# Visual Composition Editing — Exploration > **Status:** research recorded 2026-06-29. Point-in-time record of a feasibility study for a > **visual, drag-editable view of multi-view composition** (`vconcat`/`hconcat`/`concat`/ > `layer`/`facet`/`repeat`). Two surfaces were weighed: a **schematic wireframe panel** and an > **on-chart overlay** aligned to the real rendered chart. > > **Decision (2026-06-29):** build the **schematic wireframe first** — it carries ~90% of the > value with a deterministic spec↔box mapping and no coupling to Vega runtime internals. The > **on-chart overlay** is a feasible later "geometry skin" over the same edit core, deferred > because its risk (compiled-name↔source-path correlation, and an edit-vs-interact pointer > conflict) is real and isolated. First build step: a **read-only Phase A spike** — > `viewTree(spec)` + a static nested-box renderer with click-to-cursor sync. > > **Shipped (2026-06-29):** Phases A–C — the wireframe, mark-type leaf glyphs, in-container > reorder (drag + `Alt+↑/↓`), and cross-container drag-to-restructure (`core/spec-restructure` > `wrapViews`). The live contract is now arch 08 (transforms) + arch 10 (interaction). Phase D > (on-chart overlay) and Phase E (size editing) remain deferred — size deferred by choice. --- ## 1. The brief A visual, interactive representation of a spec's multi-view structure — boxes for the views, showing arrangement and nesting (what contains what), draggable to rearrange, with the spec reacting. Explicitly **not** a chart preview: a wireframe of blocks. Reference feel: a Tableau dashboard's GUI. ## 2. The framing realization: a tree of tiled containers, not a canvas Vega-Lite composition is a **nested tree**, not a free 2D plane: - `layer` / `hconcat` / `vconcat` / `concat` hold an **array** of child views. - `facet` / `repeat` hold a **single, data-generated** child (`spec`), not an array. So the apt analogy is Tableau's **tiled containers** (nested horizontal/vertical), not Tableau's **floating** layout. Every drag must resolve to a discrete tree operation — reorder within a container, move across containers, wrap siblings into a new container, flip orientation, unwrap — never an arbitrary `(x, y)` drop. Communicating that constraint _as_ the design (snap-to-zones, not free placement) is the central UX problem. ## 3. Two surfaces, one edit core Both surfaces feed the **same mutation core** and differ only in where the boxes come from. | | **Schematic wireframe** | **On-chart overlay** | | -------------------------------- | ------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------ | | Box geometry | Computed from the source tree | Read from Vega's rendered scenegraph | | Vega-runtime dependency | None | Hard (`view.scenegraph()`) | | Path ↔ box mapping | **Deterministic** (we own every path) | **Brittle** — correlate compiled group names (`concat_0_group`, `child__a_group`) back to source paths | | Reflects true rendered sizes | No (schematic; equal-weight unless explicit `width`/`height`) | Yes (pixel-accurate) | | Works on mid-edit / invalid JSON | Yes (error-tolerant parse) | No (needs a successful render) | **Geometry sync fidelity (overlay).** High. `view.scenegraph()` exposes each sub-view as a `SceneGroup` with exact `bounds`/`width`/`height`; the default **SVG** renderer also yields real DOM `` nodes measurable via `getBoundingClientRect()`. The app already holds the live `view` handle (the Inspector reads live data from it), so exposing the scenegraph is a small `RenderHandle` extension. The fidelity ceiling is not geometry — it is the three overlay risks in §6. ## 4. Existing infrastructure vs. new work **Reusable today** (much of it from the cursor-scoped CodeLens work): - Mutations & paths: `compositionTargetAt` / `insertView` / `moveView` / `elementOffset` (`core/spec-insert`), wrap/unwrap with property-partition rules (`core/spec-transforms`: `SHARED_TOP`/`LAYER_TOP`, `placeholderView`, `unwrapSingleton`, `ARRAY_COMPOSITIONS`). - Data model: `dataBindingAtPath` (`core/spec-data`) for data inheritance. - Write-back: the whole-document reformat + paired `pushUndoStop` path (`spec-transform-actions`), so a drag is one ⌘Z. - UI scaffolding: pointer-drag hook `useResizeDrag` (no DnD library in use), resizable-panel scaffolding (`PanesStore`/`AppStore`), the preview pane's stacked layout (header / chart / `DataInspector`). - Render handle: `chart-renderer` keeps `result.view`; SVG by default. **New work, roughly in build order:** - **`viewTree(spec)`** — recursive source-spec → tree of `{ kind, path, label, children, sizeHint }`. Small, pure core. No tree builder exists today; `inspectableViews` walks the _compiled_ vg spec for data tables, which is the wrong layer for structure. - **Cross-container mutations** — `moveViewTo(from, toContainer, index)`, `wrapSiblings(...)