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aiturk-hermes-ide/apps/shared/src/translucency.ts
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/**
* Window translucency — the one place the main process and the renderer agree
* on what the setting means.
*
* One lever, 0100 (0 = off, the default). Two modes decide HOW the desktop
* shows through:
*
* - 'clear' — the main process maps the lever to native window opacity
* (`setOpacity`), so the whole window fades, text included. macOS + Windows;
* `setOpacity` is a no-op on Linux.
* - 'glass' — the window stays fully opaque at the native level and the
* renderer thins its page surfaces instead, letting a platform material
* read as a matte blur while text keeps full contrast. macOS rides
* `setVibrancy`; Windows 11 (22H2+) rides `setBackgroundMaterial`. Linux
* has no first-party desktop material, so glass is not offered there.
*
* The renderer owns the value and mirrors it to main over IPC; main persists it
* so a cold launch can apply it at window creation, before the renderer reports
* anything.
*/
export type TranslucencyMode = 'clear' | 'glass'
/**
* macOS vibrancy materials offered as glass "frost" levels, ordered sheer →
* heavy. macOS exposes no blur-radius knob (VibrancyOptions is only an
* animation duration), so the material IS the frost control: each maps to a
* different NSVisualEffectView material with its own luminance lift.
*
* Curated by pixel census on macOS 26 (one window, visualEffectState pinned
* to 'active', cycling all 14 materials over the same wallpaper): the 14
* collapse to 9 distinct looks (sidebar≡hud, window≡fullscreen-ui,
* tooltip≡content≡under-window≡under-page). These four are the ladder with
* the widest separations that stay distinct in BOTH appearances — dark lum
* 26/63/84/127, light lum 217/233/254/242. sidebar/hud sit 9 lum from
* under-window when focused and collapse INTO it when unfocused, which
* shipped as two indistinguishable picker options once — don't re-add them.
*/
export const GLASS_MATERIALS = ['under-window', 'popover', 'titlebar', 'header'] as const
export type GlassMaterial = (typeof GLASS_MATERIALS)[number]
export const DEFAULT_GLASS_MATERIAL: GlassMaterial = 'under-window'
/**
* Where the glass field lives. 'window' thins every field surface; 'sidebar'
* is the Finder shape — glass rail, opaque content column. The scope is a
* renderer concern (which surfaces thin); the main process only persists and
* echoes it.
*/
export const GLASS_SCOPES = ['window', 'sidebar'] as const
export type GlassScope = (typeof GLASS_SCOPES)[number]
export const DEFAULT_GLASS_SCOPE: GlassScope = 'window'
/**
* Electron `setBackgroundMaterial` values. `'auto'` is deliberately absent —
* it lets DWM pick, which would silently erase the frost choice.
*/
export const WINDOWS_BACKGROUND_MATERIALS = ['acrylic', 'tabbed', 'mica', 'none'] as const
export type WindowsBackgroundMaterial = (typeof WINDOWS_BACKGROUND_MATERIALS)[number]
/**
* Frost (sheer → heavy) → Windows 11 system backdrop. Acrylic is the live-blur
* transient material, closest to macOS under-window vibrancy; tabbed and mica
* sample the wallpaper and read more opaque.
*
* Three backdrops for four rungs, so the two heaviest both land on mica. The
* mapping stays total — a frost saved on a Mac still resolves — and the PICKER
* drops the duplicate instead (see `glassMaterialsFor`).
*/
const WINDOWS_MATERIAL_BY_FROST: Record<GlassMaterial, Exclude<WindowsBackgroundMaterial, 'none'>> = {
'under-window': 'acrylic',
popover: 'tabbed',
titlebar: 'mica',
header: 'mica'
}
/**
* The frost rungs Windows can render as DISTINCT looks: the first rung for each
* backdrop. Shipping two options that composite identically is the mistake the
* macOS census already corrected once (sidebar/hud); deriving the list from the
* mapping means a change there can never reintroduce a duplicate.
