Split root CLAUDE.md into 19 per-directory files scoped to their source area. Roll v0 history into docs/ARCHIVE.md; retire CONTEXT.md, CONTEXT-ARCHIVE.md, PLAN.md, COMPLETED.md. Move plan docs under docs/. Rescue 9 live deferrals into docs/TODO.md.
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Visual design language — ReaSampler + ReaSampler 9000 (Phase L)
System-wide look-and-feel framing. This is the why and the visual spec for the whole-system look-and-feel effort, now carried as its own Phase L (Look-and-feel): the shared LICE drawing kit (L1), the extension's docked bank-panel layout redesign (L2), and the ReaSampler 9000 VST editor + embed-strip restyle (L3). It was written after Daniel DAW-tested the S1–S6 instrument:
"this shit looks like temple os. it's 2026, we need something more modern and sleek. speed is the selling point. […] If we are going to enhance look and feel, we need to think big and full. Scope it out for the whole system. […] the VST is dogshit. Does Cockos have a toolkit for this type of visual design?"
Status: framed by product-designer (2026-07-26); the DS-1/DS-2/DS-3 forks are
SETTLED (Daniel, 2026-07-26) — recorded in §6 with the reasoning preserved. DS-2 was
revised 2026-07-26 (Daniel) from the single electric-cyan accent to a three-accent
pastel system (primary/secondary/tertiary = pastel lime green / pastel teal / pastel
purple) — see §6. (A stylish-font upgrade was considered and declined by Daniel — no
font bundling/redistribution; the kit keeps its current cached-font face.) The build points it
fed have landed; their history is in docs/ARCHIVE.md ("Phase L — Look-and-feel", L1 the
shared LICE drawing kit, L2 the dock-panel layout redesign, L3 the VST editor +
embed-strip restyle) and the architecture now lives in src/core/ui/CLAUDE.md /
src/shell/panel/CLAUDE.md (the design-system implementation). Toolkit facts below are
verified against the vendored vendor/WDL tree, not lore.
Phase-boundary note (2026-07-26). This look-and-feel effort was originally drafted as Phase S points S0-DS (the shared kit) and S14 (the panel refresh). It was lifted out of Phase S into its own Phase L so a parallel team can take it up without Phase S context and so Phase S feature work (S7–S13) proceeds ungated. The old
S0-DScontent is now L1; the oldS14content is now L2 (expanded from a light re-skin into a thorough layout redesign — see DS-3 below); the VST editor + embed-strip restyle, which S10–S13 originally folded in, is now the explicit L3 point, gated on Phase S landing on dev. Phase S's S10–S13 build their interaction UX with the current drawing and adopt the L1 kit when it lands — they are not gated on Phase L.
0. TL;DR
- Cockos ships exactly the toolkit Daniel asked about, and it's already vendored.
Two layers: LICE (the immediate-mode 2D rasterizer — gradients, anti-aliased
lines/circles/round-rects/beziers, alpha blending, and a real font engine with
shadow/outline/glow effects) and WDL VirtualWnd / vwnd (a retained-mode LICE-drawn
widget layer — buttons, sliders, knobs, listboxes, skins — the thing REAPER and SWS
themselves are built on). The current VST editor uses almost none of it — it draws
flat
LICE_FillRectblocks and pipes text through raw GDIDrawTextA. That is the "temple os" look: no gradients, no anti-aliasing, no rounded corners, no hover, aliased system text. The ceiling is not the problem; we're drawing at the floor. - DS-1 SETTLED (2026-07-26): LICE, and anything useful in WDL is free game. "Don't reinvent the wheel" — if vwnd (or any WDL machinery: skin/image helpers, draw idioms) offers a usable piece, use it; otherwise build on LICE. No external frameworks (not JUCE, not iPlug2, not VSTGUI). LICE can deliver a 2026-modern dark synth UI — REAPER's own themed UI and SWS prove the ceiling. This is fully consistent with the settled D-A decision (bare SDK + LICE, no framework); the fork is recorded in §6.
- The real work is L1 — a shared drawing kit — one small LICE-based component/palette/type layer that the VST editor, the embed strip, and the bank panel all draw through. It is the one source of drawing for the whole system.
- DS-2 SETTLED (2026-07-26), REVISED (2026-07-26): Direction B ("Neon Console") + Direction C's spectral keyboard strip as the signature surface — now with a three-accent pastel system (primary = pastel lime green, secondary = pastel teal, tertiary = pastel purple) in place of the original single electric-cyan accent. (A stylish-font upgrade was considered and declined — no font bundling; the kit keeps its current face.) Three visual directions are in §4; B+spectral with the pastel accents is the settled target. "Speed is the selling point" is a design constraint, not a tagline: the UI must feel instant (§3.5).
- DS-3 SETTLED (2026-07-26): the dock-panel work is a real, thorough layout design, not a light reskin. L2 lays out the full button inventory (including M11's additions) intuitively, uncluttered, and useful — §5.2.
1. The toolkit question, answered from the vendored source
Daniel: "Does Cockos have a toolkit for this type of visual design?" Yes — two layers,
both already in vendor/WDL. Verified by reading the headers, not from memory.