` (drop-creates-container), `removeView` + collapse. **Medium-large and correctness-sensitive** — the real cost and the subtle bugs live here (§6). - **Wireframe renderer** — nested flex boxes from `viewTree`, plus drag + drop-zones + create-container zones, and selection↔cursor sync (reuses cursor plumbing). - **(Overlay only)** scenegraph→path correlation, an absolutely-positioned overlay with coordinate transforms, re-sync on every render, and an edit⇄interact mode toggle. ## 5. Effort & phasing - **Phase A — read-only wireframe.** `viewTree` + static nested-box renderer + click-to-cursor sync. Small. De-risks the model with zero mutation risk. - **Phase B — reorder within a container.** Drag → `moveView` (exists). Small. - **Phase C — cross-container move + wrap-on-drop + delete/collapse.** Medium-large. The core value and the correctness work. - **Phase D — on-chart overlay (optional).** Geometry skin over the proven core. Medium; risk isolated to correlation + mode conflict. - **Phase E — resize handles → `width`/`height` (optional).** Medium. ## 6. Edge cases & hidden problems **Composition model** - **Facet/repeat cells are data-generated** — count depends on data cardinality (unknown without running), and individual cells are not arrangeable (they do not exist in the source). Render as one "grid" placeholder with a badge. - **`layer` is z-order, not spatial** — children coincide in one box; needs a depth/stack metaphor, and in the overlay the layer rectangles overlap (ambiguous hit-testing). - **`concat` + `columns: N`** is a wrap-grid — a third layout mode beside pure h/v. - Deep nesting → tiny boxes (min-size + zoom/scroll); mixed orientations recurse. **Mutation correctness (the subtle traps)** - **Property migration across container types.** `width`/`height` live on the _child_ in concat but on the _wrapper_ in layer; `data`/`resolve` on the wrapper. A cross-type move must relocate these or the view silently renders wrong. The partition rules exist for wrap; cross-move needs the analogue. - **Data-inheritance breakage.** A child with no explicit `data` inherits its nearest ancestor's. Moved under a different data source it silently rebinds; detect via `dataBindingAtPath` and pin the effective data onto the moved view (a real decision, not free). - **Degenerate drops** — onto itself, into its own descendant (cycle), or a move that empties / single-childs a container (collapse via `unwrapSingleton`, which can strand a `resolve`/`spacing` that no longer has a composition to apply to). **Round-trip & sync** - Specs are **plain JSON; reformat strips comments** and rewrites the whole document — already true of the existing transforms, so consistent. - Source of truth is the draft text; wireframe and editor both mutate it → reuse the atomic write-back + undo-stop path. - Mid-edit invalid JSON: wireframe degrades to last-valid; overlay has no fresh render to track. **Overlay-specific** - **Compiled-name ↔ source-path correlation is an undocumented compiler contract** — can shift across Vega-Lite versions and is ambiguous for layers and facet internals. The overlay's biggest risk. - **Edit-overlay vs. the chart's own interactivity.** With `params`/brush/pan-zoom selections, an editing overlay steals the pointer events those selections need → requires an explicit **edit ⇄ interact** mode toggle, an interaction split the wireframe avoids. - The view is **finalized and recreated each render**, so the overlay re-measures every time (brief flicker) and must track scroll/resize/DPR and `autosize`-container coordinate transforms. **Accessibility** - Drag-and-drop needs a keyboard path (Move up/down exist; cross-container needs a keyboard equivalent), per the WAI-ARIA APG drag-and-drop pattern, plus reduced-motion. A `/council` item before the interaction is built. ## 6a. Deferred polish (Phase A follow-ons) Built but parked for a later pass: - **Mark-type glyph per leaf.** A simplified icon of each unit view's mark (bar/line/point/…) inside its box, so which-is-which reads at a glance without hovering. Needs a small mark→glyph set (its own icon-ledger sub-family). - **A more legible `layered` primitive.** Layers currently render as offset stacked rectangles. A dedicated "stacked planes" metaphor — overlapping sheets/disks, like the database glyph's stacked cylinders — would convey "one space, several layers" more elegantly than nudged boxes. - **Hide the affordance for single-view specs.** _(Shipped.)_ The toolbar glyph appears only when the spec has a composition. ## 7. Recommendation Build the schematic wireframe (Phase A → C) first: deterministic mapping, no Vega-internal coupling, works mid-edit, no pointer conflict with chart interactivity. Treat the on-chart overlay as an optional later skin over the same proven edit core. Start with the **Phase A spike** (`viewTree` + static nested boxes + click-to-cursor) to make the model concrete before committing to the mutation work.