fix: close round-2 review findings — Critical silent-note bug plus majors/minors
Fixes the 2-point spline-EG early-free bug causing silent fade-ins, the pitch/filter enable-toggle Trigger-forcing hole, the contour-node/marker pixel shadow, missing deck-residue test coverage, and stale comments in knob_deck and spline_edit.
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@@ -31,11 +31,6 @@ bool ReaSamplerEditor::mouseDownWaveform(const FaceLayout& fl, int x, int y) {
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if (frames <= 0) return false;
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const OverlayArea overlay = waveformOverlayArea(fl.bands.waveform);
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// A drawn EG's contour is evaluated below, AFTER the markers: pointAtPixel's pick radius
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// has no box check of its own, so a coincident contour node would otherwise shadow a
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// marker's own dedicated grab rect (the loop-crossfade tab most sharply, since it is the
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// ONLY affordance at zero crossfade) — marker reachability wins on any pixel overlap. The
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// staged envelope-node pass just below is unaffected (its own, longer-standing ordering).
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const DeckEnableState gates = deckEnableState();
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const bool splineLive = overlayIsSpline() && overlayEnvEnabled(overlayEnv_, gates);
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const SplineGesture gesture = (GetKeyState(VK_CONTROL) & 0x8000) != 0
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@@ -64,6 +59,17 @@ bool ReaSamplerEditor::mouseDownWaveform(const FaceLayout& fl, int x, int y) {
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return true; // node moves once the cursor drags
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}
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}
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// An existing contour node's grab/toggle/delete runs BEFORE the markers — mirroring
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// markerHandleRect's tab-vs-column split (below): a coincident pixel (the default contour
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// endpoint sits at the same x as the default start marker) is resolved by asking the
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// NARROWER target first. pointAtPixel's pick radius is a small box around the node's own
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// (x, y), not a full-height column, so this claims only genuine node hits — the marker's
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// column stays grabbable at every other y along the same x. Never add here (kAdd is only
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// tried once the markers have also passed on the click, below).
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if (splineLive && splineOverlayClick(overlay, x, y, gesture, /*addOnEmptySpace=*/false)) {
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return true;
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}
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const SetupMarkers m = pickedMarkers(frames);
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// The crossfade handle first, and only when there IS a loop to fade: at a zero fade it
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// sits exactly on the loop start, so it can only stay reachable by owning the top strip
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@@ -82,11 +88,6 @@ bool ReaSamplerEditor::mouseDownWaveform(const FaceLayout& fl, int x, int y) {
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beginMarkerDrag(static_cast<WaveMarker>(hit), m, frames, x);
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return true;
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}
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// No marker wanted the click: a drawn EG's own node grab/toggle (never add — empty space is
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// tried last, below).
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if (splineLive && splineOverlayClick(overlay, x, y, gesture, /*addOnEmptySpace=*/false)) {
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return true;
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}
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// Nothing else wanted the click: now the drawn contour may take the empty space.
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if (splineLive) return splineOverlayClick(overlay, x, y, gesture, /*addOnEmptySpace=*/true);
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return false;
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