@cube-dev/ui-kit 0.206.3 → 0.208.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (858) hide show
  1. package/dist/CHANGELOG.md +18 -0
  2. package/dist/_internal/hooks/use-debounced-value.js +1 -1
  3. package/dist/_internal/hooks/use-deprecation-warning.js +1 -1
  4. package/dist/_internal/hooks/use-event.js +1 -1
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  11. package/dist/components/Block.js +1 -1
  12. package/dist/components/CollectionItem.d.ts +0 -2
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  25. package/dist/components/actions/Button/Button.d.ts +10 -1
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@@ -0,0 +1,550 @@
1
+ ---
2
+ title: Shadows and glows
3
+ description: Translucent overlays that land an exact tone step on any surface with room for it, in every scheme.
4
+ ---
5
+
6
+ import Example from '../docs-site/components/Example.astro';
7
+ import StepCompare from '../docs-site/components/shadows-and-glows/StepCompare.tsx';
8
+ import ObjectInfluence from '../docs-site/components/shadows-and-glows/ObjectInfluence.tsx';
9
+ import StateLayers from '../docs-site/components/shadows-and-glows/StateLayers.tsx';
10
+ import CardShadows from '../docs-site/components/shadows-and-glows/CardShadows.tsx';
11
+ import ElevationLadder from '../docs-site/components/shadows-and-glows/ElevationLadder.tsx';
12
+ import TintedPigment from '../docs-site/components/shadows-and-glows/TintedPigment.tsx';
13
+ import Unreachable from '../docs-site/components/shadows-and-glows/Unreachable.tsx';
14
+
15
+ export const stateTheme = {
16
+ hue: 280,
17
+ saturation: 80,
18
+ colors: {
19
+ surface: { tone: 100, saturation: 0.1 },
20
+ 'surface-hover': { type: 'shadow', bg: 'surface', intensity: 4 },
21
+ 'surface-pressed': { type: 'shadow', bg: 'surface', intensity: [8, 12] },
22
+ 'accent-surface': { tone: 52, mode: 'fixed' },
23
+ 'accent-surface-hover': { type: 'shadow', bg: 'accent-surface', intensity: 4 },
24
+ 'accent-surface-pressed': { type: 'shadow', bg: 'accent-surface', intensity: [8, 12] },
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+ 'accent-surface-highlight': { type: 'glow', bg: 'accent-surface', intensity: 5 },
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+ 'inverse-surface': { tone: 18, saturation: 0.2, mode: 'fixed' },
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+ 'inverse-surface-hover': { type: 'glow', bg: 'inverse-surface', intensity: 4 },
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+ 'inverse-surface-pressed': { type: 'glow', bg: 'inverse-surface', intensity: [8, 12] },
29
+ },
30
+ };
31
+
32
+ export const cardTheme = {
33
+ hue: 280,
34
+ saturation: 80,
35
+ colors: {
36
+ surface: { tone: 100, saturation: 0.1 },
37
+ card: { base: 'surface', tone: '-3', saturation: 0.15 },
38
+ 'shadow-sm': { type: 'shadow', bg: 'surface', fg: 'card', intensity: 3 },
39
+ 'shadow-md': { type: 'shadow', bg: 'surface', fg: 'card', intensity: [6, 9] },
40
+ 'shadow-lg': { type: 'shadow', bg: 'surface', fg: 'card', intensity: [9, 14] },
41
+ },
42
+ };
43
+
44
+ export const elevationTheme = {
45
+ hue: 280,
46
+ saturation: 80,
47
+ colors: {
48
+ surface: { tone: 92, saturation: 0.1 },
49
+ 'elevation-1': { type: 'glow', bg: 'surface', intensity: 3 },
50
+ 'elevation-2': { type: 'glow', bg: 'surface', intensity: 5 },
51
+ 'elevation-3': { type: 'glow', bg: 'surface', intensity: 7 },
52
+ },
53
+ };
54
+
55
+ `shadow` and `glow` are translucent overlays. Each emits a pigment (black for a
56
+ shadow, white for a glow) with an opacity Glaze solves so that, once the
57
+ browser composites it over `bg`, the surface lands **exactly `intensity`
58
+ tones** darker (`shadow`) or lighter (`glow`), scaled by the object when you
59
+ name one. The step is the same on every surface and in every scheme where the
60
+ surface has room for it: light, mid, dark, and chromatic.
