refactor(itinerary): extract reordering logic into pure functions
Extract all itinerary reordering logic from ItineraryTableViewController into ItineraryReorderingLogic.swift for testability. Key changes: - Add flattenDays, dayNumber, travelRow, simulateMove pure functions - Add calculateSortOrder with proper region classification (before/after games) - Add computeValidDestinationRowsProposed with simulation+validation pattern - Add coordinate space conversion helpers (proposedToOriginal, originalToProposed) - Fix DragZones coordinate space mismatch (was mixing proposed/original indices) - Add comprehensive documentation of coordinate space conventions Test coverage includes: - Row flattening order and semantic travel model - Sort order calculation for before/after games regions - Travel constraints validation - DragZones coordinate space correctness - Coordinate conversion helpers - Edge cases (empty days, multi-day trips) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
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SportsTime/Features/Trip/Views/ItineraryReorderingLogic.swift
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921
SportsTime/Features/Trip/Views/ItineraryReorderingLogic.swift
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//
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// ItineraryReorderingLogic.swift
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// SportsTime
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//
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// Pure functions for itinerary reordering logic.
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// Extracted from ItineraryTableViewController for testability.
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//
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// All functions in this enum are pure - they take inputs and return outputs
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// with no side effects, making them fully unit-testable without UIKit.
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//
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// SEMANTIC TRAVEL MODEL:
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// - Travel items are positioned semantically via (day, sortOrder), not structurally.
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// - Travel can appear before games (sortOrder < 0) or after games (sortOrder >= 0).
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// - The legacy `travelBefore` field on ItineraryDayData is IGNORED by flattenDays.
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// - All movable items (custom + travel) use the same day computation: backward scan to nearest dayHeader.
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//
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// COORDINATE SPACE CONVENTIONS:
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//
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// Two coordinate spaces exist during drag-drop operations:
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//
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// 1. ORIGINAL SPACE (flatItems indices)
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// - Row indices in the current flatItems array: 0..<flatItems.count
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// - Used by: DragZones (invalidRowIndices, validDropRows), UI highlighting
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// - Source row is always specified in original space
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//
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// 2. PROPOSED SPACE (UITableView post-removal)
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// - Row indices after sourceRow is removed from the array
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// - After removal: array has count-1 elements, valid insert positions are 0...(count-1)
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// - Used by: UITableView delegate methods, computeValidDestinationRowsProposed return value
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// - Proposed index N means: remove source, insert at position N in the remaining array
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//
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// FUNCTION REFERENCE:
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// - simulateMove: Takes PROPOSED index → returns post-move array + actual destination
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// - computeValidDestinationRowsProposed: Returns PROPOSED indices (for tableView delegate)
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// - calculateSortOrder: Takes row in POST-MOVE array (item already at destination)
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// - calculateTravelDragZones/calculateCustomItemDragZones: Return ORIGINAL indices
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//
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// COORDINATE CONVERSION:
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// - proposedToOriginal(proposed, sourceRow): Converts proposed → original
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// • If proposed >= sourceRow: return proposed + 1 (shift up past removed source)
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// • If proposed < sourceRow: return proposed (unchanged)
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// - originalToProposed(original, sourceRow): Converts original → proposed
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// • If original == sourceRow: return nil (source has no proposed equivalent)
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// • If original > sourceRow: return original - 1 (shift down)
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// • If original < sourceRow: return original (unchanged)
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//
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// WHY THIS MATTERS:
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// - DragZones are used for UI highlighting (which cells to dim/enable)
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// - UI highlighting operates on the visible table, which uses ORIGINAL indices
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// - But validation uses simulation, which operates in PROPOSED space
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// - Getting this wrong causes visual bugs (wrong rows highlighted) or logic bugs
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//
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import Foundation
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// MARK: - Pure Functions for Itinerary Reordering
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/// Container for all pure reordering logic.
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/// Using an enum (no cases) as a namespace for static functions.
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enum ItineraryReorderingLogic {
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// MARK: - Row Flattening
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/// Default sortOrder for travel when lookup returns nil.
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/// Travel defaults to after-games region (positive value).
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private static let defaultTravelSortOrder: Double = 1.0
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/// Flattens hierarchical day data into a single array of row items.
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///
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/// **SEMANTIC MODEL**: This function ignores `day.travelBefore` entirely.
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/// Travel segments must be included in `day.items` with appropriate sortOrder.
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///
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/// For each day, rows are added in this order:
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/// 1. Day header - "Day N · Date"
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/// 2. Items with sortOrder < 0 (before games), sorted by sortOrder ascending
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/// 3. Games - all games for this day (grouped as one row)
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/// 4. Items with sortOrder >= 0 (after games), sorted by sortOrder ascending
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///
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/// - Parameters:
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/// - days: Array of ItineraryDayData from the wrapper
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/// - findTravelSortOrder: Closure to look up sortOrder for a travel segment
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/// - Returns: Flattened array of ItineraryRowItem
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static func flattenDays(
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_ days: [ItineraryDayData],
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findTravelSortOrder: (TravelSegment) -> Double?
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) -> [ItineraryRowItem] {
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var flatItems: [ItineraryRowItem] = []
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for day in days {
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// NOTE: day.travelBefore is IGNORED under semantic travel model.
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// Travel must be in day.items with a sortOrder to appear.
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// 1. Day header (structural anchor)
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flatItems.append(.dayHeader(dayNumber: day.dayNumber, date: day.date))
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// 2. Partition movable items around games boundary
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// Tuple includes tiebreaker for stable sorting when sortOrders are equal
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var beforeGames: [(sortOrder: Double, tiebreaker: Int, item: ItineraryRowItem)] = []
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var afterGames: [(sortOrder: Double, tiebreaker: Int, item: ItineraryRowItem)] = []
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var insertionOrder = 0
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for row in day.items {
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let sortOrder: Double
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let tiebreaker = insertionOrder
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insertionOrder += 1
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switch row {
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case .customItem(let item):
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sortOrder = item.sortOrder
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case .travel(let segment, _):
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if let so = findTravelSortOrder(segment) {
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sortOrder = so
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} else {
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// Travel without stored sortOrder gets a safe default.
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// Log a warning in debug builds - this shouldn't happen in production.
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#if DEBUG
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print("⚠️ flattenDays: Travel segment missing sortOrder: \(segment.fromLocation.name) → \(segment.toLocation.name). Using default: \(defaultTravelSortOrder)")
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#endif
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sortOrder = defaultTravelSortOrder
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}
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case .games, .dayHeader:
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// These item types are not movable and handled separately.
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// Skip explicitly - games are added after partitioning.
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continue
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}
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if sortOrder < 0 {
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beforeGames.append((sortOrder, tiebreaker, row))
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} else {
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afterGames.append((sortOrder, tiebreaker, row))
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}
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}
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// Sort by sortOrder within each region, with stable tiebreaker
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beforeGames.sort { ($0.sortOrder, $0.tiebreaker) < ($1.sortOrder, $1.tiebreaker) }
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afterGames.sort { ($0.sortOrder, $0.tiebreaker) < ($1.sortOrder, $1.tiebreaker) }
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flatItems.append(contentsOf: beforeGames.map { $0.item })
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// 3. Games for this day (bundled as one row)
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if !day.games.isEmpty {
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flatItems.append(.games(day.games, dayNumber: day.dayNumber))
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}
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// 4. Items after games
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flatItems.append(contentsOf: afterGames.map { $0.item })
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}
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return flatItems
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}
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// MARK: - Day Number Lookup
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/// Finds which day a row at the given index belongs to.
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///
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/// Scans backwards from the row to find a `.dayHeader`.
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/// Returns 1 as fallback if no header is found.
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///
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/// - Parameters:
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/// - items: The flat array of row items
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/// - row: The row index to look up
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/// - Returns: The day number (1-indexed)
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static func dayNumber(in items: [ItineraryRowItem], forRow row: Int) -> Int {
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guard !items.isEmpty else { return 1 }
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let clamped = min(max(0, row), items.count - 1)
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for i in stride(from: clamped, through: 0, by: -1) {
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if case .dayHeader(let dayNum, _) = items[i] {
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return dayNum
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}
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}
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return 1
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}
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/// Finds the row index of the day header for a specific day number.
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///
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/// - Parameters:
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/// - items: The flat array of row items
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/// - day: The day number to find
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/// - Returns: The row index, or nil if not found
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static func dayHeaderRow(in items: [ItineraryRowItem], forDay day: Int) -> Int? {
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for (index, item) in items.enumerated() {
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if case .dayHeader(let dayNum, _) = item, dayNum == day {
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return index
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}
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}
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return nil
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}
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/// Finds the row index of the travel segment on a specific day.
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///
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/// **SEMANTIC MODEL**: Does NOT use the embedded dayNumber in .travel().