*/
const WINDOWS_GLASS_MATERIALS: readonly GlassMaterial[] = GLASS_MATERIALS.filter(
(material, index) =>
GLASS_MATERIALS.findIndex(rung => WINDOWS_MATERIAL_BY_FROST[rung] === WINDOWS_MATERIAL_BY_FROST[material]) === index
)
/**
* Windows 11 22H2 (build 22621) is the floor Electron documents for
* `setBackgroundMaterial`. Windows 11 still reports kernel 10.0; the build
* number is the discriminator. Fail closed on a missing/unparseable release.
*
* @see https://www.electronjs.org/docs/latest/api/browser-window#winsetbackgroundmaterialmaterial-windows
*/
export const WINDOWS_GLASS_MIN_BUILD = 22621
export interface TranslucencyState {
intensity: number
/**
* Glass only: native window opacity, on the same ramp Clear's lever uses.
* Defaults to 0 (no fade) because fading a glass window fades its text too —
* the very thing Glass exists to avoid. It is offered as a deliberate second
* lever, never as part of the tint.
*/
fade: number
mode: TranslucencyMode
material: GlassMaterial
scope: GlassScope
}
/**
* The half of the state that is scoped to the light/dark appearance.
*
* A tint that reads as a whisper over a dark palette is a milky sheet over a
* light one, so one shared number cannot serve both — the same setting has to
* mean a different amount in each appearance. `mode` stays global: clear vs
* glass is a choice about the window, not about the palette.
*/
export type TranslucencyValues = Omit<TranslucencyState, 'mode'>
export type Appearance = 'light' | 'dark'
/**
* Per-appearance defaults, per platform family. Glass ships ON: it is the
* better-looking half of the feature, and a lever that starts at zero is a
* feature nobody finds.
*
* The two platforms need different numbers because the lever means different
* things behind them. `intensity` is how much of the theme tint the renderer
* REMOVES (see `glassSurfaceKeep`), and what shows through underneath is a
* native material with its own weight:
*
* - macOS vibrancy is genuinely sheer, so the tint has to come most of the way
* off before the desktop reads at all. Light leans heavy — a bright desktop
* behind a bright window needs real thinning before the field separates —
* with a single point of fade so the window edge reads as glass rather than
* as paint. Dark takes far less: a dark field already separates, and the
* tint that flatters light would smother it.
* - Windows acrylic composites its OWN tint in DWM before the page is drawn,
* so the renderer's tint stacks on top of a backdrop that is already doing
* the work. The same numbers that read as frost on a Mac read as a washed
* sheet here; these stay low and let DWM carry it. Fade stays at zero —
* `setOpacity` over a system backdrop dims the composited result rather than
* deepening it.
*
* Both sit on the frost each platform renders best: 'header' and 'titlebar'
* are macOS-only rungs (on Windows they collapse onto mica — see
* `glassMaterialsFor`), while 'under-window' is the acrylic rung, the live
* blur closest to what macOS calls under-window.
*/
const DEFAULT_VALUES: Record<'mac' | 'windows', Record<Appearance, TranslucencyValues>> = {
mac: {
light: { intensity: 66, fade: 1, material: 'header', scope: 'window' },
dark: { intensity: 22, fade: 0, material: 'titlebar', scope: 'window' }
},
windows: {
light: { intensity: 20, fade: 0, material: 'under-window', scope: 'window' },
dark: { intensity: 5, fade: 0, material: 'under-window', scope: 'window' }
}
}
/**
* The untouched values for an appearance on this platform. Linux never reaches
* here — translucency is unsupported there, so nothing resolves.
*/
export function defaultTranslucencyValues(appearance: Appearance, isWindows: boolean): TranslucencyValues {
return DEFAULT_VALUES[isWindows ? 'windows' : 'mac'][appearance]
}
/**
* The renderer's book of translucency settings.
*
* `base` is the shared rung: a value the user set before appearances were
* split (a migrated v1 state), or one they have never touched. An appearance
* slot only carries the keys edited WHILE that appearance was painted, so
* changing the tint in light mode leaves dark's alone and an untouched dark
* still inherits whatever base says. That is the ladder — appearance over base
* over default, per key, so \"unset\" keeps carrying over.
