feat(engine): reduce-transparency + high-contrast support for glass chrome
New Settings::reduce_transparency_mode (serde-default, Accessibility toggle row) swaps every GlassSurface's gradients for a flat opaque BG_ELEVATED fill; high-contrast mode now also boosts the glass fill opacity and rim luminance to BORDER_SUBTLE_HC levels. Both applied by settings_plugin::update_glass_surfaces, which retargets the gradients in place on toggle or on newly spawned glass. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
@@ -154,6 +154,14 @@ pub struct Settings {
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/// `#[serde(default)]`.
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#[serde(default)]
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pub reduce_motion_mode: bool,
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/// When `true`, replaces translucent "glass" chrome (the floating
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/// touch tab bar) with opaque fills so table content behind it can
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/// never reduce label/icon contrast. The accessibility counterpart
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/// of iOS "Reduce Transparency". Older `settings.json` files written
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/// before this field existed deserialize cleanly to `false` thanks
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/// to `#[serde(default)]`.
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#[serde(default)]
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pub reduce_transparency_mode: bool,
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/// Window size and screen position to restore on next launch. `None`
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/// means "use platform defaults" — set on first run, then populated
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/// as the player resizes / moves the window. Older `settings.json`
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@@ -451,6 +459,7 @@ impl Default for Settings {
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color_blind_mode: false,
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high_contrast_mode: false,
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reduce_motion_mode: false,
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reduce_transparency_mode: false,
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window_geometry: None,
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selected_theme_id: default_theme_id(),
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shown_achievement_onboarding: false,
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@@ -353,6 +353,14 @@ pub(super) fn handle_settings_buttons(
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**t = on_off_label(settings.0.reduce_motion_mode);
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}
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}
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SettingsButton::ToggleReduceTransparency => {
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settings.0.reduce_transparency_mode = !settings.0.reduce_transparency_mode;
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persist(&path, &settings.0);
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changed.write(SettingsChangedEvent(settings.0.clone()));
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// Text refreshed by `update_reduce_transparency_text`; the
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// glass chrome itself follows via `update_glass_surfaces`
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// next frame.
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}
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SettingsButton::ToggleTouchInputMode => {
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use solitaire_data::settings::TouchInputMode;
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settings.0.touch_input_mode = match settings.0.touch_input_mode {
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@@ -135,6 +135,10 @@ struct HighContrastText;
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#[derive(Component, Debug)]
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struct ReduceMotionText;
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/// Marks the `Text` node showing the current reduce-transparency state.
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#[derive(Component, Debug)]
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struct ReduceTransparencyText;
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/// Marks the `Text` node showing the current touch input mode state.
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#[derive(Component, Debug)]
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struct TouchInputModeText;
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@@ -277,6 +281,10 @@ enum SettingsButton {
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/// non-essential motion (card-slide animations become instant
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/// snaps) per `design-system.md` §Accessibility (#3).
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ToggleReduceMotion,
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/// Toggle the [`Settings::reduce_transparency_mode`] flag — swaps
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/// translucent glass chrome (the floating touch tab bar) for opaque
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/// fills so table content never bleeds through UI text.
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ToggleReduceTransparency,
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/// Toggle [`Settings::touch_input_mode`] between `OneTap`
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/// (auto-move on tap, default) and `TapToSelect` (first tap selects
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/// a card/stack, second tap on a target pile moves it).
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@@ -361,8 +369,9 @@ impl SettingsButton {
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// run before continuing to the picker rows.
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SettingsButton::ToggleHighContrast => 61,
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SettingsButton::ToggleReduceMotion => 62,
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SettingsButton::ToggleTouchInputMode => 63,
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SettingsButton::CycleUiScale => 64,
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SettingsButton::ToggleReduceTransparency => 63,
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SettingsButton::ToggleTouchInputMode => 64,
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SettingsButton::CycleUiScale => 65,
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// Picker rows — every swatch in a row shares the row's
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// priority so entity-index tiebreaking yields left → right.
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SettingsButton::SelectCardBack(_) => 70,
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@@ -514,6 +523,16 @@ impl Plugin for SettingsPlugin {
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update_smart_default_size_text,
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),
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);
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app.add_systems(
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Update,
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(
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update_reduce_transparency_text,
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// Guards internally on settings-change / newly added
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// glass — `Added<GlassSurface>` can't be expressed as
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// a resource run condition.
