Add D5 Design-View mode switch to bank panel
New pure mode_switch module (header-rect -> N equal segment rects + point hit-test, unit-tested) plus a segmented switch in the bank_panel header: one lit segment per registered mode, click activates via view::applyMode. Grid offset below the header.
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#pragma once
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// mode_switch — the REAPER-free layout math behind the bank_panel's Design-View
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// mode switch (Phase D, Wave 4 — D5). A segmented control `[ Arrange | Design ]`
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// (N-mode general, one segment per registered mode) drawn in a fixed-height header
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// strip at the top of the docked panel. The panel shell (bank_panel.cpp) owns the
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// SWELL window, LICE drawing, and the live ViewModeModel read + mode activation —
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// all REAPER-bound, DAW-verified. What is NOT DAW-bound — how N segments tile a
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// header rectangle, and which segment a click lands in — lives here so it is
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// unit-tested outside the DAW (CLAUDE.md §load-bearing split). Mirror of bank_grid.
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//
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// PURE MODULE: NO REAPER types, NO SWELL, NO vendor/ includes. Standard library
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// only. Builds and unit-tests without REAPER.
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#include <vector>
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namespace reasampler {
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// The header strip the switch is drawn into, top-left origin (SWELL/LICE
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// convention). (x, y) is the top-left corner; width/height are the strip extents.
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// The panel reserves this at the top of its client area and offsets the grid below.
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struct HeaderRect {
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int x = 0;
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int y = 0;
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int width = 0;
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int height = 0;
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bool operator==(const HeaderRect& o) const {
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return x == o.x && y == o.y && width == o.width && height == o.height;
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}
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};
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// One segment's pixel rectangle within the header, top-left origin. These are the
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// draw bounds for one mode's button; the panel draws the mode's label + membership
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// indicator inside it and lights it when it is the active mode.
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struct SegmentRect {
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int x = 0;
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int y = 0;
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int width = 0;
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int height = 0;
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bool operator==(const SegmentRect& o) const {
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return x == o.x && y == o.y && width == o.width && height == o.height;
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}
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};
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// Divides `header` into `segmentCount` equal segments left-to-right, in the caller's
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// order (the panel passes modes in ordinal order). Returns exactly segmentCount
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// rects. The division tiles the header EXACTLY: each segment's left edge is
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// header.x + (i * width) / segmentCount, so integer rounding is absorbed at the
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// boundaries — segments abut with no gap and no overlap, and the last segment
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// reaches header.x + header.width precisely (individual widths may differ by one
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// pixel when width does not divide evenly). Each segment inherits the header's full
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// y/height. segmentCount <= 0 or a non-positive header width returns empty.
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std::vector<SegmentRect> computeSegmentRects(const HeaderRect& header,
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int segmentCount);
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// Hit-tests a point (SWELL/LICE top-left client coords) against the segmented
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// control laid out in `header` with `segmentCount` segments. Returns the index of
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// the segment containing the point, or -1 for a miss: a point outside the header
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// bounds entirely (including below it, where the grid lives), or when segmentCount
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// <= 0. Half-open bounds [x, x+width) x [y, y+height) match computeSegmentRects, so
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// adjacent segments never both claim a pixel and the point maps to the same segment
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// the panel drew there.
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int hitTestSegment(int px, int py, const HeaderRect& header, int segmentCount);
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} // namespace reasampler
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