// theme — pure implementation. See theme.h. NO REAPER / SWELL / LICE / vendor. #include "theme.h" #include #include namespace reasampler { namespace { // =========================================================================== // THE ONE DIRECTION CONSTANTS BLOCK (DS-2 revised: B "Neon Console" REAPER-grey // neutrals + three-accent pastel system + C pastel spectral). // // This is the SINGLE POINT OF CHANGE. Every role color below is one of these // constants; roleColor() is a pure switch over them. To re-pick the visual // direction (§4: A Studio Rack / B Neon Console / C full spectral), edit THIS // block — no shell, no other module, names a color. Values are locked against // each WCAG floor (proven by test_theme.cpp): text/dim is lifted to the lightest // grey that still clears AA 4.5:1 body on the greyest surface it draws on; each // pastel accent is the softest tint that still clears the 3:1 indicator floor on // bg/cell ("punch from the soft side" — DS-2 revised §2.1 grey re-read). // =========================================================================== // REAPER-theme mid-grey elevation stack (DS-2 revised — NOT near-black). Matches // Daniel's REAPER theme so the dock reads as part of REAPER: base = window chrome // grey, panel/cell one step lighter each. The elevation-ladder discipline is // unchanged (base < panel < cell by a few %, micro-gradient + inner highlight/ // shadow carry elevation, not hard borders); only the VALUES moved up into grey. constexpr KitColor kDirBgBase {43, 43, 43, 255}; // #2b2b2b — REAPER chrome grey constexpr KitColor kDirBgPanel {51, 51, 51, 255}; // #333333 — one step lighter constexpr KitColor kDirBgCell {58, 58, 58, 255}; // #3a3a3a — REAPER track bg constexpr KitColor kDirHairline {74, 74, 74, 255}; // #4a4a4a — subtle step above cell // Text: REAPER body light-grey primary (#dcdcdc, clears ~8:1 on bg/cell) + a dimmer // grey secondary. The greyer surfaces shrank the dim cushion (mid-grey-on-mid-grey // is the classic AA failure): the spec-start #a0a0a0 lands ~4.35:1 on bg/cell, UNDER // the AA 4.5 body floor — lifted to #a8a8a8 (~4.78:1 on bg/cell), the lightest grey // that still reads dim while clearing AA 4.5 body on the greyest surface it draws // body text on. Locked by test_theme.cpp. constexpr KitColor kDirTextPrimary{220, 220, 220, 255}; // #dcdcdc constexpr KitColor kDirTextDim {168, 168, 168, 255}; // #a8a8a8 (lifted from #a0a0a0) // The three-accent pastel system (DS-2 revised — replaces the single electric cyan). // primary = pastel lime (the live/active/selected signal, the eye-magnet); secondary // = pastel teal, tertiary = pastel purple (CATEGORICAL distinctions — a KIND, never // intensity). accent/hot is a brighter tint OF the primary for hover/live/drag. On the // greyer bg/cell the pastels clear the 3:1 indicator floor comfortably (primary ~7.6, // secondary ~6.8, tertiary ~5.5) at the spec-start values, so no per-hue nudge was // needed — the hues stay pastel lime/teal/purple. warn is a reserved red/amber for // byte-deleting states only. constexpr KitColor kDirAccentPrimary {176, 224, 152, 255}; // #B0E098 — pastel lime constexpr KitColor kDirAccentSecondary{132, 214, 208, 255}; // #84D6D0 — pastel teal constexpr KitColor kDirAccentTertiary {194, 170, 232, 255}; // #C2AAE8 — pastel purple constexpr KitColor kDirAccentHot {200, 236, 178, 255}; // #C8ECB2 — lighter pastel lime constexpr KitColor kDirWarn {235, 120, 90, 255}; // #eb785a — destructive only // Direction C pastel spectral ramp (DS-2 revised): a three-stop sweep through the // accents — pastel lime (low) -> pastel teal (mid) -> pastel purple (high) — so the // signature keyboard strip reads as an extension of the accent system, not a neon // flourish. Endpoints/midpoint ARE the three accent constants (single source). constexpr KitColor kDirSpectralLo = kDirAccentPrimary; // low notes: pastel lime constexpr KitColor kDirSpectralMid = kDirAccentSecondary; // mid notes: pastel teal constexpr KitColor kDirSpectralHi = kDirAccentTertiary; // high notes: pastel purple // --- state transform helpers ------------------------------------------------- std::uint8_t clamp8(int v) { return static_cast(v < 0 ? 0 : (v > 255 ? 