Cut core/ui and core/audio comment bloat ~60% (comments only, zero code change)
This commit is contained in:
+13
-25
@@ -1,4 +1,4 @@
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// action_bar — pure implementation. See action_bar.h. NO REAPER / SWELL / LICE / vendor.
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// action_bar — pure implementation. See action_bar.h.
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#include "core/ui/action_bar.h"
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@@ -8,7 +8,6 @@ namespace reasampler::ui {
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namespace {
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// The total button count across all clusters (empty clusters contribute nothing).
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int totalButtons(const std::vector<ClusterSpec>& clusters) {
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int n = 0;
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for (const ClusterSpec& c : clusters)
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@@ -16,21 +15,16 @@ int totalButtons(const std::vector<ClusterSpec>& clusters) {
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return n;
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}
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// Fills a slot's label rect from its box. The label spans the full button height — a single-row
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// short label (L6: keybinding sub-row removed from the face; binding is in the hover tooltip).
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// Insets horizontally so text clears the button edge.
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void fillTextRects(ActionBarSlot& s, const ActionBarSpec& /*spec*/) {
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const int hpad = 4; // horizontal text inset inside the button
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const int hpad = 4;
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const int innerX = s.x + hpad;
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const int innerW = s.width - 2 * hpad;
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if (innerW <= 0) return; // too narrow for text; leave label rect empty
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if (innerW <= 0) return;
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s.labelX = innerX; s.labelY = s.y; s.labelW = innerW; s.labelH = s.height;
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}
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// Tiles the first `visible` buttons into slots, cluster by cluster, left to right. This is the
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// ONE placement routine; both computeBarSlots and hitTestActionBar drive it so draw and
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// hit-test can never drift. `visible` is assumed already clamped to [0, total]. Returns the
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// slots in ascending flat-index order.
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// The one placement routine; computeBarSlots and hitTestActionBar both drive it so draw and
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// hit-test can't drift apart.
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std::vector<ActionBarSlot> tile(const ActionBarRect& bar,
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const std::vector<ClusterSpec>& clusters,
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const ActionBarSpec& spec, int visible) {
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@@ -43,21 +37,20 @@ std::vector<ActionBarSlot> tile(const ActionBarRect& bar,
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if (btnH <= 0) return slots;
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int cursorX = bar.x + spec.sidePad;
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int flatIndex = 0; // running flat action index across all clusters
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int placed = 0; // buttons placed so far (stops at `visible`)
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int flatIndex = 0;
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int placed = 0;
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bool firstClusterEmitted = false;
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for (const ClusterSpec& c : clusters) {
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if (c.count <= 0) continue; // skip empty clusters (no gap emitted)
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if (c.count <= 0) continue;
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if (placed >= visible) break;
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// Gap BEFORE this cluster (except the first non-empty one).
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if (firstClusterEmitted) cursorX += spec.clusterGap;
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firstClusterEmitted = true;
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for (int i = 0; i < c.count; ++i, ++flatIndex) {
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if (placed >= visible) return slots; // overflow cut — stop cleanly
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if (i > 0) cursorX += spec.buttonGap; // gap between buttons in the cluster
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if (placed >= visible) return slots;
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if (i > 0) cursorX += spec.buttonGap;
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ActionBarSlot s;
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s.index = flatIndex;
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@@ -76,9 +69,7 @@ std::vector<ActionBarSlot> tile(const ActionBarRect& bar,
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return slots;
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}
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// The rightmost pixel the first `visible` buttons would occupy (bar.x + sidePad based). Used by
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// computeBarFit to test whether a candidate visible-count fits within the bar's usable width.
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// Mirrors tile()'s advance math exactly (gaps included) so fit and layout agree.
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// Mirrors tile()'s advance math so fit and layout agree.
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int rightEdgeFor(const ActionBarRect& bar, const std::vector<ClusterSpec>& clusters,
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const ActionBarSpec& spec, int visible) {
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if (visible <= 0) return bar.x + spec.sidePad;
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@@ -93,7 +84,7 @@ int rightEdgeFor(const ActionBarRect& bar, const std::vector<ClusterSpec>& clust
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for (int i = 0; i < c.count; ++i) {
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if (placed >= visible) return cursorX;
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if (i > 0) cursorX += spec.buttonGap;
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cursorX += spec.buttonWidth; // this button's right edge
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cursorX += spec.buttonWidth;
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++placed;
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if (placed >= visible) return cursorX;
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}
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@@ -113,8 +104,6 @@ BarFit computeBarFit(const ActionBarRect& bar, const std::vector<ClusterSpec>& c
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}
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const int usableRight = bar.x + bar.width - spec.sidePad;
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// Largest prefix of buttons whose right edge stays within the usable right bound. Buttons
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// never shrink; trailing ones that do not fit are the overflow (dropped whole).
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int visible = 0;
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for (int cand = 1; cand <= total; ++cand) {
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if (rightEdgeFor(bar, clusters, spec, cand) <= usableRight)
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@@ -138,7 +127,6 @@ std::vector<ActionBarSlot> computeBarSlots(const ActionBarRect& bar,
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int hitTestActionBar(int px, int py, const ActionBarRect& bar,
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const std::vector<ClusterSpec>& clusters, const ActionBarSpec& spec) {
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if (bar.height <= 0 || bar.width <= 0) return -1;
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// Reject outside the bar band first (half-open bounds match the slots).
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if (px < bar.x || px >= bar.x + bar.width ||
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py < bar.y || py >= bar.y + bar.height)
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return -1;
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@@ -148,7 +136,7 @@ int hitTestActionBar(int px, int py, const ActionBarRect& bar,
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if (px >= s.x && px < s.x + s.width && py >= s.y && py < s.y + s.height)
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return s.index;
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}
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return -1; // inter-button/cluster gap or the overflow dead-zone — a clean miss
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return -1;
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}
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} // namespace reasampler::ui
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