1.1 LICE — the rasterizer (this is the load-bearing answer)
vendor/WDL/WDL/lice/ is Cockos's own 2D graphics library — the same one REAPER's UI,
the theme engine, and SWS draw with. The current bank_panel and VST editor already link
it. What it actually offers, beyond the flat LICE_FillRect the editor currently limits
itself to (all verified in lice/lice.h / lice/lice_text.h):
| Capability | Function (verified) | We use it today? |
|---|---|---|
| Gradient fills | LICE_GradRect (per-axis R/G/B/A ramps) |
No — this alone kills the flat look |
| Anti-aliased lines | LICE_Line/LICE_FLine/LICE_ThickFLine (aa=true default) |
No |
| Rounded rectangles | LICE_RoundRect (corner radius, AA) |
No |
| AA circles / knobs | LICE_Circle/LICE_FillCircle |
No |
| Bezier curves | LICE_DrawCBezier (AA envelope/curve draw) |
No |
| Triangles / polygons | LICE_FillTriangle/FillConvexPolygon/FillTrapezoid |
No |
| Alpha compositing | every primitive takes alpha + blend mode |
Barely (opaque only) |
| Real font engine | LICE_CachedFont / LICE_IFont: SetFromHFont, AA glyph cache, SetTextColor, DrawText |
No — we use raw GDI DrawTextA |
| Text effects | shadow / outline / glow / blur (LICE_FONT_FLAG_FX_SHADOW/_OUTLINE/_BLUR) |
No |
The single biggest visual lever is text. The editor's drawText does
GetDC → SetTextColor → DrawTextA — native, un-anti-aliased-in-the-bitmap GDI text
that reads as "1998." Switching to a LICE_CachedFont (created once from a chosen
HFONT, cached, AA glyphs, optional soft shadow) is the difference between "temple os"
and "modern synth." Small, mechanical change, outsized payoff, and it belongs in L1 (§5)
so every surface gets it at once. bank_panel already routes some text through GDI too;
the kit fixes both.
Conclusion: LICE is a genuine, sufficient 2D toolkit for a modern dark synth UI. The gap between the current editor and a sleek one is entirely in which LICE calls we make, not in LICE's ceiling. No new dependency is required to get the look Daniel wants.
1.2 WDL VirtualWnd (vwnd) — the retained-mode widget layer, and DS-1's "free game" rule
vendor/WDL/WDL/wingui/virtwnd*.{h,cpp} is the layer above LICE: WDL_VWnd (a virtual
window / control that draws itself into a shared LICE bitmap), with concrete controls —
virtwnd-iconbutton.cpp (buttons), virtwnd-slider.cpp (sliders +
vwnd_slider_drawknobstack knob rendering), virtwnd-listbox.cpp (scrolling lists),
virtwnd-skin.h (image-based skins), plus WDL_STYLE_* hooks for background gradients
and slider/knob bitmaps (virtwnd-controls.h). This is the toolkit REAPER and SWS
themselves use for custom UI.
DS-1's settled rule: WDL is free game — don't reinvent the wheel. Where a WDL piece
(a skin/image helper, a draw idiom, a specific control's rendering) is genuinely usable
and cheaper than re-deriving it, use it; otherwise build on LICE directly. The one
standing caution — not a prohibition — is the retained-mode object model: vwnd's
controls own their hit-test/drag/value internally, whereas the house discipline keeps
layout/hit-test in pure geometry modules (mode_switch, embed_strip,
editor_geometry, the planned keyboard_strip) so hit-test math stays CTest-covered
outside the DAW. So the default is to borrow vwnd's drawing craft (read
virtwnd-slider.cpp / vwnd_slider_drawknobstack as the reference for a good LICE
slider/knob and reproduce the look procedurally over pure geometry we own) and to reach
for a vwnd object only where it carries no bespoke-geometry requirement and re-deriving
it is genuinely wasteful. The plain scrolling listbox (virtwnd-listbox.cpp) for a
long sample list is the archetypal "just use it" case — no bespoke drawing, tedious to
re-derive; adopt it if it fits at build time. The keyboard strip and waveform are
bespoke surfaces vwnd has no widget for — custom-drawn regardless. The rule is a
build-time judgment call per piece, made under one principle: reuse what WDL gives us,
keep hit-test geometry testable.
1.3 The frameworks we are NOT taking (and why — DS-1 settled: no external frameworks)
- IPlug (WDL's own
IPlug/) — the VST2-era plugin framework in WDL. Dated and irrelevant. VST2 is deprecated; it predates VST3; it's not a UI toolkit anyway. Ignore. - iPlug2 (the modern community fork — NanoVG/Skia GPU renderers, web-UI option) — a genuinely capable modern framework, but it is a whole new plugin-framework dependency that would replace the bare-SDK + LICE architecture D-A settled on 2026-07-26. It brings its own graphics stack (NanoVG/Skia), its own build integration, and its own editor/parameter model — none of which we need, because LICE already clears the bar. Rejected (DS-1 settled: no external frameworks).
- VSTGUI (bundled with the Steinberg SDK) — the noted D-A fallback rung if the IPlugView↔LICE bridge had proven gnarly. On the phase-s worktree it didn't — S1 landed the bridge, the editor draws in LICE today. VSTGUI is moot; we're past the point it hedged.
Net: the toolkit question resolves cleanly. Use LICE (already in hand, already the draw surface) as the toolkit, reuse WDL/vwnd pieces where useful (DS-1's "don't reinvent the wheel"), and take no external framework. Fully consistent with D-A.
2. Palette — dark, modern, punchy
Daniel's standing taste: visual punch over conservative contrast — push vibrancy to
the WCAG floor for each element class, not to the past-safe gray. The current palette
(shared between bank_panel.cpp and the VST editor) is a muted forest-green-on-charcoal:
background RGB(28,28,30), waveform/accent RGB(120,200,160), cell RGB(44,44,48). It's
coherent but timid — one desaturated accent, flat fills, hairline borders.
2.1 Structural roles (direction-independent)
A modern dark UI is built from elevation layers, not borders. Define the palette by role, then let the direction set the accent.
Neutral surfaces — REAPER-theme-matching mid-grey (DS-2 revised, 2026-07-26, Daniel).
The neutral role ladder is not near-black — it sits in REAPER's own mid-grey theme
family so the dock reads as part of REAPER, not a black slab bolted on beside it.
