Update elevation

This commit is contained in:
Nate Butler 2023-11-21 01:23:47 -05:00
parent 453aa5ffd7
commit 8947438510
3 changed files with 5 additions and 48 deletions

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@ -78,8 +78,6 @@ pub trait StyledExt: Styled + Sized {
elevated(self, cx, ElevationIndex::ElevatedSurface)
}
// There is no elevation 3, as the third elevation level is reserved for wash layers. See [`Elevation`](ui2::Elevation).
/// Modal Surfaces are used for elements that should appear above all other UI elements and are located above the wash layer. This is the maximum elevation at which UI elements can be rendered in their default state.
///
/// Elements rendered at this layer should have an enforced behavior: Any interaction outside of the modal will either dismiss the modal or prompt an action (Save your progress, etc) then dismiss the modal.
@ -89,7 +87,7 @@ pub trait StyledExt: Styled + Sized {
/// Sets `bg()`, `rounded_lg()`, `border()`, `border_color()`, `shadow()`
///
/// Examples: Settings Modal, Channel Management, Wizards/Setup UI, Dialogs
fn elevation_4(self, cx: &mut WindowContext) -> Self {
fn elevation_3(self, cx: &mut WindowContext) -> Self {
elevated(self, cx, ElevationIndex::ModalSurface)
}
}

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@ -1,27 +1,10 @@
TODO: Originally sourced from Material Design 3, Rewrite to be more Zed specific
# Elevation
Zed applies elevation to all surfaces and components, which are categorized into levels.
Elevation accomplishes the following:
- Allows surfaces to move in front of or behind others, such as content scrolling beneath app top bars.
- Reflects spatial relationships, for instance, how a floating action buttons shadow intimates its disconnection from a collection of cards.
- Directs attention to structures at the highest elevation, like a temporary dialog arising in front of other surfaces.
Elevations are the initial elevation values assigned to components by default.
Components may transition to a higher elevation in some cases, like user interations.
On such occasions, components transition to predetermined dynamic elevation offsets. These are the typical elevations to which components move when they are not at rest.
## Understanding Elevation
Elevation can be thought of as the physical closeness of an element to the user. Elements with lower elevations are physically further away from the user on the z-axis and appear to be underneath elements with higher elevations.
Material Design 3 has a some great visualizations of elevation that may be helpful to understanding the mental modal of elevation. [Material Design Elevation](https://m3.material.io/styles/elevation/overview)
## Elevation
## Elevation Levels
1. App Background (e.x.: Workspace, system window)
1. UI Surface (e.x.: Title Bar, Panel, Tab Bar)
@ -59,27 +42,3 @@ Modal Surfaces are used for elements that should appear above all other UI eleme
Elements rendered at this layer have an enforced behavior: Any interaction outside of the modal will either dismiss the modal or prompt an action (Save your progress, etc) then dismiss the modal.
If the element does not have this behavior, it should be rendered at the Elevated Surface layer.
## Layer
Each elevation that can contain elements has its own set of layers that are nested within the elevations.
1. TBD (Z -1 layer)
1. Element (Text, button, surface, etc)
1. Elevated Element (Popover, Context Menu, Tooltip)
999. Dragged Element -> Highest Elevation
Dragged elements jump to the highest elevation the app can render. An active drag should _always_ be the most foreground element in the app at any time.
🚧 Work in Progress 🚧
## Element
Each elevation that can contain elements has it's own set of layers:
1. Effects
1. Background
1. Tint
1. Highlight
1. Content
1. Overlay
🚧 Work in Progress 🚧

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@ -25,8 +25,8 @@ impl ElevationIndex {
ElevationIndex::Background => 0,
ElevationIndex::Surface => 100,
ElevationIndex::ElevatedSurface => 200,
ElevationIndex::Wash => 300,
ElevationIndex::ModalSurface => 400,
ElevationIndex::Wash => 250,
ElevationIndex::ModalSurface => 300,
ElevationIndex::DraggedElement => 900,
}
}
@ -50,7 +50,7 @@ impl ElevationIndex {
spread_radius: px(0.),
},
BoxShadow {
color: hsla(0., 0., 0., 0.16),
color: hsla(0., 0., 0., 0.20),
offset: point(px(3.), px(1.)),
blur_radius: px(12.),
spread_radius: px(0.),