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Sportstime/docs/plans/2026-01-17-itinerary-reorder-design.md
Trey t 05a3efd9c8 docs: comprehensive itinerary reorder refactor design
Complete design for TripDetailView refactor with constrained drag-and-drop:
- Games are fixed anchors (immovable, ordered by time)
- Travel is movable with hard constraints (after departure games, before arrival games)
- Custom items are freely movable anywhere

Key decisions from 100-question brainstorming session:
- Unified ItineraryItem model (replaces CustomItineraryItem + TravelDayOverride)
- Separate testable ItineraryConstraints type
- Full structure stored (not derived)
- Debounced sync, local-first, last-write-wins
- Invalid zones dim during drag, barrier games highlight
- Gap opens at drop position, haptic feedback throughout

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-17 20:29:28 -06:00

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# Itinerary Reorder Refactor Design
**Date:** 2026-01-17
**Status:** Approved
**Scope:** Complete rewrite of TripDetailView itinerary with constrained drag-and-drop
## Overview
Refactor TripDetailView to support drag-and-drop reordering where:
- **Games** are fixed anchors (immovable, ordered by time)
- **Travel** is movable with hard constraints (must be after departure games, before arrival games)
- **Custom items** are freely movable anywhere
## Core Data Model
The itinerary is a flat list of items grouped by day headers. Each item has:
```swift
struct ItineraryItem: Identifiable, Codable {
let id: UUID
let tripId: UUID
var day: Int // Which day (1, 2, 3...)
var sortOrder: Double // Position within the day (fractional)
let kind: ItemKind // game, travel, or custom
var modifiedAt: Date
}
enum ItemKind: Codable {
case game(gameId: String) // Fixed, ordered by game time
case travel(fromCity: String, toCity: String) // Constrained by games
case custom(title: String, icon: String, time: Date?, location: CLLocationCoordinate2D?)
}
```
### Key Points
- Games and travel are stored as items (not derived) — full structure persisted
- Travel segments are system-generated when cities change, but stored with positions
- Custom items have optional time and location (location for map display only, no constraints)
- `sortOrder` uses fractional values for efficient insertion without reindexing
### Storage
- Items synced to CloudKit with debounced writes (1-2 seconds after last change)
- Local-first: changes persist locally immediately, sync retries silently on failure
- Clean break from existing `CustomItineraryItem` and `TravelDayOverride` records
## Constraint Logic
A separate `ItineraryConstraints` type handles all validation, making it testable in isolation.
### Game Constraints
- Games are **immovable** — fixed to their day, ordered by game time within the day
- Multiple games on same day sort by time (1pm above 7pm)
- Games act as **barriers** that travel cannot cross
### Travel Constraints
- Travel has a start city (departure) and end city (arrival)
- Must be **below** ALL games in the departure city (on any day)
- Must be **above** ALL games in the arrival city (on any day)
- Can be placed on any day within this valid window
**Example:**
- Day 1: Chicago game
- Day 2: Rest day
- Day 3: Detroit game
Chicago->Detroit travel is valid on:
- Day 1 (after the game)
- Day 2 (anywhere)
- Day 3 (before the game)
### Custom Item Constraints
- **No constraints** — can be placed on any day, in any position
- Location (if set) is for map display only, doesn't affect placement
### Constraint API
```swift
struct ItineraryConstraints {
/// Returns all valid drop zones for an item being dragged
func validDropZones(for item: ItineraryItem, in itinerary: [ItineraryItem]) -> [DropZone]
/// Validates if a specific position is valid for an item
func isValidPosition(item: ItineraryItem, day: Int, sortOrder: Double, in itinerary: [ItineraryItem]) -> Bool
/// Returns the games that act as barriers for a travel item (for visual highlighting)
func barrierGames(for travelItem: ItineraryItem, in itinerary: [ItineraryItem]) -> [ItineraryItem]
