radix-theme-generator
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A utility for generating themes for the Radix Themes UI library
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text/typescript
import * as RadixColors from "@radix-ui/colors";
import BezierEasing from "bezier-easing";
import Color from "colorjs.io";
import { ArrayOf12, grayScaleNames, scaleNames } from "../types";
const arrayOf12 = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11] as const;
export const lightColors = Object.fromEntries(
scaleNames.map((scaleName) => [
scaleName,
Object.values(RadixColors[`${scaleName}P3`]).map((str) =>
new Color(str).to("oklch")
),
])
) as Record<typeof scaleNames[number], ArrayOf12<Color>>;
const darkColors = Object.fromEntries(
scaleNames.map((scaleName) => [
scaleName,
Object.values(RadixColors[`${scaleName}DarkP3`]).map((str) =>
new Color(str).to("oklch")
),
])
) as Record<typeof scaleNames[number], ArrayOf12<Color>>;
const lightGrayColors = Object.fromEntries(
grayScaleNames.map((scaleName) => [
scaleName,
Object.values(RadixColors[`${scaleName}P3`]).map((str) =>
new Color(str).to("oklch")
),
])
) as Record<typeof grayScaleNames[number], ArrayOf12<Color>>;
const darkGrayColors = Object.fromEntries(
grayScaleNames.map((scaleName) => [
scaleName,
Object.values(RadixColors[`${scaleName}DarkP3`]).map((str) =>
new Color(str).to("oklch")
),
])
) as Record<typeof grayScaleNames[number], ArrayOf12<Color>>;
export const generateRadixColors = ({
appearance,
...args
}: {
appearance: "light" | "dark";
accent: string;
gray: string;
background: string;
}) => {
const allScales = appearance === "light" ? lightColors : darkColors;
const grayScales = appearance === "light" ? lightGrayColors : darkGrayColors;
const backgroundColor = new Color(args.background).to("oklch");
const grayBaseColor = new Color(args.gray).to("oklch");
const grayScaleColors = getScaleFromColor(
grayBaseColor,
grayScales,
backgroundColor
);
const accentBaseColor = new Color(args.accent).to("oklch");
let accentScaleColors = getScaleFromColor(
accentBaseColor,
allScales,
backgroundColor
);
// Enforce srgb for the background color
const backgroundHex = backgroundColor.to("srgb").toString({ format: "hex" });
// Make sure we use the tint from the gray scale for when base is pure white or black
const accentBaseHex = accentBaseColor.to("srgb").toString({ format: "hex" });
if (accentBaseHex === "#000" || accentBaseHex === "#fff") {
accentScaleColors = grayScaleColors.map((color) =>
color.clone()
) as ArrayOf12<Color>;
}
const [accent9Color, accentContrastColor] = getStep9Colors(
accentScaleColors,
accentBaseColor
);
accentScaleColors[8] = accent9Color;
accentScaleColors[9] = getButtonHoverColor(accent9Color, [accentScaleColors]);
// Limit saturation of the text colors
accentScaleColors[10].coords[1] = Math.min(
Math.max(accentScaleColors[8].coords[1], accentScaleColors[7].coords[1]),
accentScaleColors[10].coords[1]
);
accentScaleColors[11].coords[1] = Math.min(
Math.max(accentScaleColors[8].coords[1], accentScaleColors[7].coords[1]),
accentScaleColors[11].coords[1]
);
const accentScaleHex = accentScaleColors.map((color) =>
color.to("srgb").toString({ format: "hex" })
) as ArrayOf12<string>;
const accentScaleWideGamut = accentScaleColors.map(
toOklchString
) as ArrayOf12<string>;
const accentScaleAlphaHex = accentScaleHex.map((color) =>
getAlphaColorSrgb(color, backgroundHex)
) as ArrayOf12<string>;
const accentScaleAlphaWideGamutString = accentScaleHex.map((color) =>
getAlphaColorP3(color, backgroundHex)
) as ArrayOf12<string>;
