feat(l2): light theme

Settings > Display > Theme: Dark / Light (NVS mc_ui/light). The colour
tokens are set once before anything is built, so a change restarts the
device. Text on an accent fill is the new ON_ACCENT (it was BG, white
in the light theme); each accent has a deeper hand-picked light variant
that reads on white and takes white text. The map's empty-tile fill and
grid and the areas' outlines follow the theme too.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Jakub
2026-10-14 22:55:47 +02:00
co-authored by Claude Opus 5.5
parent e5a55c3b1f
commit 76e96f7eaa
15 changed files with 82 additions and 50 deletions
+35 -18
View File
@@ -4,25 +4,31 @@
//
// The accent (amber by default; Settings > Display > Accent colour)
// on near-black, soft corners. The accent means one of three things:
// - ACCENT fill, dark text: the primary action of a screen or popup
// - ACCENT fill, ON_ACCENT text: the primary action of a screen or popup
// (Download, Install, Save, Go) -- stylePrimary() in UITask.cpp -- and
// something selected / on (a tab, a chip, a segment, a mode that is
// running, own bubbles) -- styleSelected();
// - ACCENT text or icon: a name, a count, a background mode, a value.
// No accent mixed toward black for "selected": it came out brown.
// Everything else is BG / SURFACE / SURFACE_2 with TEXT or TEXT_MUTED.
//
// Two themes, dark (the default) and light (Settings > Display > Theme). The
// colours are set once, before anything is built (setLight()), so changing
// the theme restarts the device.
#include <src/themes/lv_theme_private.h> // lv_theme_t's fields, to layer a theme
namespace theme {
// Colours (0xRRGGBB)
static const uint32_t BG = 0x0B0B0D; // screen background
static const uint32_t SURFACE = 0x1A1A1F; // cards, rows, bubbles (incoming)
static const uint32_t SURFACE_2 = 0x27272E; // pressed / raised
static uint32_t ACCENT = 0xFFB000; // primary actions, names, badges, modes (setAccent)
static const uint32_t TEXT = 0xF2EEE6;
static const uint32_t TEXT_MUTED= 0x9A958C;
static const uint32_t OK = 0x6FCF6F; // delivered / relayed
static const uint32_t FAIL = 0xE5534B; // not delivered
// Colours (0xRRGGBB), the dark theme's; setLight() sets the light one's.
static uint32_t BG = 0x0B0B0D; // screen background
static uint32_t SURFACE = 0x1A1A1F; // cards, rows, bubbles (incoming)
static uint32_t SURFACE_2 = 0x27272E; // pressed / raised
static uint32_t ACCENT = 0xFFB000; // primary actions, names, badges, modes (setAccent)
static uint32_t ON_ACCENT = 0x0B0B0D; // text and icons on an ACCENT fill
static uint32_t TEXT = 0xF2EEE6;
static uint32_t TEXT_MUTED= 0x9A958C;
static uint32_t OK = 0x6FCF6F; // delivered / relayed
static uint32_t FAIL = 0xE5534B; // not delivered
static bool s_light = false;
// Spacing (px)
static const int PAD = 8;
@@ -67,11 +73,12 @@ namespace theme {
#define UI_SYMBOL_SUN "\xEF\x86\x85" // U+F185, quick panel: brightness
#define UI_SYMBOL_BULB "\xEF\x83\xAB" // U+F0EB, Flashlight
// Accent choices; the fill is the colour at 42% over the background.
struct Accent { const char* name; uint32_t col; };
// Accent choices: on the dark theme, and deeper on the light one, to read
// as text on white and take white text on it.
struct Accent { const char* name; uint32_t col, light; };
static const Accent ACCENTS[] = {
{ "Amber", 0xFFB000 }, { "Orange", 0xFF7A2E }, { "Coral", 0xFF6B7A },
{ "Violet", 0xB18CFF }, { "Cyan", 0x3CC8E8 }, { "Lime", 0xB5E04A },
{ "Amber", 0xFFB000, 0xC77800 }, { "Orange", 0xFF7A2E, 0xD9561A }, { "Coral", 0xFF6B7A, 0xD9455A },
{ "Violet", 0xB18CFF, 0x7A55E0 }, { "Cyan", 0x3CC8E8, 0x0E8AA8 }, { "Lime", 0xB5E04A, 0x5E8A12 },
};
static const int ACCENT_COUNT = sizeof(ACCENTS) / sizeof(ACCENTS[0]);
static int s_accent = 0;
@@ -88,11 +95,21 @@ namespace theme {
static void setAccent(int idx) {
if (idx < 0 || idx >= ACCENT_COUNT) idx = 0;
s_accent = idx;
ACCENT = ACCENTS[idx].col;
ACCENT = s_light ? ACCENTS[idx].light : ACCENTS[idx].col;
}
// Before anything is built (the colours are copied into what is).
static void setLight(bool on) {
s_light = on;
if (on) {
BG = 0xF2F0EC; SURFACE = 0xFFFFFF; SURFACE_2 = 0xE2DFD9;
ON_ACCENT = 0xFFFFFF; TEXT = 0x1C1B19; TEXT_MUTED = 0x6E6A62;
OK = 0x2E9A3E; FAIL = 0xD23A32;
}
setAccent(s_accent);
}
// Over LVGL's default theme, for every widget: a checked button is
// "selected" (the accent, dark text), buttons
// "selected" (the accent, ON_ACCENT text), buttons
// have the card radius and give a little under the finger (the default
// theme's transitions animate it both ways). Scrollbars are thin and hug
// the edge, inside the padding every panel and list has, instead of the
@@ -120,7 +137,7 @@ namespace theme {
lv_style_set_transform_width(&s_press, -2);
lv_style_set_transform_height(&s_press, -2);
lv_style_init(&s_checked);
lv_style_set_text_color(&s_checked, lv_color_hex(BG));
lv_style_set_text_color(&s_checked, lv_color_hex(ON_ACCENT));
lv_style_init(&s_sbar);
lv_style_set_width(&s_sbar, 3);
lv_style_set_pad_right(&s_sbar, 2); // vertical bar: 2 px off the edge
@@ -129,7 +146,7 @@ namespace theme {
lv_style_set_pad_left(&s_sbar, RADIUS / 2);
}
lv_style_set_bg_color(&s_checked, lv_color_hex(ACCENT));
lv_theme_t* base = lv_theme_default_init(disp, lv_color_hex(ACCENT), lv_color_hex(ACCENT), true, THEME_FONT_BODY);
lv_theme_t* base = lv_theme_default_init(disp, lv_color_hex(ACCENT), lv_color_hex(ACCENT), !s_light, THEME_FONT_BODY);
s_theme = *base;
lv_theme_set_parent(&s_theme, base);
lv_theme_set_apply_cb(&s_theme, applyTheme);