61
+
62
+ ```ts
63
+ import { glaze } from '@tenphi/glaze';
64
+
65
+ const theme = glaze(280, 80);
66
+
67
+ theme.colors({
68
+ surface: { tone: 97 },
69
+ card: { tone: 100 },
70
+ accent: { tone: 45 },
71
+
72
+ // Object-aware drop shadow: `fg` is the element casting it.
73
+ 'card-shadow': {
74
+ type: 'shadow',
75
+ bg: 'surface',
76
+ fg: 'card',
77
+ intensity: 8,
78
+ },
79
+
80
+ // No `fg`: an exact shade, for state layers and scrims.
81
+ 'surface-hover': { type: 'shadow', bg: 'surface', intensity: 5 },
82
+ 'accent-pressed': { type: 'shadow', bg: 'accent', intensity: [8, 14] },
83
+
84
+ // The mirror: dark-mode elevation, edge highlights, lightening states.
85
+ 'accent-highlight': { type: 'glow', bg: 'accent', intensity: 4 },
86
+ });
87
+ ```
88
+
89
+ This sample resolves without warnings. In dark high contrast the `auto`
90
+ surface sits at tone 3, so `card-shadow` and `surface-hover` can't darken it by
91
+ their full step and pin to black there. Light high contrast has room for both,
92
+ so Glaze doesn't warn. See [Unreachable steps](#unreachable-steps).
93
+
94
+ Every field is listed in
95
+ [Color definitions](./reference/color-definitions.md#shadowcolordef--glowcolordef);
96
+ this page explains how the overlays behave.
97
+
98
+ ## The same step on every surface
99
+
100
+ `intensity` is a step on tone, the WCAG-shaped axis Glaze uses everywhere
101
+ (see [Tone and OKHST](./okhst.mdx)). For neutrals a tone step is a fixed WCAG
102
+ ratio, so 6 tones is about 1.20:1 wherever it lands, and the same number reads
103
+ the same on any surface. APCA cannot express steps this small, so overlays
104
+ are always measured in tone.
105
+
106
+ A fixed opacity cannot do this. Below, each surface carries a `shadow` with
107
+ `intensity: 6` (top patch) and a black layer at a fixed 8% (bottom patch); the
108
+ big number is the tone step each one actually paints.
109
+
110
+ <StepCompare
111
+ kind="shadow"
112
+ tones={[100, 70, 50, 25, 12]}
113
+ accentTone={50}
114
+ intensity={6}
115
+ fixedAlpha={0.08}
116
+ caption="Neutral surfaces at the listed tones, plus a hue-280 accent at tone 50. Top: shadow, intensity 6. Bottom: black at a fixed 8%. Big numbers are the measured tone step of the composite against its surface."
117
+ />
118
+
119
+ The solved shadow lands 6.0 tones everywhere, at an opacity that climbs as the
120
+ surface darkens. The fixed layer darkens white by almost 6 tones and a tone-12
121
+ surface by little more than one. Glows mirror this:
122
+
123
+ <StepCompare
124
+ kind="glow"
125
+ tones={[70, 50, 25, 12, 0]}
126
+ accentTone={50}
127
+ intensity={6}
128
+ fixedAlpha={0.08}
129
+ caption="Top: glow, intensity 6. Bottom: white at a fixed 8%. The fixed layer lifts every surface by a different amount; the solved glow lifts each one 6 tones."
130
+ />
131
+
132
+ ## How the opacity is solved
133
+
134
+ Browsers composite `source-over` on gamma-encoded sRGB: 50% black over white
135
+ paints `#808080`, not the `#bcbcbc` that mixing linear light would give. Glaze
136
+ models exactly that. The composite's luminance changes monotonically with
137
+ opacity, so a bisection finds the opacity that lands the step, on chromatic
138
+ surfaces too.
139
+
140
+ The required opacity depends heavily on the surface. A 6-tone shadow needs
141
+ α 0.081 on white, 0.107 on a tone-50 surface, and 0.477 on a tone-10 surface.
142
+
143
+ There is no opacity cap: when the step is reachable, it is exact. For a
144
+ lighter overlay, lower `intensity`.
145
+
146
+ The output is the pigment with its solved alpha. Shadows and glows appear in
147
+ every output method (`tokens()`, `tasty()`, `css()`, `json()`, and the rest)
148
+ alongside regular colors. The default pigment is neutral, so the values stay
149
+ clean:
150
+
151
+ ```text
152
+ rgb(0 0 0 / 0.0814) shadow, 6 tones on white
153
+ oklch(1 0 0 / 0.0953) glow, 6 tones on a tone-50 surface
154
+ ```
155
+
156
+ The alpha is only meaningful over the surface it was solved for. Paint the
157
+ token on top of `bg` (as a `box-shadow` color, a state-layer background, or a
158
+ pseudo-element over the surface).
