Unlucky Launcher v0.2.3
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//! 一次配色的「结果解释」:最终用了哪一级、前几级为什么没用、对比度被改了什么。
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//!
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//! 这些类型是**给 UI 看的契约**([`Provenance::hint_key`] 的键 → 文案的映射见
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//! `DevDocs/SubAgentsTalk/palette-source-contract.md`),所以刻意做得比内部需要更细:
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//! 每一种失败都带足以写出一句具体提示的数据(彩度是多少、图有多小、哪一级坏了)。
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//!
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//! 与 [`super`] 拆开只为单文件 ≤400 行;对外路径仍是 `palette::resolve::*`。
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use super::super::card::CardKey;
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use super::super::seed::{Failure, Seed};
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use super::super::wcag::Adjustment;
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use crate::color::{Color, SchemeFlavor};
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/// 方案的来源层级(D38 的三级)。
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
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pub enum Level {
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/// ① 启动器背景图取色。
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BackgroundImage,
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/// ② 桌面壁纸取色。
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Wallpaper,
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/// ③ 内置色卡。
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Preset,
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}
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impl Level {
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/// 稳定码(日志/设置里用,别用 `Debug` 输出)。
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pub const fn code(self) -> &'static str {
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match self {
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Level::BackgroundImage => "background-image",
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Level::Wallpaper => "wallpaper",
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Level::Preset => "preset",
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}
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}
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/// 在本模块内部当索引用(0 = ①)。
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///
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/// `pub(super)`:`resolve` 的编排函数要按下标填 `Provenance` 的三个格子,
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/// 但它不该出现在对外 API 里(外部只该问「哪一级」,不该拿索引当协议)。
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pub(super) const fn index(self) -> usize {
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match self {
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Level::BackgroundImage => 0,
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Level::Wallpaper => 1,
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Level::Preset => 2,
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}
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}
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}
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/// 某一级的处置结果。
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#[derive(Debug, Clone, Copy, PartialEq)]
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pub enum Outcome {
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/// 用了这一级。
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Used,
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/// 用户没提供这一级(没设背景图 / 没开莫奈取色)。
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///
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/// 注意与 [`Outcome::NotReached`] 的区别:`Absent` 是「用户没有这一级的输入」,
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/// 而「用户提供了、但更高级已经成功所以没轮到」是 `NotReached`。两者对 UI 的含义完全不同——
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/// 把后者说成「未选择」,用户明明选了卡却被告知「色卡:未选择」。
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Absent,
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/// 有输入、但因为更高级已经成功,**没轮到**这一级。
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///
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/// 只可能出现在低优先级那一侧:背景图成功 → 壁纸与色卡都是 `NotReached`。
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/// 色卡即使 `NotReached` 也可能参与生成(它的中性彩度决定表面色温),所以 UI 要看
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/// [`Provenance::card`] 而不是把 `NotReached` 当成「没用它」。
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NotReached,
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/// 有输入但不合格,已跳过。
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Failed(Skip),
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}
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/// 「有输入但不合格」的具体原因——每一条都要能变成一句人话。
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#[derive(Debug, Clone, Copy, PartialEq)]
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pub enum Skip {
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/// 解码失败(原因在适配层,这里只知道失败)。
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Undecodable,
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/// 图太小(< 4 像素)。
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TooSmall {
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/// 宽。
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width: u32,
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/// 高。
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height: u32,
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},
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/// 像素缓冲长度与宽高不符(调用方给错了数据)。
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BadDimensions {
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/// 期望字节数。
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expected: usize,
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/// 实际字节数。
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actual: usize,
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},
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/// 全是透明像素。
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NoOpaquePixels,
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/// 彩度不足(D40:`< MIN_SEED_CHROMA`),硬取色会凭空上色。
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LowChroma {
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/// 实测彩度。
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chroma: f64,
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/// 最接近的候选色(提示文案里显示成色块)。
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color: Color,
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},
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/// 取色成功但对比度收敛后仍不达标。
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Contrast {
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/// 仍不达标的对数。
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failures: usize,
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},
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}
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impl Skip {
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/// 稳定原因码(`Provenance::hint_key` 的后半段)。
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pub const fn code(self) -> &'static str {
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match self {
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Skip::Undecodable => "undecodable",
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Skip::TooSmall { .. } => "too-small",
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Skip::BadDimensions { .. } => "bad-dimensions",
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Skip::NoOpaquePixels => "no-opaque-pixels",
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Skip::LowChroma { .. } => "low-chroma",
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Skip::Contrast { .. } => "contrast",
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}
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}
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}
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impl From<Failure> for Skip {
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fn from(failure: Failure) -> Self {
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match failure {
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Failure::BadDimensions {
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expected, actual, ..
