Q-W1 pt2: core/shell/app relocation + sub-namespaces; one concrete ui::Rect (LTRB fork retired); slot_map split from bank_book; BankIndex→BankModel; 59/59 green
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#pragma once
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// theme — the REAPER-free, LICE-free palette + type-scale core of the shared drawing
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// kit (Phase L, L1). This is the "one source of drawing" made testable at its root: a
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// ROLE-based color model (bg/base, bg/panel, bg/cell, line/hairline, text/primary,
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// text/dim, accent/primary, accent/secondary, accent/tertiary, accent/hot, warn), an
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// INTERACTION-STATE model (rest/hover/active/pressed/dragging/focus/disabled), and the
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// WCAG contrast math that lets a unit test prove every text-on-surface pair clears its
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// floor ("punch to the floor, not past it").
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//
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// THE SINGLE POINT OF CHANGE (DS-2 revised): every role color is produced by roleColor()
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// from ONE direction constants block (kDirection*, below) carrying the settled B (Neon
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// Console) neutrals — now REAPER-theme mid-grey, not near-black — plus the three-accent
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// pastel system (primary lime / secondary teal / tertiary purple) and the C pastel
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// spectral ramp. Switching the visual direction is editing that block and nothing else —
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// no shell hardcodes a color; the shell asks the theme by role. The spectral (Direction C)
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// hue ramp lives here too (spectralColor) so the signature keyboard strip's L3 consumer
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// derives its per-note hue from the same source (a pastel sweep anchored on the three
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// accents: primary lime -> secondary teal -> tertiary purple).
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//
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// PURE MODULE: NO REAPER types, NO SWELL, NO LICE, NO vendor/ includes. Standard library
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// only. Builds and unit-tests without REAPER. Mirror of mode_switch / bank_grid — the
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// shell (draw_kit) turns a KitColor into a LICE_pixel at the boundary; the theme never
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// names a LICE type.
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#include <cstdint>
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namespace reasampler::ui {
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// A straight 8-bit-per-channel RGBA color, LICE-free. The draw shell converts this to a
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// LICE_pixel via LICE_RGBA at the boundary (draw_kit); nothing here depends on LICE's
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// packing. Deliberately NOT named "Color"/"RGBA" (both are common collision surfaces);
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// "KitColor" scopes it to the kit.
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struct KitColor {
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std::uint8_t r = 0;
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std::uint8_t g = 0;
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std::uint8_t b = 0;
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std::uint8_t a = 255;
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bool operator==(const KitColor& o) const {
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return r == o.r && g == o.g && b == o.b && a == o.a;
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}
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};
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// The structural palette roles (direction-independent — §2.1 of the design doc). The
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// direction (B/C) sets the concrete hue behind each; the shell always asks by role.
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enum class Role {
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BgBase, // window canvas
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BgPanel, // a raised region (list, waveform pane)
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BgCell, // a control / row surface
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LineHairline, // separators (used sparingly — elevation carries most separation)
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TextPrimary, // labels, values
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TextDim, // secondary / units
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AccentPrimary, // the live / active / selected signal — where the punch lives (pastel lime)
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AccentSecondary,// categorical role A (pastel teal) — a distinct KIND, never intensity
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AccentTertiary,// categorical role B (pastel purple) — a distinct KIND, never intensity
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AccentHot, // hover / live / drag feedback (a brighter tint OF the primary accent)
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Warn, // clip / destructive (prune, delete) — reserved for byte-deleting states
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};
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// The interaction-state model every kit component honors (§3.3). A component draws its
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// role surface transformed by its current state; stateShift() below is that transform.
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enum class InteractionState {
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Rest,
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Hover,
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Active, // selected / active
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Pressed,
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Dragging,
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Focus,
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Disabled,
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};
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// Text size classes for the WCAG floor. "Large" text (>= ~18.66px, or >= ~14px bold) and
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// UI-state indicators clear at 3:1; body text clears at 4.5:1 (WCAG 2.1 AA). The kit's
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// four cached fonts map onto these: title -> Large, label/value -> Body, micro -> Body.
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enum class TextClass {
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Body, // AA 4.5:1
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Large, // AA-large 3:1 (also the floor for state indicators)
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};
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// The concrete color for a role, produced from the ONE direction constants block. This is
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// the single choke point the "single point of change" guarantee rests on: the shell has
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// no other way to obtain a palette color, so re-picking the direction is editing the
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// kDirection* block this reads and nothing else.
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KitColor roleColor(Role role);
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// The color for a role under an interaction state — roleColor(role) transformed by the
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// state (hover lightens toward accent/hot, pressed darkens, disabled desaturates + drops
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// alpha, etc.). Surfaces use this so every component gets the whole state model for free.
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// Rest returns roleColor(role) unchanged.
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KitColor roleColorState(Role role, InteractionState state);
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// Direction C's spectral hue ramp (DS-2 revised — a PASTEL sweep anchored on the three
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// accents, not the old neon cool-blue -> hot-magenta): maps a normalized position t in
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// [0, 1] (low note -> high note across the keyboard strip) to a color that runs
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// accent/primary (pastel lime, low) -> accent/secondary (pastel teal, mid) ->
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// accent/tertiary (pastel purple, high). The same three hues that mean "live / category A
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// / category B" elsewhere are the endpoints and midpoint here, so the strip reads as an
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// extension of the accent system, not a separate flourish. The signature keyboard-strip
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// surface (an L3 consumer) derives each note/zone's hue from this ONE function so the
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// spectrum is defined in the same place as the rest of the palette. t is clamped to [0, 1].
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KitColor spectralColor(double t);
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// --- WCAG contrast (the "punch" rule, made testable) --------------------------
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//
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// The relative luminance of a color per WCAG 2.1 (sRGB linearization + the 0.2126/
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// 0.7152/0.0722 weighting). Alpha is ignored — contrast is a question about the opaque
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// hues; a translucent overlay's effective color is the caller's to compose first.
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double relativeLuminance(const KitColor& c);
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// The WCAG contrast ratio between two colors, in [1, 21]. Symmetric; order-independent.
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double contrastRatio(const KitColor& a, const KitColor& b);
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// The contrast floor a text class must clear: 4.5 for Body, 3.0 for Large. The test that
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// proves the palette asserts contrastRatio(text, surface) >= textFloor(class) for every
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// pair the kit actually draws.
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double textFloor(TextClass cls);
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} // namespace reasampler::ui
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