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Replaces the verbose struct-literal construction of `gpui::BoxShadow` with a builder API: - `BoxShadow::new(offset_x, offset_y, color)` takes the required fields, with arguments ordered to match the CSS `box-shadow` property. - `.blur_radius(_)`, `.spread_radius(_)`, and `.inset()` set the optional fields. All in-tree call sites are migrated, including the Tailwind-style `shadow_xs`..`shadow_2xl` helpers in `gpui_macros`, the `ElevationIndex` shadows in `ui`, and various widgets across `editor`, `workspace`, `agent_ui`, and `ai_onboarding`. The fields on `BoxShadow` remain public, so external code using struct-literal construction continues to work. Self-Review Checklist: - [x] I've reviewed my own diff for quality, security, and reliability - [x] Unsafe blocks (if any) have justifying comments - [x] The content is consistent with the [UI/UX checklist](https://github.com/zed-industries/zed/blob/main/CONTRIBUTING.md#uiux-checklist) - [ ] Tests cover the new/changed behavior - [x] Performance impact has been considered and is acceptable Release Notes: - N/A
616 lines
27 KiB
Rust
616 lines
27 KiB
Rust
#![cfg_attr(target_family = "wasm", no_main)]
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use gpui::{
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App, Bounds, BoxShadow, Context, Div, SharedString, Window, WindowBounds, WindowOptions, div,
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hsla, prelude::*, px, relative, rgb, size,
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};
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use gpui_platform::application;
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struct Shadow {}
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impl Shadow {
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fn base() -> Div {
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div()
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.size_16()
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.bg(rgb(0xffffff))
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.rounded_full()
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.border_1()
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.border_color(hsla(0.0, 0.0, 0.0, 0.1))
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}
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fn square() -> Div {
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div()
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.size_16()
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.bg(rgb(0xffffff))
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.border_1()
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.border_color(hsla(0.0, 0.0, 0.0, 0.1))
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}
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fn rounded_small() -> Div {
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div()
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.size_16()
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.bg(rgb(0xffffff))
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.rounded(px(4.))
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.border_1()
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.border_color(hsla(0.0, 0.0, 0.0, 0.1))
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}
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fn rounded_medium() -> Div {
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div()
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.size_16()
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.bg(rgb(0xffffff))
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.rounded(px(8.))
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.border_1()
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.border_color(hsla(0.0, 0.0, 0.0, 0.1))
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}
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fn rounded_large() -> Div {
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div()
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.size_16()
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.bg(rgb(0xffffff))
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.rounded(px(12.))
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.border_1()
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.border_color(hsla(0.0, 0.0, 0.0, 0.1))
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}
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}
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fn example(label: impl Into<SharedString>, example: impl IntoElement) -> impl IntoElement {
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let label = label.into();
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div()
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.flex()
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.flex_col()
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.justify_center()
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.items_center()
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.w(relative(1. / 6.))
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.border_r_1()
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.border_color(hsla(0.0, 0.0, 0.0, 1.0))
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.child(
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div()
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.flex()
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.items_center()
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.justify_center()
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.flex_1()
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.py_12()
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.child(example),
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)
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.child(
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div()
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.w_full()
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.border_t_1()
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.border_color(hsla(0.0, 0.0, 0.0, 1.0))
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.p_1()
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.flex()
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.items_center()
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.child(label),
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)
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}
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impl Render for Shadow {
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fn render(&mut self, _window: &mut Window, _cx: &mut Context<Self>) -> impl IntoElement {
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div()
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.id("shadow-example")
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.overflow_y_scroll()
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.bg(rgb(0xffffff))
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.size_full()
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.text_xs()
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.child(div().flex().flex_col().w_full().children(vec![
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div()
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.border_b_1()
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.border_color(hsla(0.0, 0.0, 0.0, 1.0))
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.flex()
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.flex_row()
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.children(vec![
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example(
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"Square",
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Shadow::square().shadow(vec![
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BoxShadow::new(px(0.), px(8.), hsla(0.0, 0.5, 0.5, 0.3))
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.blur_radius(px(8.)),
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]),
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),
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example(
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"Rounded 4",
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Shadow::rounded_small().shadow(vec![
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BoxShadow::new(px(0.), px(8.), hsla(0.0, 0.5, 0.5, 0.3))
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.blur_radius(px(8.)),
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]),
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),