}
```
## Visual Design
### Layout Structure
- Full map header at top (current design, with save/heart button overlay)
- Flat list below — day headers are separators, not containers
- Day headers scroll with content (not sticky)
### Day Header
- Format: "Day 1 - Friday, January 17"
- Plus (+) button on the right to add custom items
- Empty state text when no items: "No items yet, tap + to add"
- Same styling for rest days (just no games)
### Game Rows (Prominent)
- Larger card style to show importance
- Sport badge, team matchup, stadium, time (current detailed design)
- **No drag handle** — absence signals they're immovable
- Ordered by game time within the day
### Travel Rows (Distinct)
- Gold/route-colored border and accent
- Shows "Chicago -> Detroit - 280 mi - 4h 30m"
- Drag handle on left (always visible)
- No EV charger info (removed for cleaner UI)
### Custom Item Rows (Minimal)
- Compact: icon + title only
- Time shown on right if set (e.g., "7:00 PM")
- Drag handle on left (always visible)
### Removed from Current Design
- Overview section (stats row, score card) — focus on itinerary
- EV charger expandable section in travel
## Drag & Drop Interaction
### Initiating Drag
- Drag handle (grip icon) on left side of travel and custom items
- Games have no handle — visually signals they're locked
- Standard iOS drag threshold (system default)
### During Drag
- Standard iOS drag appearance (system handles lift/shadow)
- **Invalid zones dim** — valid stays normal, invalid fades out
- **Barrier games highlight** (gold border) when dragging travel — shows which games create the constraint
- **Gap opens** between items at valid drop positions
- Auto-scroll when dragging near top/bottom edge
- Haptic feedback: on pickup, when hovering valid zone, and on drop
### Drop Behavior
- Drop to exact position between items (even across days)
- Dropping outside valid zones: item snaps back to original position
- After drop: smooth reflow animation as items settle
### Invalid Drop Prevention
- Travel dropped above a departure game -> prevented (no drop zone shown)
- Travel dropped below an arrival game -> prevented (no drop zone shown)
- Custom items have no restrictions — all zones valid
### Day-to-Day Movement
- Drag item to different day by scrolling (auto-scroll at edges)
- Drop at exact position within target day
## Persistence & Sync
### Storage Model
- Full itinerary structure stored (not derived)
- Each `ItineraryItem` is a CloudKit record linked to trip by `tripId`
- Clean break from old format — existing `CustomItineraryItem` and `TravelDayOverride` data not migrated
### Sync Behavior
- **Debounced writes**: Wait 1-2 seconds after last change, then sync
- **Local-first**: Changes persist locally immediately
- **Silent retry**: If sync fails, keep retrying in background
- **Last write wins**: No complex conflict resolution, most recent change overwrites
### Offline
- **Read-only offline**: Can view itinerary but editing requires connection
- Sync resumes automatically when back online
### Trip Changes (Game Added/Removed Externally)
- **Auto-update**: Detect changes to underlying trip, merge into stored itinerary
- New games inserted in time order on correct day
- Removed games simply disappear, other items stay in place
- If removing a game makes travel invalid (no games left in that city), auto-remove the travel segment
### Error Handling
- Corrupted data (e.g., invalid day reference): Show error, offer reset option
## Item Operations
### Adding Custom Items
- Tap (+) in day header -> opens AddItemSheet (current behavior)
- New item appears at end of day (user can drag to reorder)
- Sheet allows setting: title, icon/category, optional time, optional location
### Editing Custom Items
- Tap item -> opens edit sheet (current behavior)
- Can modify title, icon, time, location
- Delete button available in edit sheet
### Deleting Custom Items
- Multiple options: swipe to delete, long-press context menu, or delete button in edit sheet
- **Confirmation dialog** before delete: "Are you sure?"
