L-w3: complete three-accent pastel repalette + REAPER-grey neutrals
Finish roleColor/roleColorState for the three-accent enum, re-map every Accent consumer (primary leads live; Pool/Banks titles categorical secondary/tertiary), make spectralColor a lime->teal->purple three-stop sweep, and re-lock the WCAG-floor tests on the grey ladder.
This commit is contained in:
+14
-9
@@ -435,7 +435,7 @@ void drawThumbnail(LICE_IBitmap* bmp, const CellRect& rect, const Envelope& env,
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// Border: accent when selected, else hairline. A focus ring is a distinct text/primary
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// double-line (the kit's focus convention) so focus reads even on a selected cell.
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const KitColor border = selected ? roleColor(Role::Accent) : roleColor(Role::LineHairline);
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const KitColor border = selected ? roleColor(Role::AccentPrimary) : roleColor(Role::LineHairline);
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LICE_DrawRect(bmp, rect.x, rect.y, rect.width, rect.height, toLice(border), 1.0f, 0);
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if (focused) {
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const LICE_pixel ring = toLice(roleColor(Role::TextPrimary));
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@@ -446,7 +446,7 @@ void drawThumbnail(LICE_IBitmap* bmp, const CellRect& rect, const Envelope& env,
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// selected cell (whose fill is already the accent) — there it draws in bg/base for contrast.
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const LICE_pixel midCol = toLice(roleColor(Role::LineHairline));
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const LICE_pixel waveCol =
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toLice(selected ? roleColor(Role::BgBase) : roleColor(Role::Accent));
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toLice(selected ? roleColor(Role::BgBase) : roleColor(Role::AccentPrimary));
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if (env.empty()) {
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const int midY = rect.y + rect.height / 2;
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@@ -1023,21 +1023,26 @@ void drawRegionHeader(LICE_IBitmap* bmp, const RECT& region, const char* title,
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LICE_Line(bmp, hdr.left, hdr.bottom - 1, hdr.right, hdr.bottom - 1,
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toLice(roleColor(Role::LineHairline)), 1.0f, 0, false);
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// Title, left (Font::Title — a region heading).
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// Title, left (Font::Title — a region heading). The two regions are distinct KINDS of
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// container, so the title carries a CATEGORICAL accent (DS-2 revised: secondary/tertiary
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// mark kinds, never intensity) — Pool = secondary teal, Banks = tertiary purple. This is
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// a category mark, NOT the "what's live" signal (that stays the primary-lime "Active:"
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// readout beside it), keeping primary reserved for the live/active layer.
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RECT titleRc = hdr;
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titleRc.left += 8;
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titleRc.right = titleRc.left + 120;
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kitText(bmp, toKitBox(titleRc), title, Font::Title, Role::TextPrimary, Align::Left);
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const Role titleRole = poolBtnIsPool ? Role::AccentSecondary : Role::AccentTertiary;
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kitText(bmp, toKitBox(titleRc), title, Font::Title, titleRole, Align::Left);
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// Active-bank readout — the UNMISTAKABLE indicator (settled B4 constraint), in the ACCENT
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// role in BOTH region headers so the active/capture-target bank is legible even when it is
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// not the shown tab and even when it is the pool. Accent = "where the punch lives" (DS-2).
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// Active-bank readout — the UNMISTAKABLE indicator (settled B4 constraint), in the PRIMARY
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// accent role in BOTH region headers so the active/capture-target bank is legible even when
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// it is not the shown tab and even when it is the pool. Primary = "what's live" (DS-2).
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const std::string readout = "Active: " + activeName;
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RECT actRc = hdr;
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actRc.left = titleRc.right + 6;
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actRc.right = createBtnRect(region).left - 6;
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if (actRc.right > actRc.left)
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kitText(bmp, toKitBox(actRc), readout.c_str(), Font::Label, Role::Accent, Align::Left);
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kitText(bmp, toKitBox(actRc), readout.c_str(), Font::Label, Role::AccentPrimary, Align::Left);
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// Full-height toggle button: an arrow glyph. In split it means "maximize this region";
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// when this region is already full it means "restore the split". Kit drawButton + hover.