255 : v)); } // Linear blend from a toward b by t in [0, 1] (alpha carried from a — a state // tint changes hue/brightness, not opacity; disabled handles alpha separately). KitColor mix(const KitColor& a, const KitColor& b, double t) { return KitColor{ clamp8(static_cast(std::lround(a.r + (b.r - a.r) * t))), clamp8(static_cast(std::lround(a.g + (b.g - a.g) * t))), clamp8(static_cast(std::lround(a.b + (b.b - a.b) * t))), a.a, }; } // Scale RGB by factor (brightness up/down), alpha untouched. KitColor scale(const KitColor& c, double factor) { return KitColor{ clamp8(static_cast(std::lround(c.r * factor))), clamp8(static_cast(std::lround(c.g * factor))), clamp8(static_cast(std::lround(c.b * factor))), c.a, }; } // Desaturate toward the color's own luminance-gray by amount in [0, 1]. KitColor desaturate(const KitColor& c, double amount) { // 8-bit gray from the perceptual weights (same weighting family as luminance). const int gray = clamp8(static_cast( std::lround(0.2126 * c.r + 0.7152 * c.g + 0.0722 * c.b))); const KitColor g{static_cast(gray), static_cast(gray), static_cast(gray), c.a}; return mix(c, g, amount); } double linearizeChannel(std::uint8_t v) { const double s = v / 255.0; return s <= 0.03928 ? s / 12.92 : std::pow((s + 0.055) / 1.055, 2.4); } } // namespace KitColor roleColor(Role role) { switch (role) { case Role::BgBase: return kDirBgBase; case Role::BgPanel: return kDirBgPanel; case Role::BgCell: return kDirBgCell; case Role::LineHairline: return kDirHairline; case Role::TextPrimary: return kDirTextPrimary; case Role::TextDim: return kDirTextDim; case Role::AccentPrimary: return kDirAccentPrimary; case Role::AccentSecondary: return kDirAccentSecondary; case Role::AccentTertiary: return kDirAccentTertiary; case Role::AccentHot: return kDirAccentHot; case Role::Warn: return kDirWarn; } return kDirBgBase; // unreachable; keeps non-void control flow total } KitColor roleColorState(Role role, InteractionState state) { const KitColor base = roleColor(role); switch (state) { case InteractionState::Rest: return base; case InteractionState::Hover: // Lighten the surface toward the hot accent (~10%) — the "alive" cue. return mix(base, roleColor(Role::AccentHot), 0.10); case InteractionState::Active: // The selected/active layer carries the PRIMARY accent — "this is live" // is always the primary hue (DS-2 revised: primary leads state; secondary/ // tertiary are categorical, never intensity). return roleColor(Role::AccentPrimary); case InteractionState::Pressed: // The surface "pushes in": darken. return scale(base, 0.82); case InteractionState::Dragging: // A live-drag element reads as active-but-lighter (primary -> hot). return mix(roleColor(Role::AccentPrimary), roleColor(Role::AccentHot), 0.30); case InteractionState::Focus: // Focus keeps the surface but is drawn with a text/primary ring by the // shell; the fill nudges toward the primary accent so focus reads pre-ring. return mix(base, roleColor(Role::AccentPrimary), 0.08); case InteractionState::Disabled: { // Desaturate and drop alpha to 40% (§3.3). KitColor d = desaturate(base, 0.6); d.a = static_cast(std::lround(base.a * 0.4)); return d; } } return base; } KitColor spectralColor(double t) { if (t < 0.0) t = 0.0; if (t > 1.0) t = 1.0; // Three-stop pastel sweep anchored on the accent trio (DS-2 revised Direction C): // lime (low) -> teal (mid, t=0.5) -> purple (high). A single Lo->Hi lerp would skip // the teal midpoint and drift the ramp off the accent family; interpolate each half // so the midpoint IS the secondary accent and every stop stays in the pastel band. if (t <= 0.5) { return mix(kDirSpectralLo, kDirSpectralMid, t / 0.5); } return mix(kDirSpectralMid, kDirSpectralHi, (t - 0.5) / 0.5); } double relativeLuminance(const KitColor& c) { return 0.2126 * linearizeChannel(c.r) + 0.7152 * linearizeChannel(c.g) + 0.0722 * linearizeChannel(c.b); } double contrastRatio(const KitColor& a, const KitColor& b) { const double la = relativeLuminance(a); const double lb = relativeLuminance(b); const double lighter = std::max(la, lb); const double darker = std::min(la, lb); return (lighter + 0.05) / (darker + 0.05); } double textFloor(TextClass cls) { return cls == TextClass::Body ? 4.5 : 3.0; } } // namespace reasampler