Ground truth from Daniel's theme: REAPER's arrange/track background is a mid grey
(~#373737), window chrome / ruler / transport a touch darker (~#2b2b2b), body text a
light grey (~#c8c8c8–white). The DS-2 neutral ladder below matches that family. The
elevation-ladder discipline is unchanged: base < panel < cell, each a few percent
lighter, with the micro-gradient (§2.2) + 1px inner highlight/shadow still doing the
elevation work — REAPER differentiates surfaces by subtle steps, not hard borders, which
is exactly DS-2's "elevation layers, not borders" principle. Only the values moved up
from near-black into the grey range; the structure is identical:
| Role | Purpose | Current | Direction (DS-2 revised — REPER-grey neutrals) |
|---|---|---|---|
bg/base |
window canvas | 28,28,30 |
REAPER chrome grey ≈ 43,43,43 (#2b2b2b) + a subtle top-down LICE_GradRect (base look, not flat) |
bg/panel |
a raised region (list, waveform pane) | — (implicit) | ≈ 51,51,51 (#333333) — one step lighter than base; elevation reads without a border |
bg/cell |
a control/row surface | 44,44,48 |
≈ 58,58,58 (#3a3a3a) (matches REAPER track bg ~#373737–#3c3c3c), with a 1px inner top highlight (the vwnd trick) |
line/hairline |
separators | 60,60,66 |
≈ 74,74,74 (#4a4a4a) — a subtle step above cell; use sparingly, elevation should carry most separation |
text/primary |
labels, values | 210,230,220 |
REAPER body light grey ≈ 220,220,220 (#dcdcdc), must clear WCAG AA (4.5:1) on bg/panel/bg/cell (clears ~8:1 — comfortable) |
text/dim |
secondary / units | — | a dimmer light-grey step ≈ ~160,160,160 (#a0a0a0), must clear AA 4.5:1 on the greyer surfaces if used for body (see §2.1 WCAG note — this is the newly tight pair) |
accent/primary |
live / active / selected layer | 120,200,160 |
pastel lime green (§4) — the one that means "this is live"; where the punch lives |
accent/secondary |
supporting categorical role A | — | pastel teal — a second categorical hue (e.g. secondary zones, non-primary selection state) |
accent/tertiary |
supporting categorical role B | — | pastel purple — a third categorical hue (e.g. tertiary zones, a distinct affordance class) |
accent/hot |
hover / live / drag feedback | — (absent) | a brighter tint of the primary accent; today there is no hover color at all |
warn |
clip / destructive (prune, delete) | — | a red/amber reserved only for byte-deleting or clip states |
Three-accent role assignment (DS-2 revised). The accent layer is now three pastel hues, not one, so the palette can carry categorical meaning without leaning on saturation Daniel finds too loud. The coherent assignment:
accent/primary= pastel lime green — the single "this is live/active/selected" signal. It does the same job the old single cyan did: it is the eye-magnet, used with discipline for the live layer only (selection, active fill, focus-adjacent, the active zone's glow). One primary keeps the "accent = live, never chrome" rule intact.accent/secondary= pastel teal andaccent/tertiary= pastel purple — the categorical distinctions that a single-accent palette had to fake with brightness. They mark kinds of thing, not intensity: e.g. non-active zone bands on the keyboard strip, a second/third action-cluster identity, or a supporting-state fill. They never out-shout primary — primary is always the "what's live now" answer; secondary/tertiary are "what category is this." The three read as a family (all pastel, adjacent-ish in the cool→warm band), so the UI stays coherent, not carnival.
Primary/secondary/tertiary is a role trio in the same constants block as the rest — adding two accents did not change the "one file, one direction" property (§2.1 opener).
WCAG-floor discipline (the "punch" rule, re-read for pastels): for each text-on-surface
pair, pick the value that still clears its contrast floor — AA 4.5:1 for body text, 3:1 for
large text and UI-state indicators (selection borders, active fills). With the old vivid
cyan the rule was "push to the floor from the vibrant side." Pastels are the inverse
approach: a pastel is intrinsically less saturated and (as a light-ish tint on a dark
surface) usually brighter than a vivid accent, so it clears the large/state floor more
easily than a vivid hue — though on the DS-2-revised grey surfaces the cushion is much
smaller than on near-black (see the grey re-read below). The tight case flips — text
drawn on a pastel fill (dark text on a light pastel, or the pastel as fill behind
text/primary) is where contrast can fail. So the rule becomes:
take the most pastel (softest, least-saturated) value that still clears the floor,
approached from the soft side — do not over-saturate a pastel back toward neon "to be
safe," and do not wash it out so far it drops a text pair below floor. The implementer runs
the theme module's WCAG tests and nudges each accent within the pastel intent until every
drawn pair clears. See §4 for concrete starting values and the pairs expected to be tight.
WCAG re-read for the greyer neutrals (DS-2 revised — the load-bearing check). Moving the neutral surfaces up from near-black into REAPER's mid-grey makes two pairs harder, because contrast against a lighter surface is smaller. Both must be re-verified against the new grey ladder, not the old near-black:
text/dimonbg/panel/bg/cell— the classic mid-grey-on-mid-grey floor failure. A mid-grey dim text against a mid-grey surface is exactly where AA fails. At the starting values a~#9a9a9a-#a0a0a0dim on#333333/#3a3a3alands around ~4:1–4.4:1 — under the AA 4.5:1 body floor and only just clearing the 3:1 large floor.text/dimmust be lifted light enough (toward~#a8a8a8+) to clear AA 4.5:1 on the greyest surface it draws body text on, or be confined to large/UI-label use where the 3:1 floor applies. The implementer locks the exact value against the test; the intent is "dim, but never below the floor it is actually drawn against."- The three pastel accents on the greyer surfaces — the cushion shrank. Pastels have
less contrast against mid-grey than against near-black. On near-black the three cleared
the 3:1 large/indicator floor by a huge margin (~15:1); on
bg/cell#3a3a3athe same pastels land around ~6:1–7:1 — still clearing 3:1, but the comfortable cushion is gone. Every pastel used as a state indicator / active fill (selection border, active zone, focus-adjacent) must be re-verified to still clear the 3:1 large/indicator floor onbg/cell, not on the old near-black. If any pastel would drop below floor on grey, the "punch from the soft side" rule now means nudge that hue slightly deeper / more saturated until it clears — the hues stay pastel lime / teal / purple; only their value/chroma may move a little. This is a real tension: the greyer background pulls the pastels toward the floor at the same time the "keep it soft" rule pulls them away from saturation. The implementer resolves it per-hue against the test, staying within the pastel intent.
