smooth the warm damping so switching artwork does not flash

This commit is contained in:
austinried
2026-10-04 00:29:56 +00:00
parent 5e00bf86a8
commit d1b5aaeeb7
2 changed files with 12 additions and 9 deletions
@@ -34,6 +34,9 @@ private const val DARKEN_END_SCREENS = 1.5f
private const val DARKEN_KNEE = 0.2f
private const val PLAYER_SURFACE_SATURATION_FACTOR = 1.6f
private const val LIBRARY_SURFACE_LIGHTNESS = 0.10f
private const val WARM_SURFACE_SATURATION_DAMPING = 0.2f
private const val WARM_HUE_FULL = 90f
private const val WARM_HUE_NONE = 150f
@Immutable
data class ArtworkColors(
@@ -209,17 +212,19 @@ fun ArtworkTheme(
fun playerSurfaceColor(artwork: ArtworkColors): Color {
val (hue, saturation, lightness) = artwork.scheme.surfaceContainerHigh.toHsl()
if (isWarmHue(hue)) return artwork.gradientHigh
return Color.hsl(hue, (saturation * PLAYER_SURFACE_SATURATION_FACTOR).coerceIn(0f, 1f), lightness)
val factor = PLAYER_SURFACE_SATURATION_FACTOR * surfaceSaturationFactor(hue)
return Color.hsl(hue, (saturation * factor).coerceIn(0f, 1f), lightness)
}
fun librarySurfaceColor(artwork: ArtworkColors): Color {
val (hue, saturation, _) = artwork.scheme.surfaceContainerHigh.toHsl()
if (isWarmHue(hue)) return lerp(artwork.gradientHigh, artwork.scheme.surfaceContainerHigh, 0.5f)
return Color.hsl(hue, saturation, LIBRARY_SURFACE_LIGHTNESS)
return Color.hsl(hue, (saturation * surfaceSaturationFactor(hue)).coerceIn(0f, 1f), LIBRARY_SURFACE_LIGHTNESS)
}
private fun isWarmHue(hue: Float): Boolean = hue in 0f..120f
private fun surfaceSaturationFactor(hue: Float): Float {
val warm = ((WARM_HUE_NONE - hue) / (WARM_HUE_NONE - WARM_HUE_FULL)).coerceIn(0f, 1f)
return 1f + (WARM_SURFACE_SATURATION_DAMPING - 1f) * warm
}
fun heroBarColor(
artwork: ArtworkColors?,
@@ -60,11 +60,9 @@ class ArtworkColorsTest {
}
@Test
fun warmArtworkLiftsPlayerSurfaceToTheBrightGradientTone() {
fun warmArtworkKeepsThePlayerSurfaceDark() {
val warm = artworkColorsFromSeed(0xFFE6C822.toInt())
val cool = artworkColorsFromSeed(0xFF3A7BD5.toInt())
assertEquals(warm.gradientHigh, playerSurfaceColor(warm))
assertTrue(playerSurfaceColor(cool) != cool.gradientHigh)
assertTrue(playerSurfaceColor(warm).luminance() < 0.1f)
}
private fun contrast(