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@@ -1113,7 +1118,7 @@ void drawTabStrip(LICE_IBitmap* bmp, const RECT& region) {
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// The active bank's tab gets a bright accent border (unmistakable), distinct from the
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// shown tab's fill — active != shown, made visible (kit accent role).
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const KitColor border = active ? roleColor(Role::Accent) : roleColor(Role::LineHairline);
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const KitColor border = active ? roleColor(Role::AccentPrimary) : roleColor(Role::LineHairline);
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LICE_DrawRect(bmp, tr.x, tr.y, tr.width, tr.height, toLice(border), 1.0f, 0);
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if (active)
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LICE_DrawRect(bmp, tr.x + 1, tr.y + 1, tr.width - 2, tr.height - 2,
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+3
-3
@@ -208,7 +208,7 @@ void drawButton(LICE_IBitmap* bmp, const KitButtonBox& button, const char* label
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const int radius = b.height >= 20 ? 5 : (b.height >= 12 ? 3 : 2);
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const KitColor borderCol =
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(state == InteractionState::Active || state == InteractionState::Focus)
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? roleColor(Role::Accent)
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? roleColor(Role::AccentPrimary)
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: roleColor(Role::LineHairline);
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LICE_RoundRect(bmp, static_cast<float>(b.x), static_cast<float>(b.y),
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static_cast<float>(b.width - 1), static_cast<float>(b.height - 1),
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@@ -238,7 +238,7 @@ void drawSlider(LICE_IBitmap* bmp, const SliderGeometry& geom, InteractionState
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? InteractionState::Hover
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: InteractionState::Active;
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KitColor top, bottom;
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gradientPair(roleColorState(Role::Accent, fillState), top, bottom);
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gradientPair(roleColorState(Role::AccentPrimary, fillState), top, bottom);
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fillGradient(bmp, geom.filled, top, bottom);
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}
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@@ -281,7 +281,7 @@ void drawWaveform(LICE_IBitmap* bmp, const KitBox& box, const Envelope& env) {
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if (!bmp || box.empty()) return;
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const LICE_pixel midCol = toLice(roleColor(Role::LineHairline));
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const LICE_pixel waveCol = toLice(roleColor(Role::Accent));
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const LICE_pixel waveCol = toLice(roleColor(Role::AccentPrimary));
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if (env.empty()) {
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const int midY = box.y + box.height / 2;
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+63
-32
@@ -10,39 +10,59 @@ namespace reasampler {
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namespace {
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// ===========================================================================
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// THE ONE DIRECTION CONSTANTS BLOCK (DS-2: B "Neon Console" + C spectral).
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// THE ONE DIRECTION CONSTANTS BLOCK (DS-2 revised: B "Neon Console" REAPER-grey
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// neutrals + three-accent pastel system + C pastel spectral).
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//
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// This is the SINGLE POINT OF CHANGE. Every role color below is one of these
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// constants; roleColor() is a pure switch over them. To re-pick the visual
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// direction (§4: A Studio Rack / B Neon Console / C full spectral), edit THIS
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// block — no shell, no other module, names a color. The values are chosen from
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// the vibrant side of each WCAG floor (the "punch" rule): the accents are as
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// saturated as they can be while text still clears 4.5:1 / 3:1 on the surfaces
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// they land on (proven by test_theme.cpp).
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// block — no shell, no other module, names a color. Values are locked against
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// each WCAG floor (proven by test_theme.cpp): text/dim is lifted to the lightest
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// grey that still clears AA 4.5:1 body on the greyest surface it draws on; each
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// pastel accent is the softest tint that still clears the 3:1 indicator floor on
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// bg/cell ("punch from the soft side" — DS-2 revised §2.1 grey re-read).
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// ===========================================================================
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// Near-black elevation stack (B: base ~18,18,22). Each step a few points lighter
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// so elevation reads without a border.
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constexpr KitColor kDirBgBase {18, 18, 22, 255};
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constexpr KitColor kDirBgPanel {26, 26, 31, 255};
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constexpr KitColor kDirBgCell {40, 40, 46, 255};
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constexpr KitColor kDirHairline {60, 60, 66, 255};
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// REAPER-theme mid-grey elevation stack (DS-2 revised — NOT near-black). Matches
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// Daniel's REAPER theme so the dock reads as part of REAPER: base = window chrome
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// grey, panel/cell one step lighter each. The elevation-ladder discipline is
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// unchanged (base < panel < cell by a few %, micro-gradient + inner highlight/
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// shadow carry elevation, not hard borders); only the VALUES moved up into grey.