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update_glass_surfaces,
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),
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);
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app.add_systems(
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Update,
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(
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@@ -317,6 +317,15 @@ fn spawn_accessibility_tab(
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"Skips card-slide animations and other non-essential motion. Cards snap instantly to their target.",
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font_res,
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);
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toggle_row(
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body,
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"Reduce Transparency",
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ReduceTransparencyText,
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on_off_label(settings.reduce_transparency_mode),
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SettingsButton::ToggleReduceTransparency,
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"Replaces the see-through glass toolbar with a solid panel so cards behind it never reduce readability.",
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font_res,
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);
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toggle_row(
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body,
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"Touch Input Mode",
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@@ -9,8 +9,10 @@ use crate::font_plugin::FontResource;
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use crate::progress_plugin::ProgressResource;
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use crate::resources::{SettingsScrollPos, SyncStatus, SyncStatusResource};
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use crate::theme::ThemeThumbnailCache;
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use crate::ui_glass::{GlassSurface, glass_decorations};
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use crate::ui_modal::ModalScrim;
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use crate::ui_theme::{BORDER_SUBTLE_HC, HighContrastBackground, HighContrastBorder};
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use bevy::ui::{BackgroundGradient, BorderGradient};
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/// Spawns the Settings panel when `SettingsScreen` becomes `true`;
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/// despawns it when it becomes `false`.
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@@ -330,6 +332,41 @@ pub(super) fn update_reduce_motion_text(
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}
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}
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pub(super) fn update_reduce_transparency_text(
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settings: Res<SettingsResource>,
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mut text_nodes: Query<&mut Text, With<ReduceTransparencyText>>,
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) {
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if !settings.is_changed() {
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return;
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}
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for mut text in &mut text_nodes {
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**text = on_off_label(settings.0.reduce_transparency_mode);
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}
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}
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/// Retargets every [`GlassSurface`]'s sheen + rim gradients when the
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/// reduce-transparency or high-contrast toggles change. Runs on
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/// `SettingsResource` change and on newly added surfaces (so glass
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/// spawned after startup picks up an already-active toggle). Parallel to
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/// [`update_high_contrast_borders`]: same trigger, different components.
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pub(super) fn update_glass_surfaces(
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settings: Res<SettingsResource>,
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mut surfaces: Query<(&mut BackgroundGradient, &mut BorderGradient), With<GlassSurface>>,
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added: Query<(), Added<GlassSurface>>,
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) {
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if !settings.is_changed() && added.is_empty() {
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return;
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}
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let (sheen, rim) = glass_decorations(
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settings.0.reduce_transparency_mode,
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settings.0.high_contrast_mode,
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);
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for (mut s, mut r) in &mut surfaces {
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*s = sheen.clone();
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*r = rim.clone();
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}
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}
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pub(super) fn update_touch_input_mode_text(
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settings: Res<SettingsResource>,
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mut text_nodes: Query<&mut Text, With<TouchInputModeText>>,
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@@ -30,10 +30,19 @@ use bevy::ui::{
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BackgroundGradient, BorderGradient, BoxShadow, ColorStop, LinearGradient, ShadowStyle,
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};
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use crate::ui_theme::{BG_ELEVATED, BORDER_SUBTLE, BORDER_SUBTLE_HC};
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/// Border width every glass surface must reserve in its `Node::border` so
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/// the rim gradient has a strip to paint into.
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pub const GLASS_BORDER_PX: f32 = 1.0;
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/// Marker on every node that received [`glass_surface`]. The settings
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/// plugin's `update_glass_surfaces` retargets these when the player
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/// toggles reduce-transparency or high-contrast, swapping the gradients
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/// in place via [`glass_decorations`].
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#[derive(Component, Debug)]
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pub struct GlassSurface;
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/// Base fill at the *bottom* of the glass sheet — near-black at ~62%
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/// opacity so the felt and cards remain visible through the bar while
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/// keeping icon/label contrast comfortable.
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@@ -58,6 +67,22 @@ const GLASS_RIM_BOTTOM: Color = Color::srgba(1.0, 1.0, 1.0, 0.16);
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/// Drop shadow under the floating surface.
