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herogpui_theme/
layout.rs

1//! Layout tokens — a faithful port of HeroUI v3's non-color custom properties
2//! from `packages/styles/themes/default/variables.css`.
3//!
4//! v3 replaced v2's size-named tokens (`radius-small`, `box-shadow-medium`)
5//! with a single `--radius` base plus calculated steps, and with
6//! component-semantic shadows (`--surface-shadow`, `--overlay-shadow`,
7//! `--field-shadow`).
8
9use gpui::{point, px, BoxShadow, Pixels};
10
11/// How a [`Skeleton`](../herogpui_components/struct.Skeleton.html) animates by
12/// default (`--skeleton-animation`).
13#[derive(Clone, Copy, Debug, Default, PartialEq, Eq)]
14pub enum SkeletonAnimation {
15    #[default]
16    Shimmer,
17    Pulse,
18    None,
19}
20
21/// Spacing, radius, border and shadow tokens shared by all components.
22#[derive(Clone, Debug)]
23pub struct LayoutTheme {
24    /// `--spacing: 0.25rem`
25    pub spacing: Pixels,
26
27    /// `--radius: 0.5rem` — the base every other radius is calculated from.
28    pub radius: Pixels,
29    /// `--field-radius: calc(var(--radius) * 1.5)`
30    pub field_radius: Pixels,
31
32    /// `--border-width: 1px`
33    pub border_width: Pixels,
34    /// `--field-border-width: 0px`
35    pub field_border_width: Pixels,
36
37    /// `--disabled-opacity: 0.5`
38    pub disabled_opacity: f32,
39    /// `--ring-offset-width: 2px`
40    pub ring_offset_width: Pixels,
41
42    /// `--surface-shadow` — cards, accordions and other inline containers.
43    pub surface_shadow: Vec<BoxShadow>,
44    /// `--overlay-shadow` — tooltips, popovers, modals and menus.
45    pub overlay_shadow: Vec<BoxShadow>,
46    /// `--field-shadow` — inputs and other form controls.
47    pub field_shadow: Vec<BoxShadow>,
48
49    /// `--skeleton-animation`
50    pub skeleton_animation: SkeletonAnimation,
51    /// `--tooltip-delay: 1500ms`
52    pub tooltip_delay_ms: u64,
53    /// `--tooltip-close-delay: 500ms`
54    pub tooltip_close_delay_ms: u64,
55    /// The hairline a floating panel draws instead of a border.
56    ///
57    /// v3 gives its panels no border at all: light mode separates them with
58    /// `--overlay-shadow`, and dark mode adds `0 0 1px 0 rgba(255,255,255,.3)
59    /// **inset**` -- a one-pixel highlight just inside the edge. gpui has no
60    /// inset shadow, so the closest reproduction is a one-pixel border in that
61    /// colour, and in light mode there is none.
62    pub overlay_hairline: Option<gpui::Hsla>,
63
64    /// The cursor an interactive control shows while the pointer is over it.
65    ///
66    /// v3 gives every clickable control `cursor: pointer`, so the default is
67    /// [`gpui::CursorStyle::PointingHand`] — the variant GPUI's own
68    /// `Styled::cursor_pointer()` sets, which keeps stock rendering identical.
69    /// A theme that wants the platform arrow everywhere sets
70    /// [`gpui::CursorStyle::Arrow`] once here instead of restyling components.
71    pub cursor_interactive: gpui::CursorStyle,
72
73    /// The opacity a hovered `Tabs` item drops to.
74    ///
75    /// v3 hardcodes `opacity: 0.7` on an unselected `.tabs__tab:hover`; this
76    /// port names it so a theme can soften or disable the dim. Not a v3 CSS
77    /// variable, and not consumed by `Link`: its root hover draws an underline.
78    pub tabs_hover_opacity: f32,
79
80    /// The warm window after the pointer leaves a tooltip during which the
81    /// next tip opens without its delay.
82    ///
83    /// The cooldown starts when the tooltip is dismissed (hover exit) and
84    /// lasts `max(this, close_delay)`, so a per-tooltip close delay extends
85    /// the window. React Aria uses the same 500 ms.
86    pub tooltip_cooldown_ms: u64,
87
88    /// How long a `DropdownTrigger::LongPress` waits before it opens.
89    ///
90    /// React Aria uses 500 ms.
91    pub long_press_ms: u64,
92
93    /// The background fade duration `anim::hover_fade` eases between two
94    /// colors. The default is the button's own `100ms` (`anim::TRANSITION_MS`);
95    /// zero resolves immediately, like reduced motion.
96    pub hover_fade_ms: u64,
97}
98
99impl Default for LayoutTheme {
100    fn default() -> Self {
101        Self::light()
102    }
103}
104
105impl LayoutTheme {
106    pub fn light() -> Self {
107        Self {
108            // `0 2px 4px 0 rgba(0,0,0,.04), 0 1px 2px 0 rgba(0,0,0,.06),
109            //  0 0 1px 0 rgba(0,0,0,.06)`
110            surface_shadow: vec![
111                shadow(0., 2., 4., 0.04),
112                shadow(0., 1., 2., 0.06),
113                shadow(0., 0., 1., 0.06),
114            ],
115            // `0 2px 8px 0 rgba(0,0,0,.06), 0 -6px 12px 0 rgba(0,0,0,.03),
116            //  0 14px 28px 0 rgba(0,0,0,.08)` -- three, and the middle one
117            // throws its blur *upward*, which is what keeps a panel from
118            // looking pasted onto the page.
