Merge Ψ-W1-T4: resolve drop targets per move, not once
# Conflicts: # src/shell/actions/CLAUDE.md
This commit is contained in:
+188
-134
@@ -1,10 +1,10 @@
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// panel_drag.cpp — the card-drag / hover state machine seam of the docked bank panel:
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// WM_MOUSEMOVE (hover + tooltip timing + the live drag), drop-target/gesture
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// classification, cursor cues, button-up drop dispatch, and right-click menu routing.
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// Its PURE mirror is core/ui/card_drag (gesture precedence + slot hit-test), with
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// core/ui/drag_out owning the OS-drag boundary decision — this shell supplies only the
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// live rects, modifier state, and side effects. Per-mouse-move work stays plain
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// free-function calls — no interface, no virtual dispatch.
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// Its PURE mirrors are core/ui/card_drag (in-grid precedence + slot hit-test) and
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// core/ui/drag_out (the out-of-client gesture law) — this shell supplies only the live
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// rects, modifier state, and side effects. Per-mouse-move work stays plain free-function
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// calls — no interface, no virtual dispatch.
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//
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// Compiled into the reaper_reasampler MODULE. No REAPER API functions are called
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// directly here; REAPER SDK types arrive via panel_state.h.
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@@ -16,8 +16,9 @@
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#include "shell/panel/panel_state.h"
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#include "shell/bank_ops/bank_ops.h" // persistBankOp — shared undo-block wrapper
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#include "shell/actions/arrange_drop_win.h" // arrangeTimeAtScreenX / performArrangeDrop
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#include "shell/actions/drag_out_win.h" // OLE / SWELL drag-out initiation seam
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#include "shell/actions/instrument_drop_win.h" // resolveFxDropTarget / performInstrumentDrop
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#include "shell/actions/instrument_drop_win.h" // probeDropTarget / performInstrumentDrop
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namespace reasampler::panel {
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@@ -147,6 +148,102 @@ void applyDragCursor(CardGesture g) {
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SetCursor(LoadCursor(nullptr, idc));
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}
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// The out-of-client half of the same thin lookup: pure class -> pure cue -> stock cursor. The
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// cue is set on EVERY move, so "will this work" is visible before the button comes up, and a
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// refusal is a cursor the user can see rather than a release that does nothing. Cursor-only by
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// design — the docked panel is usually not under the pointer during an out-of-client drag, so
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// panel status text would be invisible exactly when it is needed.
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void applyDropCue(DropCue cue) {
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const char* idc = nullptr;
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switch (cue) {
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case DropCue::Instrument: idc = IDC_HAND; break;
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case DropCue::ArrangeInsert: idc = IDC_IBEAM; break; // an insertion point on a timeline
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case DropCue::Refuse: idc = IDC_NO; break;
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case DropCue::OsOwned: return; // reached once per move resolving to OsHandoff,
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// right before handOffToOs is attempted; the OS
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// drag loop (once it actually starts) draws its
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// own copy cursor, so leave the cursor alone here
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case DropCue::Internal: return; // applyDragCursor owns the in-client cue
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case DropCue::None: return;
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}
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SetCursor(LoadCursor(nullptr, idc));
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}
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// One independent evaluation of the drag's target: the resolved class plus the live facts its
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// outcome needs. Nothing is remembered between calls (core/ui/CLAUDE.md: "the drag-out law is
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// per-move and stateless").
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struct LiveDrop {
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DropClass cls = DropClass::None;
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MediaTrack* track = nullptr;
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int screenX = 0; // the evaluated point in screen coords; meaningful only outside the client
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};
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LiveDrop resolveLiveDrop(int x, int y) {
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RECT cr{};
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GetClientRect(g_panel.hwnd, &cr);
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const PanelClientRect client{cr.left, cr.top, cr.right - cr.left, cr.bottom - cr.top};
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DropContext ctx;
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ctx.drag = DragState{/*dragging=*/true, /*hasArmedSamples=*/!g_panel.dragSampleIds.empty()};
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ctx.singlePayload = g_panel.dragSampleIds.size() == 1;
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LiveDrop out;
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// The SDK hit-test is evaluated ONLY outside the client rect (needsSurfaceProbe — exported
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// by the pure law so this gate can't drift from decideDropClass's own inside-client check),
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// so the common internal-drag path costs nothing. Unlike before, it runs for multi payloads
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// too — still per-mouse-move cold, and it is what gives a multi drag a defined outcome on
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// every surface.