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/// Instead, scans the day section (between dayHeader(day) and dayHeader(day+1))
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/// and returns the first travel row found.
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///
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/// - Parameters:
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/// - items: The flat array of row items
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/// - day: The day number to find
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/// - Returns: The row index, or nil if no travel on that day
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static func travelRow(in items: [ItineraryRowItem], forDay day: Int) -> Int? {
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// Find the day header row
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guard let headerRow = dayHeaderRow(in: items, forDay: day) else {
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return nil
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}
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// Scan forward until next day header, looking for travel
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for i in (headerRow + 1)..<items.count {
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switch items[i] {
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case .dayHeader:
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// Reached next day, no travel found
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return nil
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case .travel:
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return i
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default:
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continue
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}
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}
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return nil
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}
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/// Legacy version that uses embedded dayNumber (unreliable under semantic model).
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@available(*, deprecated, message: "Use travelRow(in:forDay:) which uses semantic day lookup")
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static func travelRowByEmbeddedDay(in items: [ItineraryRowItem], forDay day: Int) -> Int? {
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for (index, item) in items.enumerated() {
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if case .travel(_, let dayNum) = item, dayNum == day {
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return index
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}
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}
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return nil
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}
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/// Determines which day a travel segment belongs to at a given row position.
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///
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/// **SEMANTIC MODEL**: Uses backward scan to find the nearest preceding dayHeader.
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/// This is consistent with how all movable items determine their day.
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///
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/// - Parameters:
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/// - row: The row index of the travel
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/// - items: The flat array of row items
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/// - Returns: The day number the travel belongs to
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static func dayForTravelAt(row: Int, in items: [ItineraryRowItem]) -> Int {
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// Semantic model: scan backward to find the day this item belongs to
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// (same logic as dayNumber)
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return dayNumber(in: items, forRow: row)
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}
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// MARK: - Move Simulation
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/// Result of simulating a move operation.
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struct SimulatedMove {
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let items: [ItineraryRowItem]
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let destinationRowInNewArray: Int
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let didMove: Bool // false if move was invalid/no-op
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}
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/// Simulates UITableView move semantics with bounds safety.
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///
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/// UITableView moves work as: remove at sourceRow from ORIGINAL array,
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/// then insert at destinationProposedRow in the NEW array (post-removal coordinate space).
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///
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/// - Parameters:
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/// - original: The original flat items array
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/// - sourceRow: Where the item is being moved from
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/// - destinationProposedRow: Where it's being moved to (in post-removal space)
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/// - Returns: The new array, the actual destination row, and whether the move occurred
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static func simulateMove(
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original: [ItineraryRowItem],
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sourceRow: Int,
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destinationProposedRow: Int
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) -> SimulatedMove {
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// Bounds safety: return original unchanged if sourceRow is invalid
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guard sourceRow >= 0 && sourceRow < original.count else {
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return SimulatedMove(items: original, destinationRowInNewArray: sourceRow, didMove: false)
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}
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var items = original
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let moving = items.remove(at: sourceRow)
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let clampedDest = min(max(0, destinationProposedRow), items.count)
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items.insert(moving, at: clampedDest)
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return SimulatedMove(items: items, destinationRowInNewArray: clampedDest, didMove: true)
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}
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// MARK: - Coordinate Space Conversion
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/// Converts a proposed destination index to the equivalent original index.
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///
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/// UITableView move semantics: remove at sourceRow first, then insert at proposed position.
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/// This means proposed indices >= sourceRow map to original indices + 1.
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///
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/// - Parameters:
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/// - proposed: Index in post-removal coordinate space
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/// - sourceRow: The row being moved (in original space)
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/// - Returns: Equivalent index in original coordinate space
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static func proposedToOriginal(_ proposed: Int, sourceRow: Int) -> Int {
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if proposed >= sourceRow {
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return proposed + 1
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} else {
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return proposed
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}
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}
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/// Converts an original index to the equivalent proposed destination index.
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///
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/// - Parameters:
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/// - original: Index in original coordinate space
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/// - sourceRow: The row being moved (in original space)
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/// - Returns: Equivalent index in post-removal coordinate space, or nil if original == sourceRow
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static func originalToProposed(_ original: Int, sourceRow: Int) -> Int? {
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if original == sourceRow {
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// The dragged item itself has no proposed equivalent
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return nil
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} else if original > sourceRow {
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return original - 1
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} else {
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return original
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}
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}
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// MARK: - Sort Order Calculation
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/// Calculates the sortOrder for an item dropped at the given row position.
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///
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/// Uses **midpoint insertion** algorithm to avoid renumbering existing items:
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/// - Between items A(1.0) and B(2.0): new sortOrder = 1.5
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/// - First item in empty day: sortOrder = 1.0
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/// - After last item: sortOrder = last + 1.0
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/// - Before first item: sortOrder = first / 2.0
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///
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/// **Region classification**:
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/// - `row < gamesRow` => before-games region => sortOrder < 0
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/// - `row > gamesRow` => after-games region => sortOrder >= 0
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/// - `row == gamesRow` => treated as after-games (cannot drop ON games row)
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/// - No games on day => after-games region (sortOrder >= 0)
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///
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/// - Parameters:
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/// - items: The flat array of row items (with moved item already in place)
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/// - row: The row index where the item was dropped
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/// - findTravelSortOrder: Closure to look up sortOrder for travel segments
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/// - Returns: The calculated sortOrder
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static func calculateSortOrder(
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in items: [ItineraryRowItem],
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at row: Int,
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findTravelSortOrder: (TravelSegment) -> Double?
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) -> Double {
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let day = dayNumber(in: items, forRow: row)
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// Find games row for this day (if any)
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var gamesRow: Int? = nil
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for i in 0..<items.count {
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if case .games(_, let d) = items[i], d == day {
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gamesRow = i
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break
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}
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if case .dayHeader(let d, _) = items[i], d > day {
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break
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}
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}
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// Strict region classification:
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// - row < gamesRow => before-games (negative sortOrder)
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// - row >= gamesRow OR no games => after-games (positive sortOrder)
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let isBeforeGames: Bool
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if let gr = gamesRow {
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isBeforeGames = row < gr
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} else {
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isBeforeGames = false // No games means everything is "after games"
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}
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/// Get sortOrder from a movable item (custom item or travel)
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func movableSortOrder(_ idx: Int) -> Double? {
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guard idx >= 0 && idx < items.count else { return nil }
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switch items[idx] {
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case .customItem(let item):
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return item.sortOrder
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case .travel(let segment, _):
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return findTravelSortOrder(segment)
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default:
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return nil
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}
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}
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/// Scan backward from start, stopping at boundaries, looking for movable items in the same region
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func scanBackward(from start: Int) -> Double? {
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var i = start
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while i >= 0 {
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// Stop at day boundaries
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if case .dayHeader(let d, _) = items[i] {
|
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if d != day { break }
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break // Stop at own day header too
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}
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// Stop at games boundary (don't cross into other region)
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if case .games(_, let d) = items[i], d == day { break }
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if let v = movableSortOrder(i) {
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// Only return values in the correct region
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if isBeforeGames {
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if v < 0 { return v }
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} else {
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if v >= 0 { return v }
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}
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}
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i -= 1
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}
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return nil
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}
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/// Scan forward from start, stopping at boundaries, looking for movable items in the same region
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func scanForward(from start: Int) -> Double? {
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var i = start
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while i < items.count {
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// Stop at day boundaries
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if case .dayHeader(let d, _) = items[i] {
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if d != day { break }
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break // Stop at any day header
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}
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// Stop at games boundary (don't cross into other region)
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if case .games(_, let d) = items[i], d == day { break }
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if let v = movableSortOrder(i) {
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// Only return values in the correct region
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if isBeforeGames {
|
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if v < 0 { return v }
|
||||
} else {
|
||||
if v >= 0 { return v }
|
||||
}
|
||||
}
|
||||
i += 1
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
if isBeforeGames {
|
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// Above games: sortOrder should be negative
|
||||
let prev = scanBackward(from: row - 1)
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let next = scanForward(from: row + 1)
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||||
|
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let upperBound: Double = 0.0 // Games boundary
|
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switch (prev, next) {
|
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case (nil, nil):
|
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return -1.0
|
||||
case (let p?, nil):
|
||||
return (p + upperBound) / 2.0
|
||||
case (nil, let n?):
|
||||
// First item before games: place it before the next item.
|
||||
// n should always be negative (scanForward filters for region).
|
||||
if n >= 0 {
|
||||
// This shouldn't happen - scanForward should only return negative values
|
||||
// in before-games region. Return safe default and assert in debug.
