feat(topbar): the segmented mode switcher, to the mock
Implements the creator's mock (2026-11-12) for the world segment: pill track (#1E222B, radius 12, padding 4) holding two equal halves; the active half sits on a lighter pill (#2E3440, radius 8) with #E2E8F0 bold text and a coral (#F26D6D) icon; the inactive half is #8892A4 on a one-alpha black face so the whole area hit-tests; hover tints #252A34 on the inactive half only, so the active one never looks clickable-but-dim. Labels are "Build scenes" / "Record / go live". Two deliberate deviations from the pasted recipe, both to honour this repo: - State is the existing BarWorld binding plus a command, not a code-behind SetActiveMode — one source of truth, and the change still raises the same property-changed notification a mode event would. - Styles live in Themes/Controls.xaml (SegmentHalf, SegmentIcon) with colours as tokens in Tokens.xaml, rather than inline properties on the elements: AGENTS requires shared styles, and one DataTrigger on each element's own Tag serves both halves. DesignTokensTests caught the one raw literal (#01000000) and it is now Brush.SegmentHitArea, which is the rule working as intended. 680 pass, 0 warnings. Scope justification: Assets/starting-background.jpg is outside this unit — the creator's replacement art, still awaiting their visual check.
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@@ -1002,6 +1002,56 @@
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<!-- REC / ON-AIR segment pills: an armed session control reads red, because red is what
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"live or recording" means (DESIGN.md). Kept separate from SegmentToggle so the Rect|Circle
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choice in the properties panel stays the interactive blue. -->
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<!-- The segmented mode switcher's icon: muted when its segment is inactive, coral when active.
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Tag carries the segment's own flag so one style serves both halves (creator mock 2026-11-12). -->
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<Style x:Key="SegmentIcon" TargetType="Path">
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<Setter Property="Fill" Value="{StaticResource Brush.SegmentTextInactive}"/>
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<Setter Property="Width" Value="15"/>
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<Setter Property="Height" Value="15"/>
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<Setter Property="Stretch" Value="Uniform"/>
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<Setter Property="VerticalAlignment" Value="Center"/>
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<Style.Triggers>
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<DataTrigger Binding="{Binding Tag, RelativeSource={RelativeSource Self}}" Value="True">
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<Setter Property="Fill" Value="{StaticResource Brush.SegmentIconActive}"/>
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</DataTrigger>
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</Style.Triggers>
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</Style>
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<!-- One segment of the switcher: pill container is the host Border, this is a half of it. -->
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<Style x:Key="SegmentHalf" TargetType="Button">
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<Setter Property="Background" Value="{StaticResource Brush.SegmentHitArea}"/>
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<Setter Property="Foreground" Value="{StaticResource Brush.SegmentTextInactive}"/>
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<Setter Property="BorderThickness" Value="0"/>
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<Setter Property="Cursor" Value="Hand"/>
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<Setter Property="HorizontalContentAlignment" Value="Center"/>
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<Setter Property="Template">
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<Setter.Value>
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<ControlTemplate TargetType="Button">
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<Border x:Name="Face" Background="{TemplateBinding Background}"
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CornerRadius="8" Padding="14,6">
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<ContentPresenter HorizontalAlignment="Center" VerticalAlignment="Center"/>
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</Border>
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</ControlTemplate>
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</Setter.Value>
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</Setter>
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<Style.Triggers>
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<!-- Active: lighter inner pill, off-white bold text. -->
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<DataTrigger Binding="{Binding Tag, RelativeSource={RelativeSource Self}}" Value="True">
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<Setter Property="Background" Value="{StaticResource Brush.SegmentActive}"/>
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<Setter Property="Foreground" Value="{StaticResource Brush.SegmentTextActive}"/>
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<Setter Property="FontWeight" Value="Bold"/>
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</DataTrigger>
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<!-- Hover tints ONLY the inactive half, so the active one never looks clickable-but-dim. -->
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<MultiDataTrigger>
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<MultiDataTrigger.Conditions>
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<Condition Binding="{Binding IsMouseOver, RelativeSource={RelativeSource Self}}" Value="True"/>
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<Condition Binding="{Binding Tag, RelativeSource={RelativeSource Self}}" Value="False"/>
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</MultiDataTrigger.Conditions>
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<Setter Property="Background" Value="{StaticResource Brush.SegmentHover}"/>
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</MultiDataTrigger>
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</Style.Triggers>
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</Style>
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<!-- The top bar's world segment (creator ruling 2026-11-12): [ Build Scenes ][ Record / Go Live ].
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A Button, not a ToggleButton — the highlight follows the view model, so a click must never be
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what sets it. Each button passes its own world flag in Tag and one DataTrigger paints it. -->
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@@ -35,6 +35,16 @@
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<SolidColorBrush x:Key="Brush.Tertiary" Color="#38bdf8"/>
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<SolidColorBrush x:Key="Brush.OnTertiary" Color="#0b1326"/>
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<SolidColorBrush x:Key="Brush.OnAccent" Color="#ffffff"/>
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<!-- Segmented mode switcher (creator mock, 2026-11-12) -->
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<SolidColorBrush x:Key="Brush.SegmentTrack" Color="#1E222B"/>
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<SolidColorBrush x:Key="Brush.SegmentActive" Color="#2E3440"/>
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<SolidColorBrush x:Key="Brush.SegmentHover" Color="#252A34"/>
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<SolidColorBrush x:Key="Brush.SegmentTextActive" Color="#E2E8F0"/>
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<SolidColorBrush x:Key="Brush.SegmentTextInactive" Color="#8892A4"/>
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<SolidColorBrush x:Key="Brush.SegmentIconActive" Color="#F26D6D"/>
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<!-- One-alpha black: transparent to the eye, opaque to hit-testing, so the whole segment is clickable. -->
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<SolidColorBrush x:Key="Brush.SegmentHitArea" Color="#01000000"/>
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<SolidColorBrush x:Key="Brush.Primary" Color="#ff5451"/>
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<SolidColorBrush x:Key="Brush.PrimaryContainer" Color="#b91a24"/>
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<SolidColorBrush x:Key="Brush.Secondary" Color="#ffb95f"/>
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