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const GLASS_SHADOW: Color = Color::srgba(0.0, 0.0, 0.0, 0.35);
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/// High-contrast fill — same glass, far less see-through, so text and
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/// icons keep contrast over any card art. Per `design-system.md`
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/// §Accessibility the HC toggle trades aesthetics for legibility.
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const GLASS_FILL_TOP_HC: Color = Color::srgba(0.20, 0.21, 0.23, 0.90);
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/// High-contrast fill at the bottom of the sheet.
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const GLASS_FILL_BOTTOM_HC: Color = Color::srgba(0.055, 0.055, 0.063, 0.88);
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/// High-contrast rim at the top edge — matches the luminance of
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/// `BORDER_SUBTLE_HC` so the bar's outline reads as strongly as every
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/// other HC-boosted border.
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const GLASS_RIM_TOP_HC: Color = Color::srgba(1.0, 1.0, 1.0, 0.75);
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/// High-contrast rim at the midpoint.
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const GLASS_RIM_MID_HC: Color = Color::srgba(1.0, 1.0, 1.0, 0.35);
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/// High-contrast rim at the bottom edge.
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const GLASS_RIM_BOTTOM_HC: Color = Color::srgba(1.0, 1.0, 1.0, 0.50);
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/// Visual components for a floating glass surface.
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///
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/// The caller owns the `Node` and must set two fields for the material to
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@@ -69,33 +94,11 @@ const GLASS_SHADOW: Color = Color::srgba(0.0, 0.0, 0.0, 0.35);
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/// Everything here is fragment-shader work inside Bevy's stock UI pipeline,
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/// so it is safe on WebGL2 and adds no per-frame cost beyond ordinary nodes.
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pub fn glass_surface() -> impl Bundle {
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let (sheen, rim) = glass_decorations(false, false);
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(
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// Sheen: one top-to-bottom linear gradient carries both the fill and
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// the lighting so there is a single source of truth for the surface
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// colour (a separate `BackgroundColor` would just be painted over).
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BackgroundGradient(vec![
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LinearGradient::new(
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LinearGradient::TO_BOTTOM,
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vec![
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ColorStop::new(GLASS_FILL_TOP, Val::Percent(0.0)),
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ColorStop::new(GLASS_FILL_BOTTOM, Val::Percent(60.0)),
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],
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)
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.into(),
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]),
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// Specular rim: bright at the top edge, fading out through the
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// sides, with a faint return at the bottom.
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BorderGradient(vec![
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LinearGradient::new(
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LinearGradient::TO_BOTTOM,
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vec![
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ColorStop::new(GLASS_RIM_TOP, Val::Percent(0.0)),
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ColorStop::new(GLASS_RIM_MID, Val::Percent(55.0)),
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ColorStop::new(GLASS_RIM_BOTTOM, Val::Percent(100.0)),
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],
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)
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.into(),
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]),
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GlassSurface,
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sheen,
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rim,
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// Soft shadow underneath sells the "floating above the table" read.
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BoxShadow(vec![ShadowStyle {
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color: GLASS_SHADOW,
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@@ -107,9 +110,98 @@ pub fn glass_surface() -> impl Bundle {
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)
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}
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/// The sheen + rim pair for the requested accessibility state. The
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/// settings plugin overwrites every [`GlassSurface`]'s components with
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/// these when the relevant toggles change.
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///
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/// - Default: translucent fill with a top-lit sheen and a specular rim.
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/// - `high_contrast`: same shape, near-opaque fill, and a rim boosted to
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/// `BORDER_SUBTLE_HC` luminance so the outline stays legible.
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/// - `reduce_transparency`: flat opaque `BG_ELEVATED` fill and a flat
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/// border — no see-through at all. Combined with `high_contrast` the
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/// flat border brightens to `BORDER_SUBTLE_HC`.
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pub fn glass_decorations(
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reduce_transparency: bool,
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high_contrast: bool,
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) -> (BackgroundGradient, BorderGradient) {
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if reduce_transparency {
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// "Gradients" with a single stop render as flat fills — reusing the
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// same component types means the settings toggle swaps values, not
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// component sets.