- Games and travel cannot be deleted (system-managed)
### Reordering
- Drag handle to reorder within day or move to different day
- Single item drag only (no multi-select)
- No undo feature — moves are simple enough to redo manually
### Map Integration
- Route lines follow itinerary order (includes custom items with locations)
- Quick fade/flash animation when route updates after reorder
- Tap map marker -> list scrolls to that item
- Tapping list items does NOT affect map (list is for editing, map is overview)
## Implementation Approach
### Architecture
- `ItineraryConstraints` — separate testable type for all constraint logic
- `ItineraryItem` — unified model for games, travel, and custom items
- `ItineraryItemService` — handles persistence, sync, and CRUD operations
- View layer uses the constraint API to determine valid drop zones
### Implementation Order
1. Data model (`ItineraryItem`, `ItemKind`)
2. Constraint logic (`ItineraryConstraints` with unit tests)
3. Persistence layer (`ItineraryItemService` with CloudKit sync)
4. UI components (day header, item rows, drag handles)
5. Drag & drop integration with constraint validation
6. Map route updates
### Code Strategy
- Branch replacement — new code replaces old in a feature branch
- Clean break from existing `CustomItineraryItem`, `TravelDayOverride`, and related services
- Lazy rendering for performance (variable trip length, potentially hundreds of items)
- PDF export updated to respect user's itinerary order
### Testing
- Unit tests for `ItineraryConstraints` — all constraint rules
- Integration tests for drag/drop behavior
- Edge cases: multiple games same day, games in multiple cities same day, rest days
### Not in Scope
- Accessibility/VoiceOver reordering (touch first)
- Keyboard shortcuts
- Multi-select drag
- Undo feature
## Files to Create/Modify
### New Files
- `Core/Models/Domain/ItineraryItem.swift` — unified item model
- `Core/Models/Domain/ItineraryConstraints.swift` — constraint logic
- `Core/Services/ItineraryItemService.swift` — persistence and sync
### Modified Files
- `Features/Trip/Views/TripDetailView.swift` — complete rewrite of itinerary section
- `Features/Trip/Views/AddItemSheet.swift` — adapt to new model
- `Export/PDFGenerator.swift` — respect user's itinerary order
### Deleted Files
- `Core/Models/Domain/CustomItineraryItem.swift`
- `Core/Models/Domain/TravelDayOverride.swift`
- `Core/Services/CustomItemService.swift`
- `Core/Services/CustomItemSubscriptionService.swift`
- `Core/Services/TravelOverrideService.swift`
- `Features/Trip/Views/CustomItemRow.swift`
## Decision Log
| Question | Decision |
|----------|----------|
| Core model | List of days, each containing ordered items |
| Item order within day | User-controlled via drag |
| Item types | Games (fixed), Travel (constrained), Custom (free) |
| Travel constraints | After ALL departure games, before ALL arrival games |
| Custom item location | Optional, for map only, no placement constraints |
| Invalid drop handling | Don't show invalid drop zones (dim them) |
| Visual feedback for barriers | Highlight barrier games during travel drag |
| Persistence | Full structure stored, not derived |
| Sync strategy | Debounced (1-2s), local-first, silent retry |
| Conflict resolution | Last write wins |
| Offline | Read-only |
| Trip changes | Auto-merge, auto-remove invalid travel |
| Delete confirmation | Yes, dialog |
| Undo | No |
| Keyboard/accessibility | Not in scope (touch first) |
| Day header format | "Day 1 - Friday, January 17" |
| Add button location | In day header (+) |
| New item position | End of day |
| Game row style | Prominent card (current detailed design) |
| Travel row style | Distinct gold accent |
| Custom item row style | Minimal (icon + title + optional time) |
| EV charger info | Removed |
| Overview section | Removed (focus on itinerary) |
| Map at top | Yes, full map |
| Drag initiation | Drag handle (grip icon) |
| Haptic feedback | Yes (pickup, hover, drop) |
| Drop indicator | Gap opens between items |
| Scroll during drag | Auto-scroll at edges |
| Rest day styling | Same as game days |
| Empty day text | "No items yet, tap + to add" |
| PDF export | Respects user's itinerary order |
| Max trip length | Variable (optimize for long trips) |
| Max custom items | Unlimited (hundreds possible) |