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constexpr KitColor kDirBgBase {43, 43, 43, 255}; // #2b2b2b — REAPER chrome grey
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constexpr KitColor kDirBgPanel {51, 51, 51, 255}; // #333333 — one step lighter
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constexpr KitColor kDirBgCell {58, 58, 58, 255}; // #3a3a3a — REAPER track bg
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constexpr KitColor kDirHairline {74, 74, 74, 255}; // #4a4a4a — subtle step above cell
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// Text: near-white primary + a dimmer secondary. Both must clear their floor on
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// bg/panel AND bg/cell (the surfaces text lands on); the test enforces it.
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constexpr KitColor kDirTextPrimary{224, 228, 234, 255};
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constexpr KitColor kDirTextDim {150, 156, 166, 255};
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// Text: REAPER body light-grey primary (#dcdcdc, clears ~8:1 on bg/cell) + a dimmer
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// grey secondary. The greyer surfaces shrank the dim cushion (mid-grey-on-mid-grey
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// is the classic AA failure): the spec-start #a0a0a0 lands ~4.35:1 on bg/cell, UNDER
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// the AA 4.5 body floor — lifted to #a8a8a8 (~4.78:1 on bg/cell), the lightest grey
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// that still reads dim while clearing AA 4.5 body on the greyest surface it draws
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// body text on. Locked by test_theme.cpp.
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constexpr KitColor kDirTextPrimary{220, 220, 220, 255}; // #dcdcdc
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constexpr KitColor kDirTextDim {168, 168, 168, 255}; // #a8a8a8 (lifted from #a0a0a0)
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// The single vivid accent — electric cyan leads (B). Bright enough to clear
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// AA-large on near-black from the vibrant side; the hot tint is a lighter cyan
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// for hover/live. warn is a reserved red/amber for byte-deleting states only.
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constexpr KitColor kDirAccent {60, 200, 235, 255};
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constexpr KitColor kDirAccentHot {130, 224, 245, 255};
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constexpr KitColor kDirWarn {235, 120, 90, 255};
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// The three-accent pastel system (DS-2 revised — replaces the single electric cyan).
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// primary = pastel lime (the live/active/selected signal, the eye-magnet); secondary
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// = pastel teal, tertiary = pastel purple (CATEGORICAL distinctions — a KIND, never
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// intensity). accent/hot is a brighter tint OF the primary for hover/live/drag. On the
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// greyer bg/cell the pastels clear the 3:1 indicator floor comfortably (primary ~7.6,
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// secondary ~6.8, tertiary ~5.5) at the spec-start values, so no per-hue nudge was
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// needed — the hues stay pastel lime/teal/purple. warn is a reserved red/amber for
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// byte-deleting states only.
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constexpr KitColor kDirAccentPrimary {176, 224, 152, 255}; // #B0E098 — pastel lime
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constexpr KitColor kDirAccentSecondary{132, 214, 208, 255}; // #84D6D0 — pastel teal
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constexpr KitColor kDirAccentTertiary {194, 170, 232, 255}; // #C2AAE8 — pastel purple
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constexpr KitColor kDirAccentHot {200, 236, 178, 255}; // #C8ECB2 — lighter pastel lime
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constexpr KitColor kDirWarn {235, 120, 90, 255}; // #eb785a — destructive only
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// Direction C spectral endpoints (cool-blue -> hot-magenta) for the keyboard strip.
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constexpr KitColor kDirSpectralLo {70, 120, 235, 255}; // low notes: cool blue
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constexpr KitColor kDirSpectralHi {235, 70, 170, 255}; // high notes: hot magenta
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// Direction C pastel spectral ramp (DS-2 revised): a three-stop sweep through the
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// accents — pastel lime (low) -> pastel teal (mid) -> pastel purple (high) — so the
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// signature keyboard strip reads as an extension of the accent system, not a neon
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// flourish. Endpoints/midpoint ARE the three accent constants (single source).
