From 19e31388d9b6afd16fe615249a0d3823798c8b9a Mon Sep 17 00:00:00 2001 From: DanS Date: Sat, 4 Jul 2026 16:44:17 -0500 Subject: [PATCH] feat(ui): light-theme contrast for floating modals MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Floating (BlurFloat) modals draw no card, so in a light theme the light content sits on a light frosted backdrop with almost no separation (washed out — the Manage-portfolio modal being the clearest case). Add a faint elevated sheet (translucent Surface) + a defining edge (OnSurface) behind floating content in LIGHT themes only, gated on a new IsLightTheme() (background luminance) helper. Dark themes are unchanged (they already read fine). Kept translucent to preserve the airy floating feel; respects "no dark backdrop in light theme". Co-Authored-By: Claude Opus 4.8 (1M context) --- src/ui/material/draw_helpers.h | 16 ++++++++++++++++ 1 file changed, 16 insertions(+) diff --git a/src/ui/material/draw_helpers.h b/src/ui/material/draw_helpers.h index d323d1e..6e3a83e 100644 --- a/src/ui/material/draw_helpers.h +++ b/src/ui/material/draw_helpers.h @@ -1135,6 +1135,16 @@ inline std::string g_overlayCurrentKey; // so every overlay shares one backdrop tone. `opacity` is the alpha (dialogs vary it per call). inline ImVec4 OverlayScrimColor(float opacity) { return ImVec4(0.04f, 0.04f, 0.06f, opacity); } +// True when the active theme is light (app background luminance is high). Used to add extra +// separation where light-on-light would otherwise be low-contrast. +inline bool IsLightTheme() { + ImU32 bg = Background(); + float r = ((bg >> IM_COL32_R_SHIFT) & 0xFF) / 255.0f; + float g = ((bg >> IM_COL32_G_SHIFT) & 0xFF) / 255.0f; + float b = ((bg >> IM_COL32_B_SHIFT) & 0xFF) / 255.0f; + return (0.299f * r + 0.587f * g + 0.114f * b) > 0.5f; +} + // Style of an overlay dialog. GlassCard = the classic scrim + glass card + boxed title bar. // BlurFloat = the "Manage Portfolio" look: live-blur backdrop + floating content + plain heading. enum class OverlayStyle { GlassCard, BlurFloat }; @@ -1263,6 +1273,12 @@ inline bool BeginOverlayDialog(const OverlayDialogSpec& spec) GlassPanelSpec cardGlass; cardGlass.rounding = 16.0f; cardGlass.fillAlpha = 35; cardGlass.borderAlpha = 50; cardGlass.borderWidth = 1.0f; DrawGlassPanel(dl, cardMin, cardMax, cardGlass); + } else if (IsLightTheme()) { + // Floating content has no card, so in a LIGHT theme it sits light-on-light with almost no + // separation. Give it a faint elevated sheet + a defining edge for contrast (kept translucent + // to preserve the airy "floating" feel; dark themes already read fine, so they're unchanged). + dl->AddRectFilled(cardMin, cardMax, WithAlpha(Surface(), 60), 20.0f); + dl->AddRect(cardMin, cardMax, WithAlpha(OnSurface(), 55), 20.0f, 0, 1.5f); } // Click outside the card dismisses — but not on the appearing frame (the opening click) or while