Polish vertical tab lifecycle: hover ≠ active, close as a coin
Active and hover used the same ACTIVE_NAV_BG, so a selected row gave no feedback when the cursor crossed it — the contrast ladder was a single rung. Replace it with a four-state ladder shared by the home anchor, launcher rows, and tab rows: rest → transparent (HOVER_NAV_BG hover) active → ACTIVE_NAV_BG (ACTIVE_NAV_BG_HOVER hover) The choice lives in nav_row_palette(active) so the ladder cannot silently disagree across the three callers. Close (×) becomes an 18 px circular coin (was a 16 px square) with the warm-dark hover wash from CLOSE_HOVER_BG, shared by both row variants via a single render_row_close_button recipe — the button now reads as something to press, not a glyph in a square. Hoist sidebar_chrome.rs alongside sidebar.rs to host the shared constants/helpers and keep both files under the 500-line ceiling (444 / 198). cargo test ely_app --bin ely_app: 103 passed.
This commit is contained in:
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use ely_browser_core::BrowserSnapshot;
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use ely_design_system::colors;
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use gpui::{
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AnyElement, BoxShadow, Context, FontWeight, InteractiveElement, IntoElement,
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MouseButton, ParentElement, SharedString, Styled, div, hsla, point, px, rgb, rgba,
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};
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use gpui_component::IconName;
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use crate::shell::ElyShell;
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/// Hover/active palette for the vertical sidebar rows.
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///
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/// The original code reused `ACTIVE_NAV_BG` for both `active` and
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/// `hover`, which made an already-active row visually inert under the
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/// cursor — the object refused to acknowledge the touch. The four
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/// tokens below split that single value into a four-step ladder:
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///
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/// rest (transparent) → HOVER_NAV_BG → ACTIVE_NAV_BG → ACTIVE_NAV_BG_HOVER
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///
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/// so every state transition produces a real, perceptible change.
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///
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/// Values were picked by eye against the warm panel tint, then nudged
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/// until the wash on a Dawn-themed panel reads as "you touched this"
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/// without competing with the active selection's authority.
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pub(crate) const HOVER_NAV_BG: u32 = 0xffffff66; // 40% white wash
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pub(crate) const ACTIVE_NAV_BG: u32 = 0xffffffd9; // 85% white card
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pub(crate) const ACTIVE_NAV_BG_HOVER: u32 = 0xfffffff2; // 95% white — active + hover
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/// Hover tint behind the per-row close (×) button. Was 8% alpha, which
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/// was visually indistinguishable from the panel background and made
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/// the click target read as inert. Brought to ~30% alpha so the
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/// hover registers as a real "press here" surface, matching the
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/// confidence of close buttons in Arc/Dia/Zen.
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pub(crate) const CLOSE_HOVER_BG: u32 = 0x281e144d;
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pub(crate) const UNREAD_BADGE_BG: u32 = 0x281e140f;
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/// 50% white inner border that traces every glass panel — the GPUI
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/// substitute for the design's `box-shadow: inset 0 0 0 1px rgba(255,255,255,0.5)`.
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/// Painted as the panel's own border so it stays part of the frame and
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/// never participates in hit testing.
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pub(crate) const HIGHLIGHT_BORDER: u32 = 0xffffff80;
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pub(crate) const RESIZE_HANDLE_HOVER_BG: u32 = 0xffaa7733;
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/// Diameter of the row-level close (×) button.
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///
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/// 16 px read as a glyph squeezed into a square; 18 px paired with
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/// `rounded_full()` reads as a small physical coin you can press.
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/// The extra two pixels also give the hover wash room to feel like
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/// a halo around the icon instead of a tight collar.
