feat(ui): shareholder-grade redesign + live "Your Club" account panel
- New theme.rs design system: palette, embedded fonts, egui Visuals/Style, card()/status_pill() helpers. - Branded hero header (OF monogram), left nav rail, card-based dashboard, console-style Logs, themed Config tab, window/taskbar icon. - New account_monitor.rs: background AccountMonitor (mirrors HealthMonitor, 5s non-blocking poll) driving a live "Your Club" dashboard card (club name/abbr, manager, COINS hero number, level + XP bar, unopened packs, funds) with loading/offline/error states. - account_sync.rs/app.rs/config.rs/main.rs wired to the monitor + theme. All existing launch/health/preflight/service/config logic preserved.
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//! OpenFUT launcher visual system.
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//!
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//! A single place that owns the app's look: the semantic colour palette, the
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//! type scale, embedded fonts, and the tuned egui [`Style`]/[`Visuals`]. UI code
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//! composes *with* this system — it never hard-codes `Color32::from_rgb(...)` or
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//! stray pixel radii. The palette is deliberately small: one signature accent
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//! plus four status hues (success / warn / error / idle) and a tinted neutral
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//! ramp. Nothing here changes launcher behaviour; it is presentation only.
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use egui::{
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Color32, Context, FontData, FontDefinitions, FontFamily, FontId, Frame, Margin, Rounding,
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Stroke, TextStyle,
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};
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// ── Semantic palette ────────────────────────────────────────────────────────
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// Neutrals are always *tinted* (a hint of cool blue), never pure #000/#fff.
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/// Window backdrop — the deepest surface.
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pub const BG_DEEP: Color32 = Color32::from_rgb(0x10, 0x12, 0x18);
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/// Standard panel fill (nav rail, central body).
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pub const BG: Color32 = Color32::from_rgb(0x15, 0x18, 0x22);
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/// Raised card / group surface.
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pub const SURFACE: Color32 = Color32::from_rgb(0x1c, 0x20, 0x2e);
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/// Hovered / interactive raised surface.
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pub const SURFACE_HOVER: Color32 = Color32::from_rgb(0x24, 0x29, 0x3a);
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/// Inset surface (text fields, console, code).
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pub const INSET: Color32 = Color32::from_rgb(0x0e, 0x10, 0x17);
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/// Hairline divider / card border.
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pub const BORDER: Color32 = Color32::from_rgb(0x2a, 0x31, 0x45);
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/// Stronger border for emphasis / hover.
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pub const BORDER_STRONG: Color32 = Color32::from_rgb(0x3a, 0x43, 0x5e);
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/// Primary text.
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pub const TEXT: Color32 = Color32::from_rgb(0xe6, 0xe9, 0xf2);
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/// Secondary / supporting text.
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pub const TEXT_WEAK: Color32 = Color32::from_rgb(0x9a, 0xa3, 0xb8);
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/// Tertiary / disabled-ish text.
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pub const TEXT_FAINT: Color32 = Color32::from_rgb(0x6a, 0x73, 0x8a);
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/// Signature OpenFUT accent — a confident royal blue used for the wordmark,
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/// active navigation, and primary calls-to-action.
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pub const ACCENT: Color32 = Color32::from_rgb(0x4c, 0x6f, 0xff);
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pub const ACCENT_HOVER: Color32 = Color32::from_rgb(0x6a, 0x87, 0xff);
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pub const ACCENT_PRESSED: Color32 = Color32::from_rgb(0x3b, 0x5b, 0xe0);
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/// Faint accent wash for active-nav backgrounds / selection.
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pub const ACCENT_WASH: Color32 = Color32::from_rgb(0x22, 0x2c, 0x50);
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/// Text drawn on top of the solid accent.
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pub const ON_ACCENT: Color32 = Color32::from_rgb(0xf5, 0xf7, 0xff);
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/// Status hues — distinct from the accent so "primary action" never reads as
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/// "healthy" and vice-versa.
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pub const SUCCESS: Color32 = Color32::from_rgb(0x3f, 0xcf, 0x8e);
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pub const WARN: Color32 = Color32::from_rgb(0xf2, 0xb4, 0x4c);
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pub const ERROR: Color32 = Color32::from_rgb(0xf2, 0x6d, 0x6d);
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pub const IDLE: Color32 = Color32::from_rgb(0x7a, 0x83, 0x99);
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/// Informational blue for log lines (lighter than the accent).
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pub const INFO: Color32 = Color32::from_rgb(0x8f, 0xb6, 0xff);
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// ── Type scale (custom named text styles) ───────────────────────────────────
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/// Large branded wordmark.
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pub const HERO: &str = "Hero";
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/// Card / section titles.
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pub const SUBHEADING: &str = "Subheading";
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/// Small monospace (console meta, launch command).
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pub const MONO_SM: &str = "MonoSm";
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fn bold_family() -> FontFamily {
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FontFamily::Name("openfut-bold".into())
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}
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/// A [`TextStyle`] handle for one of our custom scale steps.