*
* The book is renderer-owned. The main process is handed the RESOLVED state
* (see `resolveTranslucency`) because a window's backing, vibrancy and opacity
* only ever concern the appearance actually on screen.
*/
export interface TranslucencyBook {
mode: TranslucencyMode
base: Partial<TranslucencyValues>
light: Partial<TranslucencyValues>
dark: Partial<TranslucencyValues>
}
export const TRANSLUCENCY_MIN = 0
export const TRANSLUCENCY_MAX = 100
/** Renderer slider granularity. Main accepts any integer in range. */
export const TRANSLUCENCY_STEP = 1
/** Most see-through clear setting — floored so it stays usable, not invisible. */
export const TRANSLUCENCY_OPACITY_FLOOR = 0.3
/**
* Exponent for the clear intensity → opacity ramp. 1 is a linear ramp, which
* spends the whole readable band (opacity ≳ 0.95) in the first few percent of
* the lever. 2 holds that band across roughly the first third while leaving
* both endpoints bit-identical to the linear ramp.
*/
export const TRANSLUCENCY_CURVE = 2
export function clampIntensity(value: unknown): number {
const n = Math.round(Number(value))
return Number.isFinite(n) ? Math.min(TRANSLUCENCY_MAX, Math.max(TRANSLUCENCY_MIN, n)) : TRANSLUCENCY_MIN
}
/**
* Whether this OS can do ANY translucency. Clear rides `setOpacity`, which
* Electron documents as doing nothing on Linux, and glass needs a native
* material Linux does not have — so the whole setting is dead there and the
* row should not be shown at all.
*/
export function translucencySupportedOn(platform: string): boolean {
return platform === 'darwin' || platform === 'win32'
}
/**
* Whether this OS can back glass with a first-party Electron material.
* macOS: `setVibrancy`. Windows 11 22H2+: `setBackgroundMaterial`. Linux and
* older Windows: no.
*/
export function glassSupportedOn(platform: string, release = ''): boolean {
if (platform === 'darwin') {
return true
}
if (platform !== 'win32') {
return false
}
const build = Number.parseInt(release.split('.')[2] ?? '', 10)
return Number.isFinite(build) && build >= WINDOWS_GLASS_MIN_BUILD
}
/**
* Glass needs a native window material, so unsupported platforms stay on
* 'clear'.
*
* With no mode recorded, a glass-capable OS gets glass — it is the
* better-looking half of the feature and the one worth finding, and
* pre-selecting it costs a fresh profile nothing because the intensity still
* starts at 0 (the whole feature is off until the user raises the lever).
* `legacyIntensity` is the escape hatch: a profile that already carries a
* NON-ZERO intensity but no mode predates this setting and has been rendering
* as clear all along, so it keeps rendering as clear. Flipping a window
* someone already tuned is the one thing a default must not do.
*/
export function normalizeMode(value: unknown, glassSupported: boolean, legacyIntensity = 0): TranslucencyMode {
if (!glassSupported) {
return 'clear'
}
if (value === 'glass' || value === 'clear') {
return value
}
return legacyIntensity > 0 ? 'clear' : 'glass'
}
/** Unknown or unsupported values fall back to the default material. */
export function normalizeMaterial(value: unknown): GlassMaterial {
return GLASS_MATERIALS.includes(value as GlassMaterial) ? (value as GlassMaterial) : DEFAULT_GLASS_MATERIAL
}
/** Unknown or unsupported values fall back to whole-window glass. */
export function normalizeScope(value: unknown): GlassScope {
return GLASS_SCOPES.includes(value as GlassScope) ? (value as GlassScope) : DEFAULT_GLASS_SCOPE
}
/** Parse a persisted translucency.json / IPC payload into a safe state. */
export function normalizeState(payload: unknown, glassSupported: boolean): TranslucencyState {
const record = payload && typeof payload === 'object' ? (payload as Record<string, unknown>) : {}
const intensity = clampIntensity(record.intensity)
return {
intensity,
fade: clampIntensity(record.fade),
mode: normalizeMode(record.mode, glassSupported, intensity),
material: normalizeMaterial(record.material),
scope: normalizeScope(record.scope)
}
}
/**
* The resolved state a surface should assume before anyone has said otherwise.