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constexpr KitColor kDirSpectralLo = kDirAccentPrimary; // low notes: pastel lime
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constexpr KitColor kDirSpectralMid = kDirAccentSecondary; // mid notes: pastel teal
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constexpr KitColor kDirSpectralHi = kDirAccentTertiary; // high notes: pastel purple
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// --- state transform helpers -------------------------------------------------
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@@ -97,7 +117,9 @@ KitColor roleColor(Role role) {
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case Role::LineHairline: return kDirHairline;
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case Role::TextPrimary: return kDirTextPrimary;
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case Role::TextDim: return kDirTextDim;
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case Role::Accent: return kDirAccent;
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case Role::AccentPrimary: return kDirAccentPrimary;
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case Role::AccentSecondary: return kDirAccentSecondary;
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case Role::AccentTertiary: return kDirAccentTertiary;
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case Role::AccentHot: return kDirAccentHot;
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case Role::Warn: return kDirWarn;
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}
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@@ -113,18 +135,20 @@ KitColor roleColorState(Role role, InteractionState state) {
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// Lighten the surface toward the hot accent (~10%) — the "alive" cue.
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return mix(base, roleColor(Role::AccentHot), 0.10);
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case InteractionState::Active:
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// The selected/active layer carries the accent itself.
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return roleColor(Role::Accent);
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// The selected/active layer carries the PRIMARY accent — "this is live"
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// is always the primary hue (DS-2 revised: primary leads state; secondary/
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// tertiary are categorical, never intensity).
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return roleColor(Role::AccentPrimary);
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case InteractionState::Pressed:
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// The surface "pushes in": darken.
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return scale(base, 0.82);
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case InteractionState::Dragging:
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// A live-drag element reads as active-but-lighter.
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return mix(roleColor(Role::Accent), roleColor(Role::AccentHot), 0.30);
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// A live-drag element reads as active-but-lighter (primary -> hot).
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return mix(roleColor(Role::AccentPrimary), roleColor(Role::AccentHot), 0.30);
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case InteractionState::Focus:
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// Focus keeps the surface but is drawn with a text/primary ring by the
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// shell; the fill nudges toward the accent so focus reads even pre-ring.
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return mix(base, roleColor(Role::Accent), 0.08);
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// shell; the fill nudges toward the primary accent so focus reads pre-ring.
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return mix(base, roleColor(Role::AccentPrimary), 0.08);
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case InteractionState::Disabled: {
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// Desaturate and drop alpha to 40% (§3.3).
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KitColor d = desaturate(base, 0.6);
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@@ -138,7 +162,14 @@ KitColor roleColorState(Role role, InteractionState state) {
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KitColor spectralColor(double t) {
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if (t < 0.0) t = 0.0;
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if (t > 1.0) t = 1.0;
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return mix(kDirSpectralLo, kDirSpectralHi, t);
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// Three-stop pastel sweep anchored on the accent trio (DS-2 revised Direction C):
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// lime (low) -> teal (mid, t=0.5) -> purple (high). A single Lo->Hi lerp would skip
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// the teal midpoint and drift the ramp off the accent family; interpolate each half
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// so the midpoint IS the secondary accent and every stop stays in the pastel band.
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if (t <= 0.5) {
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return mix(kDirSpectralLo, kDirSpectralMid, t / 0.5);
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}
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return mix(kDirSpectralMid, kDirSpectralHi, (t - 0.5) / 0.5);
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}
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double relativeLuminance(const KitColor& c) {
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+33
-23
@@ -2,16 +2,20 @@
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// theme — the REAPER-free, LICE-free palette + type-scale core of the shared drawing
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// kit (Phase L, L1). This is the "one source of drawing" made testable at its root: a
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// ROLE-based color model (bg/base, bg/panel, bg/cell, line/hairline, text/primary,
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// text/dim, accent, accent/hot, warn), an INTERACTION-STATE model (rest/hover/active/
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// pressed/dragging/focus/disabled), and the WCAG contrast math that lets a unit test
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// prove every text-on-surface pair clears its floor ("punch to the floor, not past it").
