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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::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)]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}