This PR does some spring cleaning on the `theme` crate: - Removed two unused stories and the story dep - Removed the `one` theme family (from the `theme` crate, not the app), this is now `zed_default_themes`. - This will hopefully remove some confusion caused by this theme we started in rust but didn't end up using - Removed `theme::prelude` (it just re-exported scale colors, which we don't use outside `theme`) - Removed completely unused `zed_pro` themes (we started on these during the gpui2 port and didn't finish them.) Release Notes: - N/A --------- Co-authored-by: Marshall Bowers <elliott.codes@gmail.com>
218 lines
6.0 KiB
Rust
218 lines
6.0 KiB
Rust
#![deny(missing_docs)]
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//! # Theme
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//!
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//! This crate provides the theme system for Zed.
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//!
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//! ## Overview
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//!
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//! A theme is a collection of colors used to build a consistent appearance for UI components across the application.
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mod default_colors;
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mod fallback_themes;
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mod font_family_cache;
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mod registry;
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mod scale;
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mod schema;
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mod settings;
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mod styles;
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use std::sync::Arc;
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use ::settings::{Settings, SettingsStore};
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pub use default_colors::*;
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pub use font_family_cache::*;
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pub use registry::*;
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pub use scale::*;
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pub use schema::*;
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pub use settings::*;
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pub use styles::*;
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use gpui::{
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px, AppContext, AssetSource, Hsla, Pixels, SharedString, WindowAppearance,
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WindowBackgroundAppearance,
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};
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use serde::Deserialize;
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/// Defines window border radius for platforms that use client side decorations.
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pub const CLIENT_SIDE_DECORATION_ROUNDING: Pixels = px(10.0);
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/// Defines window shadow size for platforms that use client side decorations.
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pub const CLIENT_SIDE_DECORATION_SHADOW: Pixels = px(10.0);
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/// The appearance of the theme.
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#[derive(Debug, PartialEq, Clone, Copy, Deserialize)]
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pub enum Appearance {
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/// A light appearance.
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Light,
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/// A dark appearance.
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Dark,
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}
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impl Appearance {
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/// Returns whether the appearance is light.
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pub fn is_light(&self) -> bool {
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match self {
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Self::Light => true,
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Self::Dark => false,
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}
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}
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}
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impl From<WindowAppearance> for Appearance {
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fn from(value: WindowAppearance) -> Self {
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match value {
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WindowAppearance::Dark | WindowAppearance::VibrantDark => Self::Dark,
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WindowAppearance::Light | WindowAppearance::VibrantLight => Self::Light,
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}
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}
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}
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/// Which themes should be loaded. This is used primarlily for testing.
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pub enum LoadThemes {
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/// Only load the base theme.
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///
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/// No user themes will be loaded.
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JustBase,
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/// Load all of the built-in themes.
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All(Box<dyn AssetSource>),
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}
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/// Initialize the theme system.
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pub fn init(themes_to_load: LoadThemes, cx: &mut AppContext) {
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let (assets, load_user_themes) = match themes_to_load {
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LoadThemes::JustBase => (Box::new(()) as Box<dyn AssetSource>, false),
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LoadThemes::All(assets) => (assets, true),
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};
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ThemeRegistry::set_global(assets, cx);
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if load_user_themes {
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ThemeRegistry::global(cx).load_bundled_themes();
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}
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ThemeSettings::register(cx);
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FontFamilyCache::init_global(cx);
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let mut prev_buffer_font_size = ThemeSettings::get_global(cx).buffer_font_size;
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cx.observe_global::<SettingsStore>(move |cx| {
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let buffer_font_size = ThemeSettings::get_global(cx).buffer_font_size;
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if buffer_font_size != prev_buffer_font_size {
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prev_buffer_font_size = buffer_font_size;
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reset_buffer_font_size(cx);
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}
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})
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.detach();
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}
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/// Implementing this trait allows accessing the active theme.
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pub trait ActiveTheme {
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/// Returns the active theme.
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fn theme(&self) -> &Arc<Theme>;
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}
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impl ActiveTheme for AppContext {
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fn theme(&self) -> &Arc<Theme> {
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&ThemeSettings::get_global(self).active_theme
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}
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}
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/// A theme family is a grouping of themes under a single name.
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///
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/// For example, the "One" theme family contains the "One Light" and "One Dark" themes.
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///
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/// It can also be used to package themes with many variants.
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///
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/// For example, the "Atelier" theme family contains "Cave", "Dune", "Estuary", "Forest", "Heath", etc.
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pub struct ThemeFamily {
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/// The unique identifier for the theme family.
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pub id: String,
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/// The name of the theme family. This will be displayed in the UI, such as when adding or removing a theme family.
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pub name: SharedString,
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/// The author of the theme family.
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pub author: SharedString,
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/// The [Theme]s in the family.
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pub themes: Vec<Theme>,
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/// The color scales used by the themes in the family.
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/// Note: This will be removed in the future.
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pub scales: ColorScales,
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}
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impl ThemeFamily {}
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/// A theme is the primary mechanism for defining the appearance of the UI.
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#[derive(Clone)]
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pub struct Theme {
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/// The unique identifier for the theme.
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pub id: String,
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/// The name of the theme.
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pub name: SharedString,
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/// The appearance of the theme (light or dark).
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pub appearance: Appearance,
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/// The colors and other styles for the theme.
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pub styles: ThemeStyles,
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}
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impl Theme {
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/// Returns the [`SystemColors`] for the theme.
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#[inline(always)]
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pub fn system(&self) -> &SystemColors {
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&self.styles.system
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}
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/// Returns the [`AccentColors`] for the theme.
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#[inline(always)]
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pub fn accents(&self) -> &AccentColors {
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&self.styles.accents
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}
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/// Returns the [`PlayerColors`] for the theme.
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#[inline(always)]
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pub fn players(&self) -> &PlayerColors {
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&self.styles.player
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}
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/// Returns the [`ThemeColors`] for the theme.
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#[inline(always)]
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pub fn colors(&self) -> &ThemeColors {
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&self.styles.colors
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}
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/// Returns the [`SyntaxTheme`] for the theme.
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#[inline(always)]
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pub fn syntax(&self) -> &Arc<SyntaxTheme> {
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&self.styles.syntax
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}
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/// Returns the [`StatusColors`] for the theme.
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#[inline(always)]
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pub fn status(&self) -> &StatusColors {
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&self.styles.status
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}
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/// Returns the color for the syntax node with the given name.
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#[inline(always)]
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pub fn syntax_color(&self, name: &str) -> Hsla {
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self.syntax().color(name)
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}
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/// Returns the [`Appearance`] for the theme.
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#[inline(always)]
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pub fn appearance(&self) -> Appearance {
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self.appearance
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}
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/// Returns the [`WindowBackgroundAppearance`] for the theme.
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#[inline(always)]
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pub fn window_background_appearance(&self) -> WindowBackgroundAppearance {
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self.styles.window_background_appearance
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}
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}
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/// Compounds a color with an alpha value.
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/// TODO: Replace this with a method on Hsla.
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pub fn color_alpha(color: Hsla, alpha: f32) -> Hsla {
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let mut color = color;
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color.a = alpha;
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color
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}
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