S5 Tier-1: zoned keymap editor + performance-map playback/persistence
Zone editor in the IPlugView LICE surface, zoned resolution built off-thread into the LoadedInstrument keymap with Tier-0 fallback, performance map in VST3 component state with v1 back-compat. Pure resolve/build/serialize + geometry with CTest coverage.
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@@ -75,4 +75,90 @@ int sampleRowHitTest(const EditorLayout& layout, int rowCount, int x, int y) {
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return index;
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}
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// --- Keymap editor -----------------------------------------------------------
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KeymapEditorLayout layoutKeymapEditor(int w, int h) {
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KeymapEditorLayout out;
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out.base = layoutEditor(w, h);
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const Rect& canvas = out.base.canvas;
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// Split the canvas vertically: the left column is the bank-sample list, the right
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// column (1/kZonePanelFraction of the width) is the zone panel. Guard tiny widths so
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// the split point never crosses the canvas edges.
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const int canvasW = std::max(0, canvas.width());
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const int splitW = canvasW / kZonePanelFraction; // width of the zone panel
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const int splitX = std::max(canvas.left, canvas.right - splitW);
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out.sampleList = Rect{canvas.left, canvas.top, splitX, canvas.bottom};
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out.zonePanel = Rect{splitX, canvas.top, canvas.right, canvas.bottom};
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// "Add Zone" button spans the top of the zone panel, clamped to its height.
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const int addH = std::min(kAddZoneHeight, std::max(0, out.zonePanel.height()));
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out.addZoneButton =
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Rect{out.zonePanel.left, out.zonePanel.top, out.zonePanel.right,
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out.zonePanel.top + addH};
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// Zone rows stack below the button.
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out.zoneRowArea = Rect{out.zonePanel.left, out.addZoneButton.bottom,
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out.zonePanel.right, out.zonePanel.bottom};
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return out;
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}
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Rect keymapSampleRowRect(const KeymapEditorLayout& layout, int index) {
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if (index < 0) return Rect{};
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const int top = layout.sampleList.top + index * kSampleRowHeight;
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return Rect{layout.sampleList.left, top, layout.sampleList.right,
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top + kSampleRowHeight};
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}
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int keymapSampleRowHitTest(const KeymapEditorLayout& layout, int rowCount, int x, int y) {
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if (rowCount <= 0) return -1;
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const Rect& list = layout.sampleList;
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if (x < list.left || x >= list.right) return -1;
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if (y < list.top || y >= list.bottom) return -1;
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const int index = (y - list.top) / kSampleRowHeight;
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if (index < 0 || index >= rowCount) return -1;
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const Rect r = keymapSampleRowRect(layout, index);
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if (y >= r.bottom) return -1;
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return index;
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}
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Rect zoneRowRect(const KeymapEditorLayout& layout, int index) {
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if (index < 0) return Rect{};
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const int top = layout.zoneRowArea.top + index * kZoneRowHeight;
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return Rect{layout.zoneRowArea.left, top, layout.zoneRowArea.right,
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top + kZoneRowHeight};
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}
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ZoneHit zoneHitTest(const KeymapEditorLayout& layout, int zoneCount, int x, int y) {
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if (zoneCount <= 0) return ZoneHit{};
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const Rect& area = layout.zoneRowArea;
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if (x < area.left || x >= area.right) return ZoneHit{};
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if (y < area.top || y >= area.bottom) return ZoneHit{};
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const int index = (y - area.top) / kZoneRowHeight;
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if (index < 0 || index >= zoneCount) return ZoneHit{};
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const Rect row = zoneRowRect(layout, index);
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if (y >= row.bottom) return ZoneHit{};
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// Seven mini-buttons pinned to the right edge, right-to-left:
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// delete, root+, root-, high+, high-, low+, low-
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// Each is kZoneCtrlWidth wide. A click left of the leftmost is the label ("select").
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// The fields laid out LEFT-TO-RIGHT in slot order 0..6.
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const ZoneField fields[7] = {
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ZoneField::kLowDown, ZoneField::kLowUp, ZoneField::kHighDown,
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ZoneField::kHighUp, ZoneField::kRootDown, ZoneField::kRootUp,
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ZoneField::kDelete,
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};
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const int slots = 7;
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const int ctrlBlockLeft = row.right - slots * kZoneCtrlWidth;
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if (x < ctrlBlockLeft) return ZoneHit{index, ZoneField::kZoneNone}; // label -> select
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const int slot = (x - ctrlBlockLeft) / kZoneCtrlWidth;
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if (slot < 0 || slot >= slots) return ZoneHit{index, ZoneField::kZoneNone};
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return ZoneHit{index, fields[slot]};
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}
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bool addZoneHitTest(const KeymapEditorLayout& layout, int x, int y) {
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return contains(layout.addZoneButton, x, y);
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}
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} // namespace reasampler::vst
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