2.2 Motion of color, not just color
The flat look isn't only the hue — it's that every fill is a single opaque rectangle.
A 2026 dark UI reads as dimensional because surfaces have a micro-gradient (a few
percent lighter at the top, LICE_GradRect) and controls have a **1px top inner-highlight
- 1px bottom inner-shadow**. This is the single cheapest "modern" upgrade after AA text,
and it's exactly what
virtwnd's button/slider drawing does. Bake it into the kit'sfillSurface()primitive so every button, row, and cell gets it for free.
3. Typography, spacing, interaction, motion
3.1 Typography within LICE's reality
- Use
LICE_CachedFont, retire raw GDIDrawTextA. Create a small set of cached fonts once (below), owned by the kit, reused across VST + embed + panel. AA glyphs in the bitmap are the "temple os → modern" switch. - Two or three weights/sizes, no more. A tool UI wants a type scale, not
typographic variety:
title(~15px semibold),label(~12px regular),value/mono(~12px, tabular for note numbers / ms / dB so digits don't jitter during a drag),micro(~10px, dim, for units/counts). Four cached fonts total. - Font face — keep the kit's current cached-font face (DS-2: no font change). A
stylish/bundled-font upgrade was considered and declined by Daniel — he does not want
to bundle and redistribute a font. So the kit keeps its current face; this doc
specifies no new typeface. The win at §3.1 is entirely the mechanism — routing all text
through a
LICE_CachedFont(AA glyph cache, one weight/size scale, optional soft shadow on titles) instead of raw GDIDrawTextA— not a new type family. TheHFONTfed toSetFromHFontstays the kit's existing choice; the "temple os → modern" jump is the AA cached-glyph pipeline plus the type scale above, not the face. - Soft shadow on title/accent text only (
LICE_FONT_FLAG_FX_SHADOW) — subtle depth, used sparingly; body text stays crisp and flat for legibility.
3.2 Spacing & grid
- An 8px base unit (4px for tight internal padding). Row heights, gaps, and pane insets are multiples of it — this is what makes a UI read as "designed" not "placed."
- Generous row height for list/zone rows (~28–32px). In the editor, S10 deletes the seven mini-buttons per row so rows can breathe.
- Consistent 8px pane inset everywhere (panel edges, between panes). The current editor pins controls flush to edges — a big part of the cheap feel.
3.3 Interaction states (the editor currently has NONE)
A control looks identical whether the mouse is over it, on it, or nowhere near. This is half of why it feels dead. Define a state model every kit component honors:
| State | Visual | Cost |
|---|---|---|
| rest | bg/cell + inner highlight |
— |
| hover | lighten fill toward accent/hot, ~8–12% |
requires WM_MOUSEMOVE tracking (§3.5) |
| active/selected | accent fill + accent border |
already partly present |
| pressed | darken + 1px inset (the surface "pushes in") | on WM_LBUTTONDOWN |
| dragging | live element follows cursor; ghost/marker at target; rest dims slightly | S10 drag machine |
| focus (keyboard) | 1px text/primary ring (distinct from selection) |
already present in panel (kColFocusBorder) |
| disabled | desaturate + 40% alpha | rare (stale zone, no bank) |
Hover is the highest-value addition — it's what makes a UI feel alive and responsive,
and the visible proof of "speed is the selling point" (§3.5). It requires
WM_MOUSEMOVE (and TrackMouseEvent for WM_MOUSELEAVE). The panel's wndProc already
runs a timer; adding hover tracking is cheap. In the editor, the S10 drag-state machine
already introduces the move tracking, so hover rides in on that work at near-zero cost.
3.4 Component patterns (reused across VST + embed + panel)
The kit defines a small, shared vocabulary of drawn components, each: (a) drawn by a
kit function taking a Rect + state, (b) hit-tested by a pure geometry helper (the
house discipline). The set:
- Button — rounded (
LICE_RoundRect), gradient fill, inner highlight, hover/pressed states, centeredLICE_CachedFontlabel. Replaces the flatLICE_FillRect+DrawRect+ GDI-text buttons in both artifacts (the whole M11 action-button inventory, panel toggles, prune button, Add Zone, etc.). - List row — selectable, hover, focus, optional leading thumbnail (the panel's waveform cell is a specialization). Shared by the sample list (VST + panel) and zone list.
- Slider / knob — for ADSR (S12) and any level control; drawn in the
virtwnd-slideridiom (track + filled portion + handle with highlight), hit-test pure. - Marker / handle — the draggable grip primitive: keyboard-strip zone edges (S10), waveform loop markers (S11). A consistent grip look (a bright vertical bar + a small triangular tab) so "this is draggable" reads instantly.
- Segmented switch — the panel already has this (
mode_switch); restyle it through the kit (gradient segments, lit-active, hover). - Tab (named-banks strip) — a specialization of the segmented/button idiom with the overflow/scroll affordance already specced in Phase B; drawn through the kit.
- Waveform — peaks envelope (
peaksmodule) drawn as a filled AA shape (LICE_FillTriangle/trapezoids or a bezier top), midline, overbg/panel. Shared between the panel thumbnail and the S11 editor waveform. - Keyboard strip — the bespoke S10 surface: white/black key lanes, zone bars as translucent colored overlays, root markers. No prior art in the kit; it defines new kit primitives (key-lane fill, zone overlay). Direction C's spectral treatment (§4, DS-2 settled + revised) lives here — the hue-mapped keyboard is the signature surface, now a pastel sweep anchored on the three accent hues (§4).
3.5 Motion policy — "speed is the selling point," read as a constraint
Daniel named speed as the selling point. The design reading: the UI must feel instant, and no decoration may cost that. Concretely —
- Sub-frame response. Hover/press/drag feedback repaints immediately on the input message (no timer latency). This is why hover tracking is a feature, not overhead — instant visual acknowledgment is the perception of speed.