|
||||
assertionFailure("Before-games region has non-negative sortOrder: \(n)")
|
||||
return -1.0
|
||||
}
|
||||
// Place before n by subtracting 1.0 (simpler and more consistent than min(n/2, n-1))
|
||||
return n - 1.0
|
||||
case (let p?, let n?):
|
||||
return (p + n) / 2.0
|
||||
}
|
||||
} else {
|
||||
// Below games: sortOrder should be >= 0
|
||||
let prev = scanBackward(from: row - 1) ?? 0.0
|
||||
let next = scanForward(from: row + 1)
|
||||
|
||||
switch next {
|
||||
case nil:
|
||||
return (prev == 0.0) ? 1.0 : (prev + 1.0)
|
||||
case let n?:
|
||||
return (prev + n) / 2.0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Valid Drop Computation
|
||||
|
||||
/// Computes all valid destination rows in **proposed** coordinate space.
|
||||
///
|
||||
/// For BOTH travel and custom items, we:
|
||||
/// 1. Simulate the move
|
||||
/// 2. Compute the resulting (day, sortOrder)
|
||||
/// 3. Validate with ItineraryConstraints
|
||||
///
|
||||
/// This ensures drop targets match what will actually be persisted.
|
||||
///
|
||||
/// - Parameters:
|
||||
/// - flatItems: The current flat items array
|
||||
/// - sourceRow: The row being moved
|
||||
/// - dragged: The item being dragged
|
||||
/// - travelValidRanges: Valid day ranges for travel segments
|
||||
/// - constraints: The constraint system for validation
|
||||
/// - findTravelItem: Closure to find ItineraryItem for a travel segment
|
||||
/// - makeTravelItem: Closure to create a default ItineraryItem for travel
|
||||
/// - findCustomItem: Closure to find ItineraryItem for a custom item row
|
||||
/// - findTravelSortOrder: Closure to find sortOrder for travel segments
|
||||
/// - Returns: Array of valid row indices in proposed coordinate space
|
||||
static func computeValidDestinationRowsProposed(
|
||||
flatItems: [ItineraryRowItem],
|
||||
sourceRow: Int,
|
||||
dragged: ItineraryRowItem,
|
||||
travelValidRanges: [String: ClosedRange<Int>],
|
||||
constraints: ItineraryConstraints?,
|
||||
findTravelItem: (TravelSegment) -> ItineraryItem?,
|
||||
makeTravelItem: (TravelSegment) -> ItineraryItem,
|
||||
findTravelSortOrder: @escaping (TravelSegment) -> Double?
|
||||
) -> [Int] {
|
||||
let maxProposed = max(0, flatItems.count - 1)
|
||||
guard maxProposed > 0 else { return [] }
|
||||
|
||||
switch dragged {
|
||||
case .customItem(let customItem):
|
||||
// Custom items use the same simulation+validation approach as travel
|
||||
guard let constraints = constraints else {
|
||||
// No constraint engine: allow all rows except 0 and day headers
|
||||
return (1...maxProposed).filter { proposedRow in
|
||||
let simulated = simulateMove(original: flatItems, sourceRow: sourceRow, destinationProposedRow: proposedRow)
|
||||
guard simulated.didMove else { return false }
|
||||
// Don't allow dropping ON a day header
|
||||
if case .dayHeader = simulated.items[simulated.destinationRowInNewArray] {
|
||||
return false
|
||||
}
|
||||
return true
|
||||
}
|
||||
}
|
||||
|
||||
var valid: [Int] = []
|
||||
valid.reserveCapacity(maxProposed)
|
||||
|
||||
for proposedRow in 1...maxProposed {
|
||||
let simulated = simulateMove(original: flatItems, sourceRow: sourceRow, destinationProposedRow: proposedRow)
|
||||
guard simulated.didMove else { continue }
|
||||
|
||||
let destRowInSim = simulated.destinationRowInNewArray
|
||||
|
||||
// Don't allow dropping ON a day header
|
||||
if case .dayHeader = simulated.items[destRowInSim] {
|
||||
continue
|
||||
}
|
||||
|
||||
let day = dayNumber(in: simulated.items, forRow: destRowInSim)
|
||||
let sortOrder = calculateSortOrder(in: simulated.items, at: destRowInSim, findTravelSortOrder: findTravelSortOrder)
|
||||
|
||||
// Create a temporary item model with the computed position
|
||||
let testItem = ItineraryItem(
|
||||
id: customItem.id,
|
||||
tripId: customItem.tripId,
|
||||
day: day,
|
||||
sortOrder: sortOrder,
|
||||
kind: customItem.kind
|
||||
)
|
||||
|
||||
if constraints.isValidPosition(for: testItem, day: day, sortOrder: sortOrder) {
|
||||
valid.append(proposedRow)
|
||||
}
|
||||
}
|
||||
|
||||
return valid
|
||||
|
||||
case .travel(let segment, _):
|
||||
let travelId = "travel:\(segment.fromLocation.name.lowercased())->\(segment.toLocation.name.lowercased())"
|
||||
let validDayRange = travelValidRanges[travelId]
|
||||
|
||||
// Use existing model if available, otherwise create a default
|
||||
let model = findTravelItem(segment) ?? makeTravelItem(segment)
|
||||
|
||||
guard let constraints = constraints else {
|
||||
// No constraint engine, allow all rows except 0 and day headers
|
||||
return (1...maxProposed).filter { proposedRow in
|
||||
let simulated = simulateMove(original: flatItems, sourceRow: sourceRow, destinationProposedRow: proposedRow)
|
||||
guard simulated.didMove else { return false }
|
||||
if case .dayHeader = simulated.items[simulated.destinationRowInNewArray] {
|
||||
return false
|
||||
}
|
||||
return true
|
||||
}
|
||||
}
|
||||
|
||||
var valid: [Int] = []
|
||||
valid.reserveCapacity(maxProposed)
|
||||
|
||||
for proposedRow in 1...maxProposed {
|
||||
let simulated = simulateMove(original: flatItems, sourceRow: sourceRow, destinationProposedRow: proposedRow)
|
||||
guard simulated.didMove else { continue }
|
||||
|
||||
let destRowInSim = simulated.destinationRowInNewArray
|
||||
|
||||
// Don't allow dropping ON a day header
|
||||
if case .dayHeader = simulated.items[destRowInSim] {
|
||||
continue
|
||||
}
|
||||
|
||||
let day = dayNumber(in: simulated.items, forRow: destRowInSim)
|
||||
|
||||
// Check day range constraint (quick rejection)
|
||||
if let range = validDayRange, !range.contains(day) {
|
||||
continue
|
||||
}
|
||||
|
||||
// Check sortOrder constraint
|
||||
let sortOrder = calculateSortOrder(in: simulated.items, at: destRowInSim, findTravelSortOrder: findTravelSortOrder)
|
||||
|
||||
// Create a testItem with computed day/sortOrder (like custom items do)
|
||||
// This ensures constraints.isValidPosition sees the actual proposed position
|
||||
let testItem = ItineraryItem(
|
||||
id: model.id,
|
||||
tripId: model.tripId,
|
||||
day: day,
|
||||
sortOrder: sortOrder,
|
||||
kind: model.kind
|
||||
)
|
||||
|
||||
if constraints.isValidPosition(for: testItem, day: day, sortOrder: sortOrder) {
|
||||
valid.append(proposedRow)
|
||||
}
|
||||
}
|
||||
|
||||
return valid
|
||||
|
||||
default:
|
||||
// Day headers and games can't be moved
|
||||
return []
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Drag Zones
|
||||
|
||||
/// Result of calculating drag zones for visual feedback.
|
||||
///
|
||||
/// **COORDINATE SPACE**: All indices are in ORIGINAL coordinate space (current flatItems indices).
|
||||
/// This is what the UI needs for highlighting rows before the move occurs.
|
||||
struct DragZones {
|
||||
/// Rows that should be dimmed/disabled in the UI (original indices)
|
||||
let invalidRowIndices: Set<Int>
|
||||
/// Rows where drop is allowed (original indices)
|
||||
let validDropRows: [Int]
|
||||
/// Game IDs that act as barriers for this drag
|
||||
let barrierGameIds: Set<String>
|
||||
}
|
||||
|
||||
/// Calculates drag zones for a travel segment using simulation+validation.
|
||||
///
|
||||
/// This ensures UI feedback matches what will actually be accepted on drop.
|
||||
/// Returns indices in ORIGINAL coordinate space for direct use in UI highlighting.
