source gets a double-click meaning** (the 2026-08-06
/// click-latency fix). A second tap recogniser is never the way: a *multi-click* recogniser on a
/// dragless subtree — a sequential `.onTapGesture(count: 2)` or even a simultaneous two-tap —
/// makes macOS hold every primary click on that subtree pending disambiguation for the system
/// double-click interval. (A real `.onDrag` forces immediate delivery, which is why the card
/// faces, the lane header and the trash rows — `CardFaceView`'s simultaneous arrangement — can
/// carry one and stay instant. A lone count-1 tap needs no such help: measured on real events
/// 2026-08-07, `LaneView`'s dragless empty-space layer fires in ~13 ms — there is nothing to
/// disambiguate. And an `.onDrag` must never be added there *for* delivery: even an
/// empty-provider drag source claims drags outright and kills the rubber band's simultaneous
/// `DragGesture`.) A single `.onTapGesture` fires once per click of a run, so branching on this
/// count expresses "first click selects, second creates" — Finder's cadence — with exactly one
/// recogniser and nothing to disambiguate.
enum PointerClick {
/// The `clickCount` of the click being handled: 1 for a lone click or a run's first, 2 for
/// the second click of a double, and so on.
///
/// `NSApp.currentEvent` rather than a stored flag: the event being dispatched *is* the click,
/// and AppKit's `clickCount` already embodies the system double-click interval and the
/// spatial-proximity rule, so no timer here could disagree with the event stream's own
/// pairing. A current event that is not a mouse click (or is absent — a synthetic call) reads
/// as a first click, which fails toward the single-click action: selection stays reachable.
@MainActor
static var count: Int {
guard let event = NSApp.currentEvent else { return 1 }
switch event.type {
case .leftMouseDown, .leftMouseUp: return max(1, event.clickCount)
default: return 1
}
}
}
// MARK: - The rubber band's gesture
/// What a board window lends its empty surfaces so each can be a rubber band: the one session, the
/// one target registry, and the store the band selects into.
///
/// `BoardDropContext`'s sibling in role — the strip owning state that a leaf gesture needs — but a
/// value rather than a pair of closures, because all three surfaces (lane empty space, the board
/// backdrop, the trash column) want the *same* gesture rather than three variations threaded with
/// different geometry. Only the side differs, and that is the parameter.
@MainActor
struct MarqueeControl {
let session: MarqueeSession
let registry: MarqueeTargetRegistry
let store: BoardStore
/// Whether two of these lend the same band — the whole of what this value contributes to
/// `LaneView.==` and `CardFaceView.==` (`BoardDropContext.isEquivalent(to:)` is its twin).
///
/// All three members are window-lived objects, so identity is the comparison: this struct holds
/// no geometry and no closures of its own, and the strip rebuilds it on every body pass.
nonisolated func isEquivalent(to other: MarqueeControl) -> Bool {
session === other.session
&& registry === other.registry
&& store === other.store
}
/// The band, as one gesture attached with `simultaneousGesture` wherever empty space is.
///
/// - **The begin guard is geometric**: a drag whose start lands inside a registered frame is
/// somebody else's (a card drag, a drag out of the trash), so no band begins and the sample
/// loop simply keeps declining for the rest of that drag. Deciding this by frames rather than
/// by gesture priority is what keeps the two from fighting, and it stays correct as the
/// masonry reflows.
/// - **The container is fixed at the origin** — 04-interactions.md ▸ The trash's rule ("the
/// rubber band stays on the side it started on"), stored in the session so a band dragged
/// across the boundary keeps its meaning.
/// - **Live-updating, not commit-on-release**: each sample recomputes the whole set from the
/// band, so the selection follows the cursor both ways. An empty band clears rather than
/// leaving the last non-empty one standing.
/// - **Alive under the read-only lock**: selection is not a mutation (02-architecture.md § The
/// lock's scope), and no `isEditingInline` guard either — a click-away mid-rename already
/// commits through the field's own focus loss.
func gesture(in container: ItemContainer) -> some Gesture {
DragGesture(minimumDistance: MarqueeSession.minimumDistance, coordinateSpace: .named(BoardView.stripSpace))
.onChanged { value in
if !session.isActive {
guard !registry.contains(value.startLocation) else { return }
session.begin(at: value.startLocation, in: container)
}
session.update(to: value.location)
guard let rect = session.rect else { return }
let ids = MarqueeMath.selection(rect: rect, targets: registry.all, in: session.container)
if ids.isEmpty {
store.clearSelection()
} else {
// Neither cursor: a band names no click to range from and no item to arrow from,
// so a ⇧-click after one acts plain and an arrow re-derives a position from the
// set's last member (`TransientBoardState.selectionAnchor`, `selectionHead`).
//
// **`defaultsSoleMember: false` is what says that, and the explicit `nil`s never
// did.** `nil` *is* the default, so a band that swept exactly one card used to
// pick up both cursors anyway — harmless for the anchor, not for the head:
// `LaneView.cardStack` watches `selectionHead` and scrolls the lane to it, which
// means a one-card band could scroll the board out from under the drag that was
// drawing it. The flag is the only way to spell "no gesture named these".
store.select(
ids, in: session.container, anchor: nil, head: nil, defaultsSoleMember: false
)
}
}
.onEnded { _ in session.end() }
}
}
// MARK: - Registering a sweepable frame
extension View {
/// Keeps this item's drawn frame in the window's marquee registry, and takes it out again when
/// the view goes away.
///
/// The frame is measured in `BoardView.stripSpace`, the one space every marquee coordinate lives
/// in — the band's own points come from a drag gesture in the same space, so no conversion
/// happens anywhere.
///
/// **This is also how the search filter reaches the band and the arrows** (04-interactions.md
/// § Search, "marquee, … arrow nav … all read it"): a card the filter hides is never built, so
/// it registers nothing, and the two surfaces that navigate by drawn frames narrow with the
/// masonry rather than re-running the predicate.
///
/// **A leaving card stays input-reachable for its out-transition** (04-interactions.md § Search,
/// settled): "marquee and arrow targets deregister when the ~0.28 s animate-out ends, so a card
/// mid-departure is briefly reachable while already out of the selection — accepted: it is
/// literally on screen for that span, and closing the window would teach three input sites a
/// predicate the layout already applied". That is this modifier's construction rather than a rule
/// it implements: `onDisappear` fires when SwiftUI really removes the view — at the end of the
/// card transition `Motion.contentReflow` is timing — not when the query changed, so the
/// registration outlives the filter by exactly the length of the animation and not a frame more.
/// The card has already left the selection by then (`TransientBoardState.constrainToSearch(in:)`
/// runs at the keystroke), which is what makes the window visible rather than phantom.
@MainActor
func marqueeTarget(
_ id: ItemID,
kind: SelectionKind,
container: ItemContainer,
in registry: MarqueeTargetRegistry
) -> some View {
// The space name is read here, on the main actor, rather than inside the measuring closure:
// `BoardView` is main-actor-isolated by its `View` conformance, and the closure is not.
let space = BoardView.stripSpace
return onGeometryChange(for: CGRect.self) { proxy in
proxy.frame(in: .named(space))
} action: { frame in
registry.update(MarqueeTarget(id: id, kind: kind, container: container, frame: frame))
}
.onDisappear { registry.remove(id) }
}
}