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pub fn text_style(name: &str) -> TextStyle {
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TextStyle::Name(name.into())
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}
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// ── Status semantics ────────────────────────────────────────────────────────
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/// A coarse health/activity state, mapped to one palette hue + glyph. Using an
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/// enum keeps status rendering consistent everywhere (dashboard, preflight,
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/// services) instead of ad-hoc colour+string pairs.
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#[derive(Clone, Copy, PartialEq, Eq)]
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pub enum Status {
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/// Healthy / online / running / passed.
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Ok,
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/// Advisory — worth attention, usually not fatal.
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Warn,
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/// Broken / unreachable / failed.
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Error,
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/// Not running / not configured / not checked.
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Idle,
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/// Transient (stopping / working).
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Busy,
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/// Unknown / not yet probed.
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Unknown,
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}
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impl Status {
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pub fn color(self) -> Color32 {
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match self {
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Status::Ok => SUCCESS,
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Status::Warn => WARN,
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Status::Error => ERROR,
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Status::Idle => IDLE,
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Status::Busy => WARN,
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Status::Unknown => TEXT_FAINT,
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}
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}
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/// A consistent status glyph: filled ● for active/terminal states, hollow ○
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/// for idle/unknown. (Kept to glyphs the bundled fonts render.)
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pub fn glyph(self) -> &'static str {
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match self {
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Status::Ok | Status::Error | Status::Warn | Status::Busy => "●",
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Status::Idle | Status::Unknown => "○",
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}
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}
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}
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/// Draw a compact status pill: a tinted, rounded chip with a status dot and
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/// label. Used for the at-a-glance state on each dashboard card.
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pub fn status_pill(ui: &mut egui::Ui, label: &str, status: Status) {
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let color = status.color();
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let bg = tint(color, 0.14);
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Frame::none()
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.fill(bg)
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.rounding(Rounding::same(999.0))
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.inner_margin(Margin::symmetric(10.0, 3.0))
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.show(ui, |ui| {
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ui.horizontal(|ui| {
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ui.spacing_mut().item_spacing.x = 6.0;
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ui.label(egui::RichText::new(status.glyph()).color(color).size(11.0));
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ui.label(
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egui::RichText::new(label)
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.color(color)
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.size(12.0)
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.strong(),
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);
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});
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});
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}
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/// A raised card surface: rounded, hairline-bordered, generously padded. The
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/// building block for the dashboard and setup sections.
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pub fn card() -> Frame {
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Frame::none()
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.fill(SURFACE)
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.stroke(Stroke::new(1.0_f32, BORDER))
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.rounding(Rounding::same(12.0))
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.inner_margin(Margin::same(18.0))
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}
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/// Blend `color` toward the app background by `bg_weight` (0 = full colour,
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/// 1 = pure background). Used for tinted chips and washes.
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pub fn tint(color: Color32, weight: f32) -> Color32 {
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let w = weight.clamp(0.0, 1.0);
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let lerp = |c: u8, b: u8| ((c as f32) * w + (b as f32) * (1.0 - w)).round() as u8;
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// Chips sit on card surfaces; lerp toward the surface, not the deep bg.
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Color32::from_rgb(
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lerp(color.r(), SURFACE.r()),
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lerp(color.g(), SURFACE.g()),
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lerp(color.b(), SURFACE.b()),
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)
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}
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// ── Install ─────────────────────────────────────────────────────────────────
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/// Embed the bundled fonts and apply the OpenFUT style. Called once at startup.
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pub fn install(ctx: &Context) {
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install_fonts(ctx);
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install_style(ctx);
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}
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fn install_fonts(ctx: &Context) {
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let mut fonts = FontDefinitions::default();
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fonts.font_data.insert(
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"openfut-sans".to_owned(),
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FontData::from_static(include_bytes!("../assets/fonts/LiberationSans-Regular.ttf")),
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);
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fonts.font_data.insert(
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"openfut-bold".to_owned(),
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FontData::from_static(include_bytes!("../assets/fonts/LiberationSans-Bold.ttf")),
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);
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fonts.font_data.insert(
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"openfut-mono".to_owned(),
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FontData::from_static(include_bytes!("../assets/fonts/DejaVuSansMono.ttf")),
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);
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// Proportional & monospace default to the bundled faces so the UI looks
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// identical regardless of the host's installed fonts.
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fonts
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.families
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.entry(FontFamily::Proportional)
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.or_default()
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.insert(0, "openfut-sans".to_owned());
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fonts
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.families
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.entry(FontFamily::Monospace)
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.or_default()
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.insert(0, "openfut-mono".to_owned());
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// A dedicated bold family — egui does not synthesize weight, so headings
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// reference this explicitly for a real type hierarchy.
