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