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// text/dim, accent/primary, accent/secondary, accent/tertiary, accent/hot, warn), an
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// INTERACTION-STATE model (rest/hover/active/pressed/dragging/focus/disabled), and the
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// WCAG contrast math that lets a unit test prove every text-on-surface pair clears its
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// floor ("punch to the floor, not past it").
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//
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// THE SINGLE POINT OF CHANGE (DS-2): every role color is produced by roleColor() from
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// ONE direction constants block (kDirection*, below) carrying the settled B (Neon
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// Console) + C spectral values. Switching the visual direction is editing that block and
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// nothing else — no shell hardcodes a color; the shell asks the theme by role. The
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// spectral (Direction C) hue ramp lives here too (spectralColor) so the signature
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// keyboard strip's L3 consumer derives its per-note hue from the same source.
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// THE SINGLE POINT OF CHANGE (DS-2 revised): every role color is produced by roleColor()
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// from ONE direction constants block (kDirection*, below) carrying the settled B (Neon
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// Console) neutrals — now REAPER-theme mid-grey, not near-black — plus the three-accent
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// pastel system (primary lime / secondary teal / tertiary purple) and the C pastel
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// spectral ramp. Switching the visual direction is editing that block and nothing else —
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// no shell hardcodes a color; the shell asks the theme by role. The spectral (Direction C)
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// hue ramp lives here too (spectralColor) so the signature keyboard strip's L3 consumer
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// derives its per-note hue from the same source (a pastel sweep anchored on the three
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// accents: primary lime -> secondary teal -> tertiary purple).
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//
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// PURE MODULE: NO REAPER types, NO SWELL, NO LICE, NO vendor/ includes. Standard library
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// only. Builds and unit-tests without REAPER. Mirror of mode_switch / bank_grid — the
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@@ -40,15 +44,17 @@ struct KitColor {
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// The structural palette roles (direction-independent — §2.1 of the design doc). The
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// direction (B/C) sets the concrete hue behind each; the shell always asks by role.
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enum class Role {
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BgBase, // window canvas
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BgPanel, // a raised region (list, waveform pane)
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BgCell, // a control / row surface
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LineHairline,// separators (used sparingly — elevation carries most separation)
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TextPrimary, // labels, values
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TextDim, // secondary / units
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Accent, // selection / active / focus — where the punch lives
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AccentHot, // hover / live / drag feedback (a brighter accent tint)
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Warn, // clip / destructive (prune, delete) — reserved for byte-deleting states
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BgBase, // window canvas
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BgPanel, // a raised region (list, waveform pane)
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BgCell, // a control / row surface
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LineHairline, // separators (used sparingly — elevation carries most separation)
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TextPrimary, // labels, values
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TextDim, // secondary / units
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AccentPrimary, // the live / active / selected signal — where the punch lives (pastel lime)
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AccentSecondary,// categorical role A (pastel teal) — a distinct KIND, never intensity
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AccentTertiary,// categorical role B (pastel purple) — a distinct KIND, never intensity
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AccentHot, // hover / live / drag feedback (a brighter tint OF the primary accent)
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Warn, // clip / destructive (prune, delete) — reserved for byte-deleting states
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};
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// The interaction-state model every kit component honors (§3.3). A component draws its
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@@ -83,11 +89,15 @@ KitColor roleColor(Role role);
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// Rest returns roleColor(role) unchanged.
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KitColor roleColorState(Role role, InteractionState state);
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// Direction C's spectral hue ramp: maps a normalized position t in [0, 1] (low note ->
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// high note across the keyboard strip) to a color, cool-blue at 0 -> hot-magenta at 1
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// (§4 Direction C). The signature keyboard-strip surface (an L3 consumer) derives each
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// note/zone's hue from this ONE function so the spectrum is defined in the same place as
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// the rest of the palette. t is clamped to [0, 1].