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fonts.families.insert(
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FontFamily::Name("openfut-bold".into()),
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vec!["openfut-bold".to_owned(), "openfut-sans".to_owned()],
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);
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ctx.set_fonts(fonts);
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}
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fn install_style(ctx: &Context) {
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let mut style = (*ctx.style()).clone();
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// ── Type scale ──────────────────────────────────────────────────────────
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let bold = bold_family();
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let prop = FontFamily::Proportional;
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let mono = FontFamily::Monospace;
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let ts = &mut style.text_styles;
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ts.insert(text_style(HERO), FontId::new(28.0, bold.clone()));
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ts.insert(TextStyle::Heading, FontId::new(19.0, bold.clone()));
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ts.insert(text_style(SUBHEADING), FontId::new(15.0, bold));
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ts.insert(TextStyle::Body, FontId::new(14.0, prop.clone()));
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ts.insert(TextStyle::Button, FontId::new(14.0, prop.clone()));
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ts.insert(TextStyle::Small, FontId::new(12.0, prop));
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ts.insert(TextStyle::Monospace, FontId::new(13.0, mono.clone()));
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ts.insert(text_style(MONO_SM), FontId::new(11.5, mono));
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// ── Spacing scale (multiples of 4) ────────────────────────────────────────
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let sp = &mut style.spacing;
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sp.item_spacing = egui::vec2(8.0, 8.0);
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sp.button_padding = egui::vec2(12.0, 7.0);
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sp.menu_margin = Margin::same(8.0);
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sp.indent = 18.0;
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sp.interact_size.y = 30.0;
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sp.scroll.bar_width = 9.0;
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// ── Visuals ───────────────────────────────────────────────────────────────
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let mut v = egui::Visuals::dark();
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v.dark_mode = true;
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v.override_text_color = Some(TEXT);
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v.panel_fill = BG;
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v.window_fill = BG;
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v.extreme_bg_color = INSET;
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v.faint_bg_color = SURFACE;
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v.code_bg_color = INSET;
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v.hyperlink_color = ACCENT_HOVER;
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v.window_rounding = Rounding::same(12.0);
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v.window_stroke = Stroke::new(1.0_f32, BORDER);
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v.menu_rounding = Rounding::same(8.0);
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v.window_shadow = egui::epaint::Shadow::NONE;
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v.popup_shadow = egui::epaint::Shadow {
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offset: egui::vec2(0.0, 6.0),
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blur: 18.0,
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spread: 0.0,
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color: Color32::from_black_alpha(120),
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};
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// Selection uses the accent wash so highlighted text/nav reads as branded.
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v.selection.bg_fill = ACCENT_WASH;
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v.selection.stroke = Stroke::new(1.0_f32, ACCENT_HOVER);
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// Separators / hairlines.
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let radius = Rounding::same(8.0);
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// Non-interactive widgets (labels, separators).
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v.widgets.noninteractive.bg_fill = SURFACE;
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v.widgets.noninteractive.weak_bg_fill = SURFACE;
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v.widgets.noninteractive.bg_stroke = Stroke::new(1.0_f32, BORDER);
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v.widgets.noninteractive.fg_stroke = Stroke::new(1.0_f32, TEXT);
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v.widgets.noninteractive.rounding = radius;
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// Inactive interactive widgets (idle buttons).
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v.widgets.inactive.bg_fill = SURFACE_HOVER;
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v.widgets.inactive.weak_bg_fill = SURFACE_HOVER;
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v.widgets.inactive.bg_stroke = Stroke::new(1.0_f32, BORDER);
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v.widgets.inactive.fg_stroke = Stroke::new(1.0_f32, TEXT);
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v.widgets.inactive.rounding = radius;
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// Hovered.
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v.widgets.hovered.bg_fill = tint(ACCENT, 0.30);
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v.widgets.hovered.weak_bg_fill = tint(ACCENT, 0.30);
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v.widgets.hovered.bg_stroke = Stroke::new(1.0_f32, BORDER_STRONG);
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v.widgets.hovered.fg_stroke = Stroke::new(1.0_f32, TEXT);
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v.widgets.hovered.rounding = radius;
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v.widgets.hovered.expansion = 1.0;
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// Active / pressed.
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v.widgets.active.bg_fill = ACCENT_PRESSED;
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v.widgets.active.weak_bg_fill = ACCENT_PRESSED;
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v.widgets.active.bg_stroke = Stroke::new(1.0_f32, ACCENT);
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v.widgets.active.fg_stroke = Stroke::new(1.0_f32, ON_ACCENT);
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v.widgets.active.rounding = radius;
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v.widgets.active.expansion = 1.0;
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// Open (combo boxes / menus).
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v.widgets.open.bg_fill = SURFACE_HOVER;
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v.widgets.open.weak_bg_fill = SURFACE_HOVER;
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v.widgets.open.bg_stroke = Stroke::new(1.0_f32, BORDER_STRONG);
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v.widgets.open.fg_stroke = Stroke::new(1.0_f32, TEXT);
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v.widgets.open.rounding = radius;
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style.visuals = v;
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ctx.set_style(style);
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}
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