D26 把视觉基线锁到 Material 3 Expressive,本 crate 是「UI 整体性」的地基: 令牌唯一真源,后续 iced 页面只消费不新增。零第三方依赖、零 UI 框架依赖 (cargo tree -p unlucky-design --edges normal 只有它自己一行)。 - 色彩:49 个 M3 语义角色 × light/dark,种子色派生 6 条 tone 调色板; tone 轴严格用 CIELAB L*(偏差 ≤1),色相/彩度用 OKLCh 近似 CAM16 并在 模块文档里写明口径与已知偏差(不宣称是标准 HCT 动态取色) - 对比度:26 组文字对 × 6 组种子 × 2 模式全部 ≥4.5:1;3 条例外显式登记 (Outline 非文字 3:1、OutlineVariant 装饰、SurfaceVariant 是容器色) - 排版:M3 type scale 15 档 + 三平台字体族回退栈(只写族名,不内嵌受限字体) - 形状/高程/动效:Expressive 形状刻度 + shape morph 数据、elevation 级别与 surface container 映射、时长/缓动/弹簧(纯函数可采样) - 图标:24 个从 Slint 版迁移的 SVG path + 4 个新增,IconKind 冻结只可末尾追加; 写明 Slint 的 stroke-width 是绝对像素、SVG 是 viewBox 用户单位的语义差异, 换算封装成 Icon::stroke_width - 组件档位表:20 个组件的形状/高程/字体/动效一次取全 TODO(M63):elevation shadow 的 blur/offset/alpha 与四组弹簧参数是占位值, 接口先定、数值待玻璃视觉规格表(tower 已通告边界)。
200 lines
7.7 KiB
Rust
200 lines
7.7 KiB
Rust
//! WCAG AA 对比度门禁(M61 任务:「on-* 与其承载色至少满足 4.5:1,不达标的角色要显式标注例外」)。
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//!
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//! 三个性质让这条门禁可以做到「**换任何种子色都成立**」,而不是只对出厂紫成立:
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//! 1. 颜色建在 CIELAB `L*`(tone)轴上,`TonalPalette::tone` 精确命中 tone(误差 ≤1);
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//! 2. WCAG 相对亮度只取决于同一条 Y 轴(`L*` ↔ Y 是双射);
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//! 3. 角色 → tone 的映射与色相/彩度无关。
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//!
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//! 所以对比度主要由「两个角色的 tone 差」决定,与 user 选的强调色无关——下面对多组种子
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//! 逐一验证,就是在钉这个性质。
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use unlucky_design::color::{Color, Role, Scheme, SchemeFlavor};
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/// 正文文字:要求 ≥ 4.5:1(WCAG AA normal text)。
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const AA_TEXT: f32 = 4.5;
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/// 非文字元素(描边、图标块):要求 ≥ 3:1(WCAG AA non-text)。
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const AA_NON_TEXT: f32 = 3.0;
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/// 文字/图标对(前景, 承载色)。两个模式都要过。
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const TEXT_PAIRS: [(Role, Role); 26] = [
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(Role::OnPrimary, Role::Primary),
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(Role::OnPrimaryContainer, Role::PrimaryContainer),
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(Role::OnSecondary, Role::Secondary),
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(Role::OnSecondaryContainer, Role::SecondaryContainer),
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(Role::OnTertiary, Role::Tertiary),
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(Role::OnTertiaryContainer, Role::TertiaryContainer),
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(Role::OnError, Role::Error),
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(Role::OnErrorContainer, Role::ErrorContainer),
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(Role::OnSurface, Role::Surface),
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(Role::OnSurfaceVariant, Role::SurfaceVariant),
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(Role::OnBackground, Role::Background),
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(Role::InverseOnSurface, Role::InverseSurface),
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(Role::InversePrimary, Role::InverseSurface),
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(Role::OnPrimaryFixed, Role::PrimaryFixed),
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(Role::OnPrimaryFixedVariant, Role::PrimaryFixedDim),
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(Role::OnSecondaryFixed, Role::SecondaryFixed),
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(Role::OnSecondaryFixedVariant, Role::SecondaryFixedDim),
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(Role::OnTertiaryFixed, Role::TertiaryFixed),
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(Role::OnTertiaryFixedVariant, Role::TertiaryFixedDim),
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// 卡片/浮层容器上的文字(M3 现行口径:层级靠 surface-container-* 表达)
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(Role::OnSurface, Role::SurfaceContainerLowest),
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(Role::OnSurface, Role::SurfaceContainerLow),
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(Role::OnSurface, Role::SurfaceContainer),
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(Role::OnSurface, Role::SurfaceContainerHigh),
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(Role::OnSurface, Role::SurfaceContainerHighest),
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(Role::OnSurfaceVariant, Role::SurfaceContainerHighest),
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(Role::OnSurfaceVariant, Role::SurfaceContainerLow),
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];
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/// 显式登记的例外:`(前景, 承载色, 目标阈值, 原因)`。
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///
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/// 这些不是缺陷,是 M3 定义决定的(非文字元素 3:1、装饰件无要求)。
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const EXCEPTIONS: [(Role, Role, f32, &str); 3] = [
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(
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Role::Outline,
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Role::Surface,
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AA_NON_TEXT,
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"输入框/卡片描边是 M3 定义的非文字元素,规范目标 3:1(light 实测 4.29:1、dark 6.5:1 已高于目标)",
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),
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(
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Role::OutlineVariant,
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Role::Surface,
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AA_NON_TEXT * 0.5,
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"分隔线是纯装饰,M3 不要求对比度下限;1.6:1 是「几乎看不见但要能数出层级」的刻意取值",
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),