const accentContrastColorHex = accentContrastColor
.to("srgb")
.toString({ format: "hex" });
const grayScaleHex = grayScaleColors.map((color) =>
color.to("srgb").toString({ format: "hex" })
) as ArrayOf12<string>;
const grayScaleWideGamut = grayScaleColors.map(
toOklchString
) as ArrayOf12<string>;
const grayScaleAlphaHex = grayScaleHex.map((color) =>
getAlphaColorSrgb(color, backgroundHex)
) as ArrayOf12<string>;
const grayScaleAlphaWideGamutString = grayScaleHex.map((color) =>
getAlphaColorP3(color, backgroundHex)
) as ArrayOf12<string>;
const accentSurfaceHex =
appearance === "light"
? getAlphaColorSrgb(accentScaleHex[1], backgroundHex, 0.8)
: getAlphaColorSrgb(accentScaleHex[1], backgroundHex, 0.5);
const accentSurfaceWideGamutString =
appearance === "light"
? getAlphaColorP3(accentScaleWideGamut[1], backgroundHex, 0.8)
: getAlphaColorP3(accentScaleWideGamut[1], backgroundHex, 0.5);
return {
accentScale: accentScaleHex,
accentScaleAlpha: accentScaleAlphaHex,
accentScaleWideGamut: accentScaleWideGamut,
accentScaleAlphaWideGamut: accentScaleAlphaWideGamutString,
accentContrast: accentContrastColorHex,
grayScale: grayScaleHex,
grayScaleAlpha: grayScaleAlphaHex,
grayScaleWideGamut: grayScaleWideGamut,
grayScaleAlphaWideGamut: grayScaleAlphaWideGamutString,
graySurface: appearance === "light" ? "#ffffffcc" : "rgba(0, 0, 0, 0.05)",
graySurfaceWideGamut:
appearance === "light"
? "color(display-p3 1 1 1 / 80%)"
: "color(display-p3 0 0 0 / 5%)",
accentSurface: accentSurfaceHex,
accentSurfaceWideGamut: accentSurfaceWideGamutString,
background: backgroundHex,
};
};
function getStep9Colors(
scale: ArrayOf12<Color>,
accentBaseColor: Color
): [Color, Color] {
const referenceBackgroundColor = scale[0];
const distance = accentBaseColor.deltaEOK(referenceBackgroundColor) * 100;
// If the accent base color is close to the page background color, it's likely
// white on white or black on black, so we want to return something that makes sense instead
if (distance < 25) {
return [scale[8], getTextColor(scale[8])];
}
return [accentBaseColor, getTextColor(accentBaseColor)];
}
function getButtonHoverColor(source: Color, scales: ArrayOf12<Color>[]) {
const [L, C, H] = source.coords;
const newL = L > 0.4 ? L - 0.03 / (L + 0.1) : L + 0.03 / (L + 0.1);
const newC = L > 0.4 && !isNaN(H) ? C * 0.93 + 0 : C;
const buttonHoverColor = new Color("oklch", [newL, newC, H]);
// Find closest in-scale color to donate the chroma and hue.
// Especially useful when the source color is pure white or black,
// but the gray scale is tinted.
let closestColor = buttonHoverColor;
let minDistance = Infinity;
scales.forEach((scale) => {
for (const color of scale) {
const distance = buttonHoverColor.deltaEOK(color);
if (distance < minDistance) {
minDistance = distance;
closestColor = color;
}
}
});
buttonHoverColor.coords[1] = closestColor.coords[1];
buttonHoverColor.coords[2] = closestColor.coords[2];
return buttonHoverColor;
}
function getScaleFromColor(
source: Color,
scales: Record<string, ArrayOf12<Color>>,
backgroundColor: Color
) {
const allColors: { scale: string; color: Color; distance: number }[] = [];
Object.entries(scales).forEach(([name, scale]) => {
for (const color of scale) {
const distance = source.deltaEOK(color);
allColors.push({ scale: name, distance, color });
}
});
allColors.sort((a, b) => a.distance - b.distance);
// Remove non-unique scales
const closestColors = allColors.filter(
(color, i, arr) =>
i === arr.findIndex((value) => value.scale === color.scale)
);
// If the next two closest colors are both grays, remove the second one until it’s not a gray anymore.