|
||||
///
|
||||
/// - Parameters:
|
||||
/// - segment: The travel segment being dragged
|
||||
/// - sourceRow: The current row of the travel (original index)
|
||||
/// - flatItems: The current flat items array
|
||||
/// - travelValidRanges: Valid day ranges for travel segments
|
||||
/// - constraints: The constraint system
|
||||
/// - findTravelItem: Closure to find ItineraryItem for travel
|
||||
/// - makeTravelItem: Closure to create a default ItineraryItem for travel
|
||||
/// - findTravelSortOrder: Closure to find sortOrder for travel
|
||||
/// - Returns: Drag zones with invalid rows, valid rows, and barrier game IDs (all in original space)
|
||||
static func calculateTravelDragZones(
|
||||
segment: TravelSegment,
|
||||
sourceRow: Int,
|
||||
flatItems: [ItineraryRowItem],
|
||||
travelValidRanges: [String: ClosedRange<Int>],
|
||||
constraints: ItineraryConstraints?,
|
||||
findTravelItem: (TravelSegment) -> ItineraryItem?,
|
||||
makeTravelItem: (TravelSegment) -> ItineraryItem,
|
||||
findTravelSortOrder: @escaping (TravelSegment) -> Double?
|
||||
) -> DragZones {
|
||||
// Get valid rows in PROPOSED coordinate space
|
||||
let validRowsProposed = computeValidDestinationRowsProposed(
|
||||
flatItems: flatItems,
|
||||
sourceRow: sourceRow,
|
||||
dragged: .travel(segment, dayNumber: 0), // dayNumber doesn't matter for validation
|
||||
travelValidRanges: travelValidRanges,
|
||||
constraints: constraints,
|
||||
findTravelItem: findTravelItem,
|
||||
makeTravelItem: makeTravelItem,
|
||||
findTravelSortOrder: findTravelSortOrder
|
||||
)
|
||||
|
||||
// Convert valid rows from proposed to original coordinate space
|
||||
let validRowsOriginal = validRowsProposed.map { proposedToOriginal($0, sourceRow: sourceRow) }
|
||||
let validSet = Set(validRowsOriginal)
|
||||
|
||||
// Compute invalid rows in original coordinate space
|
||||
var invalidRows = Set<Int>()
|
||||
for i in 0..<flatItems.count {
|
||||
if i == sourceRow {
|
||||
// The source row itself is neither valid nor invalid - it's being dragged
|
||||
continue
|
||||
}
|
||||
if !validSet.contains(i) {
|
||||
invalidRows.insert(i)
|
||||
}
|
||||
}
|
||||
|
||||
// Find barrier games using constraints
|
||||
var barrierGameIds = Set<String>()
|
||||
if let travelItem = findTravelItem(segment),
|
||||
let constraints = constraints {
|
||||
let barriers = constraints.barrierGames(for: travelItem)
|
||||
barrierGameIds = Set(barriers.compactMap { $0.gameId })
|
||||
}
|
||||
|
||||
return DragZones(
|
||||
invalidRowIndices: invalidRows,
|
||||
validDropRows: validRowsOriginal,
|
||||
barrierGameIds: barrierGameIds
|
||||
)
|
||||
}
|
||||
|
||||
/// Calculates drag zones for a custom item using simulation+validation.
|
||||
///
|
||||
/// This ensures UI feedback matches what will actually be accepted on drop.
|
||||
/// Returns indices in ORIGINAL coordinate space for direct use in UI highlighting.
|
||||
///
|
||||
/// - Parameters:
|
||||
/// - item: The custom item being dragged
|
||||
/// - sourceRow: The current row of the item (original index)
|
||||
/// - flatItems: The current flat items array
|
||||
/// - constraints: The constraint system
|
||||
/// - findTravelSortOrder: Closure to find sortOrder for travel
|
||||
/// - Returns: Drag zones with invalid rows and valid rows (all in original space)
|
||||
static func calculateCustomItemDragZones(
|
||||
item: ItineraryItem,
|
||||
sourceRow: Int,
|
||||
flatItems: [ItineraryRowItem],
|
||||
constraints: ItineraryConstraints?,
|
||||
findTravelSortOrder: @escaping (TravelSegment) -> Double?
|
||||
) -> DragZones {
|
||||
// Get valid rows in PROPOSED coordinate space
|
||||
let validRowsProposed = computeValidDestinationRowsProposed(
|
||||
flatItems: flatItems,
|
||||
sourceRow: sourceRow,
|
||||
dragged: .customItem(item),
|
||||
travelValidRanges: [:], // Custom items don't use travel ranges
|
||||
constraints: constraints,
|
||||
findTravelItem: { _ in nil },
|
||||
makeTravelItem: { _ in
|
||||
// This won't be called for custom items
|
||||
fatalError("makeTravelItem called for custom item")
|
||||
},
|
||||
findTravelSortOrder: findTravelSortOrder
|
||||
)
|
||||
|
||||
// Convert valid rows from proposed to original coordinate space
|
||||
let validRowsOriginal = validRowsProposed.map { proposedToOriginal($0, sourceRow: sourceRow) }
|
||||
let validSet = Set(validRowsOriginal)
|
||||
|
||||
// Compute invalid rows in original coordinate space
|
||||
var invalidRows = Set<Int>()
|
||||
for i in 0..<flatItems.count {
|
||||
if i == sourceRow {
|
||||
// The source row itself is neither valid nor invalid - it's being dragged
|
||||
continue
|
||||
}
|
||||
if !validSet.contains(i) {
|
||||
invalidRows.insert(i)
|
||||
}
|
||||
}
|
||||
|
||||
return DragZones(
|
||||
invalidRowIndices: invalidRows,
|
||||
validDropRows: validRowsOriginal,
|
||||
barrierGameIds: [] // No barrier highlighting for custom items
|
||||
)
|
||||
}
|
||||
|
||||
// MARK: - Legacy Compatibility
|
||||
|
||||
/// Legacy version of calculateTravelDragZones that doesn't require sourceRow.
|
||||
/// Uses day-range-based calculation only.
|
||||
///
|
||||
/// - Note: Prefer the version with sourceRow for accurate validation.
|
||||
@available(*, deprecated, message: "Use calculateTravelDragZones(segment:sourceRow:...) for accurate validation")
|
||||
static func calculateTravelDragZones(
|
||||
segment: TravelSegment,
|
||||
flatItems: [ItineraryRowItem],
|
||||
travelValidRanges: [String: ClosedRange<Int>],
|
||||
constraints: ItineraryConstraints?,
|
||||
findTravelItem: (TravelSegment) -> ItineraryItem?
|
||||
) -> DragZones {
|
||||
let travelId = "travel:\(segment.fromLocation.name.lowercased())->\(segment.toLocation.name.lowercased())"
|
||||
|
||||
guard let validRange = travelValidRanges[travelId] else {
|
||||
return DragZones(invalidRowIndices: [], validDropRows: [], barrierGameIds: [])
|
||||
}
|
||||
|
||||
var invalidRows = Set<Int>()
|
||||
var validRows: [Int] = []
|
||||
|
||||
for (index, rowItem) in flatItems.enumerated() {
|
||||
let dayNum: Int
|
||||
switch rowItem {
|
||||
case .dayHeader(let d, _):
|
||||
dayNum = d
|
||||
case .games(_, let d):
|
||||
dayNum = d
|
||||
case .travel(_, let d):
|
||||
dayNum = d
|
||||
case .customItem(let item):
|
||||
dayNum = item.day
|
||||
}
|
||||
|
||||
if validRange.contains(dayNum) {
|
||||
validRows.append(index)
|
||||
} else {
|
||||
invalidRows.insert(index)
|
||||
}
|
||||
}
|
||||
|
||||
// Find barrier games using constraints
|
||||
var barrierGameIds = Set<String>()
|
||||
if let travelItem = findTravelItem(segment),
|
||||
let constraints = constraints {
|
||||
let barriers = constraints.barrierGames(for: travelItem)
|
||||
barrierGameIds = Set(barriers.compactMap { $0.gameId })
|
||||
}
|
||||
|
||||
return DragZones(
|
||||
invalidRowIndices: invalidRows,
|
||||
validDropRows: validRows,
|
||||
barrierGameIds: barrierGameIds
|
||||
)
|
||||
}
|
||||
|
||||
/// Legacy version of calculateCustomItemDragZones that doesn't require sourceRow.
|
||||
///
|
||||
/// - Note: Prefer the version with sourceRow for accurate validation.
|
||||
@available(*, deprecated, message: "Use calculateCustomItemDragZones(item:sourceRow:...) for accurate validation")
|
||||
static func calculateCustomItemDragZones(
|
||||
item: ItineraryItem,
|
||||
flatItems: [ItineraryRowItem]
|
||||
) -> DragZones {
|
||||
var invalidRows = Set<Int>()
|
||||
var validRows: [Int] = []
|
||||
|
||||
for (index, rowItem) in flatItems.enumerated() {
|
||||
if case .dayHeader = rowItem {
|
||||
invalidRows.insert(index)
|
||||
} else {
|
||||
validRows.append(index)
|
||||
}
|
||||
}
|
||||
|
||||
return DragZones(
|
||||
invalidRowIndices: invalidRows,
|
||||
validDropRows: validRows,
|
||||
barrierGameIds: []
|
||||
)
|
||||
}
|
||||
|
||||
// MARK: - Utility Functions
|
||||
|
||||
/// Finds the nearest value in a sorted array using binary search.
