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radix-theme-generator

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A utility for generating themes for the Radix Themes UI library

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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`); }