*
* Main needs this at window CREATION on a first launch: the renderer has not
* reported yet, and a window created with the opaque backing cannot reliably
* be swapped to glass moments later (see `windowBackingOptions`). Guessing the
* appearance from `nativeTheme` is close enough — the renderer's first resolved
* send corrects any mismatch while the window is still young, and every launch
* after the first reads the persisted state instead.
*/
export function defaultTranslucencyState(
appearance: Appearance,
glassSupported: boolean,
isWindows: boolean
): TranslucencyState {
return {
...defaultTranslucencyValues(appearance, isWindows),
mode: normalizeMode(undefined, glassSupported)
}
}
/** Keep only the value keys actually present, each normalized. Unknown keys drop. */
function normalizeValues(payload: unknown): Partial<TranslucencyValues> {
const record = payload && typeof payload === 'object' ? (payload as Record<string, unknown>) : {}
const out: Partial<TranslucencyValues> = {}
if (record.intensity !== undefined) {
out.intensity = clampIntensity(record.intensity)
}
if (record.fade !== undefined) {
out.fade = clampIntensity(record.fade)
}
if (record.material !== undefined) {
out.material = normalizeMaterial(record.material)
}
if (record.scope !== undefined) {
out.scope = normalizeScope(record.scope)
}
return out
}
/**
* Parse a persisted book, or migrate a flat v1 state into one.
*
* A v1 payload is a window someone already tuned, so its values land in `base`
* — every appearance inherits exactly what was on screen before the upgrade,
* and the new per-appearance defaults apply only where nothing was ever set.
* The legacy clear rule rides along: a non-zero v1 intensity with no mode was
* rendering as clear and keeps doing so.
*/
export function normalizeBook(payload: unknown, glassSupported: boolean): TranslucencyBook {
const record = payload && typeof payload === 'object' ? (payload as Record<string, unknown>) : {}
const migrating = record.base === undefined && record.light === undefined && record.dark === undefined
const base = normalizeValues(migrating ? record : record.base)
const legacyIntensity = migrating ? clampIntensity(record.intensity) : 0
return {
mode: normalizeMode(record.mode, glassSupported, legacyIntensity),
base,
light: normalizeValues(migrating ? null : record.light),
dark: normalizeValues(migrating ? null : record.dark)
}
}
/**
* Flatten the book for one appearance: appearance slot → base → default.
*
* This is the only thing outside the renderer's settings surface that should
* ever be handed around — main, the CSS field surfaces, and every consumer of
* `$translucency` all want the resolved answer for what is painted right now.
*/
export function resolveTranslucency(
book: TranslucencyBook,
appearance: Appearance,
isWindows: boolean
): TranslucencyState {
const fallback = defaultTranslucencyValues(appearance, isWindows)
const slot = book[appearance]
return {
mode: book.mode,
intensity: slot.intensity ?? book.base.intensity ?? fallback.intensity,
fade: slot.fade ?? book.base.fade ?? fallback.fade,
material: slot.material ?? book.base.material ?? fallback.material,
scope: slot.scope ?? book.base.scope ?? fallback.scope
}
}
/**
* Record an edit against the appearance being painted.
*
* The edit is written to the appearance slot rather than to base, so tuning
* light mode is scoped to light mode. Base is left intact as the inheritance
* rung for whichever appearance has not been touched.
*/
export function setTranslucencyValues(
book: TranslucencyBook,
appearance: Appearance,
patch: Partial<TranslucencyValues>
): TranslucencyBook {
return { ...book, [appearance]: { ...book[appearance], ...normalizeValues(patch) } }
}
/** Lever percent → native window opacity, floored so it stays usable. */
function opacityRamp(lever: number): number {
const ratio = clampIntensity(lever) / TRANSLUCENCY_MAX
return 1 - (1 - TRANSLUCENCY_OPACITY_FLOOR) * Math.pow(ratio, TRANSLUCENCY_CURVE)
}
/**
* Native window opacity for a state.
