# PLAN.md — ReaSampler milestone roadmap Living milestone roadmap for ReaSampler. Derived from CONTEXT.md's 11-step build order; CONTEXT.md remains the authoritative spec — this file is the tickable checklist, not a re-statement of the spec. When a point lands, doc-keeper removes it here and appends it to `COMPLETED.md`. **Conventions** - One checkbox `- [ ]` = one discrete, independently-landable point. - Each milestone opens with a **Goal** (one line) and a **Verify** criterion (the acceptance gate; precision invariants pulled in where one applies). - Verify-in-DAW points require a manual REAPER run; pure points are gated by CTest. - "See CONTEXT.md §…" points at the authoritative detail — do not duplicate it here. --- ## Milestone 9 — slots (MPC-style) **Goal:** "Capture to slot N" / "insert slot N", MIDI-bindable. CONTEXT.md Build order 9. **Verify (in DAW):** Slot capture and slot insert fire from MIDI bindings; slot state persists via the index. - [ ] Slot model + slot↔sample assignment. - [ ] "Capture to slot N" / "insert slot N" actions, MIDI-bindable. ## Milestone 11 — polish **Goal:** Native OS drag-out (remaining polish item). CONTEXT.md Build order 11, §Non-goals (drag-out deferred to last). **Verify (in DAW):** Drag-out places a valid file in the OS target without regressing the precision invariants. - [ ] Native OS drag-out (deferred final; `InsertMedia` path must already work). --- ## Open questions to resolve during build Carried from CONTEXT.md §Open questions — keep visible until each is closed by a landed milestone. - **`parseInt` narrowing hardening:** `src/bank_model.cpp` `parseInt` casts `int64_t → int` via `static_cast` without a range check; integers that fit in int64 but exceed `INT_MAX` are implementation-defined. Hardening candidate — add bounds check before the cast when integer-field validation is in scope. - **Capture send/routing isolation (TODO):** The FX-scope capture neutralizes out-of-scope FX, gain, and pan — but NOT aux **sends**. So a downstream coloring send (e.g. a folder → reverb-track send) still routes and blends the reverb into an item/track capture, past the intended isolation point. A true item-level capture should be taken at the isolated graph point — the target scope's output before out-of-scope track FX/gain/pan **and** before out-of-scope aux/parallel sends. The hard part: distinguish **source routing that must be preserved** (e.g. a MIDI send T1→T2 where T2's synth is where a MIDI item's audio is actually produced — the "item level" for that MIDI item is T2's synth output) from **coloring sends that must be excluded** (folder→reverb). Repro: folder F1; T1 (MIDI) sends MIDI to T2 (synth); T1+T2 → F1; F1 sends to reverb T3; capturing the MIDI item on T1 currently includes the reverb, should be isolated to T2's synth output pre-F1 with the MIDI send preserved and the reverb send excluded. Likely approach: snapshot + mute out-of-scope tracks' aux sends during the render while preserving the main/source signal path — needs a rule for which sends are load-bearing. --- # Phase D2 — Two-canvas (item-level mode projection; additive to D1) > **Design View sub-phase.** Extends D1's track-level mode projection to **item > level** via REAPER 7 fixed lanes: on a track present in both stances, each mode > owns a fixed lane — the active mode's lane shows and plays, the inactive mode's is > hidden and silenced — so a Design take and an Arrange take can share the same > track and time position without colliding on the view. Nothing in D1 changes. > Runtime floor rises to **REAPER 7** for this sub-phase (no version-gate branch; > below v7 it is simply unavailable). Authoritative spec: **CONTEXT.md §Two-canvas > sub-phase (Phase D2 / Phase E)** and the surrounding §Design View — additive phase > spec. Product framing: `docs/product/design-view.md` §Two-canvas direction. When a > point lands, doc-keeper moves it to `COMPLETED.md`. > > **D2-W1 (pure lane extension), D2-W2 (shell: lane application + new-content > detection), D2-W3-A (lane minting + item→lane assignment + persist round-trip), > and D2-W3-B (item-level mode actions + W3-A polish) have all landed** — see > `COMPLETED.md`. **Phase D2 is functionally complete.