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car: the nav bar floats on every screen, and the docked player is narrower with bigger buttons
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4 files changed
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-44
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@@ -106,7 +106,7 @@ fun CarHome() {
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// a gap all round. The map's surface keeps its size when the card comes and goes, so the app
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// only re-centres its map instead of drawing onto a new surface.
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BoxWithConstraints(Modifier.fillMaxSize()) {
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val column = maxWidth / PLAYER_SHARE
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val column = (maxWidth / PLAYER_SHARE).coerceAtMost(PLAYER_MAX_WIDTH)
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androidx.compose.runtime.CompositionLocalProvider(
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LocalCardsAtEnd provides (splitScreen && playerLeft),
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LocalSidePanelInset provides if (splitScreen) column else 0.dp,
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@@ -135,8 +135,11 @@ fun CarHome() {
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}
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}
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/** The player takes one part in this many of the screen's width, as it did beside the map. */
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private const val PLAYER_SHARE = 3.1f
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/** The player takes one part in this many of the screen's width, up to [PLAYER_MAX_WIDTH]. */
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private const val PLAYER_SHARE = 3.6f
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/** On a wide screen the card stops growing, so the map gets the extra room. */
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private val PLAYER_MAX_WIDTH = 340.dp
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/** Between the player card and the screen's edges, and the map's own cards beside it. */
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private val CARD_GAP = 12.dp
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@@ -214,7 +217,7 @@ private fun DockedPlayer(now: NowPlaying, modifier: Modifier) {
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BoxWithConstraints(Modifier.fillMaxSize().padding(12.dp)) {
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// Whatever height the controls below leave over, so the art grows on a taller
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// screen and shrinks rather than pushing the buttons off a short one.
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val artSize = minOf(maxWidth - 44.dp, maxHeight - 250.dp).coerceIn(56.dp, 200.dp)
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val artSize = minOf(maxWidth - 44.dp, maxHeight - 290.dp).coerceIn(56.dp, 200.dp)
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Column(Modifier.fillMaxSize(), horizontalAlignment = Alignment.CenterHorizontally) {
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Box(Modifier.fillMaxWidth()) {
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// Art opens the full media screen, same as on the pill.
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@@ -252,12 +255,12 @@ private fun DockedPlayer(now: NowPlaying, modifier: Modifier) {
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} else {
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Spacer(Modifier.height(10.dp))
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}
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TransportRow(now, media, skip = 48.dp, modifier = Modifier.fillMaxWidth())
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TransportRow(now, media, skip = 56.dp, modifier = Modifier.fillMaxWidth())
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Spacer(Modifier.height(10.dp))
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PlayModeRow(now, media, size = 42.dp, modifier = Modifier.fillMaxWidth()) {
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PlayModeRow(now, media, size = 50.dp, modifier = Modifier.fillMaxWidth()) {
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GsIconButton(
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ImageVector.vectorResource(R.drawable.lyrics_24), "Lyrics", navigator::showSideLyrics,
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size = 42.dp, iconSize = 22.dp,
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size = 50.dp, iconSize = 26.dp,
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)
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}
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}
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@@ -78,7 +78,7 @@ import app.seb3thehacker.gearslip.car.theme.GsColors
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import app.seb3thehacker.gearslip.car.theme.withTintedSurfaces
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import app.seb3thehacker.gearslip.car.theme.GsIconBox
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import app.seb3thehacker.gearslip.car.theme.GsIconButton
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import app.seb3thehacker.gearslip.car.theme.gsBarShadow
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import app.seb3thehacker.gearslip.car.theme.gsPanelShadow
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import app.seb3thehacker.gearslip.car.theme.GsButton
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import app.seb3thehacker.gearslip.car.theme.GsTone
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import app.seb3thehacker.gearslip.car.theme.gsColors
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@@ -165,8 +165,13 @@ internal fun CarNavBar(navigator: CarNavigator) {
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val frame by CarEnvironment.frame.collectAsState()
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val running = rememberRunningApps()
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// Casts the theme's panel shadow up onto the map, so the bar sits above it rather than beside it.
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Surface(Modifier.gsBarShadow(), color = MaterialTheme.colorScheme.surfaceContainer) {
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// Floats like the player card: lifted off the screen's edges, rounded, with the theme's shadow.
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val shape = RoundedCornerShape(22.dp)
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Surface(
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Modifier.padding(start = NAV_BAR_GAP, end = NAV_BAR_GAP, bottom = NAV_BAR_GAP).gsPanelShadow(shape),
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shape = shape,
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color = MaterialTheme.colorScheme.surfaceContainer,
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) {
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BoxWithConstraints(Modifier.fillMaxWidth().height(NAV_BAR_HEIGHT).padding(horizontal = 10.dp)) {
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Row(Modifier.fillMaxSize(), verticalAlignment = Alignment.CenterVertically) {
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// Home and Apps are two different places now, not a toggle on one button - the
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@@ -234,12 +234,11 @@ fun CarUi() {
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val screen = navigator.current
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val safetyWarningSeen by CarSettings.hasSeenSafetyWarning.collectAsState()
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val keyboardVisible by CarKeyboardVisibility.state
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// Off "Always show", the bar floats over the map rather than taking a row of its
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// own: hiding it then leaves the map's surface the size it was. Resizing it would
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// hand the map app a new surface each time, and some go black on that.