|
||||
///
|
||||
/// - Parameters:
|
||||
/// - sorted: A sorted array of integers
|
||||
/// - target: The target value to find the nearest match for
|
||||
/// - Returns: The nearest value, or nil if array is empty
|
||||
static func nearestValue(in sorted: [Int], to target: Int) -> Int? {
|
||||
guard !sorted.isEmpty else { return nil }
|
||||
|
||||
var low = 0
|
||||
var high = sorted.count
|
||||
|
||||
// Binary search for insertion point
|
||||
while low < high {
|
||||
let mid = (low + high) / 2
|
||||
if sorted[mid] < target {
|
||||
low = mid + 1
|
||||
} else {
|
||||
high = mid
|
||||
}
|
||||
}
|
||||
|
||||
let after = (low < sorted.count) ? sorted[low] : nil
|
||||
let before = (low > 0) ? sorted[low - 1] : nil
|
||||
|
||||
switch (before, after) {
|
||||
case let (b?, a?):
|
||||
// Both exist, return the closer one
|
||||
return (target - b) <= (a - target) ? b : a
|
||||
case let (b?, nil):
|
||||
return b
|
||||
case let (nil, a?):
|
||||
return a
|
||||
default:
|
||||
return nil
|
||||
}
|
||||
}
|
||||
|
||||
/// Calculates target destination with constraint snapping.
|
||||
///
|
||||
/// If the proposed row is valid, returns it. Otherwise, snaps to nearest valid row.
|
||||
///
|
||||
/// **COORDINATE SPACE**: This function expects all indices in PROPOSED coordinate space.
|
||||
/// The caller must ensure validDestinationRows comes from computeValidDestinationRowsProposed.
|
||||
///
|
||||
/// **UX RULE**: Row 0 is forbidden (always a day header). If proposedRow <= 0, it's clamped to 1.
|
||||
/// This is a UX-level rule, not a semantic constraint - day headers cannot receive drops.
|
||||
///
|
||||
/// - Parameters:
|
||||
/// - proposedRow: The user's proposed drop position (in proposed coordinate space)
|
||||
/// - validDestinationRows: Pre-computed valid rows from computeValidDestinationRowsProposed
|
||||
/// - sourceRow: The original row (fallback if no valid destination found)
|
||||
/// - Returns: The target row to use (in proposed coordinate space)
|
||||
///
|
||||
/// - Note: Uses O(n) contains check. For repeated calls, consider passing a Set instead.
|
||||
/// However, validDestinationRows is typically small (< 50 items), so this is fine.
|
||||
static func calculateTargetRow(
|
||||
proposedRow: Int,
|
||||
validDestinationRows: [Int],
|
||||
sourceRow: Int
|
||||
) -> Int {
|
||||
// UX rule: forbid dropping at absolute top (row 0 is always a day header)
|
||||
var row = proposedRow
|
||||
if row <= 0 { row = 1 }
|
||||
|
||||
// If already valid, use it
|
||||
if validDestinationRows.contains(row) {
|
||||
return row
|
||||
}
|
||||
|
||||
// Snap to nearest valid destination (validDestinationRows must be sorted for binary search)
|
||||
return nearestValue(in: validDestinationRows, to: row) ?? sourceRow
|
||||
}
|
||||
}
|
||||
@@ -462,20 +462,8 @@ final class ItineraryTableViewController: UITableViewController {
|
||||
|
||||
/// Transforms hierarchical day data into a flat row list and refreshes the table.
|
||||
///
|
||||
/// This is the core data transformation method. It takes structured `[ItineraryDayData]`
|
||||
/// from the wrapper and flattens it into `[ItineraryRowItem]` for UITableView display.
|
||||
///
|
||||
/// **Flattening Algorithm:**
|
||||
/// For each day, rows are added in this exact order:
|
||||
/// 1. Travel (if arriving this day) - appears visually BEFORE the day header
|
||||
/// 2. Day header (with Add button) - "Day N · Date" + tappable Add button
|
||||
/// 3. Games - all games for this day (grouped as one row)
|
||||
/// 4. Custom items - user-added items, already sorted by sortOrder
|
||||
///
|
||||
/// **Why this order matters:**
|
||||
/// - Travel before header creates visual grouping: "you travel, then you're on day N"
|
||||
/// - Add button is part of header row (can't drag items between header and Add)
|
||||
/// - Games before custom items preserves the "trip-determined, then user-added" hierarchy
|
||||
/// Delegates to `ItineraryReorderingLogic.flattenDays` for the pure transformation,
|
||||
/// then updates the table view.
|
||||
///
|
||||
/// - Parameters:
|
||||
/// - days: Array of ItineraryDayData from ItineraryTableViewWrapper
|
||||
@@ -489,99 +477,33 @@ final class ItineraryTableViewController: UITableViewController {
|
||||
self.travelValidRanges = travelValidRanges
|
||||
self.allItineraryItems = itineraryItems
|
||||
self.tripDayCount = days.count
|
||||
|
||||
|
||||
// Rebuild constraints with new data
|
||||
self.constraints = ItineraryConstraints(tripDayCount: tripDayCount, items: itineraryItems)
|
||||
|
||||
flatItems = []
|
||||
|
||||
for day in days {
|
||||
// 1. Travel that arrives on this day (renders BEFORE the day header)
|
||||
// Example: "Detroit → Milwaukee" appears above "Day 3" header
|
||||
if let travel = day.travelBefore {
|
||||
flatItems.append(.travel(travel, dayNumber: day.dayNumber))
|
||||
}
|
||||
|
||||
// 2. Day header with Add button (structural anchor - cannot be moved or deleted)
|
||||
// Add button is embedded in the header to prevent items being dragged between them
|
||||
flatItems.append(.dayHeader(dayNumber: day.dayNumber, date: day.date))
|
||||
|
||||
// 3. Movable items (travel + custom) split around games boundary.
|
||||
// Convention: sortOrder < 0 renders ABOVE games; sortOrder >= 0 renders BELOW games.
|
||||
var beforeGames: [ItineraryRowItem] = []
|
||||
var afterGames: [ItineraryRowItem] = []
|
||||
|
||||
for row in day.items {
|
||||
let so: Double?
|
||||
switch row {
|
||||
case .customItem(let item):
|
||||
so = item.sortOrder
|
||||
case .travel(let segment, _):
|
||||
// Travel sortOrder is stored in itineraryItems (kind: .travel)
|
||||
so = findItineraryItem(for: segment)?.sortOrder
|
||||
default:
|
||||
so = nil
|
||||
}
|
||||
|
||||
guard let sortOrder = so else { continue }
|
||||
if sortOrder < 0 {
|
||||
beforeGames.append(row)
|
||||
} else {
|
||||
afterGames.append(row)
|
||||
}
|
||||
}
|
||||
|
||||
flatItems.append(contentsOf: beforeGames)
|
||||
|
||||
// 4. Games for this day (bundled as one row, not individually reorderable)
|
||||
if !day.games.isEmpty {
|
||||
flatItems.append(.games(day.games, dayNumber: day.dayNumber))
|
||||
}
|
||||
|
||||
flatItems.append(contentsOf: afterGames)
|
||||
|
||||
// Use pure function for flattening
|
||||
flatItems = ItineraryReorderingLogic.flattenDays(days) { [weak self] segment in
|
||||
self?.findItineraryItem(for: segment)?.sortOrder
|
||||
}
|
||||
|
||||
|
||||
tableView.reloadData()
|
||||
}
|
||||
|
||||
// MARK: - Row-to-Day Mapping Helpers
|
||||
|
||||
// MARK: - Row-to-Day Mapping Helpers (delegating to pure functions)
|
||||
|
||||
/// Finds which day a row at the given index belongs to.
|
||||
///
|
||||
/// Scans backwards from the row to find either:
|
||||
/// - A `.dayHeader` → that's the day
|
||||
/// - A `.travel` → uses the dayNumber stored in the travel item
|
||||
///
|
||||
/// This is used when a custom item is dropped to determine its new day.
|
||||
private func dayNumber(forRow row: Int) -> Int {
|
||||
for i in stride(from: row, through: 0, by: -1) {
|
||||
if case .dayHeader(let dayNum, _) = flatItems[i] {
|
||||
return dayNum
|
||||
}
|
||||
}
|
||||
return 1
|
||||
ItineraryReorderingLogic.dayNumber(in: flatItems, forRow: row)
|
||||
}
|
||||
|
||||
|
||||
/// Finds the row index of the day header for a specific day number.
|
||||
/// Returns nil if no header exists for that day (shouldn't happen in valid data).