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} => Skip::BadDimensions { expected, actual },
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Failure::TooSmall { width, height } => Skip::TooSmall { width, height },
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Failure::NoOpaquePixels => Skip::NoOpaquePixels,
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Failure::LowChroma { color, chroma } => Skip::LowChroma { color, chroma },
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}
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}
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}
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/// 这次配色「最后用了什么、前几级为什么没用」。
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#[derive(Debug, Clone, PartialEq)]
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pub struct Provenance {
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/// 最终生效的层级。
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pub level: Level,
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/// 当前生效的色卡(取色成功时它仍然参与:中性彩度来自它)。
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pub card: CardKey,
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/// 取色成功时的种子(色卡档为 `None`)。
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pub seed: Option<Seed>,
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/// 深浅模式。
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pub flavor: SchemeFlavor,
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/// 对比度收敛改了哪些角色(空 = 没动)。
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pub adjustments: Vec<Adjustment>,
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/// 三级各自的处置结果(`pub(super)`:只能由 `resolve::resolve_source` 填,
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/// 外部一律通过 [`Provenance::outcome`] / [`Provenance::background`] 等访问器读)。
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pub(super) outcomes: [Outcome; 3],
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}
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impl Provenance {
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/// 某一级发生了什么。
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pub fn outcome(&self, level: Level) -> Outcome {
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self.outcomes[level.index()]
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}
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/// 背景图那一级。
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pub fn background(&self) -> Outcome {
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self.outcome(Level::BackgroundImage)
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}
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/// 壁纸那一级。
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pub fn wallpaper(&self) -> Outcome {
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self.outcome(Level::Wallpaper)
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}
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/// 色卡那一级。
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pub fn preset(&self) -> Outcome {
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self.outcome(Level::Preset)
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}
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/// 这次配色是否发生过回落(用了 `level` 以下的层级)。
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pub fn did_fall_back(&self) -> bool {
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(0..self.level.index()).any(|i| !matches!(self.outcomes[i], Outcome::Absent))
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}
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/// 第一个「有输入但不合格」的层级(提示文案优先说它)。
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pub fn first_failure(&self) -> Option<(Level, Skip)> {
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const LEVELS: [Level; 3] = [Level::BackgroundImage, Level::Wallpaper, Level::Preset];
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LEVELS
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.into_iter()
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.find_map(|level| match self.outcome(level) {
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Outcome::Failed(skip) => Some((level, skip)),
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_ => None,
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})
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}
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/// UI 提示键(`None` = 无需提示)。
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///
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/// 形如 `palette.hint.background.low-chroma`,`key` 稳定、可持久化进日志;
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/// 本 crate 不产出人话文案(文案属于 UI 层,D40 的分层纪律),UI 只做查表:
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///
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/// | 键 | 建议文案(`{card}` = `provenance.card.name()`) |
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/// |---|---|
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/// | `palette.hint.background.undecodable` | 背景图读取失败,已改用{card}配色 |
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/// | `palette.hint.background.too-small` | 背景图太小,无法取色,已改用{card}配色 |
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/// | `palette.hint.background.bad-dimensions` | 背景图数据异常,已改用{card}配色 |
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/// | `palette.hint.background.no-opaque-pixels` | 背景图几乎全透明,无法取色,已改用{card}配色 |
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/// | `palette.hint.background.low-chroma` | 背景图颜色太淡,取不出主题色,已改用{card}配色 |
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/// | `palette.hint.background.contrast` | 背景图配色达不到可读性要求,已改用{card}配色 |
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/// | `palette.hint.wallpaper.*` | 同上,把「背景图」换成「桌面壁纸」 |
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/// | `palette.hint.preset.contrast` | 当前配色可读性不足,已自动微调 |
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/// | `palette.hint.adjusted` | 为可读性微调了少量颜色(`adjustments` 非空但无失败) |
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///
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/// 完整契约(含可选补充提示、持久化纪律、性能账)见
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/// `DevDocs/SubAgentsTalk/palette-source-contract.md`(该目录是本地文档,不入库)。
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///
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/// 优先级:① 先解释「为什么回落」(第一个失败的层级)→ ② 再说「微调过对比度」。
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/// 前者对用户更重要:用户看到的是「我的壁纸怎么没生效」,而不是「颜色被调了 2%」。
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pub fn hint_key(&self) -> Option<&'static str> {
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if let Some((level, skip)) = self.first_failure() {
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return Some(match (level, skip) {
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(Level::BackgroundImage, Skip::Undecodable) => {
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"palette.hint.background.undecodable"
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}
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(Level::BackgroundImage, Skip::TooSmall { .. }) => {
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"palette.hint.background.too-small"
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}
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(Level::BackgroundImage, Skip::BadDimensions { .. }) => {
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"palette.hint.background.bad-dimensions"
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}
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(Level::BackgroundImage, Skip::NoOpaquePixels) => {
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"palette.hint.background.no-opaque-pixels"
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}
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(Level::BackgroundImage, Skip::LowChroma { .. }) => {
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"palette.hint.background.low-chroma"
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}
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(Level::BackgroundImage, Skip::Contrast { .. }) => {
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"palette.hint.background.contrast"
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}
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(Level::Wallpaper, Skip::Undecodable) => "palette.hint.wallpaper.undecodable",
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(Level::Wallpaper, Skip::TooSmall { .. }) => "palette.hint.wallpaper.too-small",
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(Level::Wallpaper, Skip::BadDimensions { .. }) => {
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"palette.hint.wallpaper.bad-dimensions"
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}
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(Level::Wallpaper, Skip::NoOpaquePixels) => {
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"palette.hint.wallpaper.no-opaque-pixels"
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}
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(Level::Wallpaper, Skip::LowChroma { .. }) => "palette.hint.wallpaper.low-chroma",
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(Level::Wallpaper, Skip::Contrast { .. }) => "palette.hint.wallpaper.contrast",
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(Level::Preset, Skip::Contrast { .. }) => "palette.hint.preset.contrast",
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// 色卡档不存在「解码/彩度」问题;落到这里说明是将来新增的原因,别乱编键。
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(Level::Preset, _) => "palette.hint.preset.unavailable",
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});
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}
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if !self.adjustments.is_empty() {
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return Some("palette.hint.adjusted");
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}
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None
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}
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/// 原因码列表(`[级别码, 原因码]`),写日志/上报用;给不了键的细节都在这里。
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pub fn reason_codes(&self) -> Vec<(&'static str, &'static str)> {
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const LEVELS: [Level; 3] = [Level::BackgroundImage, Level::Wallpaper, Level::Preset];
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LEVELS
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.into_iter()
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.filter_map(|level| match self.outcome(level) {
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Outcome::Failed(skip) => Some((level.code(), skip.code())),
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_ => None,
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})
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.collect()
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}
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}
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