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// The bar always floats, over the map and every other screen, rather than taking a
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// row of its own: hiding it then leaves the map's surface the size it was.
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// Resizing it would hand the map app a new surface each time, and some go black on that.
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val navBarMode by CarSettings.navBarMode.collectAsState()
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val appTemplate by CarServices.nav.template.collectAsState()
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val floatingBar = navBarMode != NavBarMode.SHOW
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val barMayHide = screen == CarScreen.Home && when (navBarMode) {
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NavBarMode.SHOW -> false
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NavBarMode.HIDE_NAVIGATING -> appTemplate is androidx.car.app.navigation.model.NavigationTemplate
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@@ -250,7 +249,8 @@ fun CarUi() {
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// A call keeps the bar up whatever the setting: End and Mute live on it.
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val onCall = CarCalls.state.collectAsState().value is CallUiState.Active
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val barShown = !keyboardVisible && (!barMayHide || controlsWake.navBarAwake || onCall)
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val homeInset = if (floatingBar && barShown) NAV_BAR_HEIGHT else 0.dp
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// Up to the bar's top edge, so the map's cards and the player end above it.
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val homeInset = if (barShown) NAV_BAR_HEIGHT + NAV_BAR_GAP else 0.dp
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// Only the screen that asked: going Home or anywhere else ends it.
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val fullscreen = CarFullscreen.active && screen != CarScreen.Home
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Box(Modifier.fillMaxSize().padding(pad)) {
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@@ -270,24 +270,20 @@ fun CarUi() {
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// The keyboard takes the nav bar's row instead of squeezing in above it -
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// nothing on the nav bar is useful mid-type, and the screen is too small to
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// show both.
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if (!floatingBar && !keyboardVisible) CarNavBar(navigator)
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}
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// Every other screen, and everything that pops up, in a layer over Home rather
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// than inside its area: full screen grows this layer over the nav bar's row while
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// Home, and the map's surface in it, keeps its size.
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if (safetyWarningSeen) {
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Box(
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Modifier
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.fillMaxSize()
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.padding(bottom = if (!floatingBar && !keyboardVisible && !fullscreen) NAV_BAR_HEIGHT else 0.dp),
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) {
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Box(Modifier.fillMaxSize()) {
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if (screen != CarScreen.Home) {
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Box(
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Modifier
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.fillMaxSize()
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.background(MaterialTheme.colorScheme.background)
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// The floating bar never hides here, so keep the screen clear of it.
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.padding(bottom = if (floatingBar && !keyboardVisible && !fullscreen) NAV_BAR_HEIGHT else 0.dp)
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// The bar never hides here, so keep the screen clear of it, with
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// the same gap above it as below.
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.padding(bottom = if (!keyboardVisible && !fullscreen) NAV_BAR_HEIGHT + NAV_BAR_GAP * 2 else 0.dp)
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// Keeps touches that miss this screen's controls off the map.
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.pointerInput(Unit) { detectTapGestures { } },
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) {
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@@ -327,7 +323,7 @@ fun CarUi() {
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// whatever the screen drew there.
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DebugBuildBadge(Modifier.align(Alignment.BottomEnd).padding(bottom = homeInset))
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}
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if (floatingBar || fullscreen) {
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run {
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androidx.compose.animation.AnimatedVisibility(
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if (fullscreen) CarFullscreen.revealed || onCall else barShown,
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Modifier.align(Alignment.BottomCenter),
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@@ -363,6 +359,9 @@ fun CarUi() {
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internal val NAV_BAR_HEIGHT = 56.dp
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/** Between the floating nav bar and the screen's edges. */
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internal val NAV_BAR_GAP = 12.dp
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/**
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* How much of the bottom of Home the floating nav bar covers right now: its height while it shows,
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* zero while it's hidden or when it has a row of its own.
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@@ -183,26 +183,6 @@ fun Modifier.gsPanelShadow(shape: Shape): Modifier {
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return drawBehind { drawSoftShadow(shape, look.panelShadow.toPx(), look.panelShadowAlpha, 1f) }
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}
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/** The same shadow cast upwards from the top edge of a bar along the bottom of the screen. */
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@Composable
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fun Modifier.gsBarShadow(): Modifier {
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val look = gsLook()
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if (look.panelShadow <= 0.dp || look.panelShadowAlpha <= 0f) return this
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return drawBehind {
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val reach = look.panelShadow.toPx() * 1.5f
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drawRect(
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Brush.verticalGradient(
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0f to Color.Transparent,
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1f to Color.Black.copy(alpha = look.panelShadowAlpha * 0.6f),
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startY = -reach,
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endY = 0f,
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),
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topLeft = androidx.compose.ui.geometry.Offset(0f, -reach),
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size = Size(size.width, reach),
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)
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}
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}
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private fun DrawScope.drawSoftShadow(shape: Shape, elevation: Float, alpha: Float, lift: Float) {
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if (alpha <= 0f) return
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val blur = elevation * 2f
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