** > > **Deferred:** panel UI indicator for per-track lane/mode state (a per-track > lane-split marker). The mode switch already shows the active mode; no natural > cheap home for a per-track indicator was found in the bank panel. Explicitly > deferred — not silently dropped. Can be picked up later if wanted. --- # Phase S — MIDI-playback instrument (native VST3 sampler; a second build artifact) > **New pillar, own lettered namespace, and — uniquely — a second build artifact.** > Every prior phase ships inside the one `reaper_reasampler` extension binary; Phase > S does not. A REAPER extension *cannot* be a MIDI-triggered instrument (it is not a > node in any track's signal chain), so the instrument is a **separate native VST3 > plugin** the user instantiates on an instrument track, reading ReaSampler's banks > and playing them MIDI-triggered. Namespaced **`S` (Sampler)** rather than "D" > (Daniel's call — "D" collides with Design View). Authoritative spec: **CONTEXT.md > §MIDI-playback instrument — additive phase spec (Phase S)**. Product framing + > the settled decision record (D1/D5/D6 locked, D-A..D-D settled 2026-07-26): > `docs/product/midi-playback.md`. When a point lands, doc-keeper moves it to > `COMPLETED.md`. > > **Locked (see `docs/product/midi-playback.md` §4):** D1 native VST3 (not JSFX); > D5 Windows-only / VST3-only / REAPER-only; D6 two products, tightly integrated via > the VST-host bridge (live `"reasampler"` ext-state, project-aware). **Settled forks > (2026-07-26):** D-A bare Steinberg VST3 SDK + LICE editor (no JUCE); D-B split seam > with root-note + loop-points added to `Sample` *now*; D-C Tier 0–1 committed (Tier 2 > held, Tier 3 optional-forever); D-D embedded TCP/MCP UI **scheduled** as a later > in-phase point (after the main editor exists). > > **Second build artifact (load-bearing, flagged up front):** Phase S produces a > *separate* VST3 binary alongside `reaper_reasampler`. The Steinberg VST3 SDK is a > **new vendored dependency** (vendor at the spike — an implementation-time > prerequisite, not done here), and CMake grows a second target with Windows VST3 > module-export/bundle wiring. Both are established by S1 so nothing downstream leans > on an unbuilt target. ## S1 — opening spike: VST3 skeleton + `IPlugView`↔LICE bridge (proof + second target) **Goal:** Stand up the second build artifact and prove the two least-trodden unknowns before the engine build leans on them: (1) a silent-but-loading VST3 `SingleComponentEffect` skeleton that REAPER hosts, and (2) an `IPlugView` that hosts a LICE-drawn surface. Converts §1a's experienced-estimates (Windows module-export names, factory-macro spellings, exact bridge marshalling) into verified fact. CONTEXT.md §Phase S (build shape, module architecture, API surface). **Prerequisite (implementation-time):** vendor the Steinberg VST3 SDK (a new submodule/dependency alongside `reaper-sdk` / `WDL`); confirm whether VSTGUI is bundled (moot for D-A but resolves the noted fallback rung). **Verify (in DAW):** the VST3 skeleton loads in REAPER on an instrument track, enumerates via `GetPluginFactory`, sets up an event-in + audio-out bus, and runs an empty `process` without error; an `IPlugView` opens and draws a LICE surface with a working hit-test; the VST-host bridge resolves `GetProjExtState` by name and reads a known `"reasampler"` value. Nothing plays yet — this is the loading/drawing/bridge proof. - [ ] CMake second target: a separate VST3 module artifact built alongside `reaper_reasampler` (Windows VST3 export/bundle wiring; `GetPluginFactory` + `InitDll`/`ExitDll` — **verify exact export names against the vendored SDK**). - [ ] `SingleComponentEffect` skeleton: factory + class registration, `initialize` declaring an event-input bus + an audio-output bus (no audio input), `setupProcessing`, `setActive`, empty `process`. Loads silently in REAPER. - [ ] `IPlugView`↔LICE bridge spike: open a plugin editor window hosting a LICE-drawn surface (window creation/sizing, host→draw/hit-test event routing), reusing the `bank_panel` LICE/SWELL competence. **The decision's one real unknown — prove it here.** (VSTGUI is the noted fallback only if this proves gnarlier than the panel work suggests.) - [ ] Bridge read spike: resolve `GetProjExtState`/`EnumProjExtState` by name over the host callback (`hostcb` opcode `0xdeadf00d`), fetch host project context (`0xdeadf00e`), and read a known `"reasampler"` ext-state value. **Verify opcodes + marshalling against `reaper_plugin.h` / `video_processor.h` / `reaper_plugin_functions.h`.** ## S2 — `Sample` intrinsic fields (root note + loop points; in the *extension*) **Goal:** Add the two bank-intrinsic seam fields to `Sample` — **root note** (MIDI note the sample was recorded at; distinct from the existing optional *musical key*) and **loop points** (sustain-loop start/end, sample-accurate, zero-crossing-aware) — as an additive field extension with JSON round-trip, populated at/after capture. This touches the **extension** codebase, is independently shippable, and lands early to close the backfill cliff before the instrument consumes the fields. CONTEXT.md §Phase S (seam fields, D-B). **Same additive shape as `provenance` (M1).** **Verify:** CTest green. Round-trip lossless across the new fields; pre-existing samples (no root note / loop points) deserialize with clean defaults (no loss, no migration break); capture populates root note where derivable and loop points where set; relative-paths-only unaffected; `BankIndex` behavior unchanged (purely additive). **Depends on:** nothing in Phase S (extension-only; can land before or in parallel with S1). - [ ] Add `rootNote` (optional MIDI note) + `loopStart`/`loopEnd` (optional sample-accurate loop points) to `Sample`; JSON serialize/deserialize with clean defaults for samples lacking them (additive, backward-compatible — mirror of how `provenance` was added). - [ ] Populate the fields on capture where derivable (root note) / settable (loop points); leave them cleanly empty otherwise. No existing `Sample` field changes. - [ ] Tests: full round-trip lossless including the new fields; a legacy `Sample` JSON (no new fields) parses with defaults and re-serializes without loss; additive invariant (no change to existing fields, dedup, tier, or `BankIndex` behavior). ## S3 — pure sampler core (voice engine / envelope / keymap / repitch) **Goal:** The REAPER-free **and** VST3-free sampler core — voice allocation/polyphony, amplitude envelope (ADSR), key→sample and velocity→sample mapping (the keymap), repitch/interpolation from root note, keymap resolution — unit-tested in CTest against known signals. **The heart of the phase (D3); the mirror of `bank_model`/`peaks`/`view_mode_model`/`bank_book`; test it hard.** The core is invariant under the build-shape choice — no VST3 or REAPER type at its boundary. CONTEXT.md §Phase S (pure core, module architecture). **Verify:** CTest green. Voice allocation is correct under polyphony (note-on/off, voice stealing where bounded); ADSR shape asserted against a known signal (mirror of `peaks`); repitch from root note produces the expected pitch ratio; keymap resolution maps a (note, velocity) to the correct sample/zone; the core takes and returns only plain data (no VST3/REAPER types) — enforced by the test target linking neither SDK. **Depends on:** S2 (consumes `rootNote` / loop points as core inputs). - [ ] Voice engine: polyphonic voice allocation (note-on/off, bounded voice stealing), per-voice state, mono-and-basic-polyphony sufficient for Tier 0. - [ ] Amplitude envelope (ADSR) math — asserted against a known signal. - [ ] Repitch/interpolation from root note (chromatic pitch ratio across the keyboard); loop-point-aware sustain for held notes. - [ ] Keymap model + resolution: key ranges/zones (Tier-1 shape) and the (note, velocity) → sample/zone query; Tier-0 chromatic-from-single-root as the degenerate case. - [ ] Tests: voice allocation under polyphony + stealing; ADSR envelope shape; repitch pitch-ratio correctness; keymap resolution (single-root chromatic + zoned); core boundary is plain-data-only (no VST3/REAPER types). ## S4 — Tier 0: "the bank plays" (single sample, chromatic) **Goal:** The honest MVP — one bank sample mapped chromatically across the keyboard from its root note, basic polyphony, a simple amp envelope, velocity→volume. Wire the S3 core into the S1 VST3 shell over the live-state seam (bridge-read bank + audio via the M4 project-relative path machinery). Editor deferrable behind a parameters-only default view. CONTEXT.md §Phase S (Tier 0, seams). **Delivers the core promise.** **Verify (in DAW):** on an instrument track, the VST3 plays a chosen bank sample MIDI-triggered, repitched chromatically from its root note, with basic polyphony, an amp envelope, and velocity→volume; it reads the live `"reasampler"` bank via the bridge and resolves the WAV audio the same project-relative way `persist` does; following the active project works; it never captures and never inserts into the arrange (read-only over the bank). **Depends on:** S1, S2, S3. - [ ] VST3 `process` marshalling: read MIDI note-on/off/velocity off the event bus, drive the S3 core, write per-voice audio to the output bus. - [ ] Live-state seam: read the bank index + selected sample's root note from `"reasampler"` ext-state via the bridge; resolve the WAV audio path the M4 project-relative way (shared convention with `persist`, not re-implemented). - [ ] Sample selection UI (minimal, in the `IPlugView` LICE editor or a parameters-only default view): choose which bank sample this instance plays. - [ ] Tier-0 playback: chromatic-from-root, basic polyphony, amp envelope, velocity→volume — plays in REAPER's routing/record/render path like any VSTi. ## S5 — Tier 1: "a keymap" (zoned multisamples, per-sample root notes) **Goal:** Multiple bank samples zoned across the keyboard (key ranges), each with its own root note — a captured *kit* (one-shots) or a *multisampled instrument* (same instrument sampled at several pitches) plays correctly. One sample per key-region. CONTEXT.md §Phase S (Tier 1). **Where the root-note + key-range seam fields earn their place.** **Verify (in DAW):** a keymap of several bank samples plays correctly zoned across the keyboard, each repitched from its own root note within its range; a captured kit and a multisampled instrument both play as expected; the keymap is authored in the instrument (performance map) while root notes come from the bank intrinsics (S2); editing the keymap does not touch the bank. **Depends on:** S4. - [ ] Keymap editor in the `IPlugView` LICE editor: assign bank samples to key ranges (low/high note per sample), each with its own root note (from S2 intrinsics, overridable in the performance map). - [ ] Tier-1 playback: zoned resolution — a note picks its zone's sample and repitches from that sample's root note; one sample per key-region. - [ ] Performance-map persistence: the keymap (zones, per-sample assignment) is the instrument's own state — held in the instrument (read/written over the live `"reasampler"` seam per D-B's data-ownership split), never written back as a bank intrinsic. ## S6 — embedded TCP/MCP UI (D-D — scheduled