Dark mode was persistent in `AppearanceSettings` but never reached any paint code: every call site in the shell read `colors::INK` etc. as a `pub const u32`, so toggling `ThemeMode::Dark` mutated state nothing sampled. Root-cause fix is to invert the contract — the design-system exports functions that resolve through a thread-local `Mode`, and the GPUI render impl sets that mode each frame. What lands: - `ely_design_system::colors::Mode` + thread-local + `set_mode` / `mode` accessors. Every ink shade, glass surface, stroke, divider, hairline, canvas, success / error chip now picks the warm-dark counterpart when the active mode is `Mode::Dark`. - `ElyShell::render` resolves `ThemeMode::System` against `Window::appearance()` and pushes the mode before traversing the tree, so widgets lower down read the right shade without owning a `Mode` parameter. - `render_wallpaper` + `panel_bg` now branch on `colors::mode()` so the gradient base, panel tint, and overlay highlights flip to warm-graphite when dark mode is active. - Mechanical conversion across 687 call sites in 55 files from `colors::FOO` constants to `colors::foo()` accessors. The `Theme` / `ELY_THEME` const surface (unused outside the design system) is removed; the function surface is the new contract.
5 lines
69 B
Rust
5 lines
69 B
Rust
pub mod colors;
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pub mod motion;
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pub mod spacing;
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pub mod typography;
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