|
||||
private func dayHeaderRow(forDay day: Int) -> Int? {
|
||||
for (index, item) in flatItems.enumerated() {
|
||||
if case .dayHeader(let dayNum, _) = item, dayNum == day {
|
||||
return index
|
||||
}
|
||||
}
|
||||
return nil
|
||||
ItineraryReorderingLogic.dayHeaderRow(in: flatItems, forDay: day)
|
||||
}
|
||||
|
||||
|
||||
/// Finds the row index of the travel segment arriving on a specific day.
|
||||
/// Returns nil if no travel arrives on that day.
|
||||
private func travelRow(forDay day: Int) -> Int? {
|
||||
for (index, item) in flatItems.enumerated() {
|
||||
if case .travel(_, let dayNum) = item, dayNum == day {
|
||||
return index
|
||||
}
|
||||
}
|
||||
return nil
|
||||
ItineraryReorderingLogic.travelRow(in: flatItems, forDay: day)
|
||||
}
|
||||
|
||||
// MARK: - Drag State Management
|
||||
@@ -647,83 +569,27 @@ final class ItineraryTableViewController: UITableViewController {
|
||||
}
|
||||
|
||||
/// Calculates invalid zones for a travel segment drag.
|
||||
///
|
||||
/// Travel items have hard constraints:
|
||||
/// - Can't leave before finishing games in departure city
|
||||
/// - Must arrive by the first game in destination city
|
||||
///
|
||||
/// Invalid zones are any rows outside the valid day range.
|
||||
/// Delegates to pure function and applies results to instance state.
|
||||
private func calculateTravelDragZones(segment: TravelSegment) {
|
||||
let travelId = "travel:\(segment.fromLocation.name.lowercased())->\(segment.toLocation.name.lowercased())"
|
||||
|
||||
// Get valid day range from pre-calculated ranges
|
||||
guard let validRange = travelValidRanges[travelId] else {
|
||||
invalidRowIndices = []
|
||||
validDropRows = []
|
||||
barrierGameIds = []
|
||||
return
|
||||
}
|
||||
|
||||
// Calculate invalid and valid row indices based on day range
|
||||
// Pre-calculate ALL valid positions for stable drag behavior
|
||||
var invalidRows = Set<Int>()
|
||||
var validRows: [Int] = []
|
||||
|
||||
for (index, rowItem) in flatItems.enumerated() {
|
||||
let dayNum: Int
|
||||
switch rowItem {
|
||||
case .dayHeader(let d, _):
|
||||
dayNum = d
|
||||
case .games(_, let d):
|
||||
dayNum = d
|
||||
case .travel(_, let d):
|
||||
dayNum = d
|
||||
case .customItem(let item):
|
||||
dayNum = item.day
|
||||
}
|
||||
|
||||
if validRange.contains(dayNum) {
|
||||
validRows.append(index)
|
||||
} else {
|
||||
invalidRows.insert(index)
|
||||
}
|
||||
}
|
||||
|
||||
invalidRowIndices = invalidRows
|
||||
validDropRows = validRows // Already sorted since we iterate in order
|
||||
|
||||
// Find barrier games using ItineraryConstraints
|
||||
if let travelItem = findItineraryItem(for: segment),
|
||||
let constraints = constraints {
|
||||
let barriers = constraints.barrierGames(for: travelItem)
|
||||
barrierGameIds = Set(barriers.compactMap { $0.gameId })
|
||||
} else {
|
||||
barrierGameIds = []
|
||||
}
|
||||
let zones = ItineraryReorderingLogic.calculateTravelDragZones(
|
||||
segment: segment,
|
||||
flatItems: flatItems,
|
||||
travelValidRanges: travelValidRanges,
|
||||
constraints: constraints,
|
||||
findTravelItem: { [weak self] segment in self?.findItineraryItem(for: segment) }
|
||||
)
|
||||
invalidRowIndices = zones.invalidRowIndices
|
||||
validDropRows = zones.validDropRows
|
||||
barrierGameIds = zones.barrierGameIds
|
||||
}
|
||||
|
||||
|
||||
/// Calculates invalid zones for a custom item drag.
|
||||
///
|
||||
/// Custom items can go on any day, but we mark certain positions as
|
||||
/// less ideal (e.g., directly on day headers or before travel).
|
||||
/// Delegates to pure function and applies results to instance state.
|
||||
private func calculateCustomItemDragZones(item: ItineraryItem) {
|
||||
// Custom items are flexible - can go anywhere except ON day headers
|
||||
// Pre-calculate ALL valid row indices for stable drag behavior
|
||||
var invalidRows = Set<Int>()
|
||||
var validRows: [Int] = []
|
||||
|
||||
for (index, rowItem) in flatItems.enumerated() {
|
||||
if case .dayHeader = rowItem {
|
||||
invalidRows.insert(index)
|
||||
} else {
|
||||
// All non-header rows are valid drop targets
|
||||
validRows.append(index)
|
||||
}
|
||||
}
|
||||
|
||||
invalidRowIndices = invalidRows
|
||||
validDropRows = validRows // Already sorted since we iterate in order
|
||||
barrierGameIds = [] // No barrier highlighting for custom items
|
||||
let zones = ItineraryReorderingLogic.calculateCustomItemDragZones(item: item, flatItems: flatItems)
|
||||
invalidRowIndices = zones.invalidRowIndices
|
||||
validDropRows = zones.validDropRows
|
||||
barrierGameIds = zones.barrierGameIds
|
||||
}
|
||||
|
||||
/// Finds the ItineraryItem model for a travel segment.
|
||||
@@ -914,52 +780,16 @@ final class ItineraryTableViewController: UITableViewController {
|
||||
}
|
||||
|
||||
/// Determines which day a travel segment belongs to at a given row position.
|
||||
///
|
||||
/// Travel conceptually "arrives on" a day - it appears BEFORE that day's header.
|
||||
/// So we scan FORWARD from the travel's position to find the next day header.
|
||||
///
|
||||
/// Example:
|
||||
/// ```
|
||||
/// [0] Travel: Detroit → Milwaukee ← If travel is here...
|
||||
/// [1] Day 3 header ← ...it belongs to Day 3
|
||||
/// ```
|
||||
private func dayForTravelAt(row: Int) -> Int {
|
||||
// Scan forward to find the day header this travel precedes
|
||||
for i in row..<flatItems.count {
|
||||
if case .dayHeader(let dayNum, _) = flatItems[i] {
|
||||
return dayNum
|
||||
}
|
||||
}
|
||||
// Fallback: scan backwards to find any day header
|
||||
for i in stride(from: flatItems.count - 1, through: 0, by: -1) {
|
||||
if case .dayHeader(let dayNum, _) = flatItems[i] {
|
||||
return dayNum
|
||||
}
|
||||
}
|
||||
return 1 // Ultimate fallback
|
||||
ItineraryReorderingLogic.dayForTravelAt(row: row, in: flatItems)
|
||||
}
|
||||
|
||||
/// Called DURING a drag to validate and potentially modify the drop position.
|
||||
///
|
||||
/// This is the core drag constraint logic. UITableView calls this continuously
|
||||
/// as the user drags, allowing us to redirect the drop to a valid position.
|
||||
///
|
||||
/// **Key behaviors:**
|
||||
///
|
||||
/// **Travel segments:** Constrained to their valid day range. If user tries to
|
||||
/// drag outside the range, we snap to the nearest valid day. This prevents
|
||||
/// impossible itineraries (e.g., arriving before you've left).
|
||||
///
|
||||
/// **Custom items:** Can go almost anywhere, but we prevent:
|
||||
/// - Dropping ON a day header (redirect to after header)
|
||||
/// - Dropping BEFORE travel at start of day (redirect to after header)
|
||||
///
|
||||
/// **Fixed items:** Day headers, games, add buttons return their source position
|
||||
/// (they never actually drag since canMoveRowAt returns false).
|
||||
///
|
||||
/// **Drag State Management:**
|
||||
/// - First call: Initializes drag state, calculates invalid zones, triggers pickup haptic
|
||||
/// - Subsequent calls: Checks zone transitions for haptic feedback
|
||||
/// Delegates constraint logic to pure functions, handles only UIKit-specific concerns:
|
||||
/// - Drag state initialization (first call)
|
||||
/// - Haptic/visual feedback
|
||||
/// - Converting pure function results to IndexPath
|
||||
///
|
||||
/// - Parameters:
|
||||
/// - sourceIndexPath: Where the item is being dragged FROM
|
||||
@@ -970,256 +800,59 @@ final class ItineraryTableViewController: UITableViewController {
|
||||
targetIndexPathForMoveFromRowAt sourceIndexPath: IndexPath,
|
||||
toProposedIndexPath proposedDestinationIndexPath: IndexPath
|
||||
) -> IndexPath {
|
||||
|
||||
|
||||
let sourceRow = sourceIndexPath.row
|
||||
let item = flatItems[sourceRow]
|
||||
|
||||
// Drag start detection
|
||||
|
||||
// Drag start detection - initialize state and compute valid destinations
|
||||
if draggingItem == nil {
|
||||
beginDrag(at: sourceIndexPath)
|
||||
validDestinationRowsProposed = computeValidDestinationRowsProposed(sourceRow: sourceRow, dragged: item)
|
||||
}
|
||||
|
||||
|
||||
// Clamp proposed row
|
||||
var proposedRow = proposedDestinationIndexPath.row
|
||||
|
||||
// Avoid absolute top (keeps UX sane)
|
||||
if proposedRow <= 0 { proposedRow = 1 }
|
||||
|
||||
proposedRow = min(max(0, proposedRow), max(0, flatItems.count - 1))
|
||||
|
||||
proposedRow = min(max(1, proposedRow), max(0, flatItems.count - 1))
|
||||
|
||||
// Haptics / visuals
|
||||
checkZoneTransition(at: proposedRow)
|
||||
|
||||
// If already valid, allow it.
