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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 registry;mod scale;mod schema;mod settings;mod styles; use std::path::Path;use std::sync::Arc; use ::settings::{Settings, SettingsStore};use anyhow::Result;use fs::Fs;use gpui::{    px, AppContext, AssetSource, HighlightStyle, Hsla, Pixels, Refineable, SharedString,    WindowAppearance, WindowBackgroundAppearance,};use serde::Deserialize;use uuid::Uuid; pub use crate::default_colors::*;pub use crate::font_family_cache::*;pub use crate::registry::*;pub use crate::scale::*;pub use crate::schema::*;pub use crate::settings::*;pub use crate::styles::*; /// 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.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 {    // This is on ThemeFamily because we will have variables here we will need    // in the future to resolve @references.    /// Refines ThemeContent into a theme, merging it's contents with the base theme.    pub fn refine_theme(&self, theme: &ThemeContent) -> Theme {        let appearance = match theme.appearance {            AppearanceContent::Light => Appearance::Light,            AppearanceContent::Dark => Appearance::Dark,        };         let mut refined_theme_colors = match theme.appearance {            AppearanceContent::Light => ThemeColors::light(),            AppearanceContent::Dark => ThemeColors::dark(),        };        refined_theme_colors.refine(&theme.style.theme_colors_refinement());         let mut refined_status_colors = match theme.appearance {            AppearanceContent::Light => StatusColors::light(),            AppearanceContent::Dark => StatusColors::dark(),        };        refined_status_colors.refine(&theme.style.status_colors_refinement());         let mut refined_player_colors = match theme.appearance {            AppearanceContent::Light => PlayerColors::light(),            AppearanceContent::Dark => PlayerColors::dark(),        };        refined_player_colors.merge(&theme.style.players);         let mut refined_accent_colors = match theme.appearance {            AppearanceContent::Light => AccentColors::light(),            AppearanceContent::Dark => AccentColors::dark(),        };        refined_accent_colors.merge(&theme.style.accents);         let syntax_highlights = theme            .style            .syntax            .iter()            .map(|(syntax_token, highlight)| {                (                    syntax_token.clone(),                    HighlightStyle {                        color: highlight                            .color                            .as_ref()                            .and_then(|color| try_parse_color(color).ok()),                        background_color: highlight                            .background_color                            .as_ref()                            .and_then(|color| try_parse_color(color).ok()),                        font_style: highlight.font_style.map(Into::into),                        font_weight: highlight.font_weight.map(Into::into),                        ..Default::default()                    },                )            })            .collect::<Vec<_>>();        let syntax_theme = SyntaxTheme::merge(Arc::new(SyntaxTheme::default()), syntax_highlights);         let window_background_appearance = theme            .style            .window_background_appearance            .map(Into::into)            .unwrap_or_default();         Theme {            id: uuid::Uuid::new_v4().to_string(),            name: theme.name.clone().into(),            appearance,            styles: ThemeStyles {                system: SystemColors::default(),                window_background_appearance,                accents: refined_accent_colors,                colors: refined_theme_colors,                status: refined_status_colors,                player: refined_player_colors,                syntax: syntax_theme,            },        }    }} /// Refines a [ThemeFamilyContent] and it's [ThemeContent]s into a [ThemeFamily].pub fn refine_theme_family(theme_family_content: ThemeFamilyContent) -> ThemeFamily {    let id = Uuid::new_v4().to_string();    let name = theme_family_content.name.clone();    let author = theme_family_content.author.clone();     let mut theme_family = ThemeFamily {        id: id.clone(),        name: name.clone().into(),        author: author.clone().into(),        themes: vec![],        scales: default_color_scales(),    };     let refined_themes = theme_family_content        .themes        .iter()        .map(|theme_content| theme_family.refine_theme(theme_content))        .collect();     theme_family.themes = refined_themes;     theme_family} /// 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    }     /// 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    }} /// 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} /// Asynchronously reads the user theme from the specified path.pub async fn read_user_theme(theme_path: &Path, fs: Arc<dyn Fs>) -> Result<ThemeFamilyContent> {    let reader = fs.open_sync(theme_path).await?;    let theme_family: ThemeFamilyContent = serde_json_lenient::from_reader(reader)?;     for theme in &theme_family.themes {        if theme            .style            .colors            .deprecated_scrollbar_thumb_background            .is_some()        {            log::warn!(                r#"Theme "{theme_name}" is using a deprecated style property: scrollbar_thumb.background. Use `scrollbar.thumb.background` instead."#,                theme_name = theme.name            )        }    }     Ok(theme_family)}