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pub(crate) const ROW_CLOSE_SIZE: f32 = 18.0;
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pub(crate) fn profile_initial(name: &str) -> String {
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name.chars()
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.next()
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.unwrap_or('P')
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.to_uppercase()
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.to_string()
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}
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pub(crate) fn render_unread_badge(count: u32) -> impl IntoElement {
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let label = if count > 99 {
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"99+".to_string()
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} else {
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count.to_string()
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};
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div()
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.px(px(6.0))
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.py(px(1.0))
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.rounded(px(999.0))
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.bg(rgba(UNREAD_BADGE_BG))
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.text_size(px(10.0))
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.font_weight(FontWeight(500.0))
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.text_color(rgb(colors::INK_3))
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.child(label)
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}
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pub(crate) fn section_tabs_label(count: usize) -> impl IntoElement {
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div()
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.pt(px(12.0))
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.pb(px(4.0))
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.px(px(10.0))
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.flex()
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.items_center()
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.gap(px(6.0))
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.child(
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div()
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.text_color(rgb(colors::INK_4))
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.child(IconName::Frame),
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)
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.child(
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div()
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.text_size(px(10.5))
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.font_weight(FontWeight(500.0))
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.text_color(rgb(colors::INK_4))
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.child(format!("TABS · {count}")),
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)
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}
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pub(crate) fn section_label(label: &'static str) -> impl IntoElement {
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div()
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.pt(px(8.0))
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.pb(px(4.0))
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.px(px(10.0))
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.text_size(px(10.5))
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.font_weight(FontWeight(500.0))
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.text_color(rgb(colors::INK_4))
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.child(label)
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}
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/// Sidebar resize affordance straddling the panel's right edge. The
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/// strip lives in the outer wrapper (not the rounded inner panel) so
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/// it isn't swallowed by `overflow_hidden`; it spans 4 px outside the
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/// panel and 4 px inside, giving the cursor a comfortably wide hit
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/// surface that still reads as "edge of the panel" rather than
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/// "stripe across the layout".
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pub(crate) fn render_sidebar_resize_handle(cx: &mut Context<ElyShell>) -> AnyElement {
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div()
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.id(SharedString::from("sidebar-resize-handle"))
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.absolute()
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.top_0()
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.bottom_0()
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.right(px(-4.0))
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.w(px(8.0))
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.cursor_col_resize()
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.hover(|style| style.bg(rgba(RESIZE_HANDLE_HOVER_BG)))
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.on_mouse_down(
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MouseButton::Left,
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cx.listener(|shell, event: &gpui::MouseDownEvent, _, cx| {
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shell.begin_sidebar_resize(f32::from(event.position.x), cx);
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}),
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)
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.into_any_element()
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}
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/// Maps appearance translucency_pct to a panel rgba u32 tinted by the
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/// active wallpaper theme.
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///
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/// GPUI 0.2.2 has no backdrop-filter, so a true sample-and-blur is
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/// impossible. Instead the panel base RGB is pre-tinted with the
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/// wallpaper's character (warm cream for Dawn, lavender for Violet, etc.)
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/// so the wallpaper's mood reads through every translucent panel without
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/// any extra layer or shader. Combined with the user-controlled
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/// translucency_pct it gives the design's "frosted glass tied to the
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/// wallpaper" effect entirely from real GPUI primitives.
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pub(crate) fn panel_bg(snapshot: &BrowserSnapshot) -> u32 {
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let pct = snapshot.appearance.translucency_pct().min(100) as u32;
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let max_alpha: u32 = 0xff;
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let min_alpha: u32 = 0xb3;
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let alpha = max_alpha - (pct * (max_alpha - min_alpha)) / 100;
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let rgb = wallpaper_panel_rgb(snapshot.appearance.wallpaper());
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(rgb << 8) | alpha
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}
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fn wallpaper_panel_rgb(theme: ely_domain::WallpaperTheme) -> u32 {
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match theme {
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ely_domain::WallpaperTheme::Dawn => 0xfaf6f0,
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ely_domain::WallpaperTheme::Violet => 0xf6f3f8,
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ely_domain::WallpaperTheme::Mint => 0xf3f6f1,
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ely_domain::WallpaperTheme::Slate => 0xeff1f4,
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}
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}
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pub(crate) fn panel_shadow() -> Vec<BoxShadow> {
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vec![
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BoxShadow {
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color: hsla(25.0 / 360.0, 0.33, 0.12, 0.30),
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offset: point(px(0.), px(20.)),
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blur_radius: px(50.),
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spread_radius: px(-15.),
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},
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BoxShadow {
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color: hsla(0., 0., 1., 0.5),
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offset: point(px(0.), px(0.)),
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blur_radius: px(0.),
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spread_radius: px(1.),
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},
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]
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}
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pub(crate) fn soft_shadow() -> Vec<BoxShadow> {
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vec![
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BoxShadow {
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color: hsla(0., 0., 1., 0.7),
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offset: point(px(0.), px(1.)),
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blur_radius: px(0.),
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spread_radius: px(0.),
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},
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BoxShadow {
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color: hsla(25.0 / 360.0, 0.33, 0.12, 0.08),
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offset: point(px(0.), px(0.)),
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blur_radius: px(0.),
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spread_radius: px(1.),
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},
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]
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}
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