feat: Refactor tag drag and drop interactions
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Design Document: Spatial Workspace Architecture Refactor
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Status: Draft Target System: Desk/Workspace (Canvas, Dragging, Physics) Primary Goal: Decompose "God Objects" into a composable, layered architecture to improve performance, maintainability, and testability.
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1. Executive Summary
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The current implementation relies on a monolithic class (WorkspaceEngine) and an overloaded hook (useDeskPointer). This coupling forces React to handle high-frequency logic (physics/drag), resulting in brittle code and potential performance bottlenecks.
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The Proposal: Transition to a Layered Architecture. We will separate "Pure Math" (Physics/Geometry), "Mutable State" (Performance), and "React Interaction" (Events/Business Logic).
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2. Architectural Overview
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We will adopt a unidirectional, event-driven flow for interactions, bypassing React's render cycle for high-frequency updates (dragging/animating), while using React for low-frequency updates (selection/mounting).
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The Four Layers
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The Physics Layer (Core): Stateless, pure functions for geometry and kinetics.
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The Scene Layer (Store): A lightweight, mutable registry that holds the "truth" of layout (x, y, rotation) and manages direct DOM updates.
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The Interaction Layer (Hooks): React hooks that bind DOM events to the Scene Layer.
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The Persistence Layer: An asynchronous observer that syncs the Scene Layer to the Backend/DB.
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Code-Snippet
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graph TD
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User[User Input] -->|Pointer Events| Interaction[Interaction Layer Hooks]
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Interaction -->|Calculate| Physics[Physics Layer Pure Math]
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Interaction -->|Update| Scene[Scene Layer Mutable Store]
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Scene -->|Direct Manipulation| DOM[DOM Elements 60fps]
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Scene -.->|Debounced Snapshot| DB[Persistence Layer]
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3. Detailed Component Design
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Layer 1: Physics & Geometry (lib/spatial)
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Responsibility: Pure math. No side effects. No DOM references.
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Key Modules:
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geometry.ts: Hit testing, polygon intersection, coordinate projection (Screen <-> Canvas).
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kinetics.ts: Inertia decay, angular velocity calculation, clamping.
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Benefit: 100% Unit testable without mocking the DOM.
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Layer 2: The Scene Store (lib/scene)
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Responsibility: High-performance state management. It acts as the bridge between React and the DOM.
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Structure:
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TypeScript
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class SceneStore {
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// Fast lookups
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items: Map<string, SceneItem>;
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// Updates DOM style immediately, skips React render
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updateItem(id, transform) { ... }
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// Used by Persistence Layer
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getSnapshot() { ... }
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}
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Why: React State is too slow for 60fps drag interactions on complex DOM trees. We need direct manipulation.
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Layer 3: Interaction Hooks (hooks/)
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We split the "God Hook" (useDeskPointer) into specific responsibilities.
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usePointerGesture:
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Role: The "driver." Handles down, move, up, cancel.
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Logic: Manages drag thresholds, long-press timers, and distinguishing taps from drags.
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Output: Emits high-level events: onTap, onDragStart, onDrag, onDragEnd.
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useSpatialQuery:
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Role: The "eyes."
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Logic: Wraps lib/spatial. Given an event (x, y), returns [DocID, StackInfo].
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useDragController:
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Role: The "business logic."
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Logic: Listens to usePointerGesture. When a drag starts:
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Locks the React View (prevents re-renders).
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Calculates physics via lib/spatial.
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Pushes updates to SceneStore.
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On release, triggers inertia animation loop.
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Layer 4: Persistence (Observer)
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Role: Syncs the mutable SceneStore back to the database.
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Mechanism:
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Subscribes to onDragEnd or an internal dirty flag in the Store.
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Uses a debounce strategy (e.g., wait 500ms after last movement) to save to the backend.
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4. Data Flow Scenarios
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Scenario A: Selecting a Card
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User: Clicks on a card.
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usePointerGesture: Detects pointerDown + pointerUp (no movement). Fires onTap.
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useDeskSelection: Receives onTap. Checks event.metaKey. Updates React State (setSelectedIds).
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React: Re-renders to show selection border.
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Scenario B: Dragging a Card (The Performance Path)
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User: Presses and moves mouse > 5px.
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usePointerGesture: Fires onDragStart.
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useDragController:
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Calculates initialOffsets.
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While moving:
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Calculates new x, y, rotation (using Physics Layer).
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Calls SceneStore.updateItem().
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Result: The DOM element moves via CSS Transform. React does not re-render.
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User: Releases mouse.
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useDragController: Fires onDragEnd. Starts Inertia Animation loop (updating SceneStore via requestAnimationFrame).
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Persistence: Detects end of movement, saves new coordinates.
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5. Migration Strategy
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We will apply the Strangler Fig Pattern: replacing pieces of the monolith gradually.
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Phase 1: Math Extraction (Safe)
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Extract geometry/physics logic from WorkspaceEngine and pointerUtils into pure functions in lib/spatial.
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Risk: Low.
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Phase 2: The Gesture Hook (Cleanup)
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Implement usePointerGesture. Replace the event listeners in useDeskPointer with this hook.
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Risk: Low.
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Phase 3: The Scene Store (Core Replacement)
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Build SceneStore.
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Modify useDocumentDrag to write to SceneStore instead of WorkspaceEngine.
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Risk: Medium. Visual synchronization bugs might occur during transition.
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Phase 4: Persistence Decoupling
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Move loadPersistedLayout and upsertLayoutRecords out of the Engine and into a specialized React Effect or standard async function triggered by the Store.
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6. Comparison: Old vs. New
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Feature Old Architecture New Architecture
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State Monolithic Class (WorkspaceEngine) Mutable Store (SceneStore) + React State
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Dragging Mixed into Engine & Hooks Isolated Controller Hook
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Physics Hardcoded in Engine Pure Functional Module
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DOM Access Cached Refs inside Engine Direct management via Store
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Testing Difficult (Mocking Engine required) Easy (Test Physics/Store in isolation)
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7. Open Questions / Risks
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Z-Index Management: Currently handled by zCounter in the Engine. The SceneStore must maintain a global Z-index counter to ensure "Bring to Front" works reliably.
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** React Context vs. Global Singleton:** Should SceneStore be a global singleton or provided via Context?
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Decision: Context. This allows multiple independent Workspaces on one screen if needed in the future.
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