- Zero-jank drawing. Keep the existing double-buffer discipline (draw to a
LICE_SysBitmap, singleBitBlt) the editor and panel already use. Every kit component draws into the offscreen bitmap; nothing draws direct-to-DC. - Repaint only what changed where cheap. Full-panel repaint is fine at these sizes,
but during a drag, invalidate the affected region (
InvalidateRectwith a rect, notnullptr). Build-time residual, flagged not mandated. - NO decorative animation. No easing tweens, no fades, no animated meters beyond a direct level follow. Animation that costs a frame of latency violates the speed promise. The one permitted case: a level/meter readout that follows the audio directly (already how the embed strip's level band works). Motion = immediate feedback, never ornament. Direction C's glow/bloom is a drawn state, never a pulse — it must stay static.
- The "fast" feeling is mostly typography + hover + no-jank, not motion. A crisp AA label that lights on hover and commits a drag with zero flicker reads faster than any animation.
4. Three visual directions (DS-2 SETTLED: B + C's spectral keyboard strip; REVISED to pastel accents)
Each is a complete palette + treatment, not a shade of the same thing. All three are LICE-drawable today (no new dependency); all three honor the WCAG-floor "punch" rule. Ordered safe → bold. Daniel settled (2026-07-26) on Direction B as the target, with Direction C's spectral keyboard strip as the signature surface — then revised the accent layer (2026-07-26) from a single electric cyan to a three-accent pastel system (primary pastel lime green / secondary pastel teal / tertiary pastel purple), and revised the neutral surfaces (2026-07-26) from near-black up into REAPER's mid-grey theme family so the dock reads as part of REAPER, not a black slab (§2.1). Only the accent layer and the neutral ladder changed; the direction (B + C's spectral strip) is unchanged.
Direction A — "Studio Rack" (evolutionary; not selected)
The current forest-green-on-charcoal, but executed properly: gradient surfaces, AA
text, rounded controls, a hover state, inner highlights. Same hue family — accent stays
green (brightened to ~140,220,170), background gains a subtle vertical gradient,
controls get the vwnd inner-highlight/shadow treatment.
- Feel: a well-made piece of pro audio hardware. Restrained, "REAPER-native."
- Why not selected: it's the conservative answer — fixes "temple os" but doesn't make anyone say "sleek." Retained as the fallback if B/C ever feel too loud for a pro-audio context, but Daniel's taste points away from it.
Direction B — "Neon Console" (contemporary synth; SETTLED default, REVISED to pastel accents)
A modern soft-synth / plugin look: REAPER-theme mid-grey neutrals (bg/base ≈
#2b2b2b, bg/panel ≈ #333333, bg/cell ≈ #3a3a3a — the grey ladder in §2.1, matching
Daniel's REAPER theme so the dock is not a black box beside it), and the accent layer
carries all the punch — used with intent for the live/active/selected layer and for a
small number of categorical distinctions only. Everything else stays quiet grey. Waveforms
and the keyboard strip's active zone glow in the primary accent; inactive/categorical
elements pick up secondary/tertiary. This is the "Serum / Vital / modern Arturia" idiom —
accent-on-dark — but pastel, not neon, and on REAPER-grey rather than near-black.
Accent layer (DS-2 revised — three pastel accents, replacing the single electric cyan): Daniel's call — "it's too CYAN, I prefer pastel hues" — swaps the one vivid cyan for a three-hue pastel family. Concrete starting values (the implementer locks final hex against the WCAG tests — §2.1):
| Role | Pastel | Starting RGB (hex) | Job |
|---|---|---|---|
accent/primary |
pastel lime green | ~176,224,152 (#B0E098) |
the live/active/selected signal — the eye-magnet |
accent/secondary |
pastel teal | ~132,214,208 (#84D6D0) |
categorical role A (non-active zones, a second cluster) |
accent/tertiary |
pastel purple | ~194,170,232 (#C2AAE8) |
categorical role B (tertiary zones, a distinct affordance class) |
accent/hot |
brighter primary tint | ~200,236,178 (#C8ECB2) |
hover / live / drag feedback (a lighter pastel-lime) |
These are light-ish, low-saturation tints. On the REAPER-grey surfaces (bg/cell ≈
#3a3a3a) they still clear AA-large (3:1) and the state-indicator floor — but the
margin is much smaller than it was on near-black (roughly ~6:1–7:1 on grey vs. ~15:1
on #12121x). This is a real DS-2-revision tension: the greyer background pulls the
pastels toward the floor at the same time the "keep it soft" rule pulls them away from
saturation. Approach from the soft side (§2.1) — keep them as pastel as possible while
still clearing the floor on grey, not near-black — but if any pastel used as a state
indicator / active fill drops below 3:1 on bg/cell, nudge that hue slightly deeper /
more saturated until it clears (hue stays lime/teal/purple; only value/chroma moves a
little). Re-verify against the grey ladder, not the old near-black values.
- Feel: a 2026 instrument, softer and calmer than a neon single-accent — the pastel family guides the eye to what's live (primary) and quietly categorizes the rest.
- Watch — the tight pairs (flag for the implementer):
- Body text on a pastel fill. When a pastel accent is a fill and
text/primary(light-grey~220,220,220/#dcdcdc) or a dark label sits on top, the pair can drop below AA 4.5:1 — pastels are mid-to-light, so light-grey-on-pastel is the risky combination. Where an accent is used as a filled surface behind body text, either (a) use a dark near-black label on the light pastel (which clears easily) or (b) darken that specific pastel fill until near-white clears 4.5:1. The theme test must cover every actual text-on-accent-fill pair the kit draws. - Secondary vs. tertiary distinguishability. Pastel teal and pastel purple are both cool-ish and desaturated; verify they read as distinct categories, not two greys, when adjacent (e.g. neighboring zone bands). Nudge tertiary warmer/more-violet if they muddy.
