#pragma once // action_bar — the REAPER-free, LICE-free layout + hit-test math behind the bank_panel's // TASK-GROUPED toolbars (Phase L, L2 + L4 + L6). L2's dock-panel layout redesign (DS-3: a // thorough layout, not a re-skin) groups the action-trigger button inventory BY TASK — a compact // bar of clusters instead of one flat equal-tiled strip (the M11 action_buttons row this // supersedes for the panel's action inventory). Each button carries a label sub-rect spanning // its full height — a single-row short label (L6: the keybinding sub-row was on the button face // through L5; L6 moves it to the hover tooltip instead). The bar degrades gracefully on a narrow // panel by dropping WHOLE trailing buttons (never clipping) so the frequent leading cluster // survives. // // L4 re-homes the inventory across TWO toolbars, BOTH driven by this one module: a TOP toolbar // (Capture + Placement — the two acts the tool exists for) and a BOTTOM toolbar (the Design-View // verbs, Tagging then Switching). The tiling is cluster-agnostic — it walks the caller's // ClusterSpec list in order — so the same computeBarSlots / hitTestActionBar serve both bars; // only the cluster membership and the band rect differ per toolbar. // // Why pure (CLAUDE.md §load-bearing split, DS-1 caution): the panel shell owns the SWELL // window, the L1-kit draws, and the NamedCommandLookup/Main_OnCommand dispatch — all // DAW-verified. What is NOT DAW-bound — how the clusters tile the bar, where each button and // its label sub-rect sit, and which button a click hits — lives HERE, unit-tested outside the // DAW. Mirror of mode_switch / action_buttons / prune_button. // // NAME NOTE (brief §name-collision): ButtonRect / ButtonStripRect / ActionButtonRect / // SegmentRect / CellRect / FooterRect / KitButtonBox are already owned in this namespace, so // this module's types are ActionBarRect / ActionBarSlot / ActionCluster — grep-checked free // before minting. They are a distinct concept (a task-grouped multi-cluster bar with text // sub-rects) from the flat action_buttons strip, so the separate names are correct, not merely // non-colliding. // // SCOPE: the destructive PRUNE button is NOT in this bar — it stays set-apart in the footer, // warn-marked, owned by prune_button (L2 keeps prune deliberately away from the frequent // action cluster). This module lays out only the non-destructive capture/placement/maintenance // actions. // // PURE MODULE: NO REAPER types, NO SWELL, NO LICE, NO vendor/ includes. Standard library only. #include namespace reasampler { // The task cluster a button belongs to (the L2 "group by task" mandate). The order here is // NOT itself the bar order — the caller passes ClusterSpecs in the order it wants; this enum // only names the groups so a slot can carry (and a test/shell can assert) its membership. // // L4 split the panel's buttons across TWO toolbars, each an action_bar instance: // * the TOP toolbar draws Capture + Placement (the two acts the tool exists for); // * the BOTTOM toolbar draws the Design-View verbs, grouped Tagging then Switching. // Both toolbars share this ONE pure layout module (the tiling is cluster-agnostic — it walks // the caller's ClusterSpec list in order), so a cluster value belongs to whichever toolbar // the shell places it in; nothing here couples a cluster to a specific bar. enum class ActionCluster { Capture, // capture item / track / realtime / batch — top toolbar, primary gesture Placement, // insert at cursor / insert-conform — top toolbar, placing a sample Maintenance, // re-capture from source / cancel realtime — rarer upkeep actions Tagging, // tag / untag selected tracks for the active mode — bottom toolbar (L4) Switching, // activate Arrange / Design, toggle mode, show-both — bottom toolbar (L4) }; // The bar the clusters are drawn into, top-left origin (SWELL/LICE convention). (x, y) is the // top-left corner; width/height are the bar extents. The panel reserves this as a fixed-height // band (its own judgment where — above the tail footer, below the split body). struct ActionBarRect { int x = 0; int y = 0; int width = 0; int height = 0; bool operator==(const ActionBarRect& o) const { return x == o.x && y == o.y && width == o.width && height == o.height; } }; // One visible button's placement within the bar, top-left origin. `index` is the button's // position in the caller's flat action list (the caller supplies actions in cluster order, so // index also selects the action