#![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 }}
#![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
}
}