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https://github.com/austinried/subtracks.git
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anchor the hero darkening to the content so it scrolls with it
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@@ -80,6 +80,7 @@ import com.subtracks.ui.theme.ArtworkColors
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import com.subtracks.ui.theme.ArtworkTheme
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import com.subtracks.ui.theme.HeroGradient
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import com.subtracks.ui.theme.gradientColorAt
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import com.subtracks.ui.theme.heroDarkenAt
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import com.subtracks.ui.theme.rememberArtworkColors
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import org.koin.compose.koinInject
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import org.koin.compose.viewmodel.koinViewModel
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@@ -166,7 +167,14 @@ fun AlbumDetailScreen(
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label = "gradientAlpha",
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)
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val barColor =
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artwork?.gradientColorAt((scrollPx + barHeightPx / 2f) / gradientHeightPx) ?: Color.Black
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artwork?.let {
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val mid = scrollPx + barHeightPx / 2f
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lerp(
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it.gradientColorAt(mid / gradientHeightPx),
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Color.Black,
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heroDarkenAt(mid, with(density) { maxHeight.toPx() }),
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)
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} ?: Color.Black
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HeroGradient(
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colors = artwork,
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@@ -36,10 +36,10 @@ private const val PERIOD_SCREENS = 2f
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private const val BLOB_ZONE = 0.62f
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private const val BLOB_COUNT = 4
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private const val ACCENT_MAX_LUMINANCE = 0.34f
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private const val HERO_DARKEN_MAX = 0.85f
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private const val HERO_DARKEN_SCREENS = 1.5f
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private const val BASE_BOTTOM_DARKEN = 0.6f
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private const val POSITION_FADE_START = 0.55f
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private const val HERO_DARKEN_MAX = 0.8f
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private const val DARKEN_START_SCREENS = 0.5f
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private const val DARKEN_END_SCREENS = 1.5f
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private const val DARKEN_KNEE = 0.2f
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data class ArtworkColors(
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val scheme: ColorScheme,
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@@ -284,22 +284,39 @@ fun HeroGradient(
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}
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}
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}
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val progress = (scroll / (size.height * HERO_DARKEN_SCREENS)).coerceIn(0f, 1f)
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val bottomAlpha = BASE_BOTTOM_DARKEN + (HERO_DARKEN_MAX - BASE_BOTTOM_DARKEN) * progress
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val darkenStart = size.height * DARKEN_START_SCREENS - scroll
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val darkenEnd = size.height * DARKEN_END_SCREENS - scroll
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drawRect(
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brush =
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Brush.verticalGradient(
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colorStops =
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arrayOf(
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0f to Color.Transparent,
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POSITION_FADE_START to Color.Transparent,
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1f to Color.Black.copy(alpha = bottomAlpha),
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DARKEN_KNEE to Color.Black.copy(alpha = HERO_DARKEN_MAX * 0.5f),
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1f to Color.Black.copy(alpha = HERO_DARKEN_MAX),
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),
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startY = darkenStart,
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endY = darkenEnd,
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tileMode = TileMode.Clamp,
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),
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)
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}
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}
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fun heroDarkenAt(
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contentY: Float,
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screenHeightPx: Float,
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): Float {
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val start = screenHeightPx * DARKEN_START_SCREENS
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val end = screenHeightPx * DARKEN_END_SCREENS
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val fraction = ((contentY - start) / (end - start)).coerceIn(0f, 1f)
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return if (fraction <= DARKEN_KNEE) {
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HERO_DARKEN_MAX * 0.5f * (fraction / DARKEN_KNEE)
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} else {
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HERO_DARKEN_MAX * 0.5f + HERO_DARKEN_MAX * 0.5f * ((fraction - DARKEN_KNEE) / (1f - DARKEN_KNEE))
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}
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}
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private fun Color.toHsl(): Triple<Float, Float, Float> {
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val max = maxOf(red, green, blue)
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val min = minOf(red, green, blue)
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