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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)]
23#[non_exhaustive]
24pub struct LayoutTheme {
25    /// `--spacing: 0.25rem`
26    pub spacing: Pixels,
27
28    /// `--radius: 0.5rem` — the base every other radius is calculated from.
29    pub radius: Pixels,
30    /// `--field-radius: calc(var(--radius) * 1.5)`
31    pub field_radius: Pixels,
32
33    /// `--border-width: 1px`
34    pub border_width: Pixels,
35    /// `--field-border-width: 0px`
36    pub field_border_width: Pixels,
37
38    /// `--disabled-opacity: 0.5`
39    pub disabled_opacity: f32,
40    /// `--ring-offset-width: 2px`
41    pub ring_offset_width: Pixels,
42
43    /// `--surface-shadow` — cards, accordions and other inline containers.
44    pub surface_shadow: Vec<BoxShadow>,
45    /// `--overlay-shadow` — tooltips, popovers, modals and menus.
46    pub overlay_shadow: Vec<BoxShadow>,
47    /// `--field-shadow` — inputs and other form controls.
48    pub field_shadow: Vec<BoxShadow>,
49
50    /// `--skeleton-animation`
51    pub skeleton_animation: SkeletonAnimation,
52    /// `--tooltip-delay: 1500ms`
53    pub tooltip_delay_ms: u64,
54    /// `--tooltip-close-delay: 500ms`
55    pub tooltip_close_delay_ms: u64,
56    /// The hairline a floating panel draws instead of a border.
57    ///
58    /// v3 gives its panels no border at all: light mode separates them with
59    /// `--overlay-shadow`, and dark mode adds `0 0 1px 0 rgba(255,255,255,.3)
60    /// **inset**` -- a one-pixel highlight just inside the edge. gpui has no
61    /// inset shadow, so the closest reproduction is a one-pixel border in that
62    /// colour, and in light mode there is none.
63    pub overlay_hairline: Option<gpui::Hsla>,
64
65    /// The cursor an interactive control shows while the pointer is over it.
66    ///
67    /// v3 gives every clickable control `cursor: pointer`, so the default is
68    /// [`gpui::CursorStyle::PointingHand`] — the variant GPUI's own
69    /// `Styled::cursor_pointer()` sets, which keeps stock rendering identical.
70    /// A theme that wants the platform arrow everywhere sets
71    /// [`gpui::CursorStyle::Arrow`] once here instead of restyling components.
72    pub cursor_interactive: gpui::CursorStyle,
73
74    /// The opacity a hovered `Tabs` item drops to.
75    ///
76    /// v3 hardcodes `opacity: 0.7` on an unselected `.tabs__tab:hover`; this
77    /// port names it so a theme can soften or disable the dim. Not a v3 CSS
78    /// variable, and not consumed by `Link`: its root hover draws an underline.
79    pub tabs_hover_opacity: f32,
80
81    /// The warm window after the pointer leaves a tooltip during which the
82    /// next tip opens without its delay.
83    ///
84    /// The cooldown starts when the tooltip is dismissed (hover exit) and
85    /// lasts `max(this, close_delay)`, so a per-tooltip close delay extends
86    /// the window. React Aria uses the same 500 ms.
87    pub tooltip_cooldown_ms: u64,
88
89    /// How long a `DropdownTrigger::LongPress` waits before it opens.
90    ///
91    /// React Aria uses 500 ms.
92    pub long_press_ms: u64,
93
94    /// The background fade duration `anim::hover_fade` eases between two
95    /// colors. The default is the button's own `100ms` (`anim::TRANSITION_MS`);
96    /// zero resolves immediately, like reduced motion.
97    pub hover_fade_ms: u64,
98}
99
100impl Default for LayoutTheme {
101    fn default() -> Self {
102        Self::light()
103    }
104}
105
106impl LayoutTheme {
107    pub fn light() -> Self {
108        Self {
109            // `0 2px 4px 0 rgba(0,0,0,.04), 0 1px 2px 0 rgba(0,0,0,.06),
110            //  0 0 1px 0 rgba(0,0,0,.06)`
111            surface_shadow: vec![
112                shadow(0., 2., 4., 0.04),
113                shadow(0., 1., 2., 0.06),
114                shadow(0., 0., 1., 0.06),
115            ],
116            // `0 2px 8px 0 rgba(0,0,0,.06), 0 -6px 12px 0 rgba(0,0,0,.03),
117            //  0 14px 28px 0 rgba(0,0,0,.08)` -- three, and the middle one
118            // throws its blur *upward*, which is what keeps a panel from
119            // looking pasted onto the page.
120            overlay_shadow: vec![
121                shadow(0., 2., 8., 0.06),
122                shadow(0., -6., 12., 0.03),
123                shadow(0., 14., 28., 0.08),
124            ],
125            field_shadow: vec![
126                shadow(0., 2., 4., 0.04),
127                shadow(0., 1., 2., 0.06),
128                shadow(0., 0., 1., 0.06),
129            ],
130            ..Self::common()
131        }
132    }
133
134    pub fn dark() -> Self {
135        // Dark mode drops all three shadows in v3.