159
+
160
+ ## Direction is fixed per type
161
+
162
+ A `shadow` darkens in light **and** dark schemes; a `glow` lightens in both.
163
+ Neither flips when the scheme does. Pick the type for the effect you want in
164
+ each scheme: for example, `shadow` for light-mode cards and `glow` for
165
+ dark-mode elevation. When one component needs a darkening layer in light mode
166
+ and a lightening one in dark mode, emit both tokens and wire each in the
167
+ scheme it belongs to. Both still resolve in all four schemes, so each one warns
168
+ where its surface has no room in your light or dark scheme, even if you don't
169
+ use it there ([Unreachable steps](#unreachable-steps)).
170
+
171
+ `bg` and `fg` are read per scheme, so the solved opacity adapts on its own as
172
+ the surface moves in dark and high contrast. See
173
+ [Light, dark, and high contrast](./schemes.mdx) for how surfaces move between
174
+ schemes.
175
+
176
+ ## Object influence
177
+
178
+ `fg` is the object casting the shadow or emitting the glow, such as the card.
179
+ It scales the step the way bounce light does. With `fg`, the step is
180
+ `intensity × k`:
181
+
182
+ ```text
183
+ k = max(0, 1 + β · d · (t_bg − t_fg) / 100)
184
+ ```
185
+
186
+ `t_bg` and `t_fg` are the tones of the surface and the object, `d` is `+1` for
187
+ a `shadow` and `−1` for a `glow`, and `β` is `tuning.objectInfluence` (`0.5`
188
+ by default).
189
+
190
+ - An object at the surface's own tone gives exactly `intensity`, and so does
191
+ omitting `fg`.
192
+ - A darker object deepens its shadow; a lighter one softens it.
193
+ - For a glow it is the other way round: a lighter object glows stronger.
194
+ - `k` never drops below 0 and tops out at `1 + β` (a black object casting a
195
+ shadow on a white surface). `objectInfluence: 0` removes `fg`'s effect on
196
+ the step (`k = 1`); `fg` still feeds [`hueBleed`](#tinted-pigment).
197
+
198
+ Each card below casts a hard-edged `shadow` (offset, no blur) or emits a solid
199
+ `glow` ring, both with `intensity: 8` and `fg` pointed at the card:
200
+
201
+ <ObjectInfluence
202
+ intensity={8}
203
+ scenes={[
204
+ {
205
+ tone: 97,
206
+ label: 'Light surface · tone 97',
207
+ kinds: ['shadow'],
208
+ objects: [
209
+ { label: 'white card', tone: 100 },
210
+ { label: 'accent', tone: 45, chromatic: true },
211
+ { label: 'near-black', tone: 8 },
212
+ ],
213
+ },
214
+ {
215
+ tone: 12,
216
+ label: 'Dark surface · tone 12',
217
+ kinds: ['shadow', 'glow'],
218
+ objects: [
219
+ { label: 'raised card', tone: 20 },
220
+ { label: 'accent', tone: 55, chromatic: true },
221
+ ],
222
+ },
223
+ ]}
224
+ caption="Each label gives the object's tone, its factor k, and the step the composite lands (intensity 8, default β)."
225
+ />
226
+
227
+ The same numbers as a table:
228
+
229
+ | Surface | Object | `k` (`shadow`) | `shadow` step | `glow` step |
230
+ | --- | --- | --- | --- | --- |
231
+ | light 97 | white card 100 | 0.985 | 7.9 | — |
232
+ | light 97 | accent 45 | 1.26 | 10.1 | — |
233
+ | light 97 | near-black 8 | 1.445 | 11.6 | — |
234
+ | dark 12 | raised card 20 | 0.96 | 7.7 | 8.3 |
235
+ | dark 12 | accent 55 | 0.785 | 6.3 | 9.7 |
236
+
237
+ Point `fg` at the element that casts the shadow, never at text: `fg` is the
238
+ object, not a contrast reference. Like `bg`, it must not be another shadow or
239
+ glow.
240
+
241
+ ## State layers
242
+
243
+ Without `fg`, a shadow or glow is an exact shade or tint of its surface: the
244
+ right tool for hover and pressed states, which need the same visible change on
245
+ every fill.
