fix(instrument-ui): distinguish Disabled from Off, add hover cue to mode toggles, close review minors
Adds a hairline outline for Disabled chrome buttons, resolves Hover on the four mode-selector single-buttons, re-measures the control-surface doc's 1.2 layout table post-reflow, and adds a structural test pinning every enable/mode toggle to a derived segment.
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@@ -135,10 +135,13 @@ void ReaSamplerEditor::paintDeck(LICE_IBitmap* bmp, const FaceLayout& fl) {
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disabled ? Role::TextDim
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: (seg1Active ? Role::BgBase : Role::TextPrimary));
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};
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// The single-button forms. ENABLE names what it controls and reads Primary on / dim gray
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// off; MODE reads the current mode and has no off state. A control the MODE refuses draws
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// Disabled, which is a third state and not a synonym for off: off is live and clickable,
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// and the washed Disabled surface is what separates them.
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// The single-button ENABLE form. Reads Primary on / dim gray off; a control the ENABLE
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// gates draws Disabled, a third state and not a synonym for off (off is live and
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// clickable). No deck ENABLE currently drives `disabled` true through this path — the
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// deck's one Disabled control (FILTER's Band|Notch law when the filter itself is off)
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// stays segmented and draws through `drawToggle` above — but the parameter stays for
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// parity with that segmented form and because a future ENABLE could plausibly gate on
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// something else the way Loop (chrome) already does outside this deck.
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const auto drawButtonToggle = [&](const DeckToggleLayout& t, const char* label, bool active,
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bool disabled) {
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const bool hov = !disabled && isHovered(HoverKind::kControl, t.id);
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@@ -151,9 +154,19 @@ void ReaSamplerEditor::paintDeck(LICE_IBitmap* bmp, const FaceLayout& fl) {
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active && !disabled ? Role::BgBase
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: (hov ? Role::TextPrimary : Role::TextDim));
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};
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// The single-button MODE form: the label reads the current mode, so there is no off state
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// and no dim-gray rest — it is always "on". Filled by accent/primary rather than routed
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// through drawButtonToggle (which would force InteractionState::Active regardless of hov,
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// leaving MODE with no hover cue at all): Hover mixes toward accent/hot FROM whatever base
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// roleColorState is handed, so passing accent/primary here is what lets the already-lit
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// button visibly brighten on hover instead of a hover mix nobody would notice against
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// bg/cell's dark base.
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const auto drawModeToggle = [&](const DeckToggleLayout& t, EnvMode mode) {
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drawButtonToggle(t, mode == EnvMode::Spline ? "Spline" : "Stage", /*active=*/true,
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/*disabled=*/false);
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const char* label = mode == EnvMode::Spline ? "Spline" : "Stage";
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const bool hov = isHovered(HoverKind::kControl, t.id);
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const InteractionState st = hov ? InteractionState::Hover : InteractionState::Active;
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fillSurface(bmp, toKitBox(t.seg0), Role::AccentPrimary, st);
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kitTextCentered(bmp, t.seg0, label, Font::Micro, Role::BgBase);
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};
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const bool anySpline = splineActive(play);
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@@ -224,8 +237,9 @@ void ReaSamplerEditor::paintDeck(LICE_IBitmap* bmp, const FaceLayout& fl) {
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}
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kitText(bmp, g.caption, caption, Font::Micro, Role::TextDim);
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// The gain-reduction lamp. ROUND, where the overlay radios in this same slot are
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// square, so it reads as a lamp rather than a control.
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// The gain-reduction lamp — MASTER's own corner slot, the one the env decks' overlay
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// radios used to share before focus-by-click replaced them. ROUND, not square, so it
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// reads as a passive readout rather than a control.
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if (g.captionRadio.id >= 0 && g.captionRadio.passive) {
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const Rect& rb = g.captionRadio.box;
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const float r = rb.width / 2.0f - 0.5f;
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