|
||||
if validDestinationRowsProposed.contains(proposedRow) {
|
||||
return IndexPath(row: proposedRow, section: 0)
|
||||
}
|
||||
|
||||
// Snap to nearest valid destination (proposed coordinate space)
|
||||
guard let snapped = nearestValue(in: validDestinationRowsProposed, to: proposedRow) else {
|
||||
return sourceIndexPath
|
||||
}
|
||||
return IndexPath(row: snapped, section: 0)
|
||||
|
||||
// Use pure function for target calculation
|
||||
let targetRow = ItineraryReorderingLogic.calculateTargetRow(
|
||||
proposedRow: proposedRow,
|
||||
validDestinationRows: validDestinationRowsProposed,
|
||||
sourceRow: sourceRow
|
||||
)
|
||||
return IndexPath(row: targetRow, section: 0)
|
||||
}
|
||||
|
||||
// MARK: - Drag Destination Precomputation (semantic day + sortOrder)
|
||||
|
||||
/// Nearest value in a sorted Int array to the target (binary search).
|
||||
private func nearestValue(in sorted: [Int], to target: Int) -> Int? {
|
||||
guard !sorted.isEmpty else { return nil }
|
||||
var low = 0
|
||||
var high = sorted.count
|
||||
while low < high {
|
||||
let mid = (low + high) / 2
|
||||
if sorted[mid] < target { low = mid + 1 } else { high = mid }
|
||||
}
|
||||
let after = (low < sorted.count) ? sorted[low] : nil
|
||||
let before = (low > 0) ? sorted[low - 1] : nil
|
||||
|
||||
switch (before, after) {
|
||||
case let (b?, a?):
|
||||
return (target - b) <= (a - target) ? b : a
|
||||
case let (b?, nil):
|
||||
return b
|
||||
case let (nil, a?):
|
||||
return a
|
||||
default:
|
||||
return nil
|
||||
}
|
||||
}
|
||||
|
||||
/// Computes all valid destination rows in **proposed** coordinate space (UIKit's coordinate space during drag).
|
||||
/// We simulate the move and validate using semantic constraints: (day, sortOrder).
|
||||
// MARK: - Drag Destination Precomputation (delegating to pure functions)
|
||||
|
||||
/// Computes all valid destination rows in **proposed** coordinate space.
|
||||
/// Delegates to pure function with closures for model lookups.
|
||||
private func computeValidDestinationRowsProposed(sourceRow: Int, dragged: ItineraryRowItem) -> [Int] {
|
||||
// Proposed rows are in the array AFTER removing the source row.
|
||||
let maxProposed = max(0, flatItems.count - 1)
|
||||
guard maxProposed > 0 else { return [] }
|
||||
|
||||
switch dragged {
|
||||
case .customItem:
|
||||
// Custom items can go basically anywhere (including before headers = "between days").
|
||||
// Keep row 0 blocked.
|
||||
return Array(1...maxProposed)
|
||||
|
||||
case .travel(let segment, _):
|
||||
let travelId = "travel:\(segment.fromLocation.name.lowercased())->\(segment.toLocation.name.lowercased())"
|
||||
let validDayRange = travelValidRanges[travelId]
|
||||
|
||||
// Use existing itinerary model if available (for constraints)
|
||||
let model: ItineraryItem = findItineraryItem(for: segment) ?? ItineraryItem(
|
||||
tripId: allItineraryItems.first?.tripId ?? UUID(),
|
||||
day: 1,
|
||||
sortOrder: 0,
|
||||
kind: .travel(TravelInfo(fromCity: segment.fromLocation.name, toCity: segment.toLocation.name, distanceMeters: segment.distanceMeters, durationSeconds: segment.durationSeconds))
|
||||
)
|
||||
|
||||
guard let constraints else {
|
||||
// If no constraint engine, allow all rows (except 0)
|
||||
return Array(1...maxProposed)
|
||||
}
|
||||
|
||||
var valid: [Int] = []
|
||||
valid.reserveCapacity(maxProposed)
|
||||
|
||||
for proposedRow in 1...maxProposed {
|
||||
let simulated = simulateMove(original: flatItems, sourceRow: sourceRow, destinationProposedRow: proposedRow)
|
||||
let destRowInSim = simulated.destinationRowInNewArray
|
||||
let day = dayNumber(in: simulated.items, forRow: destRowInSim)
|
||||
if let r = validDayRange, !r.contains(day) {
|
||||
continue
|
||||
}
|
||||
let sortOrder = calculateSortOrder(in: simulated.items, at: destRowInSim)
|
||||
if constraints.isValidPosition(for: model, day: day, sortOrder: sortOrder) {
|
||||
valid.append(proposedRow)
|
||||
}
|
||||
}
|
||||
|
||||
return valid
|
||||
|
||||
default:
|
||||
return []
|
||||
}
|
||||
}
|
||||
|
||||
private struct SimulatedMove {
|
||||
let items: [ItineraryRowItem]
|
||||
let destinationRowInNewArray: Int
|
||||
}
|
||||
|
||||
/// Simulate UITableView move semantics: remove at sourceRow from ORIGINAL array, then insert at destinationProposedRow
|
||||
/// in the NEW array (post-removal coordinate space).
|
||||
private func simulateMove(original: [ItineraryRowItem], sourceRow: Int, destinationProposedRow: Int) -> SimulatedMove {
|
||||
var items = original
|
||||
let moving = items.remove(at: sourceRow)
|
||||
let clampedDest = min(max(0, destinationProposedRow), items.count)
|
||||
items.insert(moving, at: clampedDest)
|
||||
return SimulatedMove(items: items, destinationRowInNewArray: clampedDest)
|
||||
}
|
||||
|
||||
/// Day number lookup within an arbitrary flat array (used during simulation).
|
||||
private func dayNumber(in items: [ItineraryRowItem], forRow row: Int) -> Int {
|
||||
guard !items.isEmpty else { return 1 }
|
||||
let clamped = min(max(0, row), items.count - 1)
|
||||
for i in stride(from: clamped, through: 0, by: -1) {
|
||||
if case .dayHeader(let dayNum, _) = items[i] {
|
||||
return dayNum
|
||||
}
|
||||
}
|
||||
return 1
|
||||
}
|
||||
|
||||
/// Calculates sortOrder for insertion at a row within an arbitrary flat array.
|
||||
/// Uses the same convention as the main function:
|
||||
/// - sortOrder < 0 => above games
|
||||
/// - sortOrder >= 0 => below games
|
||||
private func calculateSortOrder(in items: [ItineraryRowItem], at row: Int) -> Double {
|
||||
let day = dayNumber(in: items, forRow: row)
|
||||
|
||||
// Find games row for this day in the provided items
|
||||
var gamesRow: Int? = nil
|
||||
for i in 0..<items.count {
|
||||
if case .games(_, let d) = items[i], d == day {
|
||||
gamesRow = i
|
||||
break
|
||||
}
|
||||
if case .dayHeader(let d, _) = items[i], d > day {
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
let isBeforeGames = (gamesRow != nil && row <= gamesRow!)