246
+
247
+ <Example {...stateTheme} visual="none" />
248
+
249
+ <StateLayers
250
+ {...stateTheme}
251
+ rows={[
252
+ {
253
+ fill: 'surface',
254
+ label: 'Neutral fill',
255
+ layers: [
256
+ { name: 'surface-hover', label: 'Hover' },
257
+ { name: 'surface-pressed', label: 'Pressed' },
258
+ ],
259
+ },
260
+ {
261
+ fill: 'accent-surface',
262
+ label: 'Accent fill',
263
+ layers: [
264
+ { name: 'accent-surface-hover', label: 'Hover' },
265
+ { name: 'accent-surface-pressed', label: 'Pressed' },
266
+ { name: 'accent-surface-highlight', label: 'Highlight' },
267
+ ],
268
+ },
269
+ {
270
+ fill: 'inverse-surface',
271
+ label: 'Dark fill',
272
+ layers: [
273
+ { name: 'inverse-surface-hover', label: 'Hover' },
274
+ { name: 'inverse-surface-pressed', label: 'Pressed' },
275
+ ],
276
+ },
277
+ ]}
278
+ caption="Rest, hover, and pressed on three fills in your current scheme. Each number is the measured step of the layer over its fill."
279
+ />
280
+
281
+ The accent fill uses `mode: 'fixed'`, so it stays a mid tone in every scheme
282
+ and its layers land the same steps everywhere. The dark fill uses glows, so
283
+ its states lighten it. The neutral `surface` follows the scheme: in dark high
284
+ contrast it becomes black, and a shadow has nothing left to darken, so
285
+ `surface-hover` and `surface-pressed` stay fully transparent (the figure shows
286
+ what they reached). They fit light high contrast, so they don't warn; see
287
+ [Unreachable steps](#unreachable-steps). A glow on this surface fails the other
288
+ way: it can't lighten the white surface of the light schemes, and warns in
289
+ light. No overlay fits a surface that spans the whole
290
+ tone range. For a state that darkens in light schemes and lightens in dark
291
+ ones, use a regular color relative to the surface, such as
292
+ `{ base: 'surface', tone: '-4' }`, which flips with the scheme.
293
+
294
+ ## Card drop shadows
295
+
296
+ For elevation in light schemes, define one shadow ladder with `bg` on the page
297
+ and `fg` on the card. Equal intensity steps read as evenly spaced on every
298
+ surface. Use [high-contrast pairs](#high-contrast) for shadows that should
299
+ deepen in high contrast.
300
+
301
+ <Example {...cardTheme} visual="none" />
302
+
303
+ <CardShadows
304
+ {...cardTheme}
305
+ page="surface"
306
+ card="card"
307
+ cards={[
308
+ { shadow: 'shadow-sm', geometry: '0 0.0625rem 0.25rem 0' },
309
+ { shadow: 'shadow-md', geometry: '0 0.375rem 1rem -0.125rem' },
310
+ { shadow: 'shadow-lg', geometry: '0 1rem 2.5rem -0.5rem' },
311
+ ]}
312
+ caption="Each card's box-shadow is colored by its token in your current scheme. The step is what the shadow lands where it is fully opaque."
313
+ />
314
+
315
+ A blurred `box-shadow` fades out from the token's color, so the step is the
316
+ darkest the shadow gets, right at the card's edge. In dark schemes the page
317
+ sits near black and a dark card shadow has little room: the solved opacity
318
+ climbs, and in dark high contrast the page is black, so all three shadows
319
+ stay fully transparent and warn. For elevation in dark schemes, use glows on a
320
+ surface with room in every scheme, as in the next section.
321
+
322
+ ## Dark-mode elevation
323
+
324
+ Glows are the mirror for dark-mode elevation and edge highlights: each level
325
+ lifts the surface a fixed number of tones. A glow resolves in all four
326
+ schemes, so it needs room above its surface in each of them. This ladder
327
+ sits on a light-gray surface, so the same tokens also lift cards toward white
328
+ in the light scheme.
329
+
330
+ <Example {...elevationTheme} visual="none" />
331
+
332
+ <ElevationLadder
333
+ {...elevationTheme}
334
+ surface="surface"
335
+ levels={['elevation-1', 'elevation-2', 'elevation-3']}
336
+ schemes={['dark', 'light']}
337
+ caption="The same three glows in the dark and light schemes. On the dark surface a few percent of white lifts it 3, 5, and 7 tones; on the light surface the same steps take far more opacity."