// This is because up next we will be comparing how close the two closest colors are to the source color,
// and since the grays are all extremely close to each other, we won’t get any useful data from the second
// closest color if it’s also a gray.
const grayScaleNamesStr = grayScaleNames as readonly string[];
const allAreGrays = closestColors.every((color) =>
grayScaleNamesStr.includes(color.scale)
);
if (!allAreGrays && grayScaleNamesStr.includes(closestColors[0].scale)) {
while (grayScaleNamesStr.includes(closestColors[1].scale)) {
closestColors.splice(1, 1);
}
}
const colorA = closestColors[0];
const colorB = closestColors[1];
// Light trigonometry ahead.
//
// We want to determine the color that is the closest to the source color. Sometimes it makes sense
// to proportionally mix the two closest colors together, but sometimes it is not useful at all.
// Color coords are spatial in 3D, however we can treat the data we have as a 2D projection that is good enough.
//
// Case 1:
// If the distances between the source color, the 1st closest color (A) and the 2nd closest color (B) form
// a triangle where NEITHER angle A nor B are larger than 90 degrees, then we want to mix the 1st and the 2nd
// closest colors in the same proportion as distances AD and BD are to each other. Mixing the two would result
// in a color that would be closer to the source color than either of the two original closest colors.
// Example: source color is a desaturated blue, which is between "indigo" and "slate" scales.
//
// C ← Source color
// /|⟍
// / | ⟍
// b / | ⟍ a
// / | ⟍
// / | ⟍
// A --- D -------- B
// ↑
// The color we want to use as the base, which is a mix of A and B.
//
// Case 2:
// If the distances between the source color, the 1st closest color (A) and the 2nd closest color (B) form
// a triangle where EITHER angle A or B are larger than 90 degrees, then we don’t care about point B because it’s
// directionally the same as A, as mixing A and B can’t provide us with a color that is any closer to the source.
// Example: source color is a saturated blue, with "blue" being the closest scale, and "indigo" just being further.
//
// C ← Source color
// \⟍
// \ ⟍
// \ ⟍ a
// b \ ⟍
// \ ⟍
// A ------- B
// ↑
// The color we want to use as the base, which is not influenced by B.
// We’ll need all the lengths of the triangle sides, named after the angles they look at:
const a = colorB.distance;
const b = colorA.distance;
const c = colorA.color.deltaEOK(colorB.color);
// We can get the ratios of AD to BD lengths with trigonometry using tangents,
// as the ratio of the tangents of the opposite angles will match.
const cosA = (b ** 2 + c ** 2 - a ** 2) / (2 * b * c);
const radA = Math.acos(cosA);
const sinA = Math.sin(radA);
const cosB = (a ** 2 + c ** 2 - b ** 2) / (2 * a * c);
const radB = Math.acos(cosB);
const sinB = Math.sin(radB);
// Tangent of angle C in the ACD triangle
const tanC1 = cosA / sinA;
// Tangent of angle C in the BCD triangle
const tanC2 = cosB / sinB;
// The ratio of the tangents corresponds to the ratio of the distances AD to BD
// In the end, it means how much of scale B we want to mix into scale A.
// If it’s "0" or less, this is an obtuse triangle from case 2, and we use just scale A.