- Three pastels can drift "candy" if over-applied — same discipline as before: accent = live + a few categorical marks, never chrome. Coherence rule: keep all three clearly in the pastel family (no one of them creeping back to full saturation).
- Body text on a pastel fill. When a pastel accent is a fill and
- Reversibility: unchanged — all three accents live in the one constants block, so a future re-pick (or a saturation nudge) is still a single-file change.
Direction C — "Spectral" (bold; SETTLED for the keyboard strip; REVISED to a pastel sweep)
Lean into depth via a hue-mapped gradient across the signature surface: zones and the
waveform aren't a flat accent — the keyboard strip is a spectrum you play across (low
notes cool → high notes hot), the waveform filled with a vertical accent gradient. Selection
glows; the active zone has a soft outer bloom (LICE_GradRect halo, a static drawn state
— §3.5). Multi-zone keymaps become genuinely beautiful — each zone a band of the
spectrum — which is exactly the "multi-zone-in-one-instance" capability that RS5K
structurally lacks (the sharpest "better than RS5K" claim, made visual).
How the spectral ramp relates to the three pastel accents (DS-2 revised). The strip
keeps a full low→high sweep, but it is now a pastel spectral ramp anchored on the
three accent hues rather than a neon cool-blue→hot-magenta gradient — so the signature
surface stays coherent with "pastel, not neon" and visibly belongs to the same palette as
the rest of the UI. Concretely: the ramp runs pastel-lime (primary, low) → pastel-teal
(secondary, mid) → pastel-purple (tertiary, high) as a three-stop gradient through the
accent constants (or a slightly wider pastel arc that passes through those three anchor
points), keeping every stop in the pastel band. This ties the spectrum to the palette:
the same three hues that mean "live / category A / category B" elsewhere are the endpoints
and midpoint of the spectrum here, so the strip reads as an extension of the accent system,
not a separate neon flourish. The active zone still lifts to accent/primary +
its bloom, so "which zone is live" stays unambiguous over the categorical spectral bands.
- Feel: premium, almost visualizer-grade — but soft and cohesive, a pastel spectrum rather than a rave. The keyboard strip is the signature; it is unmistakably the same palette as the panel.
- Settled scope: C's spectral treatment lands on the keyboard strip (the signature surface), over Direction B's Neon-Console chrome (now pastel-accented) everywhere else. This is the "modern-sleek center with one bold, identity-defining surface" Daniel chose — dial the spectrum wider (a broader pastel arc) or narrower (tight to the three anchors) after seeing it on the DAW.
- Watch: gradients/bloom are easy to overdo into "toy"; the glow must stay a static drawn state, never a pulse (§3.5); a pastel ramp has less inter-note contrast than a neon one, so verify adjacent zone bands stay distinguishable (the same secondary-vs- tertiary caution as Direction B); risks reading as flashy over fast if the speed discipline slips.
Settled recommendation, now spec: build the kit palette abstractly (roles, not hardcoded colors — §2.1) so the direction is one file of constants; default to Direction B (Neon Console) with the three-accent pastel system (primary lime / secondary teal / tertiary purple) and Direction C's pastel spectral keyboard strip as the signature surface. Because the palette is abstract, a later re-pick — or a saturation nudge within the pastel intent — is one file.
5. The build shape (landed history in docs/ARCHIVE.md §Phase L)
Three points and their sequencing.
5.1 L1 — shared LICE drawing kit (the foundation)
A small shared module — the palette + type + component-draw layer that the VST editor, the embed strip, and the bank panel all draw through. Honoring the house pure/shell split:
- Pure layer (CTest-covered): the geometry of components — a
theme/palette module (role → color, direction-selectable via one constants block; pure, trivially testable that contrast pairs clear their floor with the B+spectral constants) and per-component layout/hit-test helpers where they don't already exist (button rect, slider track/handle geometry, list-row rect + hover hit-test). These mirrormode_switch/embed_strip/editor_geometry— no LICE, no host types, unit-tested. - Shell layer (DAW-verified): the draw kit — LICE functions that render each
component (
drawButton,drawSlider,drawListRow,drawWaveform,fillSurfacewith the micro-gradient + inner highlight,text()via a sharedLICE_CachedFontset). Owns the cached-font lifecycle. WDL/vwnd reuse is assessed here, at build time, per DS-1 — reuse a vwnd piece where it's genuinely cheaper (the scroll listbox is the archetype), else draw on LICE. This is the layer that replaces the flatLICE_FillRect+DrawTextAcalls in every surface. - Cross-artifact reuse (load-bearing): the kit is the one source all surfaces
draw through — the same instinct as the one-source-multiple-views rule. A button looks
identical in the panel, the embed strip, and the VST because it's the same
drawButton. This is what makes "scope it for the whole system" real rather than divergent restyles. - Coordination with Phase S: L1 is not S10's dependency — S10–S13 build their interaction UX with the current drawing and adopt the kit when L1 lands (whichever order happens). The kit is the one source of drawing; when both exist, all surfaces consume it.
5.2 L2 — dock-panel layout redesign (extension-side; DS-3 SETTLED: thorough, not a re-skin)
DS-3 settled (2026-07-26): this is a real, thorough layout design, not a light reskin. The panel already has good bones (thumbnails, selection, focus ring, a LICE grid, the multi-bank vertical split, the Design View mode switch). But M11 (about to merge to dev) adds a substantial button inventory — the panel must lay out the full inventory intuitively, uncluttered, and useful. L2 designs that layout, then applies the L1 kit to draw it.
The full button/affordance inventory L2 must place (dev, M11-aware):
Existing (landed / specced):
- Bank grid — thumbnails, multi-select, keyboard nav, audition, focus ring.
- Design View segmented mode switch (
[ Arrange | Design ]) + per-mode membership count. - Multi-bank: named-banks tab strip (LICE-drawn, overflow/scroll), active-bank indicator, pool/banks full-height toggles, create/rename/delete/activate-bank affordances, per-selection move / copy / remove sample menu.