338
+ />
339
+
340
+ A glow on a white light-mode surface has nothing to lighten in SDR, so Glaze
341
+ warns, even if you only use the token in dark mode. On a tone-100 surface it
342
+ leaves the glow transparent. A white written as `'#ffffff'` parses a hair
343
+ below tone 100, so its glow pins to opaque white instead, which paints the
344
+ same over it. Give glows a surface with room in every scheme, like the
345
+ tone-92 surface here.
346
+
347
+ ## Tinted pigment
348
+
349
+ The pigment is pure black or pure white by default, so the surface keeps its
350
+ own hue under the overlay and the output stays neutral. A pigment tinted in
351
+ the surface's hue ([Josh Comeau's shadow advice](https://www.joshwcomeau.com/css/designing-shadows))
352
+ is opt-in through tuning:
353
+
354
+ - **`reach`** sets where the pigment sits: the fraction of the way from the
355
+ surface's tone to black (shadow) or white (glow). `1` is pure black or
356
+ white, the most reach; lower values let a tint show at the cost of reach.
357
+ - **`tint`** is the pigment's saturation, in the surface's hue. It shows only
358
+ with `reach` below 1, since pure black and white have no hue. A neutral
359
+ surface has no hue to give, so there the tint takes the object's hue when
360
+ `hueBleed` is above 0, and the pigment stays neutral otherwise.
361
+ - **`hueBleed`** pulls the pigment's hue from the surface's hue toward the
362
+ object's (`fg`). It needs `fg`, a `tint`, and `reach` below 1 to show.
363
+ - **`objectInfluence`** is the `β` in [object influence](#object-influence).
364
+
365
+ ```ts
366
+ theme.colors({
367
+ 'shadow-tinted': {
368
+ type: 'shadow',
369
+ bg: 'surface',
370
+ intensity: 8,
371
+ tuning: { tint: 0.3, reach: 0.85 },
372
+ },
373
+ });
374
+
375
+ glaze.configure({
376
+ shadowTuning: { objectInfluence: 0.4 },
377
+ glowTuning: { objectInfluence: 0.6 },
378
+ });
379
+ ```
380
+
381
+ `shadowTuning` and `glowTuning` set the tuning globally (or per theme or token
382
+ through the config override); a per-color `tuning` merges over them field by
383
+ field. Both take these `LightingTuning` fields; defaults are in
384
+ [Color definitions](./reference/color-definitions.md#lightingtuning) and
385
+ [Configuration](./reference/configuration.md#glazeconfig).
386
+
387
+ <TintedPigment
388
+ hue={60}
389
+ saturation={70}
390
+ surfaceSaturation={0.3}
391
+ tones={[97, 50, 12]}
392
+ intensity={8}
393
+ object={{ hue: 200, tone: 50 }}
394
+ columns={[
395
+ { label: 'neutral (default)', tuning: {} },
396
+ { label: 'tint 0.3 · reach 0.85', tuning: { tint: 0.3, reach: 0.85 } },
397
+ {
398
+ label: '+ hueBleed 0.6',
399
+ tuning: { tint: 0.3, reach: 0.85, hueBleed: 0.6, objectInfluence: 0 },
400
+ withObject: true,
401
+ },
402
+ ]}
403
+ caption="An 8-tone shadow on warm surfaces. The dot is the pigment at full opacity. The hueBleed column points fg at a hue-200 object and sets objectInfluence to 0, so only the hue changes."
404
+ />
405
+
406
+ The step is exact in every column. On light and mid surfaces a tint barely
407
+ changes the composite; on dark surfaces it costs reach and opacity. On the
408
+ figure's tone-12 surface, black reaches about 12 tones and needs α 0.545 for
409
+ the 8-tone shadow; the `tint: 0.3, reach: 0.85` pigment reaches about 10 tones
410
+ and needs α 0.706.
411
+
412
+ ## Unreachable steps
413
+
414
+ Every surface has limited room: a shadow cannot go below black, and a glow
415
+ cannot go above white. When the step is out of reach (a glow on white, a deep
416
+ shadow on near-black), Glaze pins the overlay to the pigment's strongest
417
+ composite (full opacity, or fully transparent when the pigment cannot move the
418
+ surface at all) and emits a deduplicated `console.warn`. A 6-tone glow on a
419
+ tone-100 `auto` surface logs:
420
+
421
+ ```text
422
+ glaze: glow "surface-highlight" cannot reach a 6.0-tone step in light
423
+ scheme (reached 0.0 at full strength).