const ratio = Math.max(0, tanC1 / tanC2) * 0.5;
// The base scale is going to be a mix of the two closest scales, with the mix ratio we determined before
const scaleA = scales[colorA.scale];
const scaleB = scales[colorB.scale];
const scale = arrayOf12.map((i) =>
new Color(Color.mix(scaleA[i], scaleB[i], ratio)).to("oklch")
) as ArrayOf12<Color>;
// Get the closest color from the pre-mixed scale we created
const baseColor = scale
.slice()
.sort((a, b) => source.deltaEOK(a) - source.deltaEOK(b))[0];
// Note the chroma difference between the source color and the base color
const ratioC = source.coords[1] / baseColor.coords[1];
// Modify hue and chroma of the scale to match the source color
scale.forEach((color) => {
color.coords[1] = Math.min(
source.coords[1] * 1.5,
color.coords[1] * ratioC
);
color.coords[2] = source.coords[2];
});
// Light mode
if (scale[0].coords[0] > 0.5) {
const lightnessScale = scale.map(({ coords }) => coords[0]);
const backgroundL = Math.max(0, Math.min(1, backgroundColor.coords[0]));
const newLightnessScale = transposeProgressionStart(
backgroundL,
// Add white as the first "step" of the light scale
[1, ...lightnessScale],
lightModeEasing
);
// Remove the step we added
newLightnessScale.shift();
newLightnessScale.forEach((lightness, i) => {
scale[i].coords[0] = lightness;
});
return scale;
}
// Dark mode
const ease: typeof darkModeEasing = [...darkModeEasing];
const referenceBackgroundColorL = scale[0].coords[0];
const backgroundColorL = Math.max(0, Math.min(1, backgroundColor.coords[0]));
// If background is lighter than step 0, we want to gradually change the easing to linear
const ratioL = backgroundColorL / referenceBackgroundColorL;
if (ratioL > 1) {
const maxRatio = 1.5;
for (let i = 0; i < ease.length; i++) {
const metaRatio = (ratioL - 1) * (maxRatio / (maxRatio - 1));
ease[i] = ratioL > maxRatio ? 0 : Math.max(0, ease[i] * (1 - metaRatio));
}
}
const lightnessScale = scale.map(({ coords }) => coords[0]);
const backgroundL = backgroundColor.coords[0];
const newLightnessScale = transposeProgressionStart(
backgroundL,
lightnessScale,
ease
);
newLightnessScale.forEach((lightness, i) => {
scale[i].coords[0] = lightness;
});
return scale;
}
function getTextColor(background: Color) {
const white = new Color("oklch", [1, 0, 0]);
if (Math.abs(white.contrastAPCA(background)) < 40) {
const [L, C, H] = background.coords;
return new Color("oklch", [0.25, Math.max(0.08 * C, 0.04), H]);
}
return white;
}
// target = background * (1 - alpha) + foreground * alpha
// alpha = (target - background) / (foreground - background)
// Expects 0-1 numbers for the RGB channels
function getAlphaColor(
targetRgb: number[],
backgroundRgb: number[],
rgbPrecision: number,
alphaPrecision: number,
targetAlpha?: number
) {
const [tr, tg, tb] = targetRgb.map((c) => Math.round(c * rgbPrecision));
const [br, bg, bb] = backgroundRgb.map((c) => Math.round(c * rgbPrecision));
if (
tr === undefined ||
tg === undefined ||
tb === undefined ||
br === undefined ||
bg === undefined ||
bb === undefined
) {
throw Error("Color is undefined");
}
// Is the background color lighter, RGB-wise, than target color?
// Decide whether we want to add as little color or as much color as possible,
// darkening or lightening the background respectively.
// If at least one of the bits of the target RGB value
// is lighter than the background, we want to lighten it.
let desiredRgb = 0;
if (tr > br) {
desiredRgb = rgbPrecision;
} else if (tg > bg) {
desiredRgb = rgbPrecision;
} else if (tb > bb) {
desiredRgb = rgbPrecision;
}
const alphaR = (tr - br) / (desiredRgb - br);
const alphaG = (tg - bg) / (desiredRgb - bg);
const alphaB = (tb - bb) / (desiredRgb - bb);
const isPureGray = [alphaR, alphaG, alphaB].every(
(alpha) => alpha === alphaR
);
// No need for precision gymnastics with pure grays, and we can get cleaner output
if (!targetAlpha && isPureGray) {
// Convert back to 0-1 values
const V = desiredRgb / rgbPrecision;
return [V, V, V, alphaR] as const;
}
const clampRgb = (n: number) =>
isNaN(n) ? 0 : Math.min(rgbPrecision, Math.max(0, n));
const clampA = (n: number) =>
isNaN(n) ? 0 : Math.min(alphaPrecision, Math.max(0, n));
const maxAlpha = targetAlpha ?? Math.max(alphaR, alphaG, alphaB);
const A = clampA(Math.ceil(maxAlpha * alphaPrecision)) / alphaPrecision;
let R = clampRgb(((br * (1 - A) - tr) / A) * -1);
let G = clampRgb(((bg * (1 - A) - tg) / A) * -1);
let B = clampRgb(((bb * (1 - A) - tb) / A) * -1);
R = Math.ceil(R);
G = Math.ceil(G);
B = Math.ceil(B);
const blendedR = blendAlpha(R, A, br);
const blendedG = blendAlpha(G, A, bg);
const blendedB = blendAlpha(B, A, bb);
// Correct for rounding errors in light mode
if (desiredRgb === 0) {
if (tr <= br && tr !== blendedR) {
R = tr > blendedR ? R + 1 : R - 1;
}
if (tg <= bg && tg !== blendedG) {
G = tg > blendedG ? G + 1 : G - 1;
}
if (tb <= bb && tb !== blendedB) {
B = tb > blendedB ? B + 1 : B - 1;
}
}
// Correct for rounding errors in dark mode
if (desiredRgb === rgbPrecision) {
if (tr >= br && tr !== blendedR) {
R = tr > blendedR ? R + 1 : R - 1;
}
if (tg >= bg && tg !== blendedG) {
G = tg > blendedG ? G + 1 : G - 1;
}
if (tb >= bb && tb !== blendedB) {
B = tb > blendedB ? B + 1 : B - 1;
}
}
// Convert back to 0-1 values
R = R / rgbPrecision;
G = G / rgbPrecision;
B = B / rgbPrecision;
return [R, G, B, A] as const;
}
// Important – I empirically discovered that this rounding is how the browser actually overlays
// transparent RGB bits over each other. It does NOT round the whole result altogether.
