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car: panel shadows use a real blur, so the player card's shadow matches the nav bar's instead of showing rings
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74f557524f
commit
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1 file changed
+11
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@@ -9,6 +9,7 @@ import androidx.compose.runtime.LaunchedEffect
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import androidx.compose.runtime.mutableStateOf
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import androidx.compose.runtime.setValue
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import androidx.compose.ui.draw.drawBehind
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import androidx.compose.ui.draw.dropShadow
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import androidx.compose.ui.geometry.Size
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import androidx.compose.ui.graphics.drawOutline
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import androidx.compose.ui.graphics.drawscope.DrawScope
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@@ -180,7 +181,16 @@ fun Modifier.gsSurface(
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fun Modifier.gsPanelShadow(shape: Shape): 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 { drawSoftShadow(shape, look.panelShadow.toPx(), look.panelShadowAlpha, 1f) }
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// A real blur, as soft as the nav bar's gradient and as strong: stacked outlines showed as
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// rings around a card this big.
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return dropShadow(
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shape,
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androidx.compose.ui.graphics.shadow.Shadow(
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radius = look.panelShadow * 3,
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color = Color.Black.copy(alpha = look.panelShadowAlpha * 0.6f),
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offset = androidx.compose.ui.unit.DpOffset(0.dp, look.panelShadow / 2),
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),
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)
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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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