424
+ Lower the intensity, move the surface away from white, or raise a
425
+ tuned-down `reach`.
426
+ ```
427
+
428
+ <Unreachable
429
+ cases={[
430
+ { kind: 'glow', tone: 100, intensity: 6 },
431
+ { kind: 'glow', tone: 97, intensity: 8 },
432
+ { kind: 'shadow', tone: 8, intensity: 12 },
433
+ ]}
434
+ caption="The big number is the step reached; asked is the step requested. A glow on white stays transparent; the other two pin to full-opacity white and black."
435
+ />
436
+
437
+ Every shadow and glow resolves in all four schemes on every resolve, whatever
438
+ `modes` you emit and wherever you use the token, so the warning fires even for
439
+ a scheme you never show. Not using a token in a scheme only keeps the pinned
440
+ value off the screen.
441
+
442
+ To fix it, lower `intensity`, or give the overlay a surface with room in
443
+ every scheme. A tuned-down `reach` also costs room; raise it back toward 1.
444
+ Otherwise, expect the warning.
445
+
446
+ ### When Glaze moves the surface
447
+
448
+ Your tone windows place the surfaces of the light and dark schemes. Two things
449
+ move them further on their own:
450
+
451
+ - **High contrast** bypasses the windows, so a page that is white in light mode
452
+ becomes black in dark high contrast. A tone-97 page sits at tone 3 there,
453
+ which leaves room for less than 3 tones.
454
+ - **A manual [contrast level](./schemes.mdx#manual-contrast-level)** widens the
455
+ windows toward the full range, and the dark page nears black faster than an
456
+ interpolated `intensity` fades. On the default windows, the dark page sits
457
+ at tone 9.25 at level 0 and about 3.15 at level 50, so `intensity: [8, 0]`
458
+ asks for 4 tones there.
459
+
460
+ No `intensity` fits every level and both high-contrast schemes, because one
461
+ high-contrast entry serves a white page in light and a black one in dark. So
462
+ in these passes the step still pins to the pigment's strongest composite, but
463
+ Glaze warns only when it is out of reach in light and dark alike: then the step
464
+ itself is too big for its surface. When the other scheme has room, the pin is
465
+ quiet. In the passes your windows place (`contrastLevel` `'auto'` or `0`, not
466
+ high contrast), every shortfall warns as above.
467
+
468
+ | Pass | A step out of reach |
469
+ | --- | --- |
470
+ | `light` / `dark`, at `'auto'` or level `0` | Pins and warns. |
471
+ | `light` / `dark` at any other level, `lightContrast` / `darkContrast` | Pins; warns only when it is out of reach in both light and dark of that pair. |
472
+
473
+ At level `100` the `light` / `dark` passes are the high-contrast ones and pair
474
+ up the same way.
475
+
476
+ On a display that can show brighter than white, a glow can also go past white:
477
+ see [HDR glows](./hdr.mdx).
478
+
479
+ ## High contrast
480
+
481
+ `intensity` accepts a `[normal, highContrast]` pair, like other numeric
482
+ fields:
483
+
484
+ ```ts
485
+ theme.colors({
486
+ 'card-shadow': {
487
+ type: 'shadow',
488
+ bg: 'surface',
489
+ fg: 'card',
490
+ intensity: [8, 14],
491
+ },
492
+ });
493
+ ```
494
+
495
+ With a manual contrast level, the pair is interpolated like every other pair.
496
+ See [high-contrast pairs and the contrast level](./reference/contrast.md#manual-contrast-level).
497
+ A step the level or high contrast puts out of reach pins quietly unless it is
498
+ out of reach in light and dark alike; see
499
+ [When Glaze moves the surface](#when-glaze-moves-the-surface).
500
+
501
+ ## Fixed opacity
502
+
503
+ For one fixed-alpha color with no opacity solve, such as a modal scrim, set
504
+ `opacity` on a regular color:
505
+
506
+ ```ts
507
+ theme.colors({
508
+ scrim: { tone: 0, saturation: 0, mode: 'static', opacity: 0.5 },
509
+ });
510
+ // scrim → 'oklch(0 0 0 / 0.5)' in every scheme
511
+ ```
512
+
513
+ `opacity` is applied after the color resolves, so its tone still adapts like
514
+ any regular color. Without `mode: 'static'`, `tone: 0` is lifted by the light
515
+ tone window and inverted into a light overlay in dark mode. A fixed alpha
516
+ gives a different step on every surface (an 8% black layer darkens white by
517
+ about 6 tones and a tone-10 surface by about 1), which is what shadows and
518
+ glows exist to avoid. For a translucent color with a contrast floor, use a
519
+ [transparent mix](./mixes.mdx#transparent-mix).