to fire on a hit). `cluster` is the task group it was laid out // under (surfaced so a test can assert the grouping is structural, and the shell can tint a // cluster). `box` is the whole button rect; `labelBox` is the text area inset horizontally so // text clears the button edge. Only VISIBLE buttons get a slot — a button that does not fit is // omitted, never returned clipped, so every slot is fully drawable. struct ActionBarSlot { int index = 0; ActionCluster cluster = ActionCluster::Capture; int x = 0; int y = 0; int width = 0; int height = 0; // Label rect (absolute, top-left origin), inside `box`. The label spans the full button // height — a single-row short label only (L6: keybinding sub-row removed from the face; // binding is surfaced in the hover tooltip instead). int labelX = 0, labelY = 0, labelW = 0, labelH = 0; bool operator==(const ActionBarSlot& o) const { return index == o.index && cluster == o.cluster && x == o.x && y == o.y && width == o.width && height == o.height && labelX == o.labelX && labelY == o.labelY && labelW == o.labelW && labelH == o.labelH; } }; // One cluster's button count, in the caller's flat action-list order. The caller passes these // in the left-to-right order it wants them drawn (top toolbar: Capture then Placement; bottom // toolbar: Tagging then Switching); a cluster with count 0 is skipped (no gap emitted for it). // The flat action index a slot carries is the running sum across clusters (cluster 0's buttons // are indices [0, counts[0]), etc.), so the shell's flat action table lines up with the slots // by index. struct ClusterSpec { ActionCluster cluster = ActionCluster::Capture; int count = 0; }; // Layout inputs for the bar, in pixels. Defaults are the bank_panel action-bar metrics; the // shell passes its own so draw and hit-test share ONE source of truth. // * buttonWidth — each button's fixed width (buttons never render narrower; overflow drops // whole trailing buttons instead of shrinking below this). // * buttonGap — horizontal gap between buttons WITHIN a cluster. // * clusterGap — horizontal gap between adjacent clusters (wider than buttonGap so the // task grouping reads visually; the 8px-grid density decision). // * sidePad — left/right inset from the bar edges to the first/last button. // * verticalInset — top/bottom gap inside the bar (buttons read as raised, not full-bleed). struct ActionBarSpec { int buttonWidth = 108; int buttonGap = 4; int clusterGap = 16; int sidePad = 8; int verticalInset = 3; }; // How many buttons (from the front, cluster by cluster) fit the bar at `spec.buttonWidth`. // Split from slot tiling so the shell can size an overflow affordance / count without // re-deriving it. Trailing buttons that do not fit are the overflow (dropped whole). A // non-positive bar width, or a bar too narrow for even one button, yields 0. Clamps to // [0, total-button-count]. struct BarFit { int visibleCount = 0; // buttons that fit (laid out), counted from the front int hiddenCount = 0; // total - visibleCount (the overflow, dropped whole) }; BarFit computeBarFit(const ActionBarRect& bar, const std::vector& clusters, const ActionBarSpec& spec); // Lays out the VISIBLE buttons (per computeBarFit) left-to-right in cluster order: buttons // pack at buttonWidth with buttonGap inside a cluster and clusterGap between clusters, starting // at bar.x + sidePad. Each slot carries its flat action index, its cluster, its box, and the // label sub-rect (full-height single row). Empty clusters emit no gap. Returns exactly // visibleCount slots in ascending index order. A degenerate bar (width/height <= 0), an empty // cluster list, or a non-positive buttonWidth yields empty. std::vector computeBarSlots(const ActionBarRect& bar, const std::vector& clusters, const ActionBarSpec& spec); // The flat action index the point (px, py) (SWELL/LICE top-left client coords) lands on, or -1 // for a miss: outside the bar band, in an inter-button / inter-cluster gap, or past the last // visible button (the narrow-panel overflow dead-zone — a harmless no-op the shell ignores). // Half-open bounds [x, x+width) x [y, y+height) match computeBarSlots so no pixel is double- // claimed and the hit maps to the button drawn there. Unlike an equal-tiled strip, the bar has // real gaps, so a gap point is a clean miss (not the nearest button). int hitTestActionBar(int px, int py, const ActionBarRect& bar, const std::vector& clusters, const ActionBarSpec& spec); } // namespace reasampler