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if (needsSurfaceProbe(x, y, client)) {
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POINT sp{x, y};
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ClientToScreen(g_panel.hwnd, &sp);
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const DropProbe probe = probeDropTarget(sp.x, sp.y);
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ctx.surface = probe.surface;
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ctx.haveTrack = probe.track != nullptr;
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out.track = probe.track;
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out.screenX = sp.x;
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}
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out.cls = decideDropClass(x, y, client, ctx);
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// ArrangeInsert has no defined outcome once every armed sample is stale/missing — the same
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// gate handOffToOs applies via decideOsHandoff before an OS hand-off, so acceptance
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// criterion 7 (no silent no-op release) holds on this cell too, at both a cueing move and
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// the release itself (both call this function). Cheap: a few fs::exists checks, only
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// reached outside the client — already a cold path.
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if (out.cls == DropClass::ArrangeInsert && resolveDragPathsForOs().empty()) {
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out.cls = DropClass::Refuse;
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}
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return out;
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}
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// The law's one irreversible transition: DoDragDrop takes mouse capture and runs its own modal
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// loop, so the internal drag must be fully wound down first, and only once the payload is known
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// to be hand-off-able. This runs on every qualifying move — do not memoize a failed attempt.
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//
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// Residual (accepted): once the pointer has left REAPER, dragging back INTO a REAPER window
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// mid-modal-loop delivers a CF_HDROP to REAPER's own file-import drop target rather than to our
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// gesture law. NOT confirmed by experiment — inferred from REAPER's handling of external file
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// drops, and the inferred outcome (an item at the drop point) coincides with what our own
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// arrange path would have done.
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void handOffToOs() {
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// Resolve BEFORE tearing anything down (the resolver reads the live drag payload), then let
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// the pure rule couple the two side effects: an unresolvable payload leaves the internal
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// drag intact rather than winding it down for a hand-off that never runs — a half-torn-down
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// drag reads as "the drag did nothing, try again". canInitiateDragOut extends the same
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// coupling to the OS-readiness failures the pure decision cannot see.
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const std::vector<std::string> paths = resolveDragPathsForOs();
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if (!ui::decideOsHandoff(paths).handOffToOs || !canInitiateDragOut(paths)) {
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applyDropCue(DropCue::Refuse);
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invalidatePanel();
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return;
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}
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if (GetCapture() == g_panel.hwnd) ReleaseCapture();
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resetDragState();
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invalidatePanel();
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initiateDragOut(g_panel.hwnd, paths); // COPY-ONLY; blocking on Windows
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}
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// Resolves the topmost INTERACTIVE element under client (x, y) for hover feedback,
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// mirroring handleClick's precedence exactly (so the element that lights on hover is
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// the one a click would hit). Returns HoverKind::None for the grid / dead space (the
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@@ -259,80 +356,25 @@ void onMouseMove(int x, int y) {
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}
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}
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if (g_panel.dragging) {
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// Inside the client rect it stays the internal bank-to-bank drag. Once it LEAVES,
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// drag_out::decideGesture splits three ways: single-capture over REAPER's OWN UI ->
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// InstrumentDrop; multi-capture or fully outside REAPER -> OsDrag; inside -> Internal.
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RECT cr{};
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GetClientRect(g_panel.hwnd, &cr);
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const PanelClientRect client{cr.left, cr.top, cr.right - cr.left, cr.bottom - cr.top};
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const bool inside = (x >= cr.left && x < cr.right && y >= cr.top && y < cr.bottom);
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// Re-resolved from scratch every move — core/ui/CLAUDE.md, "the drag-out law is
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// per-move and stateless."