520
+
521
+ ## Outside a theme
522
+
523
+ `glaze.shadow()` and `glaze.glow()` compute an overlay without a theme. `bg`
524
+ and `fg` accept any color value Glaze parses (hex, `rgb()`, `okhsl()`, value
525
+ objects, …):
526
+
527
+ ```ts
528
+ const shade = glaze.shadow({ bg: '#ffffff', intensity: 6 });
529
+ // → { h: 0, s: 0, t: 0, alpha: 0.0814… }
530
+
531
+ glaze.format(shade, 'rgb');
532
+ // → 'rgb(0 0 0 / 0.0814)'
533
+
534
+ const lift = glaze.glow({ bg: '#1e1e22', fg: '#3a3a44', intensity: 4 });
535
+ ```
536
+
537
+ Both accept an optional `tuning` that merges over the global `shadowTuning` /
538
+ `glowTuning`.
539
+
540
+ The full input table is in
541
+ [Utilities](./reference/utilities.md#glazeshadowinput--glazeglowinput).
542
+
543
+ ## Coming from 2.x
544
+
545
+ In Glaze 2, `intensity` went through a curve in OKHSL lightness, so the same
546
+ number darkened white, mid, and dark surfaces by very different amounts, and
547
+ `fg` was a contrast reference that gave a white card on a light page almost no
548
+ shadow. 3.0 makes `intensity` an exact tone step, makes `fg` the object, and
549
+ adds `glow`. Upgrade steps are in
550
+ [3.0 — shadows and glows](./migration.md#30--shadows-and-glows).
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@cube-dev/ui-kit",
3
- "version": "0.206.3",
3
+ "version": "0.208.0",
4
4
  "type": "module",
5
5
  "description": "UIKit for Cube Projects",
6
6
  "repository": {
@@ -59,7 +59,7 @@
59
59
  "@react-types/shared": "^3.36.1",
60
60
  "@tabler/icons-react": "^3.31.0",
61
61
  "@tanstack/react-virtual": "^3.13.12",
62
- "@tenphi/glaze": "2.0.0",
62
+ "@tenphi/glaze": "3.0.1",
63
63
  "@tenphi/tasty": "3.17.1",
64
64
  "clipboard-copy": "^4.0.1",
65
65
  "clsx": "^1.1.1",
@@ -181,8 +181,8 @@
181
181
  "test-watch": "vitest",
182
182
  "prettier": "prettier --experimental-cli --check \"src/**/*.{js,jsx,ts,tsx}\" \"**/*.{md,mdx}\"",
183
183
  "prettier:fix": "prettier --experimental-cli --write \"src/**/*.{js,jsx,ts,tsx}\" \"**/*.{md,mdx}\"",
184
- "oxlint": "oxlint src",
185
- "oxlint:fix": "oxlint --fix src",
184
+ "oxlint": "oxlint src .storybook",
185
+ "oxlint:fix": "oxlint --fix src .storybook",
186
186
  "lint": "npm-run-all -p oxlint prettier",
187
187
  "fix": "npm-run-all -p oxlint:fix prettier:fix",
188
188
  "storybook": "STORYBOOK_MODE=stories storybook dev -p 6060",
@@ -1,29 +0,0 @@
1
- /** @license MIT | @cube-dev/ui-kit v0.206.3 | Cube Dev Team */
2
- import { ItemActionProvider, useItemActionContext } from "./ItemActionContext.js";
3
- import { openLink, parseTo, performClickHandler, useAction } from "./use-action.js";
4
- import { ItemAction } from "./ItemAction/ItemAction.js";
5
- import { ButtonSplitContext, useButtonSplitContext } from "./ButtonSplit/context.js";
6
- import { Button as Button$1, DEFAULT_BUTTON_STYLES } from "./Button/Button.js";
7
- import { ButtonGroup } from "./ButtonGroup/ButtonGroup.js";
8
- import { MenuContext, useMenuContext } from "./Menu/context.js";
9
- import { MenuItem } from "./Menu/MenuItem.js";
10
- import { MenuSection } from "./Menu/MenuSection.js";
11
- import "./Menu/MenuTrigger.js";
12
- import "./Menu/SubMenuTrigger.js";
13
- import "./Menu/Menu.js";
14
- import { ButtonSplit } from "./ButtonSplit/ButtonSplit.js";
15
- import { Banner, BannerAction, BannerLink } from "./Banner/Banner.js";