in-phase, after the editor) **Goal:** Render a compact keymap/level strip **inline in the track/mixer control panel** via `reaper_plugin_fx_embed.h` (`IReaperUIEmbedInterface`) — the same Cockos surface REAPER's own embedded FX use — so the instrument draws inline, not only in its own window. Composes with the S1/S5 LICE editor path (same LICE-class drawing). **Scheduled, not deferred (D-D settled 2026-07-26):** a real later point, sequenced last because it is polish over a Tier-0 need — but on the roadmap. CONTEXT.md §Phase S (embedded UI, D-D). **Verify (in DAW):** the instrument draws a compact inline strip in the TCP/MCP (not only its own editor window); the inline surface reflects and (where offered) edits the keymap/levels; the embed lifecycle is clean (open/close/resize); the same LICE drawing as the main editor is reused. **Depends on:** S5 (composes over the existing LICE editor). **Must-verify before build:** the `IReaperUIEmbedInterface` contract + embed message/lifecycle against `vendor/reaper-sdk/sdk/reaper_plugin_fx_embed.h`. - [ ] Implement `IReaperUIEmbedInterface` on the VST3; draw a compact keymap/level strip inline in the TCP/MCP using the same LICE surface as the editor. - [ ] Embed lifecycle (open/close/resize/hit-test inline) handled cleanly; reflects the live keymap/levels. ## Phase S — held and optional-forever (noted, not specified) - **Tier 2 — "expressive" (HELD).** Velocity layers, round-robin (anti-machine-gun), full ADSR, per-sample tuning/gain trim, sustain loops. The next depth increment once Tier 0–1 proves the instrument belongs — **its points are not drawn up here.** - **Tier 3 — "instrument polish" (optional-forever).** Filters, filter/pitch envelopes, LFOs, per-voice pan, choke groups, a modest FX slot. A direction to leave room for, never a commitment. ## Phase S — must-verify-before-build (carried from CONTEXT.md §Phase S) - **Steinberg VST3 SDK surface** — interface members, base-class overrides, factory-macro spellings, Windows module-export symbol names (`InitDll`/`ExitDll`/`GetPluginFactory`), and whether VSTGUI is bundled. Several are §1a experienced-estimates until S1 confirms them against the vendored SDK. - **VST-host bridge** — opcodes `0xdeadf00d` (resolve-by-name) / `0xdeadf00e` (host context) and the exact call marshalling, against `reaper_plugin.h` / `video_processor.h` / `reaper_plugin_functions.h`. - **`IReaperUIEmbedInterface`** — embed contract + message/lifecycle, against `reaper_plugin_fx_embed.h` (needed only at S6). --- # Phase L — Look-and-feel (system-wide visual design language) > **New pillar, own lettered namespace, taken up by a parallel team.** Phase L is the > whole-system look-and-feel effort: a shared LICE drawing kit and the surfaces that > adopt it, so ReaSampler and ReaSampler 9000 shed the flat "temple os" drawing for a > modern, sleek 2026 dark synth look. It answers Daniel's post-DAW-test verdict on the > instrument ("this looks like temple os… the VST is dogshit… scope it for the whole > system… does Cockos have a toolkit?"). Namespaced **`L` (Look-and-feel)** so it is > orthogonal to and ungated by the M/D/B/R/V/S pillars — a parallel team owns it while > Phase S feature work proceeds independently. Authoritative spec: **CONTEXT.md §Phase L > — visual design language (design-system spec)**. Product framing, the settled decision > record (DS-1/DS-2/DS-3 all SETTLED 2026-07-26), palette, and the three visual > directions: `docs/product/visual-design-language.md`. When a point lands, doc-keeper > moves it to `COMPLETED.md`. > > **This section is self-contained for a team without Phase S context.** Where a point > touches a Phase S surface (the VST editor, the embed strip, the keyboard strip), the > gate is stated explicitly so the team does not chase files that are not on dev yet. > > **Settled decisions (Daniel, 2026-07-26 — see `docs/product/visual-design-language.md` > §6):** > - **DS-1 — toolkit: LICE + WDL free game, no external frameworks.