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example(
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"Rounded 8",
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Shadow::rounded_medium().shadow(vec![
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BoxShadow::new(px(0.), px(8.), hsla(0.0, 0.5, 0.5, 0.3))
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.blur_radius(px(8.)),
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]),
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),
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example(
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"Rounded 16",
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Shadow::rounded_large().shadow(vec![
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BoxShadow::new(px(0.), px(8.), hsla(0.0, 0.5, 0.5, 0.3))
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.blur_radius(px(8.)),
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]),
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),
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example(
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"Circle",
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Shadow::base().shadow(vec![
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BoxShadow::new(px(0.), px(8.), hsla(0.0, 0.5, 0.5, 0.3))
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.blur_radius(px(8.)),
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]),
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),
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]),
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div()
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.border_b_1()
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.border_color(hsla(0.0, 0.0, 0.0, 1.0))
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.flex()
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.w_full()
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.children(vec![
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example("None", Shadow::base()),
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// 2Xsmall shadow
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example("2X Small", Shadow::base().shadow_2xs()),
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// Xsmall shadow
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example("Extra Small", Shadow::base().shadow_xs()),
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// Small shadow
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example("Small", Shadow::base().shadow_sm()),
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// Medium shadow
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example("Medium", Shadow::base().shadow_md()),
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// Large shadow
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example("Large", Shadow::base().shadow_lg()),
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example("Extra Large", Shadow::base().shadow_xl()),
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example("2X Large", Shadow::base().shadow_2xl()),
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]),
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// Horizontal list of increasing blur radii
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div()
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.border_b_1()
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.border_color(hsla(0.0, 0.0, 0.0, 1.0))
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.flex()
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.children(vec![
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example(
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"Blur 0",
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Shadow::base().shadow(vec![BoxShadow::new(
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px(0.),
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px(8.),
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hsla(0.0, 0.0, 0.0, 0.3),
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)]),
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),
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example(
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"Blur 2",
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Shadow::base().shadow(vec![
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BoxShadow::new(px(0.), px(8.), hsla(0.0, 0.0, 0.0, 0.3))
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.blur_radius(px(2.)),
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]),
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),
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example(
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"Blur 4",
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Shadow::base().shadow(vec![
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BoxShadow::new(px(0.), px(8.), hsla(0.0, 0.0, 0.0, 0.3))
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.blur_radius(px(4.)),
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]),
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),
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example(
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"Blur 8",
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Shadow::base().shadow(vec![
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BoxShadow::new(px(0.), px(8.), hsla(0.0, 0.0, 0.0, 0.3))
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.blur_radius(px(8.)),
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]),
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),
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example(
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"Blur 16",
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Shadow::base().shadow(vec![
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BoxShadow::new(px(0.), px(8.), hsla(0.0, 0.0, 0.0, 0.3))
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.blur_radius(px(16.)),
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]),
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),
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]),
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// Horizontal list of increasing spread radii
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div()
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.border_b_1()
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.border_color(hsla(0.0, 0.0, 0.0, 1.0))
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.flex()
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.children(vec![
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example(
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"Spread 0",
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Shadow::base().shadow(vec![
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BoxShadow::new(px(0.), px(8.), hsla(0.0, 0.0, 0.0, 0.3))
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.blur_radius(px(8.)),
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]),
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),
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example(
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"Spread 2",
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Shadow::base().shadow(vec![
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BoxShadow::new(px(0.), px(8.), hsla(0.0, 0.0, 0.0, 0.3))
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.blur_radius(px(8.))
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.spread_radius(px(2.)),
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]),
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),
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example(
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"Spread 4",
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Shadow::base().shadow(vec![
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BoxShadow::new(px(0.), px(8.), hsla(0.0, 0.0, 0.0, 0.3))
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.blur_radius(px(8.))
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.spread_radius(px(4.)),
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]),
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),
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example(
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"Spread 8",
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Shadow::base().shadow(vec![
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BoxShadow::new(px(0.), px(8.), hsla(0.0, 0.0, 0.0, 0.3))
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.blur_radius(px(8.))