- Prune button (R-E) — the byte-deleting action,
warn-colored.
M11 adds (landed — docs/ARCHIVE.md Milestone 11):
- Action trigger buttons — clickable buttons that fire the capture + provenance action family directly (capture item / capture track scopes, re-capture from source, resample-and-mute-source, batch capture, conform-on-insert, insert-at-cursor, drag-out, null-test verify). A real cluster of buttons.
- Keybinding help labels — each capture/provenance action surfaces its current key binding (e.g. "Capture Item → F5") or an "unbound" marker.
L2 design mandate (the thorough part):
- Group by function, not by phase. The user thinks in tasks — capture, organize,
reclaim, view — not in M/B/R/D phases. Cluster the capture-action buttons together
(with their keybinding labels), the bank-organization affordances together (tabs +
move/copy/remove + create/rename/delete), the view/mode switch in the header, and the
destructive prune apart and
warn-marked. First-principles: what does a capture-heavy workflow reach for most, and how few clicks/pixels away is it? - A place for every button that doesn't crowd the grid. The grid is the centerpiece;
the button inventory must not squeeze it. Consider a compact action bar/toolbar for
the frequent capture actions (icon+label buttons drawn through the kit, keybinding as a
microsub-label), an overflow/menu for the rare ones, and reserved header space for view/mode. The keybinding labels aremicro/text-dimso they inform without shouting. - Density is a design decision, not an accident. Use the 8px grid (§3.2), elevation
layers (§2.1) to separate the action bar from the grid from the bank strip without a
forest of hairlines, and the kit's
warnrole to make prune (and any destructive verb) unmistakable. Hover on every interactive element (§3.3). - Then apply the L1 kit to draw it all: cached-font text (retire the panel's GDI
text), kit
drawButton/segment/tab draws, palette roles, micro-gradient surfaces. - Hit-test geometry stays pure. The layout redesign may add new pure geometry modules
(an action-bar layout module, mirror of
mode_switch/bank_grid) but keeps all hit-test math in the pure, CTest-covered layer.bank_grid/tab_strip/mode_switchstay the source of truth for what they own; new layout gets its own pure module.
Sequence L2 AFTER M11 merges to dev — L2 must inventory M11's actual landed buttons, not a forecast of them. If L2 starts before M11 lands, it designs against a moving target.
5.3 L3 — VST editor + embed-strip restyle [LANDED]
L3 has landed (merged c53683e, 2026-07-27). Phase L is now complete (L1–L7 all
landed). The ReaSampler 9000 VST editor (IPlugView LICE surface,
reasampler_editor.cpp) and the S6 embed strip (reasampler_embed.cpp) received the full
kit treatment: kit cached-font text (§3.1 — the kit's current face, no bundled font), kit
component draws, the B palette with the three-accent pastel system (primary lime /
secondary teal / tertiary purple), the pastel spectral keyboard strip + zone bars (active
zone lifts to accent/primary + a static glow) as the signature surface, hover/pressed/drag
states throughout. The full editor component set was restyled: the capture-first browser
(search box + tabs + sample thumbnails, S10), channel mono/stereo toggles (S7), waveform
pane with start + loop markers (S11), keyboard strip + zone bars (S10/S10-Z), and
ADSR + pitch sliders + Trigger/Gate & Varispeed/Preserve mode toggles (S12/S15/S16).
What was confirmed at build:
- All Phase S UI draw was in exactly two shells —
reasampler_editor.cpp(theIPlugVieweditor) andreasampler_embed.cpp(the S6 embed strip). Every othersrc/vst/UI file (editor_geometry,keyboard_strip,waveform_view,capture_browser,param_slider,browser_scroll,embed_strip) is a pure geometry/hit-test module with zero LICE and zero draw — the house pure/shell discipline held. L3 was therefore a shell-side restyle of two files; no geometry rework required. - Full restyle, not a born-in-kit no-op. The Phase S surfaces arrived on dev drawing flat
LICE_FillRectblocks + raw GDIDrawTextA, off a local pre-L1 forest-green palette (kColBackgroundetc.) — the coordination contract's "born in the kit" branch did not occur. L3 performed the full restyle. - Two palettes collapsed to one. The editor shell's local
kColBackground/kColCardBg/kColThumb/… forest-green-on-near-black constants block (the pre-L1 palette this doc's §2 set out to replace) was retired; all surfaces now draw through the L1themeroles. One kit, one look. - Beta title band — textual-only distinction (Daniel, 2026-07-27). The S18 beta channel
title band gets no distinct visual accent; L3 restyles it in the standard B pastel palette
and the beta-vs-stable distinction stays purely textual (the channel-derived plugin name
via
app_version, as before). No channel-specific accent color. - VST3 class UID unchanged. A visual refresh is not a compat event; RT/
processpath untouched; pure geometry modules remained pure throughout.
Coordination contract (resolved). Phase S's S10–S13 built their interaction UX with the current drawing and adopted the L1 kit via L3 (the "L3 restyles them" branch). There is now one kit and one look across both artifacts.
5.4 Sequencing summary
L1 (shared kit) ──► L2 (dock-panel layout redesign, extension-side) [LANDED]
└─────────► L3 (VST editor + embed-strip restyle) [LANDED]
Phase L is complete — L1, L2, L3, L4, L5, L6, and L7 have all landed.
L1 was the foundation both L2 and L3 consumed. L2 was extension-side and landed after M11. L3 was gated on Phase S reaching dev — Phase S merged 2026-07-27 and L3 followed immediately. Phase L is complete.
6. Forks — all SETTLED (Daniel, 2026-07-26)
Fork DS-1 — the toolkit. SETTLED: LICE + WDL free game, no external frameworks.
- Settled: draw the modern look with LICE directly (gradients, AA, rounded, cached fonts). Anything useful in WDL/vwnd is free game — "don't reinvent the wheel": reuse a vwnd piece (skin/image helper, draw idiom, a specific control like the scroll listbox) where it's genuinely usable and cheaper than re-deriving; otherwise build on LICE. The one standing caution (not a ban): keep hit-test geometry in pure CTest-covered modules rather than importing vwnd's retained-mode object model wholesale, so the pure/shell split and its test coverage hold.