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const LiveDrop live = resolveLiveDrop(x, y);
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DragState st{/*dragging=*/true, /*hasArmedSamples=*/!g_panel.dragSampleIds.empty()};
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st.singleCapture = (g_panel.dragSampleIds.size() == 1);
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// Only resolved OUTSIDE the client rect and for a single-capture payload, so the SDK
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// hit-test costs nothing on the common internal-drag path.
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FxDropTarget fx;
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if (!inside && st.singleCapture) {
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POINT sp{x, y};
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ClientToScreen(g_panel.hwnd, &sp);
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fx = resolveFxDropTarget(sp.x, sp.y);
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st.overReaperUi = fx.overReaperUi;
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}
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const DragGesture gesture = decideGesture(x, y, client, st);
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if (gesture == DragGesture::InstrumentDrop) {
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// Track the FX hotspot for the release. Unlike OsDrag this does NOT hand off to
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// a modal OS loop, so the internal-drag capture stays alive; clear any bank
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// drop-target highlight so the panel doesn't paint that cue too.
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g_panel.instrumentDropTrack = fx.valid() ? fx.track : nullptr;
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if (live.cls != DropClass::Internal) {
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// Anything but the in-grid drag (including an empty payload, which resolves to
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// None): clear the bank drop-target highlight so the panel does not paint a cue for
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// a drop that is not going there, then show whatever cue this class carries.
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g_panel.dropKind = DropKind::None;
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g_panel.dropBankId.clear();
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applyDropCue(cueForDropClass(live.cls)); // OsHandoff -> OsOwned, a documented no-op cue
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if (live.cls == DropClass::OsHandoff) {
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handOffToOs();
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return;
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}
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invalidatePanel();
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return;
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}
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// Left InstrumentDrop territory (back inside, or over a non-FX area): drop the FX target.
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g_panel.instrumentDropTrack = nullptr;
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if (gesture == DragGesture::OsDrag) {
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if (g_panel.dragOsHandoffBlocked) {
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// Already known un-hand-off-able for this gesture (empty/unresolvable payload,
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// or the OS wasn't ready) — skip the fs::exists work and the readiness probe on
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// every move; keep the drag alive with no drop-target highlight.
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g_panel.dropKind = DropKind::None;
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g_panel.dropBankId.clear();
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invalidatePanel();
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return;
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}
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// Resolve the payload to existing on-disk paths BEFORE tearing down internal
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// drag state (the resolver reads dragSourceBankId / dragSampleIds), then let the
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// pure rule couple the two side effects: an unresolvable payload must leave the
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// internal drag intact rather than wind it down for a hand-off that never runs —
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// a half-torn-down drag reads to the user as "the drag did nothing, try again".
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// canInitiateDragOut extends the same coupling to the OS-readiness failure modes
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// (OLE unavailable, HDROP build failure) that the pure decision cannot see.
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const std::vector<std::string> paths = resolveDragPathsForOs();
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const ui::OsHandoff handoff = ui::decideOsHandoff(paths);
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if (!handoff.handOffToOs || !canInitiateDragOut(paths)) {
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g_panel.dragOsHandoffBlocked = true;
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g_panel.dropKind = DropKind::None;
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g_panel.dropBankId.clear();
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invalidatePanel();
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return;
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}
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// DoDragDrop runs its own modal loop and takes over mouse capture, so the internal
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// drag must be fully wound down first.
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if (GetCapture() == g_panel.hwnd) ReleaseCapture();
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resetDragState();
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invalidatePanel();
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initiateDragOut(g_panel.hwnd, paths); // COPY-ONLY; blocking on Windows
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return;
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}
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// Inside the client: classify the in-grid gesture (reorder/replace vs move/copy) and
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// reflect it as a cursor cue. updateDropTarget first so dropKind/dropBankId are
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// current for classifyCardDrag's same-vs-other-bank decision.