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// Direction C's spectral hue ramp (DS-2 revised — a PASTEL sweep anchored on the three
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// accents, not the old neon cool-blue -> hot-magenta): maps a normalized position t in
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// [0, 1] (low note -> high note across the keyboard strip) to a color that runs
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// accent/primary (pastel lime, low) -> accent/secondary (pastel teal, mid) ->
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// accent/tertiary (pastel purple, high). The same three hues that mean "live / category A
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// / category B" elsewhere are the endpoints and midpoint here, so the strip reads as an
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// extension of the accent system, not a separate flourish. The signature keyboard-strip
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// surface (an L3 consumer) derives each note/zone's hue from this ONE function so the
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// spectrum is defined in the same place as the rest of the palette. t is clamped to [0, 1].
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KitColor spectralColor(double t);
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// --- WCAG contrast (the "punch" rule, made testable) --------------------------
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+88
-31
@@ -12,6 +12,7 @@
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#include <cmath>
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#include <cstdio>
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#include <cstdlib>
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#include <initializer_list>
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using namespace reasampler;
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@@ -39,7 +40,7 @@ static void testContrastKnownAnchors() {
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// --- THE load-bearing test: every drawn text-on-surface pair clears its floor -
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// The surfaces text lands on (near-black elevation stack).
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// The surfaces text lands on (DS-2 revised REAPER-grey elevation stack).
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static void testTextPrimaryClearsBodyFloorOnSurfaces() {
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const KitColor tp = roleColor(Role::TextPrimary);
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// Primary text is body text -> 4.5:1 on every surface it is drawn on.
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@@ -50,24 +51,68 @@ static void testTextPrimaryClearsBodyFloorOnSurfaces() {
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static void testTextDimClearsItsFloorOnSurfaces() {
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const KitColor td = roleColor(Role::TextDim);
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// Dim/secondary text is used for units/counts (large-ish, low-emphasis) -> the
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// large/state floor 3:1 on the surfaces it appears on. Enforced from the vibrant side:
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// it must not be dimmed BELOW the floor.
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CHECK(contrastRatio(td, roleColor(Role::BgBase)) >= textFloor(TextClass::Large));
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CHECK(contrastRatio(td, roleColor(Role::BgPanel)) >= textFloor(TextClass::Large));
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CHECK(contrastRatio(td, roleColor(Role::BgCell)) >= textFloor(TextClass::Large));
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// DS-2 revised (grey re-read): text/dim is used for keybinding sub-labels / units on
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// the mid-grey surfaces, and mid-grey-on-mid-grey is the classic AA failure. It is
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// LOCKED to the lightest grey that still reads dim while clearing AA 4.5:1 BODY on the
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// GREYEST surface it draws body text on (bg/cell). This is the load-bearing check: the
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// spec-start #a0a0a0 is UNDER floor on grey by design — the value was lifted until this
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// passes. Body floor on all three surfaces (bg/cell is the tight one).
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CHECK(contrastRatio(td, roleColor(Role::BgBase)) >= textFloor(TextClass::Body));
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CHECK(contrastRatio(td, roleColor(Role::BgPanel)) >= textFloor(TextClass::Body));
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CHECK(contrastRatio(td, roleColor(Role::BgCell)) >= textFloor(TextClass::Body));
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}
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static void testAccentClearsStateFloorOnBackground() {
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// The accent is a UI-state indicator (selection border / active fill) -> 3:1 minimum
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// on the base background, "pushed to the floor from the vibrant side".
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CHECK(contrastRatio(roleColor(Role::Accent), roleColor(Role::BgBase))
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>= textFloor(TextClass::Large));
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// The hot (hover) accent is brighter still, so it also clears.
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CHECK(contrastRatio(roleColor(Role::AccentHot), roleColor(Role::BgBase))
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static void testAccentsClearIndicatorFloorOnCell() {
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// DS-2 revised (grey re-read): each of the three pastel accents is used as a state
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// indicator / active fill on bg/cell (selection border, active segment, active tab).
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// The greyer surface shrank the cushion from ~15:1 (near-black) to ~6-7:1 (grey), so
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// this is re-verified on bg/cell (NOT the old near-black) at the 3:1 large/indicator
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// floor. If any pastel dropped below, the fix is to nudge that hue deeper (hue stays
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// lime/teal/purple) — the value the test locks proves it did not need it here.
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for (Role a : {Role::AccentPrimary, Role::AccentSecondary, Role::AccentTertiary,
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Role::AccentHot}) {
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CHECK(contrastRatio(roleColor(a), roleColor(Role::BgCell))
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>= textFloor(TextClass::Large));
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}
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// The primary accent also leads the mode-switch/tab active fill drawn over bg/base.
