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//! # Color
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//!
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//! The `color` crate provides a set utilities for working with colors. It is a wrapper around the [`palette`](https://docs.rs/palette) crate with some additional functionality.
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//!
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//! It is used to create a manipulate colors when building themes.
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//!
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//! === In development note ===
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//!
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//! This crate is meant to sit between gpui and the theme/ui for all the color related stuff.
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//!
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//! It could be folded into gpui, ui or theme potentially but for now we'll continue
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//! to develop it in isolation.
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//!
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//! Once we have a good idea of the needs of the theme system and color in gpui in general I see 3 paths:
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//! 1. Use `palette` (or another color library) directly in gpui and everywhere else, rather than rolling our own color system.
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//! 2. Keep this crate as a thin wrapper around `palette` and use it everywhere except gpui, and convert to gpui's color system when needed.
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//! 3. Build the needed functionality into gpui and keep using its color system everywhere.
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//!
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//! I'm leaning towards 2 in the short term and 1 in the long term, but we'll need to discuss it more.
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//!
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//! === End development note ===
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use palette::{
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blend::Blend, convert::FromColorUnclamped, encoding, rgb::Rgb, Clamp, Mix, Srgb, WithAlpha,
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};
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/// The types of blend modes supported
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#[derive(Debug, Copy, Clone, PartialEq, Eq)]
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pub enum BlendMode {
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/// Multiplies the colors, resulting in a darker color. This mode is useful for creating shadows.
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Multiply,
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/// Lightens the color by adding the source and destination colors. It results in a lighter color.
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Screen,
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/// Combines Multiply and Screen blend modes. Parts of the image that are lighter than 50% gray are lightened, and parts that are darker are darkened.
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Overlay,
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/// Selects the darker of the base or blend color as the resulting color. Useful for darkening images without affecting the overall contrast.
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Darken,
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/// Selects the lighter of the base or blend color as the resulting color. Useful for lightening images without affecting the overall contrast.
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Lighten,
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/// Brightens the base color to reflect the blend color. The result is a lightened image.
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Dodge,
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/// Darkens the base color to reflect the blend color. The result is a darkened image.
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Burn,
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/// Similar to Overlay, but with a stronger effect. Hard Light can either multiply or screen colors, depending on the blend color.
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HardLight,
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/// A softer version of Hard Light. Soft Light either darkens or lightens colors, depending on the blend color.
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SoftLight,
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/// Subtracts the darker of the two constituent colors from the lighter color. Difference mode is useful for creating more vivid colors.
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Difference,
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/// Similar to Difference, but with a lower contrast. Exclusion mode produces an effect similar to Difference but with less intensity.
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Exclusion,
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}
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/// Converts a hexadecimal color string to a `palette::Hsla` color.
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///
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/// This function supports the following hex formats:
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/// `#RGB`, `#RGBA`, `#RRGGBB`, `#RRGGBBAA`.
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pub fn hex_to_hsla(s: &str) -> Result<RGBAColor, String> {
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let hex = s.trim_start_matches('#');
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// Expand shorthand formats #RGB and #RGBA to #RRGGBB and #RRGGBBAA
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let h = hex.as_bytes();
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let arr: [u8; 8] = match h.len() {
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// #RGB => #RRGGBBAA
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3 => [h[0], h[0], h[1], h[1], h[2], h[2], b'f', b'f'],
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// #RGBA => #RRGGBBAA
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4 => [h[0], h[0], h[1], h[1], h[2], h[2], h[3], h[3]],
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// #RRGGBB => #RRGGBBAA
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6 => [h[0], h[1], h[2], h[3], h[4], h[5], b'f', b'f'],
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// Already in #RRGGBBAA
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8 => h.try_into().unwrap(),
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_ => return Err("Invalid hexadecimal string length".to_string()),
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};
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let hex =
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std::str::from_utf8(&arr).map_err(|_| format!("Invalid hexadecimal string: {}", s))?;
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let hex_val =
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u32::from_str_radix(hex, 16).map_err(|_| format!("Invalid hexadecimal string: {}", s))?;
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Ok(RGBAColor {
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r: ((hex_val >> 24) & 0xFF) as f32 / 255.0,
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g: ((hex_val >> 16) & 0xFF) as f32 / 255.0,
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b: ((hex_val >> 8) & 0xFF) as f32 / 255.0,
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a: (hex_val & 0xFF) as f32 / 255.0,
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})
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}
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// These derives implement to and from palette's color types.
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#[derive(FromColorUnclamped, WithAlpha, Debug, Clone)]
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#[palette(skip_derives(Rgb), rgb_standard = "encoding::Srgb")]
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pub struct RGBAColor {
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r: f32,
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g: f32,
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b: f32,
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// Let Palette know this is our alpha channel.