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@@ -369,6 +411,39 @@ void doReplaceDrop(const std::string& newId, const std::string& oldId,
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invalidatePanel();
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}
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// The in-client release: re-resolve the in-grid gesture at the drop point (modifiers may have
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// changed since the last move) and commit it. Bank-to-bank semantics are unchanged.
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void commitInternalDrop(int x, int y) {
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RECT cr{};
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GetClientRect(g_panel.hwnd, &cr);
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updateDropTarget(x, y);
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classifyCardDrag(x, y);
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const CardGesture g = g_panel.cardGesture;
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if (g == CardGesture::Reorder) {
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doReorderDrop(g_panel.dragPrimaryId, g_panel.dragSourceBankId, g_panel.dragTargetSlot);
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} else if (g == CardGesture::Replace) {
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// Replace targets the OCCUPANT of the target slot with the single grabbed card.
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const bool isBanks = g_panel.dragSourceRegion == Region::Banks;
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const int w = cr.right - cr.left, h = cr.bottom - cr.top;
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const RECT region = isBanks ? banksRegionRect(w, h) : poolRegionRect(w, h);
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const RegionDisplay disp = regionDisplay(region, isBanks, g_panel.dragSourceRegion);
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const std::string occupant = disp.idAtSlot(g_panel.dragTargetSlot);
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// Replace only makes sense for a single grabbed card over a DIFFERENT occupant.
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if (!occupant.empty() && occupant != g_panel.dragPrimaryId)
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doReplaceDrop(g_panel.dragPrimaryId, occupant, g_panel.dragSourceBankId);
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} else if (g == CardGesture::Move || g == CardGesture::Copy) {
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const std::string destId = dropTargetBankId();
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if (!destId.empty() && destId != g_panel.dragSourceBankId &&
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!g_panel.dragSampleIds.empty()) {
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transferSamples(g_panel.dragSampleIds, g_panel.dragSourceBankId, destId,
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/*copy=*/g == CardGesture::Copy);
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}
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}
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// CardGesture::None -> a release over dead space or the source-bank gap: no bank change.
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}
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} // namespace
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// Clears all drag-state fields to their resting values. Called from every exit path
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@@ -382,75 +457,54 @@ void resetDragState() {
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g_panel.cardGesture = CardGesture::None;
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g_panel.dragTargetSlot = -1;
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g_panel.dragPrimaryId.clear();
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g_panel.instrumentDropTrack = nullptr;
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g_panel.dragOsHandoffBlocked = false;
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}
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// Commits (or abandons) a drag on button-up. The resolved pure CardGesture decides:
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// * Reorder / Replace -> in-grid, within the source bank; one Ctrl-Z each.
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// * Move / Copy -> the cross-bank transfer (Ctrl = copy).
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// * None -> a drop over dead space / the source-bank gap = no-op.
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// OsDragOut is never seen here: the pointer-left-client handoff happens live in onMouseMove.
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// Commits (or abandons) a drag on button-up, over the class resolved AT THE RELEASE POINT. Every
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// DropClass either performs its outcome or is an explicit, already-cued refusal (core/ui/
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// CLAUDE.md: "no DropClass means nothing happens"). The switch below has no default so each case
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// is spelled out by hand — but this build sets no warning flags (root CLAUDE.md), so a missing
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// case is NOT a compile error here; exhaustiveness is a review discipline, not a compiler
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// guarantee.
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void onLBtnUp(int x, int y) {
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if (g_panel.dragging) {
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// Drop-and-load: a release over a valid FX hotspot instantiates a ReaSampler 9000 on
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// that track preloaded with the dragged capture — NOT a bank move, NOT an OS drag,
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// NEVER a timeline insert. Takes priority over the in-grid / cross-bank drop.
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// Single-capture only, so dragSampleIds.front() is the capture.