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CHECK(contrastRatio(roleColor(Role::AccentPrimary), roleColor(Role::BgBase))
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>= textFloor(TextClass::Large));
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}
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// Text drawn ON a pastel accent fill (retained tight pair, re-verified for the pastels):
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// active buttons/segments/tabs fill with the primary accent and draw their label in
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// bg/base (near-black-ish grey). That near-black-on-pastel pair must clear AA 4.5:1 body,
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// or active controls would be unreadable. Verified for EACH pastel that can be a text fill.
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static void testTextOnPastelFillClearsBodyFloor() {
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const KitColor label = roleColor(Role::BgBase); // what drawButton/drawListRow use
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for (Role a : {Role::AccentPrimary, Role::AccentSecondary, Role::AccentTertiary}) {
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CHECK(contrastRatio(label, roleColor(a)) >= textFloor(TextClass::Body));
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}
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}
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// Secondary and tertiary are the CATEGORICAL pair (region titles, spectral bands). They
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// must read as DISTINCT categories, not two greys. Two pastels can be near-equal in
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// LUMINANCE yet clearly distinct in HUE (teal vs purple differ mainly by channel balance,
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// not brightness) — so distinguishability is a hue-separation check, not a luminance-
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// contrast one. Assert a meaningful per-channel difference: teal is green/blue-leaning,
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// purple is red/blue-leaning, so their channel BALANCE diverges substantially.
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static void testSecondaryTertiaryAreDistinguishable() {
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const KitColor sec = roleColor(Role::AccentSecondary); // teal: G,B high, R low
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const KitColor ter = roleColor(Role::AccentTertiary); // purple: R,B high, G lower
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CHECK(!(sec == ter));
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CHECK(!(roleColor(Role::AccentPrimary) == sec));
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// Hue divergence: teal's green dominates its red; purple's red dominates its green.
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// A muddying that collapsed them toward a common grey would break this ordering.
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CHECK(sec.g > sec.r); // teal leans green over red
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CHECK(ter.r > ter.g); // purple leans red over green
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// And the total channel-balance gap is large (sum of absolute channel deltas), so the
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// two are far apart in color space even though close in luminance.
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const int delta = std::abs(int(sec.r) - int(ter.r)) +
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std::abs(int(sec.g) - int(ter.g)) +
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std::abs(int(sec.b) - int(ter.b));
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CHECK(delta >= 60);
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}
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static void testWarnClearsStateFloorOnBackground() {
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// warn (destructive) must be unmistakable -> clears the state floor on the base.
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CHECK(contrastRatio(roleColor(Role::Warn), roleColor(Role::BgBase))
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@@ -93,7 +138,7 @@ static void testRolesAreDistinctAndElevationMonotonic() {
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CHECK(!(roleColor(Role::BgBase) == roleColor(Role::BgPanel)));
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CHECK(!(roleColor(Role::BgPanel) == roleColor(Role::BgCell)));
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CHECK(!(roleColor(Role::TextPrimary) == roleColor(Role::TextDim)));
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CHECK(!(roleColor(Role::Accent) == roleColor(Role::Warn)));
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CHECK(!(roleColor(Role::AccentPrimary) == roleColor(Role::Warn)));
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// Elevation reads as increasing luminance base < panel < cell.
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CHECK(relativeLuminance(roleColor(Role::BgBase)) <
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relativeLuminance(roleColor(Role::BgPanel)));
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@@ -107,7 +152,7 @@ static void testRolesAreDistinctAndElevationMonotonic() {
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// --- Interaction-state transform ----------------------------------------------
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static void testStateRestIsIdentity() {
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for (Role r : {Role::BgBase, Role::BgPanel, Role::BgCell, Role::Accent}) {
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for (Role r : {Role::BgBase, Role::BgPanel, Role::BgCell, Role::AccentPrimary}) {
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CHECK(roleColorState(r, InteractionState::Rest) == roleColor(r));
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}
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}
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@@ -121,13 +166,15 @@ static void testHoverLightensPressedDarkens() {
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CHECK(relativeLuminance(pressed) < relativeLuminance(rest));
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}
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static void testActiveIsAccent() {
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CHECK(roleColorState(Role::BgCell, InteractionState::Active) == roleColor(Role::Accent));
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static void testActiveIsPrimaryAccent() {
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// DS-2 revised: the Active state is ALWAYS the primary accent ("what's live" leads).
