Fix drag-drop review findings: unify teardown, gate FX-add on outside-panel, trim comments
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@@ -327,13 +327,7 @@ void onMouseMove(int x, int y) {
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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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g_panel.dragArmed = false;
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g_panel.dragging = false;
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g_panel.dropKind = DropKind::None;
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g_panel.dropBankId.clear();
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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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resetDragState();
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invalidatePanel();
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initiateDragOut(g_panel.hwnd, paths); // COPY-ONLY; blocking on Windows
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@@ -424,7 +418,7 @@ void onLBtnUp(int x, int y) {
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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 (dropTrack && singleCapture) {
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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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@@ -440,8 +434,6 @@ void onLBtnUp(int x, int y) {
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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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RECT cr{};
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GetClientRect(g_panel.hwnd, &cr);
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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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