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let border = if high_contrast {
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BORDER_SUBTLE_HC
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} else {
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BORDER_SUBTLE
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};
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return (
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BackgroundGradient(vec![
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LinearGradient::new(
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LinearGradient::TO_BOTTOM,
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vec![ColorStop::new(BG_ELEVATED, Val::Percent(0.0))],
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)
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.into(),
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]),
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BorderGradient(vec![
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LinearGradient::new(
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LinearGradient::TO_BOTTOM,
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vec![ColorStop::new(border, Val::Percent(0.0))],
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)
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.into(),
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]),
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);
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}
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let (fill_top, fill_bottom, rim_top, rim_mid, rim_bottom) = if high_contrast {
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(
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GLASS_FILL_TOP_HC,
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GLASS_FILL_BOTTOM_HC,
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GLASS_RIM_TOP_HC,
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GLASS_RIM_MID_HC,
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GLASS_RIM_BOTTOM_HC,
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)
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} else {
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(
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GLASS_FILL_TOP,
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GLASS_FILL_BOTTOM,
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GLASS_RIM_TOP,
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GLASS_RIM_MID,
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GLASS_RIM_BOTTOM,
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)
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};
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(
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// Sheen: one top-to-bottom linear gradient carries both the fill and
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// the lighting so there is a single source of truth for the surface
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// colour (a separate `BackgroundColor` would just be painted over).
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BackgroundGradient(vec![
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LinearGradient::new(
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LinearGradient::TO_BOTTOM,
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vec![
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ColorStop::new(fill_top, Val::Percent(0.0)),
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ColorStop::new(fill_bottom, Val::Percent(60.0)),
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],
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)
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.into(),
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]),
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// Specular rim: bright at the top edge, fading out through the
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// sides, with a faint return at the bottom.
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BorderGradient(vec![
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LinearGradient::new(
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LinearGradient::TO_BOTTOM,
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vec![
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ColorStop::new(rim_top, Val::Percent(0.0)),
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ColorStop::new(rim_mid, Val::Percent(55.0)),
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ColorStop::new(rim_bottom, Val::Percent(100.0)),
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],
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)
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.into(),
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]),
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)
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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use bevy::ui::Gradient;
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/// The bundle must insert all three visual components — a regression
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/// here (e.g. a refactor dropping the rim) would silently flatten the
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@@ -142,5 +234,48 @@ mod tests {
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fn rim_highlight_peaks_at_top() {
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assert!(GLASS_RIM_TOP.alpha() > GLASS_RIM_BOTTOM.alpha());
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assert!(GLASS_RIM_BOTTOM.alpha() > GLASS_RIM_MID.alpha());
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assert!(GLASS_RIM_TOP_HC.alpha() > GLASS_RIM_BOTTOM_HC.alpha());
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assert!(GLASS_RIM_BOTTOM_HC.alpha() > GLASS_RIM_MID_HC.alpha());
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}
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/// Reduce-transparency must produce fully opaque fills — the entire
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/// point of the toggle is that nothing shows through.
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#[test]
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fn reduce_transparency_is_fully_opaque() {
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for high_contrast in [false, true] {
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let (sheen, _) = glass_decorations(true, high_contrast);
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for gradient in &sheen.0 {
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let Gradient::Linear(linear) = gradient else {
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panic!("reduce-transparency sheen must stay linear");
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};
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for stop in &linear.stops {
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assert_eq!(
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stop.color.alpha(),
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1.0,
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"opaque variant leaked translucency (hc={high_contrast})"
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);
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}
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}
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}
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}
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/// High-contrast glass must be meaningfully less transparent than the
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/// default, and its rim meaningfully brighter — otherwise the toggle
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/// does nothing perceptible on this surface.
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#[test]
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fn high_contrast_boosts_fill_and_rim() {
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assert!(GLASS_FILL_TOP_HC.alpha() >= GLASS_FILL_TOP.alpha() + 0.15);
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assert!(GLASS_FILL_BOTTOM_HC.alpha() >= GLASS_FILL_BOTTOM.alpha() + 0.15);
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assert!(GLASS_RIM_TOP_HC.alpha() >= GLASS_RIM_TOP.alpha() + 0.25);
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}
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/// `glass_surface()` must carry the marker the settings applier
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/// retargets — without it the accessibility toggles silently skip
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/// the bar.
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#[test]
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fn glass_surface_carries_retarget_marker() {
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let mut world = World::new();
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let e = world.spawn(glass_surface()).id();
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assert!(world.get::<GlassSurface>(e).is_some());
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}
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}
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Reference in New Issue
Block a user