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CHECK(roleColorState(Role::BgCell, InteractionState::Active)
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== roleColor(Role::AccentPrimary));
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}
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static void testDisabledDropsAlphaAndDesaturates() {
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const KitColor rest = roleColor(Role::Accent);
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const KitColor dis = roleColorState(Role::Accent, InteractionState::Disabled);
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const KitColor rest = roleColor(Role::AccentPrimary);
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const KitColor dis = roleColorState(Role::AccentPrimary, InteractionState::Disabled);
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// Alpha drops to ~40%.
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CHECK(dis.a < rest.a);
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CHECK(dis.a >= 90 && dis.a <= 110); // 255 * 0.4 ~= 102
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@@ -135,16 +182,24 @@ static void testDisabledDropsAlphaAndDesaturates() {
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// --- Direction C spectral ramp ------------------------------------------------
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static void testSpectralInterpolatesEndpoints() {
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static void testSpectralIsPastelRampAnchoredOnAccents() {
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// DS-2 revised Direction C: the spectral ramp is a PASTEL sweep anchored on the three
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// accents — lime (low) -> teal (mid) -> purple (high) — NOT the old neon cool->hot.
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const KitColor lo = spectralColor(0.0);
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const KitColor hi = spectralColor(1.0);
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// Low is cool (blue-dominant), high is hot (red-dominant) — the identity of the ramp.
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CHECK(lo.b > lo.r);
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CHECK(hi.r > hi.b);
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// Midpoint sits between the endpoints on each channel.
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const KitColor mid = spectralColor(0.5);
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CHECK(mid.r > lo.r && mid.r < hi.r);
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// Clamps out of range.
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const KitColor hi = spectralColor(1.0);
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// The three stops ARE the three accent constants (single source — the strip belongs to
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// the accent system). This is the load-bearing identity of the pastel ramp.
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CHECK(lo == roleColor(Role::AccentPrimary)); // low = pastel lime
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CHECK(mid == roleColor(Role::AccentSecondary)); // mid = pastel teal
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CHECK(hi == roleColor(Role::AccentTertiary)); // high = pastel purple
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// Low is lime (green-dominant); high is purple (red+blue over green) — distinct hues.
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CHECK(lo.g > lo.r && lo.g > lo.b);
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CHECK(hi.b > hi.g && hi.r > hi.g);
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// A quarter-point interpolates within the lime->teal half (not off the family).
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const KitColor q = spectralColor(0.25);
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CHECK(q.b > lo.b && q.b < mid.b); // blue rises lime -> teal
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// Clamps out of range to the endpoints.
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CHECK(spectralColor(-1.0) == lo);
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CHECK(spectralColor(2.0) == hi);
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}
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@@ -153,15 +208,17 @@ int main() {
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testContrastKnownAnchors();
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testTextPrimaryClearsBodyFloorOnSurfaces();
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testTextDimClearsItsFloorOnSurfaces();
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testAccentClearsStateFloorOnBackground();
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testAccentsClearIndicatorFloorOnCell();
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testTextOnPastelFillClearsBodyFloor();
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testSecondaryTertiaryAreDistinguishable();
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testWarnClearsStateFloorOnBackground();
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testLabelOnActiveSurfaceClearsFloor();
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testRolesAreDistinctAndElevationMonotonic();
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testStateRestIsIdentity();
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testHoverLightensPressedDarkens();
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testActiveIsAccent();
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testActiveIsPrimaryAccent();
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testDisabledDropsAlphaAndDesaturates();
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testSpectralInterpolatesEndpoints();
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testSpectralIsPastelRampAnchoredOnAccents();
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if (g_fail == 0) std::printf("theme: all tests passed\n");
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else std::printf("theme: %d CHECK(s) FAILED\n", g_fail);
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Reference in New Issue
Block a user