16
- import { Action } from "./Action/Action.js";
17
- import { ItemButton as _ItemButton } from "./ItemButton/ItemButton.js";
18
- import "./CommandMenu/CommandMenu.js";
19
- import { useAnchoredMenu } from "./use-anchored-menu.js";
20
- import { useContextMenu } from "./use-context-menu.js";
21
- //#region src/components/actions/index.ts
22
- const Button = Object.assign(Button$1, {
23
- Group: ButtonGroup,
24
- Split: ButtonSplit
25
- });
26
- //#endregion
27
- export { Action, Banner, BannerAction, BannerLink, Button, ButtonGroup, ButtonSplit, ButtonSplitContext, DEFAULT_BUTTON_STYLES, ItemAction, ItemActionProvider, _ItemButton as ItemButton, MenuContext, MenuItem, MenuSection, openLink, parseTo, performClickHandler, useAction, useAnchoredMenu, useButtonSplitContext, useContextMenu, useItemActionContext, useMenuContext };
28
-
29
- //# sourceMappingURL=index.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"index.js","names":["Button","__Button","ButtonGroup","ButtonSplit","Object","assign","Group","Split","__Button"],"sources":["../../../src/components/actions/index.ts"],"sourcesContent":["import { Button as __Button } from './Button';\nimport { ButtonGroup } from './ButtonGroup/ButtonGroup';\nimport { ButtonSplit } from './ButtonSplit/ButtonSplit';\n\nconst Button = Object.assign(\n __Button as typeof __Button & {\n Group: typeof ButtonGroup;\n Split: typeof ButtonSplit;\n },\n { Group: ButtonGroup, Split: ButtonSplit },\n);\n\nexport * from './Banner';\nexport * from './Button';\nexport * from './ButtonSplit';\nexport * from './Action/Action';\nexport * from './ItemAction';\nexport * from './ItemActionContext';\nexport * from './ItemButton';\nexport * from './Menu';\nexport * from './CommandMenu';\nexport * from './use-action';\nexport * from './use-anchored-menu';\nexport * from './use-context-menu';\nexport { Button, ButtonGroup, ButtonSplit };\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;AAIA,MAAMA,SAASI,OAAOC,OACpBJ,UAIA;CAAEK,OAAOJ;CAAaK,OAAOJ;AAAY,CAC3C"}
@@ -1,4 +0,0 @@
1
-
2
- import { Styles } from "@tenphi/tasty";
3
- import React, { ReactNode, RefObject } from "react";
4
- import { Key as Key$1 } from "@react-types/shared";
@@ -1,5 +0,0 @@
1
-
2
- import "./ListBoxPopover.js";
3
- import { CompositeBlurInfo, UseCompositeFocusProps, UseCompositeFocusReturn, useCompositeFocus } from "./useCompositeFocus.js";
4
- import { ListStateLike, TextFilterFn } from "./listNavigation.js";
5
- export { type ListStateLike, type TextFilterFn, useCompositeFocus };
@@ -1,3 +0,0 @@
1
-
2
- import "./types.js";
3
- import { BaseProps, Styles } from "@tenphi/tasty";
@@ -1,7 +0,0 @@
1
-
2
- import "../../../shared/index.js";
3
- import "./Overlay.js";
4
- import "./types.js";
5
- import { BaseProps } from "@tenphi/tasty";
6
- import { HTMLAttributes } from "react";
7
- import "react-aria";
@@ -1,5 +0,0 @@
1
-
2
- import "./Overlay.js";
3
- import { BaseProps, Styles } from "@tenphi/tasty";
4
- import { ReactNode } from "react";
5
- import "react-aria";
@@ -1,3 +0,0 @@
1
-
2
- import "./types.js";
3
- import { HTMLAttributes } from "react";
@@ -1,8 +0,0 @@
1
-
2
- import "./Overlay.js";
3
- import { WithCloseBehavior } from "./types.js";
4
- import "./Tray.js";
5
- import "./Modal.js";
6
- import "./Underlay.js";
7
- import "./Popover.js";
8
- export { WithCloseBehavior };