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//
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// Re-resolve at the RELEASE point rather than trusting only the hover-tracked target:
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// WM_MOUSEMOVE is coalesced, so a fast drag onto a dense surface (an FX chain row, a
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// container) can release over a hotspot no processed move ever reported. Gated on
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// !inside exactly like onMouseMove's live resolve — GetThingFromPoint can return a
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// track+FX hit at a release point that is still inside the panel's own client rect, and
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// an in-grid release must always go through the reorder/replace/move/copy path below,
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// never be reinterpreted as an FX add. Strictly additive otherwise — a release-point
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// miss falls back to the tracked target, so the hover-then-release-on-the-FX-button
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// path is untouched.
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const bool singleCapture = g_panel.dragSampleIds.size() == 1;
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MediaTrack* dropTrack = g_panel.instrumentDropTrack;
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RECT cr{};
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GetClientRect(g_panel.hwnd, &cr);
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const bool inside = (x >= cr.left && x < cr.right && y >= cr.top && y < cr.bottom);
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if (!inside && singleCapture) {
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POINT sp{x, y};
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ClientToScreen(g_panel.hwnd, &sp);
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const FxDropTarget fx = resolveFxDropTarget(sp.x, sp.y);
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if (fx.valid()) dropTrack = fx.track;
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}
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if (!inside && dropTrack && singleCapture) {
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const std::string sampleId = g_panel.dragSampleIds.front();
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performInstrumentDrop(dropTrack, buildInstrumentDropPreset(sampleId));
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// Read-only over the bank + arrange: the only mutations are the new FX instance +
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// its state (both undoable in performInstrumentDrop).
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} else {
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updateDropTarget(x, y);
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classifyCardDrag(x, y); // re-resolve at the drop point (modifiers may have changed)
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const CardGesture g = g_panel.cardGesture;
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// Resolved at the release point, not from what the (coalesced) moves last recorded —
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// core/ui/CLAUDE.md, "the drag-out law is per-move and stateless."
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const LiveDrop live = resolveLiveDrop(x, y);
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if (g == CardGesture::Reorder) {
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doReorderDrop(g_panel.dragPrimaryId, g_panel.dragSourceBankId,
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g_panel.dragTargetSlot);
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} else if (g == CardGesture::Replace) {
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// Replace targets the OCCUPANT of the target slot with the single grabbed card.
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const bool isBanks = g_panel.dragSourceRegion == Region::Banks;
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const int w = cr.right - cr.left, h = cr.bottom - cr.top;
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const RECT region = isBanks ? banksRegionRect(w, h) : poolRegionRect(w, h);
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const RegionDisplay disp = regionDisplay(region, isBanks, g_panel.dragSourceRegion);
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const std::string occupant = disp.idAtSlot(g_panel.dragTargetSlot);
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// Replace only makes sense for a single grabbed card over a DIFFERENT occupant.
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if (!occupant.empty() && occupant != g_panel.dragPrimaryId)
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doReplaceDrop(g_panel.dragPrimaryId, occupant, g_panel.dragSourceBankId);
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} else if (g == CardGesture::Move || g == CardGesture::Copy) {
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const std::string destId = dropTargetBankId();
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if (!destId.empty() && destId != g_panel.dragSourceBankId &&
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!g_panel.dragSampleIds.empty()) {
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transferSamples(g_panel.dragSampleIds, g_panel.dragSourceBankId, destId,
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/*copy=*/g == CardGesture::Copy);
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}
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switch (live.cls) {
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case DropClass::InstrumentDrop: {
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// Adds a ReaSampler 9000 on that track preloaded with the capture — NOT a bank
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// move, NOT an OS drag, NEVER a timeline insert. singlePayload is what armed
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// this class, so front() IS the capture.
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const std::string sampleId = g_panel.dragSampleIds.front();
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performInstrumentDrop(live.track, buildInstrumentDropPreset(sampleId));
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break;
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}
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case DropClass::ArrangeInsert:
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// The one branch here that places timeline items, and legitimately so — see
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// arrange_drop_win.h for why a deliberate drop is not a capture auto-insert.