136        Self {
137            surface_shadow: Vec::new(),
138            overlay_shadow: Vec::new(),
139            field_shadow: Vec::new(),
140            // `--overlay-shadow: 0 0 1px 0 rgba(255,255,255,.3) inset` is the
141            // only shadow dark mode keeps, and it is what separates a panel from
142            // the page now that both are the same colour.
143            overlay_hairline: Some(gpui::hsla(0., 0., 1., 0.3)),
144            ..Self::common()
145        }
146    }
147
148    fn common() -> Self {
149        let radius = px(8.0);
150        Self {
151            spacing: px(4.0),
152            radius,
153            field_radius: radius * 1.5,
154            border_width: px(1.0),
155            field_border_width: px(0.0),
156            disabled_opacity: 0.5,
157            ring_offset_width: px(2.0),
158            surface_shadow: Vec::new(),
159            overlay_shadow: Vec::new(),
160            field_shadow: Vec::new(),
161            skeleton_animation: SkeletonAnimation::Shimmer,
162            tooltip_delay_ms: 1500,
163            tooltip_close_delay_ms: 500,
164            overlay_hairline: None,
165            cursor_interactive: gpui::CursorStyle::PointingHand,
166            tabs_hover_opacity: 0.7,
167            tooltip_cooldown_ms: 500,
168            long_press_ms: 500,
169            hover_fade_ms: 100,
170        }
171    }
172
173    /// `--radius-xs: calc(var(--radius) * 0.25)`
174    pub fn radius_xs(&self) -> Pixels {
175        self.radius * 0.25
176    }
177    /// `--radius-sm: calc(var(--radius) * 0.5)`
178    pub fn radius_sm(&self) -> Pixels {
179        self.radius * 0.5
180    }
181    /// `--radius-md: calc(var(--radius) * 0.75)`
182    pub fn radius_md(&self) -> Pixels {
183        self.radius * 0.75
184    }
185    /// `--radius-lg: calc(var(--radius) * 1)`
186    pub fn radius_lg(&self) -> Pixels {
187        self.radius
188    }
189    /// `--radius-xl: calc(var(--radius) * 1.5)`
190    pub fn radius_xl(&self) -> Pixels {
191        self.radius * 1.5
192    }
193    /// `--radius-2xl: calc(var(--radius) * 2)`
194    pub fn radius_2xl(&self) -> Pixels {
195        self.radius * 2.0
196    }
197    /// `--radius-3xl: calc(var(--radius) * 3)`
198    pub fn radius_3xl(&self) -> Pixels {
199        self.radius * 3.0
200    }
201    /// `--radius-4xl: calc(var(--radius) * 4)`
202    pub fn radius_4xl(&self) -> Pixels {
203        self.radius * 4.0
204    }
205
206    /// A radius capped the way v3 caps its own: `min(32px, ..)`.
207    ///
208    /// v3 wraps every `rounded-*` and `rounded-full` in `min()` so a theme with
209    /// an oversized `--radius` cannot distort a component — the corner stops
210    /// growing before it swallows the box.
211    pub fn capped(&self, radius: Pixels) -> Pixels {
212        radius.min(px(32.0))
213    }
214}
215
216fn shadow(x: f32, y: f32, blur: f32, alpha: f32) -> BoxShadow {
217    BoxShadow {
218        inset: false,
219        color: gpui::hsla(0.0, 0.0, 0.0, alpha),
220        offset: point(px(x), px(y)),
221        blur_radius: px(blur),
222        spread_radius: px(0.),
223    }
224}
225
226#[cfg(test)]
227mod tests {
228    use super::*;
229    use gpui::{div, Styled};
230
231    /// The default must be *the same cursor GPUI's own `cursor_pointer()` sets*,
232    /// not merely a hand-shaped variant: every component now reads this token
233    /// instead of calling that method, so any divergence silently changes stock
234    /// rendering. Comparing against the method's own output keeps the invariant
235    /// true even if GPUI renames or repoints the variant.
236    #[test]
237    fn the_default_interactive_cursor_is_gpuis_own_pointer() {
238        let mut probe = div().cursor_pointer();
239        assert_eq!(
240            Some(LayoutTheme::light().cursor_interactive),
241            probe.style().mouse_cursor,
242        );
243        assert_eq!(
244            LayoutTheme::dark().cursor_interactive,
245            LayoutTheme::light().cursor_interactive,
246            "light and dark share the token; only a custom theme changes it"
247        );
248    }
249
250    /// Every new token starts on the literal it replaced, so a consumer that
251    /// does not set one renders the stock pixels.
252    #[test]
253    fn customisation_tokens_default_to_the_literals_they_replace() {
254        for layout in [LayoutTheme::light(), LayoutTheme::dark()] {
255            assert!((layout.tabs_hover_opacity - 0.7).abs() < f32::EPSILON);
256            assert_eq!(layout.tooltip_cooldown_ms, 500);
257            assert_eq!(layout.long_press_ms, 500);
258            assert_eq!(layout.hover_fade_ms, 100);
259        }
260    }
261}