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.spread_radius(px(8.)),
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]),
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),
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example(
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"Spread 16",
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Shadow::base().shadow(vec![
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BoxShadow::new(px(0.), px(8.), hsla(0.0, 0.0, 0.0, 0.3))
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.blur_radius(px(8.))
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.spread_radius(px(16.)),
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]),
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),
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]),
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// Square spread examples
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div()
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.border_b_1()
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.border_color(hsla(0.0, 0.0, 0.0, 1.0))
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.flex()
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.children(vec![
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example(
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"Square Spread 0",
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Shadow::square().shadow(vec![
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BoxShadow::new(px(0.), px(8.), hsla(0.0, 0.0, 0.0, 0.3))
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.blur_radius(px(8.)),
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]),
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),
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example(
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"Square Spread 8",
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Shadow::square().shadow(vec![
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BoxShadow::new(px(0.), px(8.), hsla(0.0, 0.0, 0.0, 0.3))
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.blur_radius(px(8.))
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.spread_radius(px(8.)),
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]),
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),
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example(
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"Square Spread 16",
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Shadow::square().shadow(vec![
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BoxShadow::new(px(0.), px(8.), hsla(0.0, 0.0, 0.0, 0.3))
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.blur_radius(px(8.))
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.spread_radius(px(16.)),
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]),
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),
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]),
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// Rounded large spread examples
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div()
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.border_b_1()
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.border_color(hsla(0.0, 0.0, 0.0, 1.0))
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.flex()
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.children(vec![
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example(
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"Rounded Large Spread 0",
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Shadow::rounded_large().shadow(vec![
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BoxShadow::new(px(0.), px(8.), hsla(0.0, 0.0, 0.0, 0.3))
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.blur_radius(px(8.)),
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]),
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),
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example(
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"Rounded Large Spread 8",
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Shadow::rounded_large().shadow(vec![
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BoxShadow::new(px(0.), px(8.), hsla(0.0, 0.0, 0.0, 0.3))
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.blur_radius(px(8.))
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.spread_radius(px(8.)),
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]),
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),
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example(
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"Rounded Large Spread 16",
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Shadow::rounded_large().shadow(vec![
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BoxShadow::new(px(0.), px(8.), hsla(0.0, 0.0, 0.0, 0.3))
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.blur_radius(px(8.))
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.spread_radius(px(16.)),
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]),
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),
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]),
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// Directional shadows
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div()
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.border_b_1()
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.border_color(hsla(0.0, 0.0, 0.0, 1.0))
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.flex()
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.children(vec![
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example(
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"Left",
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Shadow::base().shadow(vec![
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BoxShadow::new(px(-8.), px(0.), hsla(0.0, 0.5, 0.5, 0.3))
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.blur_radius(px(8.)),
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]),
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),
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example(
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"Right",
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Shadow::base().shadow(vec![
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BoxShadow::new(px(8.), px(0.), hsla(0.0, 0.5, 0.5, 0.3))
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.blur_radius(px(8.)),
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]),
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),
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example(
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"Top",
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Shadow::base().shadow(vec![
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BoxShadow::new(px(0.), px(-8.), hsla(0.0, 0.5, 0.5, 0.3))
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.blur_radius(px(8.)),
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]),
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),
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example(
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"Bottom",
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Shadow::base().shadow(vec![
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BoxShadow::new(px(0.), px(8.), hsla(0.0, 0.5, 0.5, 0.3))
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.blur_radius(px(8.)),
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]),
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),
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]),
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// Square directional shadows
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div()
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.border_b_1()
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.border_color(hsla(0.0, 0.0, 0.0, 1.0))
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.flex()
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.children(vec![
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example(
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"Square Left",
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Shadow::square().shadow(vec![
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BoxShadow::new(px(-8.), px(0.), hsla(0.0, 0.5, 0.5, 0.3))
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.blur_radius(px(8.)),
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]),
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),
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example(
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"Square Right",
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Shadow::square().shadow(vec![
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BoxShadow::new(px(8.), px(0.), hsla(0.0, 0.5, 0.5, 0.3))
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.blur_radius(px(8.)),
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]),
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),
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example(
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"Square Top",