- Rejected: any external framework — iPlug2, JUCE, VSTGUI. They re-open settled
D-A to solve a look problem that is not a toolkit-ceiling problem (REAPER's own themed
UI is LICE). WDL's own VST2-era
IPlugis dated and irrelevant. - Reasoning preserved: LICE is a sufficient modern-dark-UI toolkit; the current "temple os" look is drawing at LICE's floor, not hitting its ceiling. No new dependency, fully consistent with D-A.
Fork DS-2 — visual direction. SETTLED 2026-07-26: Direction B (Neon Console) + Direction C's spectral keyboard strip. REVISED 2026-07-26 (Daniel): three-accent pastel system.
- Settled (original): B (near-black + one vivid accent, modern soft-synth idiom) as the system-wide target, with C's spectral, hue-mapped keyboard strip as the signature surface — the multi-zone-in-one-instance advantage made visual. The single accent was electric cyan.
- Revised (2026-07-26, Daniel) — accent layer: the accent layer changes from one electric cyan to a three-accent pastel system — primary = pastel lime green, secondary = pastel teal, tertiary = pastel purple. The spectral keyboard strip becomes a pastel sweep anchored on the three accents (§4 Direction C). This revision is palette-only. Rationale (Daniel, verbatim intent): "the layout is a huge improvement… the only thing I want to change is the cyan — it's too CYAN, I prefer pastel hues… a three-color accent system, primary / secondary / tertiary as pastel lime green / pastel teal / pastel purple" — too cyan; prefers pastel; wants three-accent primary/secondary/tertiary.
- Revised (2026-07-26, Daniel) — neutral surfaces: the neutral role ladder moves
from near-black up into REAPER's mid-grey theme family, so the dock reads as part of
REAPER, not a black slab bolted on beside it. Concrete starting ladder (§2.1):
bg/base≈#2b2b2b(REAPER chrome),bg/panel≈#333333,bg/cell≈#3a3a3a(REAPER track bg),line/hairline≈#4a4a4a,text/primary≈#dcdcdc,text/dim≈~#a0a0a0+. The elevation-ladder discipline is unchanged (base < panel < cell by a few %, micro- gradient + inner highlight/shadow carry elevation, not hard borders). This shifts the WCAG burden (§2.1 re-read):text/dimon grey and the three pastels as state indicators on grey are now the tight pairs — mid-grey-on-mid-grey for dim text, shrunken pastel cushion for the accents — the implementer re-verifies both against the grey ladder, not near-black. Rationale (Daniel, verbatim): "we should adjust the neutral colors to be more grey to match my REAPER theme… Text and surfaces should match" — the dock should read as part of REAPER, not a black box. - Font upgrade — considered and DECLINED (Daniel, 2026-07-26). A stylish/bundled-font upgrade was on the table in an earlier draft of this revision and Daniel declined it: he does not want to bundle and redistribute a font. The kit keeps its current cached-font face; no new typeface is specified (§3.1). Recorded here so the question is not re-raised — the §3.1 win is the AA cached-glyph mechanism, not the face.
- Not selected: A Studio Rack (evolutionary green — retained only as a fallback if B/C read too loud for pro-audio).
- Reasoning preserved: modern-sleek center + one bold identity surface; the revision keeps that shape but trades neon punch for pastel calm (Daniel's taste, stated on seeing the landed layout) and adds categorical meaning via the accent trio. The kit palette is abstract (roles, one constants block — now three accent roles instead of one), so this is still reversible for ~one file — a starting direction, not a permanent lock. The final hex is the implementer's to lock against the theme module's WCAG tests, staying within the pastel intent (the "soft-side" floor discipline, §2.1).
Fork DS-3 — panel refresh scope. SETTLED: thorough layout redesign (not a light re-skin).
- Settled: L2 is a real, thorough layout design that lays out the full button inventory (including M11's action buttons + keybinding labels) intuitively, uncluttered, and useful — then applies the L1 kit to draw it. Sequenced after M11 merges so it designs against the actual button set.
- Superseded: the earlier "(a) light — apply the kit, keep the structure" lean. M11's button additions make a layout pass necessary, not just a skin pass — a forest of new buttons crammed into the current structure would be exactly the clutter the redesign exists to prevent.
- Reasoning preserved: the panel's grid/vertical-split bones are sound and stay; the layout of the button inventory around them is the design work. Structural rework destabilizing landed Phase-B panel work is still avoided — L2 groups and places, it does not tear down the vertical-split / grid / tab structure.
7. What this does NOT change (guardrails)
- D-A stays settled — bare Steinberg SDK + LICE, no framework. This doc reinforces it (LICE is sufficient), it does not re-open it. (D-A lives on the phase-s worktree; on dev it is the settled Phase S build-shape decision.)
- The pure/shell split holds — all layout/hit-test stays in pure, CTest-covered geometry modules; the kit's draw half is shell, its geometry half is pure. No hit-test math moves into untestable code, even where a WDL piece is reused (DS-1).
- RT discipline untouched — the kit is draw-thread only; nothing here touches
processor the off-thread reload handoff (Phase S concern). - Read-only-over-bank untouched — this is look-and-feel; no data-ownership change.
- The instrument keeps the same VST3 class UID / component-state contract — a visual refresh is not a compat event (Phase S concern; noted for when L3 runs).
- Windows-only (D5) — the extension's GDI/HFONT path assumes Windows; no cross-platform font-fallback concern. The kit keeps its current cached-font face (no bundled font — DS-2 declined the font upgrade), so §3.1 introduces no new redistribution or cross-platform font obligation.
- Phase S is not gated on Phase L — S7–S13 proceeded in parallel; they adopted the kit via L3 when it landed. Phase L is complete (L1–L7 all landed).