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#![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 icon_theme;mod icon_theme_schema;mod registry;mod scale;mod schema;mod styles;mod theme_settings_provider;mod ui_density; use std::sync::Arc; use gpui::BorrowAppContext;use gpui::Global;use gpui::{    App, AssetSource, Hsla, Pixels, SharedString, WindowAppearance, WindowBackgroundAppearance, px,};use serde::Deserialize; pub use crate::default_colors::*;pub use crate::fallback_themes::{apply_status_color_defaults, apply_theme_color_defaults};pub use crate::font_family_cache::*;pub use crate::icon_theme::*;pub use crate::icon_theme_schema::*;pub use crate::registry::*;pub use crate::scale::*;pub use crate::schema::*;pub use crate::styles::*;pub use crate::theme_settings_provider::*;pub use crate::ui_density::*; /// The name of the default dark theme.pub const DEFAULT_DARK_THEME: &str = "One Dark"; /// 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 primarily 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 with default themes.////// This sets up the [`ThemeRegistry`], [`FontFamilyCache`], [`SystemAppearance`],/// and [`GlobalTheme`] with the default dark theme. It does NOT load bundled/// themes from JSON or integrate with settings — use `theme_settings::init` for that.pub fn init(themes_to_load: LoadThemes, cx: &mut App) {    SystemAppearance::init(cx);    let assets = match themes_to_load {        LoadThemes::JustBase => Box::new(()) as Box<dyn AssetSource>,        LoadThemes::All(assets) => assets,    };    ThemeRegistry::set_global(assets, cx);    FontFamilyCache::init_global(cx);     let themes = ThemeRegistry::default_global(cx);    let theme = themes.get(DEFAULT_DARK_THEME).unwrap_or_else(|_| {        themes            .list()            .into_iter()            .next()            .map(|m| themes.get(&m.name).unwrap())            .unwrap()    });    let icon_theme = themes.default_icon_theme().unwrap();    cx.set_global(GlobalTheme { theme, icon_theme });} /// Implementing this trait allows accessing the active theme.pub trait ActiveTheme {    /// Returns the active theme.    fn theme(&self) -> &Arc<Theme>;} impl ActiveTheme for App {    fn theme(&self) -> &Arc<Theme> {        GlobalTheme::theme(self)    }} /// The appearance of the system.#[derive(Debug, Clone, Copy)]pub struct SystemAppearance(pub Appearance); impl std::ops::Deref for SystemAppearance {    type Target = Appearance;     fn deref(&self) -> &Self::Target {        &self.0    }} impl Default for SystemAppearance {    fn default() -> Self {        Self(Appearance::Dark)    }} #[derive(Default)]struct GlobalSystemAppearance(SystemAppearance); impl std::ops::DerefMut for GlobalSystemAppearance {    fn deref_mut(&mut self) -> &mut Self::Target {        &mut self.0    }} impl std::ops::Deref for GlobalSystemAppearance {    type Target = SystemAppearance;     fn deref(&self) -> &Self::Target {        &self.0    }} impl Global for GlobalSystemAppearance {} impl SystemAppearance {    /// Initializes the [`SystemAppearance`] for the application.    pub fn init(cx: &mut App) {        *cx.default_global::<GlobalSystemAppearance>() =            GlobalSystemAppearance(SystemAppearance(cx.window_appearance().into()));    }     /// Returns the global [`SystemAppearance`].    pub fn global(cx: &App) -> Self {        cx.global::<GlobalSystemAppearance>().0    }     /// Returns a mutable reference to the global [`SystemAppearance`].    pub fn global_mut(cx: &mut App) -> &mut Self {        cx.global_mut::<GlobalSystemAppearance>()    }} /// 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,} /// A theme is the primary mechanism for defining the appearance of the UI.#[derive(Clone, Debug, 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 [`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    }     /// Darkens the color by reducing its lightness.    /// The resulting lightness is clamped to ensure it doesn't go below 0.0.    ///    /// The first value darkens light appearance mode, the second darkens appearance dark mode.    ///    /// Note: This is a tentative solution and may be replaced with a more robust color system.    pub fn darken(&self, color: Hsla, light_amount: f32, dark_amount: f32) -> Hsla {        let amount = match self.appearance {            Appearance::Light => light_amount,            Appearance::Dark => dark_amount,        };        let mut hsla = color;        hsla.l = (hsla.l - amount).max(0.0);        hsla    }} /// Deserializes an icon theme from the given bytes.pub fn deserialize_icon_theme(bytes: &[u8]) -> anyhow::Result<IconThemeFamilyContent> {    let icon_theme_family: IconThemeFamilyContent = serde_json_lenient::from_slice(bytes)?;     Ok(icon_theme_family)} /// The active theme.pub struct GlobalTheme {    theme: Arc<Theme>,    icon_theme: Arc<IconTheme>,}impl Global for GlobalTheme {} impl GlobalTheme {    /// Creates a new [`GlobalTheme`] with the given theme and icon theme.    pub fn new(theme: Arc<Theme>, icon_theme: Arc<IconTheme>) -> Self {        Self { theme, icon_theme }    }     /// Updates the active theme.    pub fn update_theme(cx: &mut App, theme: Arc<Theme>) {        cx.update_global::<Self, _>(|this, _| this.theme = theme);    }     /// Updates the active icon theme.    pub fn update_icon_theme(cx: &mut App, icon_theme: Arc<IconTheme>) {        cx.update_global::<Self, _>(|this, _| this.icon_theme = icon_theme);    }     /// Returns the active theme.    pub fn theme(cx: &App) -> &Arc<Theme> {        &cx.global::<Self>().theme    }     /// Returns the active icon theme.    pub fn icon_theme(cx: &App) -> &Arc<IconTheme> {        &cx.global::<Self>().icon_theme    }}