#pragma once // theme — the palette + type-scale core of the shared drawing kit: a ROLE-based color model // (bg/base, bg/panel, bg/cell, line/hairline, text/primary, text/dim, accent/primary, // accent/secondary, accent/tertiary, accent/hot, warn), an interaction-state model // (rest/hover/active/pressed/dragging/focus/disabled), and the WCAG contrast math that lets a // unit test prove every text-on-surface pair clears its floor. // // Every role color is produced by roleColor() from ONE direction constants block (theme.cpp) — // the single point of change; no shell hardcodes a color, it asks by role. The spectral hue ramp // (spectralColor) lives here too so the keyboard strip derives its per-note hue from the same // source, anchored on the three accents (primary -> secondary -> tertiary). #include namespace reasampler::ui { // Straight 8-bit-per-channel RGBA, LICE-free; draw_kit converts to LICE_pixel at the boundary. // Named "KitColor" (not "Color"/"RGBA") to avoid collision. struct KitColor { std::uint8_t r = 0; std::uint8_t g = 0; std::uint8_t b = 0; std::uint8_t a = 255; bool operator==(const KitColor& o) const { return r == o.r && g == o.g && b == o.b && a == o.a; } }; // Structural palette roles, direction-independent — the shell always asks by role. enum class Role { BgBase, // window canvas BgPanel, // a raised region (list, waveform pane) BgCell, // a control / row surface LineHairline, // separators (used sparingly — elevation carries most separation) TextPrimary, // labels, values TextDim, // secondary / units AccentPrimary, // live / active / selected — where the punch lives (pastel lime) AccentSecondary,// categorical role A (pastel teal) — a distinct KIND, never intensity AccentTertiary,// categorical role B (pastel purple) — a distinct KIND, never intensity AccentHot, // hover / live / drag feedback (a brighter tint OF the primary accent) Warn, // clip / destructive (prune, delete) — reserved for byte-deleting states }; // Interaction-state model every kit component honors; stateShift (roleColorState) is the // role-surface transform for the current state. enum class InteractionState { Rest, Hover, Active, Pressed, Dragging, Focus, Disabled, }; // Text size classes for the WCAG floor: "Large" (>= ~18.66px, or >= ~14px bold) and UI-state // indicators clear at 3:1; body text clears at 4.5:1 (WCAG 2.1 AA). enum class TextClass { Body, // AA 4.5:1 Large, // AA-large 3:1 (also the floor for state indicators) }; // The concrete color for a role, from the one direction constants block — the single choke // point re-picking the direction touches. KitColor roleColor(Role role); // roleColor(role) transformed by state (hover lightens toward accent/hot, pressed darkens, // disabled desaturates + drops alpha, etc). Rest returns roleColor(role) unchanged. KitColor roleColorState(Role role, InteractionState state); // Spectral hue ramp for the keyboard strip: maps normalized position t in [0, 1] (low note -> // high note) through accent/primary (low) -> accent/secondary (mid) -> accent/tertiary (high), // so the strip reads as an extension of the accent system rather than a separate flourish. // t is clamped to [0, 1]. KitColor spectralColor(double t); // --- WCAG contrast (the "punch" rule, made testable) -------------------------- // Relative luminance per WCAG 2.1 (sRGB linearization + 0.2126/0.7152/0.0722 weighting). Alpha // is ignored — a translucent overlay's effective color is the caller's to compose first. double relativeLuminance(const KitColor& c); // WCAG contrast ratio between two colors, in [1, 21]. Symmetric. double contrastRatio(const KitColor& a, const KitColor& b); // Contrast floor a text class must clear: 4.5 for Body, 3.0 for Large. test_theme.cpp asserts // contrastRatio(text, surface) >= textFloor(class) for every pair the kit actually draws. double textFloor(TextClass cls); } // namespace reasampler::ui