*
* Under Clear the lever IS the opacity. Under Glass the lever paints the tint
* and only the separate `fade` reaches the window, so a glass window stays at
* 1 until the user opts into fading it — which is what keeps a tint drag from
* touching anything native.
*
* Fade is gated on glass being ACTIVE, not merely selected. The light default
* carries a single point of it so the window edge reads as glass rather than
* as paint, and without this gate that point would follow someone who had
* turned the tint to zero — leaving a window that asked to be opaque sitting
* at 0.9999. Off has to mean off.
*/
export function windowOpacityFor(state: TranslucencyState): number {
if (state.mode !== 'glass') {
return opacityRamp(state.intensity)
}
return opacityRamp(glassActive(state) ? state.fade : 0)
}
/**
* Whether glass is visually active. Both processes branch on this: main to
* decide a window's backing, the renderer to decide whether to thin surfaces.
*/
export function glassActive({ intensity, mode }: TranslucencyState): boolean {
return mode === 'glass' && intensity > 0
}
/**
* Percent of the surface tint the renderer KEEPS at a given intensity. Linear
* to zero: at 100 the tint is fully gone — bare platform glass — so the slider
* spans the whole range from opaque theme to untinted blur. Text and cards
* keep their own opaque tokens for contrast; only the field surfaces thin.
*/
export function glassSurfaceKeep(intensity: number): number {
return TRANSLUCENCY_MAX - clampIntensity(intensity)
}
/**
* The vibrancy material a chat window should carry. 'sidebar' is the
* long-standing default the titlebar band was designed against; glass mode
* swaps the whole window onto the user's chosen material (setVibrancy is
* cheap and animatable at runtime, unlike the backing).
*/
export function vibrancyFor(state: TranslucencyState): GlassMaterial | 'sidebar' {
return glassActive(state) ? state.material : 'sidebar'
}
/**
* The Windows 11 system backdrop a chat window should carry. 'none' while
* glass is off so DWM does not keep drawing mica/acrylic under the opaque
* themed backing.
*/
export function backgroundMaterialFor(state: TranslucencyState): WindowsBackgroundMaterial {
return glassActive(state) ? WINDOWS_MATERIAL_BY_FROST[state.material] : 'none'
}
/** The frost rungs to offer on this platform. */
export function glassMaterialsFor(isWindows: boolean): readonly GlassMaterial[] {
return isWindows ? WINDOWS_GLASS_MATERIALS : GLASS_MATERIALS
}
/**
* The native frost a HUD-style transparent window should carry.
*
* Two gates, because the HUD's frost answers to more than the setting. The
* material is the WINDOW's — nothing on the page can clip it — so it is only
* ever right while the band actually covers the window below the bar;
* `showing` is the renderer's answer to that (see `useHudGlass`). The setting
* is the other half: Glass off, or the tint at zero, means no frost at all.
*
* The off answer is `null` rather than a resting material, which is the one
* way this differs from `vibrancyFor`. A chat window is opaque and keeps
* 'sidebar' under its titlebar band whatever the setting says; a transparent
* window has no opaque page to hide an unwanted material behind, so off has
* to mean off or the frost is a grey slab hanging over someone else's app.
*/
export function hudFrostFor(
state: TranslucencyState,
showing: boolean
): { backgroundMaterial: WindowsBackgroundMaterial; vibrancy: GlassMaterial | null } {
const active = showing && glassActive(state)
return {
vibrancy: active ? state.material : null,
backgroundMaterial: active ? backgroundMaterialFor(state) : 'none'
}
}
/**
* The rung the picker highlights. A frost with no rung of its own here — a
* Mac's 'header' read on Windows — folds onto the rung that renders the same
* backdrop, so the picker shows a truthful selection without rewriting the
* value the user saved on their other machine.
*/
export function glassMaterialForPicker(material: GlassMaterial, isWindows: boolean): GlassMaterial {
if (!isWindows) {
return material
}
return (
WINDOWS_GLASS_MATERIALS.find(rung => WINDOWS_MATERIAL_BY_FROST[rung] === WINDOWS_MATERIAL_BY_FROST[material]) ??
DEFAULT_GLASS_MATERIAL
)
}