** Draw the modern > look with LICE directly; reuse any useful WDL/vwnd piece (skin/image helpers, draw > idioms, a control like the scroll listbox) where it beats re-deriving — "don't > reinvent the wheel." Reject iPlug2 / JUCE / VSTGUI (external frameworks re-opening the > settled bare-SDK+LICE build shape). Keep hit-test geometry in pure CTest-covered > modules — do not import vwnd's retained-mode object model wholesale. > - **DS-2 — visual direction: Direction B ("Neon Console") + Direction C's spectral > keyboard strip.** Near-black + one vivid accent everywhere; a hue-mapped spectral > keyboard strip as the signature surface. The kit palette is abstract (roles, one > constants block), so the direction is a single-file change. > - **DS-3 — dock-panel scope: a thorough layout redesign, not a light re-skin.** L2 lays > out the full button inventory (including M11's action-button additions) intuitively, > uncluttered, and useful — then applies the kit. Sequenced after M11 merges. ## L1 — shared LICE drawing kit (the foundation) **Goal:** One shared **LICE-based design kit** — a role-based palette + a type scale + a component-draw layer — that every surface (the bank panel now, the VST editor + embed strip later) draws through, replacing flat `LICE_FillRect` blocks and raw-GDI `DrawTextA` with a modern dark look: gradient surfaces (`LICE_GradRect`), anti-aliased rounded controls (`LICE_RoundRect`/`LICE_Line`), cached anti-aliased text (`LICE_CachedFont`), and a full interaction-state model (rest/hover/active/pressed/dragging/focus/disabled) the current drawing lacks entirely. The B+spectral palette constants (DS-2) live in one constants block. No new dependency — LICE is the toolkit; WDL/vwnd reuse is assessed at build time per DS-1 ("don't reinvent the wheel"). CONTEXT.md §Phase L (design-system spec). Product framing + palette + directions + forks: `docs/product/visual-design-language.md`. **Verify LICE gradient/AA/font surfaces and the `LICE_CachedFont`↔`HFONT` lifecycle against `vendor/WDL/WDL/lice/lice.h` + `lice_text.h` before use.** **Verify:** CTest green on the pure layer (the theme/palette contrast-floor tests + the component geometry/hit-test helpers); in-DAW, the kit renders a modern dark button/row/ surface with AA cached-font text and working hover/pressed states, drawn double-buffered with no flicker. **Depends on:** the existing `bank_panel` LICE surface (the first consumer). Nothing in Phase S — L1 stands alone on the extension side. - [ ] Pure `theme`/palette layer: role→color mapping (`bg/base`, `bg/panel`, `bg/cell`, `text/primary`, `text/dim`, `accent`, `accent/hot`, `warn`) selected via **one direction constants block** carrying the settled **B (Neon Console) + C spectral** values (DS-2), so the direction is a single-file change. Unit-test that each text-on-surface pair clears its WCAG floor (AA 4.5:1 body / 3:1 large + state indicators) — the "punch to the floor, not past it" rule made testable. No LICE/host types. - [ ] Pure component **geometry/hit-test** helpers where not already owned: button rect, slider track/handle geometry, list-row rect + hover hit-test (mirror of `mode_switch`/`bank_grid`/`editor_geometry` — no LICE, no host types, CTest-covered). - [ ] Shell **draw kit** (LICE): `fillSurface` (micro-gradient + 1px inner highlight/shadow — the vwnd trick that kills the flat look), `drawButton`/`drawSlider`/`drawListRow`/ `drawWaveform`/segmented-switch/tab draw, and a shared `text()` over a cached `LICE_CachedFont` set (title/label/value-mono/micro). Owns the cached-font lifecycle. Honors the interaction state model (rest/hover/active/pressed/dragging/focus/disabled). Double-buffered draw preserved (draw to `LICE_SysBitmap`, single `BitBlt`) — the "zero-jank" half of "speed is the selling point." **DS-1: assess WDL/vwnd reuse here at build time** — reuse a vwnd piece (e.g. its scroll listbox) where genuinely cheaper than LICE, else draw on LICE; keep hit-test geometry in the pure layer either way. - [ ] Retire the raw GDI `DrawText` path in `bank_panel` in favor of the kit's cached-font `text()` — the single biggest "temple os → modern" lever. (The VST-editor/embed-strip GDI retirement is L3, gated on Phase S — see below.) ## L2 — dock-panel layout redesign (extension-side; DS-3: thorough, not a re-skin) **Goal:** Redesign the docked `bank_panel` **layout** to house the *full* button/affordance inventory — including the buttons **M11 adds** — intuitively, uncluttered, and useful, then draw it all through the L1 kit. This is **not** a light re-skin (DS-3 settled): M11's action-trigger buttons + keybinding-help labels, on top of the existing capture/organize/ prune/view affordances, are a real button inventory that a straight skin-pass would leave crowded. L2 groups the inventory by *task* (capture, organize, reclaim, view), gives every button a home that does not squeeze the grid, and only then applies the kit's draws. All new layout math goes in a **pure geometry module** (mirror of `mode_switch`/`bank_grid`); `bank_grid`/`tab_strip`/`mode_switch` stay the pure source of truth for what they own. CONTEXT.md §Phase L (dock-panel layout contract — the full M11-aware inventory). **Verify (in DAW):** the full button inventory (existing + M11) is laid out cleanly — the grid stays the centerpiece, frequent capture actions are one reach away with their keybinding labels legible, destructive prune is set apart and `warn`-marked, hover lights every interactive element; nothing is crammed or cut off at panel resize; the panel's GDI text is gone (kit cached-font throughout); all hit-testing is CTest-green pure geometry. **Depends on:** L1 (the kit). **Sequence AFTER M11 merges to dev** — L2 must inventory M11's *actual landed* buttons, not a forecast; starting before M11 designs against a moving target. - [ ] **Layout design + pure geometry:** design the panel layout that groups the inventory by task — a compact action bar/toolbar for the frequent capture actions (icon+label, keybinding as a `micro` sub-label), an overflow/menu for rare ones, header space for the Design View mode switch + active-bank indicator, the bank tab strip + move/copy/remove organize cluster, and prune set apart and `warn`-colored. Add a new **pure** action-bar layout module (mirror of `mode_switch`/`bank_grid`); keep all hit-test math pure/CTest. - [ ] **Inventory the full M11-aware button set and place every one** (see CONTEXT.md §Phase L for the enumerated inventory): existing — bank grid, mode switch + membership count, named-banks tab strip (overflow/scroll), active-bank indicator, pool/banks full-height toggles, create/rename/delete/activate bank, move/copy/remove sample, prune (R-E); M11 — action-trigger buttons (capture item/track, re-capture, resample-and-mute, batch capture, conform-on-insert, insert-at-cursor, drag-out, null-test verify) and per-action keybinding-help labels. Density is a design decision: 8px grid, elevation layers over hairlines, `warn` for destructive verbs. - [ ] **Apply the L1 kit** to draw the redesigned panel: cached-font text (retire GDI), kit `drawButton`/segment/tab draws, palette roles, micro-gradient surfaces, hover on every interactive element. Structure of the vertical-split / grid / tab bones is preserved; the *layout of the inventory around them* is the design work (DS-3). ## L3 — VST editor + embed-strip restyle (GATED on Phase S landing on dev) **Goal:** Bring the ReaSampler 9000 VST editor (`IPlugView` LICE surface) and the S6 embed strip up to the settled B+spectral look via the L1 kit: cached-font text, kit component