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