119            overlay_shadow: vec![
120                shadow(0., 2., 8., 0.06),
121                shadow(0., -6., 12., 0.03),
122                shadow(0., 14., 28., 0.08),
123            ],
124            field_shadow: vec![
125                shadow(0., 2., 4., 0.04),
126                shadow(0., 1., 2., 0.06),
127                shadow(0., 0., 1., 0.06),
128            ],
129            ..Self::common()
130        }
131    }
132
133    pub fn dark() -> Self {
134        // Dark mode drops all three shadows in v3.
135        Self {
136            surface_shadow: Vec::new(),
137            overlay_shadow: Vec::new(),
138            field_shadow: Vec::new(),
139            // `--overlay-shadow: 0 0 1px 0 rgba(255,255,255,.3) inset` is the
140            // only shadow dark mode keeps, and it is what separates a panel from
141            // the page now that both are the same colour.
142            overlay_hairline: Some(gpui::hsla(0., 0., 1., 0.3)),
143            ..Self::common()
144        }
145    }
146
147    fn common() -> Self {
148        let radius = px(8.0);
149        Self {
150            spacing: px(4.0),
151            radius,
152            field_radius: radius * 1.5,
153            border_width: px(1.0),
154            field_border_width: px(0.0),
155            disabled_opacity: 0.5,
156            ring_offset_width: px(2.0),
157            surface_shadow: Vec::new(),
158            overlay_shadow: Vec::new(),
159            field_shadow: Vec::new(),
160            skeleton_animation: SkeletonAnimation::Shimmer,
161            tooltip_delay_ms: 1500,
162            tooltip_close_delay_ms: 500,
163            overlay_hairline: None,
164            cursor_interactive: gpui::CursorStyle::PointingHand,
165            tabs_hover_opacity: 0.7,
166            tooltip_cooldown_ms: 500,
167            long_press_ms: 500,
168            hover_fade_ms: 100,
169        }
170    }
171
172    /// `--radius-xs: calc(var(--radius) * 0.25)`
173    pub fn radius_xs(&self) -> Pixels {
174        self.radius * 0.25
175    }
176    /// `--radius-sm: calc(var(--radius) * 0.5)`
177    pub fn radius_sm(&self) -> Pixels {
178        self.radius * 0.5
179    }
180    /// `--radius-md: calc(var(--radius) * 0.75)`
181    pub fn radius_md(&self) -> Pixels {
182        self.radius * 0.75
183    }
184    /// `--radius-lg: calc(var(--radius) * 1)`
185    pub fn radius_lg(&self) -> Pixels {
186        self.radius
187    }
188    /// `--radius-xl: calc(var(--radius) * 1.5)`
189    pub fn radius_xl(&self) -> Pixels {
190        self.radius * 1.5
191    }
192    /// `--radius-2xl: calc(var(--radius) * 2)`
193    pub fn radius_2xl(&self) -> Pixels {
194        self.radius * 2.0
195    }
196    /// `--radius-3xl: calc(var(--radius) * 3)`
197    pub fn radius_3xl(&self) -> Pixels {
198        self.radius * 3.0
199    }
200    /// `--radius-4xl: calc(var(--radius) * 4)`
201    pub fn radius_4xl(&self) -> Pixels {
202        self.radius * 4.0
203    }
204
205    /// A radius capped the way v3 caps its own: `min(32px, ..)`.
206    ///
207    /// v3 wraps every `rounded-*` and `rounded-full` in `min()` so a theme with
208    /// an oversized `--radius` cannot distort a component — the corner stops
209    /// growing before it swallows the box.
210    pub fn capped(&self, radius: Pixels) -> Pixels {
211        radius.min(px(32.0))
212    }
213}
214
215fn shadow(x: f32, y: f32, blur: f32, alpha: f32) -> BoxShadow {
216    BoxShadow {
217        inset: false,
218        color: gpui::hsla(0.0, 0.0, 0.0, alpha),
219        offset: point(px(x), px(y)),
220        blur_radius: px(blur),
221        spread_radius: px(0.),
222    }
223}
224
225#[cfg(test)]
226mod tests {
227    use super::*;
228    use gpui::{div, Styled};
229
230    /// The default must be *the same cursor GPUI's own `cursor_pointer()` sets*,
231    /// not merely a hand-shaped variant: every component now reads this token
232    /// instead of calling that method, so any divergence silently changes stock
233    /// rendering. Comparing against the method's own output keeps the invariant
234    /// true even if GPUI renames or repoints the variant.
235    #[test]
236    fn the_default_interactive_cursor_is_gpuis_own_pointer() {
237        let mut probe = div().cursor_pointer();
238        assert_eq!(
239            Some(LayoutTheme::light().cursor_interactive),
240            probe.style().mouse_cursor,
241        );
242        assert_eq!(
243            LayoutTheme::dark().cursor_interactive,
244            LayoutTheme::light().cursor_interactive,
245            "light and dark share the token; only a custom theme changes it"
246        );
247    }
248
249    /// Every new token starts on the literal it replaced, so a consumer that
250    /// does not set one renders the stock pixels.
251    #[test]
252    fn customisation_tokens_default_to_the_literals_they_replace() {
253        for layout in [LayoutTheme::light(), LayoutTheme::dark()] {
254            assert!((layout.tabs_hover_opacity - 0.7).abs() < f32::EPSILON);
255            assert_eq!(layout.tooltip_cooldown_ms, 500);
256            assert_eq!(layout.long_press_ms, 500);
257            assert_eq!(layout.hover_fade_ms, 100);
258        }
259    }
260}