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#[palette(alpha)]
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a: f32,
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}
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impl FromColorUnclamped<RGBAColor> for RGBAColor {
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fn from_color_unclamped(color: RGBAColor) -> RGBAColor {
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color
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}
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}
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impl<S> FromColorUnclamped<Rgb<S, f32>> for RGBAColor
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where
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Srgb: FromColorUnclamped<Rgb<S, f32>>,
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{
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fn from_color_unclamped(color: Rgb<S, f32>) -> RGBAColor {
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let srgb = Srgb::from_color_unclamped(color);
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RGBAColor {
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r: srgb.red,
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g: srgb.green,
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b: srgb.blue,
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a: 1.0,
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}
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}
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}
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impl<S> FromColorUnclamped<RGBAColor> for Rgb<S, f32>
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where
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Rgb<S, f32>: FromColorUnclamped<Srgb>,
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{
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fn from_color_unclamped(color: RGBAColor) -> Self {
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Self::from_color_unclamped(Srgb::new(color.r, color.g, color.b))
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}
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}
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impl Clamp for RGBAColor {
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fn clamp(self) -> Self {
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RGBAColor {
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r: self.r.clamp(0., 1.),
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g: self.g.clamp(0., 1.),
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b: self.b.clamp(0., 1.),
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a: self.a.clamp(0., 1.),
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}
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}
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}
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impl RGBAColor {
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/// Creates a new color from the given RGBA values.
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///
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/// This color can be used to convert to any [`palette::Color`] type.
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pub fn new(r: f32, g: f32, b: f32, a: f32) -> Self {
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RGBAColor { r, g, b, a }
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}
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/// Returns a set of states for this color.
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pub fn states(self, is_light: bool) -> ColorStates {
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states_for_color(self, is_light)
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}
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/// Mixes this color with another [`palette::Hsl`] color at the given `mix_ratio`.
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pub fn mixed(&self, other: RGBAColor, mix_ratio: f32) -> Self {
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let srgb_self = Srgb::new(self.r, self.g, self.b);
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let srgb_other = Srgb::new(other.r, other.g, other.b);
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// Directly mix the colors as sRGB values
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let mixed = srgb_self.mix(srgb_other, mix_ratio);
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RGBAColor::from_color_unclamped(mixed)
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}
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pub fn blend(&self, other: RGBAColor, blend_mode: BlendMode) -> Self {
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let srgb_self = Srgb::new(self.r, self.g, self.b);
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let srgb_other = Srgb::new(other.r, other.g, other.b);
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let blended = match blend_mode {
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// replace hsl methods with the respective sRGB methods
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BlendMode::Multiply => srgb_self.multiply(srgb_other),
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_ => unimplemented!(),
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};
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Self {
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r: blended.red,
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g: blended.green,
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b: blended.blue,
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a: self.a,
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}
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}
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}
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/// A set of colors for different states of an element.
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#[derive(Debug, Clone)]
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pub struct ColorStates {
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/// The default color.
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pub default: RGBAColor,
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/// The color when the mouse is hovering over the element.
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pub hover: RGBAColor,
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/// The color when the mouse button is held down on the element.
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pub active: RGBAColor,
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/// The color when the element is focused with the keyboard.
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pub focused: RGBAColor,
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/// The color when the element is disabled.
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pub disabled: RGBAColor,
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}
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/// Returns a set of colors for different states of an element.
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///
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/// todo("This should take a theme and use appropriate colors from it")
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pub fn states_for_color(color: RGBAColor, is_light: bool) -> ColorStates {
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let adjustment_factor = if is_light { 0.1 } else { -0.1 };
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let hover_adjustment = 1.0 - adjustment_factor;
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let active_adjustment = 1.0 - 2.0 * adjustment_factor;
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let focused_adjustment = 1.0 - 3.0 * adjustment_factor;
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let disabled_adjustment = 1.0 - 4.0 * adjustment_factor;
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let make_adjustment = |color: RGBAColor, adjustment: f32| -> RGBAColor {
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// Adjust lightness for each state
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// Note: Adjustment logic may differ; simplify as needed for sRGB
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RGBAColor::new(
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color.r * adjustment,
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color.g * adjustment,
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color.b * adjustment,
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color.a,
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)
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};
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let color = color.clamp();
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ColorStates {
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default: color.clone(),
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hover: make_adjustment(color.clone(), hover_adjustment),
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active: make_adjustment(color.clone(), active_adjustment),
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focused: make_adjustment(color.clone(), focused_adjustment),
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disabled: make_adjustment(color.clone(), disabled_adjustment),
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}
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}
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