|
||||
|
||||
func movableSortOrder(_ idx: Int) -> Double? {
|
||||
guard idx >= 0 && idx < items.count else { return nil }
|
||||
switch items[idx] {
|
||||
case .customItem(let item):
|
||||
return item.sortOrder
|
||||
case .travel(let segment, _):
|
||||
return findItineraryItem(for: segment)?.sortOrder
|
||||
default:
|
||||
return nil
|
||||
}
|
||||
}
|
||||
|
||||
func scanBackward(from start: Int) -> Double? {
|
||||
var i = start
|
||||
while i >= 0 {
|
||||
if case .dayHeader(let d, _) = items[i], d != day { break }
|
||||
if case .dayHeader = items[i] { break }
|
||||
if case .games(_, let d) = items[i], d == day { break }
|
||||
if let v = movableSortOrder(i) {
|
||||
if isBeforeGames {
|
||||
if v < 0 { return v }
|
||||
} else {
|
||||
if v >= 0 { return v }
|
||||
}
|
||||
}
|
||||
i -= 1
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
func scanForward(from start: Int) -> Double? {
|
||||
var i = start
|
||||
while i < items.count {
|
||||
if case .dayHeader(let d, _) = items[i], d != day { break }
|
||||
if case .dayHeader = items[i] { break }
|
||||
if case .games(_, let d) = items[i], d == day { break }
|
||||
if let v = movableSortOrder(i) {
|
||||
if isBeforeGames {
|
||||
if v < 0 { return v }
|
||||
} else {
|
||||
if v >= 0 { return v }
|
||||
}
|
||||
}
|
||||
i += 1
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
if isBeforeGames {
|
||||
let prev = scanBackward(from: row - 1)
|
||||
let next = scanForward(from: row)
|
||||
|
||||
let upperBound: Double = 0.0
|
||||
switch (prev, next) {
|
||||
case (nil, nil):
|
||||
return -1.0
|
||||
case (let p?, nil):
|
||||
return (p + upperBound) / 2.0
|
||||
case (nil, let n?):
|
||||
return n / 2.0
|
||||
case (let p?, let n?):
|
||||
return (p + n) / 2.0
|
||||
}
|
||||
} else {
|
||||
let prev = scanBackward(from: row - 1) ?? 0.0
|
||||
let next = scanForward(from: row)
|
||||
|
||||
switch next {
|
||||
case nil:
|
||||
return (prev == 0.0) ? 1.0 : (prev + 1.0)
|
||||
case let n?:
|
||||
return (prev + n) / 2.0
|
||||
}
|
||||
}
|
||||
}
|
||||
private func dayForTravelAtProposed(row: Int, excluding: Int) -> Int {
|
||||
// Scan forward, skipping the item being moved
|
||||
for i in row..<flatItems.count {
|
||||
if i == excluding { continue }
|
||||
if case .dayHeader(let dayNum, _) = flatItems[i] {
|
||||
return dayNum
|
||||
}
|
||||
}
|
||||
// Fallback: scan backwards
|
||||
for i in stride(from: flatItems.count - 1, through: 0, by: -1) {
|
||||
if i == excluding { continue }
|
||||
if case .dayHeader(let dayNum, _) = flatItems[i] {
|
||||
return dayNum
|
||||
}
|
||||
}
|
||||
return 1
|
||||
ItineraryReorderingLogic.computeValidDestinationRowsProposed(
|
||||
flatItems: flatItems,
|
||||
sourceRow: sourceRow,
|
||||
dragged: dragged,
|
||||
travelValidRanges: travelValidRanges,
|
||||
constraints: constraints,
|
||||
findTravelItem: { [weak self] segment in self?.findItineraryItem(for: segment) },
|
||||
makeTravelItem: { [weak self] segment in
|
||||
ItineraryItem(
|
||||
tripId: self?.allItineraryItems.first?.tripId ?? UUID(),
|
||||
day: 1,
|
||||
sortOrder: 0,
|
||||
kind: .travel(TravelInfo(
|
||||
fromCity: segment.fromLocation.name,
|
||||
toCity: segment.toLocation.name,
|
||||
distanceMeters: segment.distanceMeters,
|
||||
durationSeconds: segment.durationSeconds
|
||||
))
|
||||
)
|
||||
},
|
||||
findTravelSortOrder: { [weak self] segment in self?.findItineraryItem(for: segment)?.sortOrder }
|
||||
)
|
||||
}
|
||||
|
||||
// MARK: - Editing Style Configuration
|
||||
@@ -1297,120 +930,15 @@ final class ItineraryTableViewController: UITableViewController {
|
||||
}
|
||||
|
||||
// MARK: - Sort Order Calculation
|
||||
|
||||
|
||||
/// Calculates the sortOrder for an item dropped at the given row position.
|
||||
///
|
||||
/// Uses **midpoint insertion** algorithm to avoid renumbering existing items:
|
||||
///
|
||||
/// ```
|
||||
/// Existing items: A (sortOrder: 1.0) B (sortOrder: 2.0)
|
||||
/// Drop between: A ← DROP HERE → B
|
||||
/// New sortOrder: 1.5 (midpoint of 1.0 and 2.0)
|
||||
/// ```
|
||||
///
|
||||
/// **Edge cases:**
|
||||
/// - First item in empty day: sortOrder = 1.0
|
||||
/// - After last item: sortOrder = last + 1.0
|
||||
/// - Before first item: sortOrder = first / 2.0
|
||||
///
|
||||
/// **Precision:** Double has ~15 significant digits. Even with millions of midpoint
|
||||
/// insertions, precision remains sufficient. Example worst case:
|
||||
/// - 50 insertions between 1.0 and 2.0: sortOrder ≈ 1.0000000000000009
|
||||
/// - Still distinguishable and orderable
|
||||
///
|
||||
/// **Scanning logic:** We scan backwards and forwards from the drop position
|
||||
/// to find adjacent custom items, stopping at day boundaries (headers, travel).
|
||||
/// Delegates to pure function with closure for travel sortOrder lookup.
|
||||
private func calculateSortOrder(at row: Int) -> Double {
|
||||
let day = dayNumber(forRow: row)
|
||||
|
||||
// Find games row for this day (if any)
|
||||
var gamesRow: Int? = nil
|
||||
for i in 0..<flatItems.count {
|
||||
if case .games(_, let d) = flatItems[i], d == day {
|
||||
gamesRow = i
|
||||
break
|
||||
}
|
||||
if case .dayHeader(let d, _) = flatItems[i], d > day {
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
let isBeforeGames = (gamesRow != nil && row <= gamesRow!)
|
||||
|
||||
func movableSortOrder(_ idx: Int) -> Double? {
|
||||
guard idx >= 0 && idx < flatItems.count else { return nil }
|
||||
switch flatItems[idx] {
|
||||
case .customItem(let item):
|
||||
return item.sortOrder
|
||||
case .travel(let segment, _):
|
||||
return findItineraryItem(for: segment)?.sortOrder
|
||||
default:
|
||||
return nil
|
||||
}
|
||||
}
|
||||
|
||||
func scanBackward(from start: Int) -> Double? {
|
||||
var i = start
|
||||
while i >= 0 {
|
||||
if case .dayHeader(let d, _) = flatItems[i], d != day { break }
|
||||
if case .dayHeader = flatItems[i] { break }
|
||||
if case .games(_, let d) = flatItems[i], d == day { break }
|
||||
if let v = movableSortOrder(i) {
|
||||
if isBeforeGames {
|
||||
if v < 0 { return v }
|
||||
} else {
|
||||
if v >= 0 { return v }
|
||||
}
|
||||
}
|
||||
i -= 1
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
func scanForward(from start: Int) -> Double? {
|
||||
var i = start
|
||||
while i < flatItems.count {
|
||||
if case .dayHeader(let d, _) = flatItems[i], d != day { break }
|
||||
if case .dayHeader = flatItems[i] { break }
|
||||
if case .games(_, let d) = flatItems[i], d == day { break }
|
||||
if let v = movableSortOrder(i) {
|
||||
if isBeforeGames {
|
||||
if v < 0 { return v }
|
||||
} else {
|
||||
if v >= 0 { return v }
|
||||
}
|
||||
}
|
||||
i += 1
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
if isBeforeGames {
|
||||
let prev = scanBackward(from: row - 1)
|
||||
let next = scanForward(from: row)
|
||||
|
||||
let upperBound: Double = 0.0 // games boundary
|
||||
switch (prev, next) {
|
||||
case (nil, nil):
|
||||
return -1.0
|
||||
case (let p?, nil):
|
||||
return (p + upperBound) / 2.0
|
||||
case (nil, let n?):
|
||||
return n / 2.0
|
||||
case (let p?, let n?):
|
||||
return (p + n) / 2.0
|
||||
}
|
||||
} else {
|
||||
let prev = scanBackward(from: row - 1) ?? 0.0
|
||||
let next = scanForward(from: row)
|
||||
|
||||
switch next {
|
||||
case nil:
|
||||
return (prev == 0.0) ? 1.0 : (prev + 1.0)
|
||||
case let n?:
|
||||
return (prev + n) / 2.0
|
||||
}
|
||||
}
|
||||
ItineraryReorderingLogic.calculateSortOrder(
|
||||
in: flatItems,
|
||||
at: row,
|
||||
findTravelSortOrder: { [weak self] segment in self?.findItineraryItem(for: segment)?.sortOrder }
|
||||
)
|
||||
}
|
||||
|
||||
// MARK: - Cell Configuration
|
||||
|
||||
Reference in New Issue
Block a user