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smooth the warm damping so switching artwork does not flash
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@@ -34,6 +34,9 @@ private const val DARKEN_END_SCREENS = 1.5f
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private const val DARKEN_KNEE = 0.2f
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private const val PLAYER_SURFACE_SATURATION_FACTOR = 1.6f
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private const val LIBRARY_SURFACE_LIGHTNESS = 0.10f
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private const val WARM_SURFACE_SATURATION_DAMPING = 0.2f
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private const val WARM_HUE_FULL = 90f
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private const val WARM_HUE_NONE = 150f
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@Immutable
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data class ArtworkColors(
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@@ -209,17 +212,19 @@ fun ArtworkTheme(
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fun playerSurfaceColor(artwork: ArtworkColors): Color {
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val (hue, saturation, lightness) = artwork.scheme.surfaceContainerHigh.toHsl()
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if (isWarmHue(hue)) return artwork.gradientHigh
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return Color.hsl(hue, (saturation * PLAYER_SURFACE_SATURATION_FACTOR).coerceIn(0f, 1f), lightness)
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val factor = PLAYER_SURFACE_SATURATION_FACTOR * surfaceSaturationFactor(hue)
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return Color.hsl(hue, (saturation * factor).coerceIn(0f, 1f), lightness)
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}
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fun librarySurfaceColor(artwork: ArtworkColors): Color {
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val (hue, saturation, _) = artwork.scheme.surfaceContainerHigh.toHsl()
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if (isWarmHue(hue)) return lerp(artwork.gradientHigh, artwork.scheme.surfaceContainerHigh, 0.5f)
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return Color.hsl(hue, saturation, LIBRARY_SURFACE_LIGHTNESS)
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return Color.hsl(hue, (saturation * surfaceSaturationFactor(hue)).coerceIn(0f, 1f), LIBRARY_SURFACE_LIGHTNESS)
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}
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private fun isWarmHue(hue: Float): Boolean = hue in 0f..120f
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private fun surfaceSaturationFactor(hue: Float): Float {
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val warm = ((WARM_HUE_NONE - hue) / (WARM_HUE_NONE - WARM_HUE_FULL)).coerceIn(0f, 1f)
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return 1f + (WARM_SURFACE_SATURATION_DAMPING - 1f) * warm
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}
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fun heroBarColor(
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artwork: ArtworkColors?,
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@@ -60,11 +60,9 @@ class ArtworkColorsTest {
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}
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@Test
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fun warmArtworkLiftsPlayerSurfaceToTheBrightGradientTone() {
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fun warmArtworkKeepsThePlayerSurfaceDark() {
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val warm = artworkColorsFromSeed(0xFFE6C822.toInt())
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val cool = artworkColorsFromSeed(0xFF3A7BD5.toInt())
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assertEquals(warm.gradientHigh, playerSurfaceColor(warm))
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assertTrue(playerSurfaceColor(cool) != cool.gradientHigh)
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assertTrue(playerSurfaceColor(warm).luminance() < 0.1f)
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}
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private fun contrast(
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