function blendAlpha(
foreground: number,
alpha: number,
background: number,
round = true
) {
if (round) {
return (
Math.round(background * (1 - alpha)) + Math.round(foreground * alpha)
);
}
return background * (1 - alpha) + foreground * alpha;
}
function getAlphaColorSrgb(
targetColor: string,
backgroundColor: string,
targetAlpha?: number
) {
const [r, g, b, a] = getAlphaColor(
new Color(targetColor).to("srgb").coords,
new Color(backgroundColor).to("srgb").coords,
255,
255,
targetAlpha
);
return formatHex(new Color("srgb", [r, g, b], a).toString({ format: "hex" }));
}
function getAlphaColorP3(
targetColor: string,
backgroundColor: string,
targetAlpha?: number
) {
const [r, g, b, a] = getAlphaColor(
new Color(targetColor).to("p3").coords,
new Color(backgroundColor).to("p3").coords,
// Not sure why, but the resulting P3 alpha colors are blended in the browser most precisely when
// rounded to 255 integers too. Is the browser using 0-255 rather than 0-1 under the hood for P3 too?
255,
1000,
targetAlpha
);
return (
new Color("p3", [r, g, b], a)
.toString({ precision: 4 })
// Important: in non-browser environments colorjs.io outputs a different format for some reason
.replace("color(p3 ", "color(display-p3 ")
);
}
// Format shortform hex to longform
function formatHex(str: string) {
if (!str.startsWith("#")) {
return str;
}
if (str.length === 4) {
const hash = str.charAt(0);
const r = str.charAt(1);
const g = str.charAt(2);
const b = str.charAt(3);
return hash + r + r + g + g + b + b;
}
if (str.length === 5) {
const hash = str.charAt(0);
const r = str.charAt(1);
const g = str.charAt(2);
const b = str.charAt(3);
const a = str.charAt(4);
return hash + r + r + g + g + b + b + a + a;
}
return str;
}
const darkModeEasing = [1, 0, 1, 0] as [number, number, number, number];
const lightModeEasing = [0, 2, 0, 2] as [number, number, number, number];
function transposeProgressionStart(
to: number,
arr: number[],
curve: [number, number, number, number]
) {
return arr.map((n, i, arr) => {
const lastIndex = arr.length - 1;
const diff = arr[0] - to;
const fn = BezierEasing(...curve);
return n - diff * fn(1 - i / lastIndex);
});
}
function transposeProgressionEnd(
to: number,
arr: number[],
curve: [number, number, number, number]
) {
return arr.map((n, i, arr) => {
const lastIndex = arr.length - 1;
const diff = arr[lastIndex] - to;
const fn = BezierEasing(...curve);
return n - diff * fn(i / lastIndex);
});
}
// Convert to OKLCH string with percentage for the lightness channel
// https://github.com/radix-ui/themes/issues/420
function toOklchString(color: Color) {
const L = +(color.coords[0] * 100).toFixed(1);
return color
.to("oklch")
.toString({ precision: 4 })
.replace(/(\S+)(.+)/, `oklch(${L}%$2`);
}