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Shadow::square().shadow(vec![
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BoxShadow::new(px(0.), px(-8.), hsla(0.0, 0.5, 0.5, 0.3))
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.blur_radius(px(8.)),
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]),
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),
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example(
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"Square Bottom",
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Shadow::square().shadow(vec![
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BoxShadow::new(px(0.), px(8.), hsla(0.0, 0.5, 0.5, 0.3))
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.blur_radius(px(8.)),
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]),
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),
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]),
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// Rounded large directional shadows
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div()
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.border_b_1()
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.border_color(hsla(0.0, 0.0, 0.0, 1.0))
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.flex()
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.children(vec![
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example(
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"Rounded Large Left",
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Shadow::rounded_large().shadow(vec![
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BoxShadow::new(px(-8.), px(0.), hsla(0.0, 0.5, 0.5, 0.3))
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.blur_radius(px(8.)),
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]),
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),
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example(
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"Rounded Large Right",
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Shadow::rounded_large().shadow(vec![
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BoxShadow::new(px(8.), px(0.), hsla(0.0, 0.5, 0.5, 0.3))
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.blur_radius(px(8.)),
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]),
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),
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example(
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"Rounded Large Top",
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Shadow::rounded_large().shadow(vec![
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BoxShadow::new(px(0.), px(-8.), hsla(0.0, 0.5, 0.5, 0.3))
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.blur_radius(px(8.)),
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]),
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),
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example(
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"Rounded Large Bottom",
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Shadow::rounded_large().shadow(vec![
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BoxShadow::new(px(0.), px(8.), hsla(0.0, 0.5, 0.5, 0.3))
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.blur_radius(px(8.)),
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]),
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),
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]),
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// Multiple shadows for different shapes
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div()
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.border_b_1()
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.border_color(hsla(0.0, 0.0, 0.0, 1.0))
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.flex()
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.children(vec![
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example(
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"Circle Multiple",
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Shadow::base().shadow(vec![
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BoxShadow::new(
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px(0.),
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px(-12.),
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hsla(0.0 / 360., 1.0, 0.5, 0.3),
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)
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.blur_radius(px(8.))
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.spread_radius(px(2.)),
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BoxShadow::new(
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px(12.),
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px(0.),
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hsla(60.0 / 360., 1.0, 0.5, 0.3),
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)
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.blur_radius(px(8.))
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.spread_radius(px(2.)),
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BoxShadow::new(
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px(0.),
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px(12.),
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hsla(120.0 / 360., 1.0, 0.5, 0.3),
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)
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.blur_radius(px(8.))
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.spread_radius(px(2.)),
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BoxShadow::new(
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px(-12.),
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px(0.),
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hsla(240.0 / 360., 1.0, 0.5, 0.3),
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)
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.blur_radius(px(8.))
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.spread_radius(px(2.)),
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]),
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),
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example(
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"Square Multiple",
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Shadow::square().shadow(vec![
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BoxShadow::new(
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px(0.),
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px(-12.),
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hsla(0.0 / 360., 1.0, 0.5, 0.3),
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)
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.blur_radius(px(8.))
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.spread_radius(px(2.)),
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BoxShadow::new(
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px(12.),
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px(0.),
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hsla(60.0 / 360., 1.0, 0.5, 0.3),
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)
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.blur_radius(px(8.))
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.spread_radius(px(2.)),
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BoxShadow::new(
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px(0.),
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px(12.),
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hsla(120.0 / 360., 1.0, 0.5, 0.3),
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)
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.blur_radius(px(8.))
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.spread_radius(px(2.)),
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BoxShadow::new(
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px(-12.),
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px(0.),
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hsla(240.0 / 360., 1.0, 0.5, 0.3),
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)
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.blur_radius(px(8.))
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.spread_radius(px(2.)),
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]),
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),
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example(
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"Rounded Large Multiple",
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Shadow::rounded_large().shadow(vec![
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BoxShadow::new(
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px(0.),
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px(-12.),
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hsla(0.0 / 360., 1.0, 0.5, 0.3),
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)
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|
.blur_radius(px(8.))
|
|
.spread_radius(px(2.)),
|
|
BoxShadow::new(
|
|
px(12.),
|
|
px(0.),
|
|
hsla(60.0 / 360., 1.0, 0.5, 0.3),
|
|
)
|
|
.blur_radius(px(8.))