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performArrangeDrop(live.track, arrangeTimeAtScreenX(live.screenX),
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resolveDragPathsForOs());
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break;
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case DropClass::Internal:
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commitInternalDrop(x, y);
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break;
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case DropClass::Refuse:
|
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case DropClass::OsHandoff:
|
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case DropClass::None:
|
||||
// Nothing to perform, and nothing silent about it: the refuse cursor has been
|
||||
// showing since the move that resolved this class. OsHandoff reaching release
|
||||
// usually means a live hand-off consumed the drag inside DoDragDrop's modal loop
|
||||
// and this call never ran — but WM_MOUSEMOVE coalescing can still deliver a
|
||||
// WM_LBUTTONUP with no intervening processed move (or right after a
|
||||
// canInitiateDragOut refusal), so this case CAN be reached with a stale
|
||||
// OsHandoff/Refuse class; the no-op here is correct either way.
|
||||
break;
|
||||
}
|
||||
// CardGesture::None -> no-op drop (dead space, or same-bank gap resolved to None).
|
||||
|
||||
SetCursor(LoadCursor(nullptr, IDC_ARROW)); // restore the arrow on drop
|
||||
if (GetCapture() == g_panel.hwnd) ReleaseCapture();
|
||||
} else if (g_panel.dragArmed) {
|
||||
|
||||
@@ -71,9 +71,11 @@ using ui::CardGesture;
|
||||
using ui::CellRect;
|
||||
using ui::ClusterSpec;
|
||||
using ui::CursorCue;
|
||||
using ui::DragGesture;
|
||||
using ui::DragModifiers;
|
||||
using ui::DragState;
|
||||
using ui::DropClass;
|
||||
using ui::DropContext;
|
||||
using ui::DropCue;
|
||||
using ui::DropRegion;
|
||||
using ui::FooterBarLayout;
|
||||
using ui::FooterBarSpec;
|
||||
@@ -118,9 +120,10 @@ using ui::computeSlotRectsForDrop;
|
||||
using ui::computeTabRects;
|
||||
using ui::computeTabStripLayout;
|
||||
using ui::computeTooltip;
|
||||
using ui::cueForDropClass;
|
||||
using ui::cursorForGesture;
|
||||
using ui::decideCardGesture;
|
||||
using ui::decideGesture;
|
||||
using ui::decideDropClass;
|
||||
using ui::formatBarsBeats;
|
||||
using ui::formatSecondsMs;
|
||||
using ui::hitTestActionBar;
|
||||
@@ -132,6 +135,7 @@ using ui::hitTestTabStrip;
|
||||
using ui::menuButtonReserve;
|
||||
using ui::modeSegmentEnabled;
|
||||
using ui::navigate;
|
||||
using ui::needsSurfaceProbe;
|
||||
using ui::roleColor;
|
||||
using ui::stripActionPrefix;
|
||||
using ui::tagButtonEnabled;
|
||||
@@ -324,14 +328,9 @@ struct PanelState {
|
||||
CardGesture cardGesture = CardGesture::None;
|
||||
int dragTargetSlot = -1;
|
||||
|
||||
// While a single-capture drag is over REAPER's own UI, heading for a track's TCP FX
|
||||
// button: on release this adds a ReaSampler 9000 preloaded with the capture. Null
|
||||
// when the pointer is not over an FX button.
|
||||
MediaTrack* instrumentDropTrack = nullptr;
|
||||
|
||||
// Latched once an OsDrag hand-off resolves "cannot hand off" for this gesture — skips
|
||||
// re-running resolveDragPathsForOs (fs::exists per sample) each move. Cleared by resetDragState.
|
||||
bool dragOsHandoffBlocked = false;
|
||||
// NO out-of-client drop-target state is kept here on purpose (core/ui/CLAUDE.md: "the
|
||||
// drag-out law is per-move and stateless"). Do not reintroduce a remembered target or a
|
||||
// "blocked" latch.
|
||||
|
||||
// Authoritative tail setting lives in ReaSamplerSession, not here; panel reads it for
|
||||
// drawing and mutates via footer click / scroll-wheel. bankPanelTailSetting is the
|
||||
|
||||
Reference in New Issue
Block a user