draws, the Neon-Console palette, the **spectral keyboard strip** as the signature surface (DS-2), and hover/pressed/drag states throughout. CONTEXT.md §Phase L (VST restyle + the Phase S coordination contract). Product framing: `docs/product/visual-design-language.md` §5.3. **Verify (in DAW):** the VST editor + embed strip render in the settled B+spectral language through the L1 kit — AA cached-font text, gradient/rounded kit components, the spectral keyboard strip, working hover/pressed/drag; the VST3 class UID is unchanged (a visual refresh is not a compat event). **Depends on:** L1 (the kit) **AND — GATE — Phase S landing on dev.** The VST editor, embed strip, and keyboard strip live in Phase S, which is **not on dev yet** (it exists on the phase-s worktree). **L3 cannot be built on dev until Phase S's editor/embed surfaces (≈ S1 / S6 / S10) merge to dev. The Phase L team must NOT chase these files on dev — they are not there.** Until then L3 is a planned, blocked point; L1 and L2 are the live Phase L work. > **Coordination contract with Phase S (load-bearing).** Phase S's S10–S13 build their > interaction UX with the **current** drawing and **adopt the L1 kit when it is available — > they are NOT gated on Phase L.** Whichever lands first (the L1 kit or the S10–S13 UX), > the kit is the **one source of drawing**: if S10–S13 reach dev before L1, they draw in > the current language and L3 restyles them; if L1 lands first, they are born in the kit. > Either way there is one kit and one look, and L3 is the point that completes the VST/embed > adoption and applies the settled B+spectral treatment. - [ ] Route the VST editor's + embed strip's text through the kit's cached-font `text()`; retire their raw GDI `DrawTextA` path. (Gated — Phase S surfaces must be on dev.) - [ ] Restyle the editor + embed components through the kit (buttons, sliders/ADSR, list rows, waveform, segmented controls) in the B (Neon Console) palette; add hover/pressed/ drag states. (Gated.) - [ ] Apply **Direction C's spectral treatment to the keyboard strip** (hue-mapped zones, glow-on-active as a static drawn state — never a pulse, per the speed constraint) as the signature surface; VST3 class UID unchanged. (Gated.) ## Phase L — sequencing ``` L1 (shared kit) ──► L2 (dock-panel layout redesign; AFTER M11 merges to dev) └─────────► L3 (VST editor + embed-strip restyle; GATED on Phase S landing on dev) Phase S (separate team, ungated): S-work builds with current drawing, adopts L1 when it lands. ``` L1 is the foundation both L2 and L3 consume. L2 is extension-side, lands after M11. L3 waits for Phase S to reach dev. Phase S feature work runs in parallel, ungated by Phase L. ## Phase L — must-verify-before-build - **LICE design-kit surfaces (L1)** — `LICE_GradRect`, `LICE_RoundRect`, AA `LICE_Line`/`LICE_FLine`/`LICE_ThickFLine`/`LICE_Circle`/`LICE_FillCircle`/ `LICE_DrawCBezier`, `LICE_FillTriangle`/`FillTrapezoid`/`FillConvexPolygon`, and the `LICE_CachedFont`/`LICE_IFont` font engine (`SetFromHFont`, AA `DrawText`, shadow/outline/ glow FX flags). Verified *present* in `vendor/WDL/WDL/lice/lice.h` + `lice_text.h` (design-language doc §1.1); **confirm exact signatures + the `LICE_CachedFont`↔`HFONT` lifecycle at build.** - **WDL/vwnd reuse assessment (DS-1)** — at build time, evaluate whether a vwnd piece beats re-deriving it: `virtwnd-slider.cpp` / `vwnd_slider_drawknobstack` as the slider/knob drawing reference, `virtwnd-listbox.cpp` as a candidate scroll listbox, `virtwnd-controls.h` for `WDL_STYLE_*` gradient hooks, `virtwnd-skin.h` for image-skin helpers. Reuse where useful; keep hit-test geometry pure regardless. - **M11 button inventory (L2)** — L2's layout depends on the *actual* set of buttons M11 lands (action-trigger buttons + keybinding-help labels). Re-inventory against dev after M11 merges before finalizing the layout.