|
|
.spread_radius(px(2.)),
|
|
BoxShadow::new(
|
|
px(0.),
|
|
px(12.),
|
|
hsla(120.0 / 360., 1.0, 0.5, 0.3),
|
|
)
|
|
.blur_radius(px(8.))
|
|
.spread_radius(px(2.)),
|
|
BoxShadow::new(
|
|
px(-12.),
|
|
px(0.),
|
|
hsla(240.0 / 360., 1.0, 0.5, 0.3),
|
|
)
|
|
.blur_radius(px(8.))
|
|
.spread_radius(px(2.)),
|
|
]),
|
|
),
|
|
]),
|
|
// Inset shadows (CSS `box-shadow: inset ...`).
|
|
div()
|
|
.border_b_1()
|
|
.border_color(hsla(0.0, 0.0, 0.0, 1.0))
|
|
.flex()
|
|
.w_full()
|
|
.children(vec![
|
|
example(
|
|
"Inset basic",
|
|
Shadow::base().shadow(vec![
|
|
BoxShadow::new(px(0.), px(0.), hsla(0.0, 0.0, 0.0, 0.5))
|
|
.blur_radius(px(12.))
|
|
.inset(),
|
|
]),
|
|
),
|
|
example(
|
|
"Inset offset",
|
|
Shadow::base().shadow(vec![
|
|
BoxShadow::new(px(6.), px(6.), hsla(0.0, 0.0, 0.0, 0.5))
|
|
.blur_radius(px(8.))
|
|
.inset(),
|
|
]),
|
|
),
|
|
example(
|
|
"Inset spread",
|
|
Shadow::base().shadow(vec![
|
|
BoxShadow::new(px(0.), px(0.), hsla(0.0, 0.0, 0.0, 0.5))
|
|
.blur_radius(px(4.))
|
|
.spread_radius(px(8.))
|
|
.inset(),
|
|
]),
|
|
),
|
|
example(
|
|
"Inset rounded",
|
|
Shadow::rounded_large().shadow(vec![
|
|
BoxShadow::new(px(0.), px(4.), hsla(0.0, 0.0, 0.0, 0.5))
|
|
.blur_radius(px(10.))
|
|
.spread_radius(px(2.))
|
|
.inset(),
|
|
]),
|
|
),
|
|
example(
|
|
"Inset sharp",
|
|
Shadow::square().shadow(vec![
|
|
BoxShadow::new(px(0.), px(0.), hsla(0.0, 0.0, 0.0, 0.6))
|
|
.spread_radius(px(6.))
|
|
.inset(),
|
|
]),
|
|
),
|
|
]),
|
|
// Combined: drop + inset shadows on the same element.
|
|
div()
|
|
.border_b_1()
|
|
.border_color(hsla(0.0, 0.0, 0.0, 1.0))
|
|
.flex()
|
|
.w_full()
|
|
.children(vec![example(
|
|
"Drop + Inset",
|
|
Shadow::rounded_medium().shadow(vec![
|
|
BoxShadow::new(px(0.), px(8.), hsla(0.0, 0.0, 0.0, 0.25))
|
|
.blur_radius(px(12.)),
|
|
BoxShadow::new(px(0.), px(2.), hsla(0.0, 0.0, 0.0, 0.4))
|
|
.blur_radius(px(4.))
|
|
.inset(),
|
|
]),
|
|
)]),
|
|
]))
|
|
}
|
|
}
|
|
|
|
fn run_example() {
|
|
application().run(|cx: &mut App| {
|
|
let bounds = Bounds::centered(None, size(px(1000.0), px(800.0)), cx);
|
|
cx.open_window(
|
|
WindowOptions {
|
|
window_bounds: Some(WindowBounds::Windowed(bounds)),
|
|
..Default::default()
|
|
},
|
|
|_, cx| cx.new(|_| Shadow {}),
|
|
)
|
|
.unwrap();
|
|
|
|
cx.activate(true);
|
|
});
|
|
}
|
|
|
|
#[cfg(not(target_family = "wasm"))]
|
|
fn main() {
|
|
run_example();
|
|
}
|
|
|
|
#[cfg(target_family = "wasm")]
|
|
#[wasm_bindgen::prelude::wasm_bindgen(start)]
|
|
pub fn start() {
|
|
gpui_platform::web_init();
|
|
run_example();
|
|
}
|