theme/theme/glass.rs
1//! Glass recipes: translucent chrome over the blurred window background, and
2//! the modal scrim.
3
4use gpui::{Hsla, WindowBackgroundAppearance, hsla};
5
6use crate::{Appearance, color, paint, theme::Theme};
7
8impl Theme {
9 /// The frost tint painted over the blurred window background (macOS glass):
10 /// [`Self::vibrancy_tone`] at [`Brand::vibrancy_alpha`](crate::Brand::vibrancy_alpha).
11 /// Opaque, this IS the surface tone.
12 pub fn vibrancy_tint(&self) -> Hsla {
13 let alpha = self.vibrancy_alpha;
14 if alpha >= 1.0 {
15 return self.surface;
16 }
17 self.vibrancy_tone.opacity(alpha)
18 }
19
20 /// The app's root fill: the frost where glass is on, the opaque panel
21 /// where it is not. What a root element paints instead of
22 /// [`Self::bg`](Self#structfield.bg), so a window that opens blurred is not
23 /// then covered over by the paint that made the blur pointless.
24 pub fn window_bg(&self) -> Hsla {
25 if self.vibrancy {
26 self.vibrancy_tint()
27 } else {
28 self.bg
29 }
30 }
31
32 /// The translucent tint floating cards paint over their backdrop blur
33 /// (see `bezel::material`). Dark: the reference `.glass-surface` menu tint
34 /// verbatim — `oklch(0.33 0 0 / 34%)`. Light: heavier, since white over a
35 /// bright backdrop separates a row from it by less.
36 ///
37 /// Some callers paint this *over* a [`Surface`](crate::SurfaceStyle) —
38 /// `control_bar` does — so coverage here hides the lens under it.
39 pub fn glass_overlay(&self) -> Hsla {
40 match self.appearance {
41 Appearance::Dark => color::oklch(0.33, 0.0, 0.0).opacity(0.34),
42 Appearance::Light => self.surface_overlay.opacity(0.55),
43 }
44 }
45
46 /// The composer pill / question panel fill. Light's `input_bg` is opaque
47 /// white (the elevation ladder on an opaque page) — over glass it read as
48 /// a solid slab in front of the frosted blur, so it thins to a
49 /// translucent tint there (0.6 and then 0.45 both still read too bright
50 /// over the 0.80 frost — lowered on user request). Dark's 3% white wash
51 /// is already glass-native.
52 pub fn input_glass_bg(&self) -> Hsla {
53 if self.glass && matches!(self.appearance, Appearance::Light) {
54 self.input_bg.opacity(0.30)
55 } else {
56 self.input_bg
57 }
58 }
59
60 /// Section-card fill — the group box, and the in-panel cards built like it.
61 ///
62 /// Each appearance plates in the direction it has room in: dark lifts on a
63 /// white wash (`../desktop`'s `--color-card`), light lands a white card
64 /// over whatever is beneath it. An opaque platform has no frost beneath the
65 /// card, so it takes the grey below its white page.
66 pub fn card_glass_bg(&self) -> Hsla {
67 if !self.glass {
68 return self.surface;
69 }
70 match self.appearance {
71 Appearance::Dark => hsla(0.0, 0.0, 1.0, 0.06),
72 Appearance::Light => self.surface_card.opacity(0.60),
73 }
74 }
75
76 /// The standard modal backdrop — see [`scrim`](crate::paint::scrim).
77 pub fn scrim(&self) -> Hsla {
78 paint::scrim_for(self.appearance, paint::SCRIM_ALPHA_DARK)
79 }
80
81 /// How the platform should composite the window behind our paint.
82 ///
83 /// Windows takes Mica, which is DWM's own backdrop; `Blurred` there is the
84 /// undocumented accent API's acrylic at a zero tint, which reads as plain
85 /// transparency. Mica tints from the desktop wallpaper rather than from
86 /// the windows behind, so what it carries is not what vibrancy carries.
87 ///
88 /// This is a method rather than a constant because it has to be *re-applied* after
89 /// every theme swap: gpui's macOS backend tears the `NSVisualEffectView`
90 /// out of the hierarchy whenever the value is anything but `Blurred`, and
91 /// the re-apply in `appearance::apply` is what restores vibrancy when the
92 /// user switches back to dark. See zed's `crates/zed/src/main.rs`, which
93 /// runs the same loop on every settings change.
94 pub fn window_background_appearance(&self) -> WindowBackgroundAppearance {
95 match (self.vibrancy, cfg!(target_os = "windows")) {
96 (false, _) => WindowBackgroundAppearance::Opaque,
97 (true, true) => WindowBackgroundAppearance::MicaBackdrop,
98 (true, false) => WindowBackgroundAppearance::Blurred,
99 }
100 }
101}