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(
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Role::SurfaceVariant,
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Role::Surface,
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1.0,
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"surface-variant 是容器色而不是前景色,不参与对比度门禁(M3 已不推荐用它做容器,保留仅为兼容旧值)",
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),
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];
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fn seeds() -> Vec<Color> {
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vec![
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// 出厂基线(M3 baseline 紫)
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Color::from_hex("#6750A4").expect("基线种子"),
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// 冷蓝(原 Fluent 强调色,用户大概率会选这一族)
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Color::from_hex("#0078D4").expect("蓝"),
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// 青绿
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Color::from_hex("#006A5C").expect("青"),
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// 暖橙(高彩度,gamut 压力大)
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Color::from_hex("#E8710A").expect("橙"),
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// 亮黄(最容易被白字吃掉的极端)
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Color::from_hex("#FFD400").expect("黄"),
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// 近灰(低彩度种子,检验 neutral 不塌)
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Color::from_hex("#6E6E6E").expect("灰"),
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]
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}
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#[test]
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fn text_pairs_meet_wcag_aa_for_every_seed_and_flavor() {
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let mut failures = Vec::new();
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for seed in seeds() {
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for flavor in [SchemeFlavor::Light, SchemeFlavor::Dark] {
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let scheme = Scheme::from_seed(flavor, seed);
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for (fg, bg) in TEXT_PAIRS {
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let ratio = scheme.contrast(fg, bg);
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if ratio < AA_TEXT {
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failures.push(format!(
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"seed {} / {} / {} on {} = {ratio:.2}",
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seed.to_hex(),
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flavor.name(),
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fg.name(),
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bg.name()
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));
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}
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}
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}
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}
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assert!(
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failures.is_empty(),
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"以下角色对未达 WCAG AA(4.5:1):\n{}",
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failures.join("\n")
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);
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}
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#[test]
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fn exception_list_is_honest_about_its_thresholds() {
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// 例外必须**真的**是「非文字级」,不能悄悄把低于 3:1 的文字对塞进来。
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for seed in seeds() {
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for flavor in [SchemeFlavor::Light, SchemeFlavor::Dark] {
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let scheme = Scheme::from_seed(flavor, seed);
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for (fg, bg, threshold, reason) in EXCEPTIONS {
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assert!(
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!fg.is_foreground() || fg == Role::Outline,
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"例外 {} 不该是文字前景色({reason})",
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fg.name()
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);
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let ratio = scheme.contrast(fg, bg);
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assert!(
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ratio >= threshold,
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"例外 {} on {} 实测 {ratio:.2},低于登记阈值 {threshold}(seed {} / {})",
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fg.name(),
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bg.name(),
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seed.to_hex(),
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flavor.name()
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);
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}
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}
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}
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}
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#[test]
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fn baseline_light_and_dark_both_pass() {
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for flavor in [SchemeFlavor::Light, SchemeFlavor::Dark] {
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let scheme = Scheme::baseline(flavor);
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for (fg, bg) in TEXT_PAIRS {
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let ratio = scheme.contrast(fg, bg);
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assert!(
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ratio >= AA_TEXT,
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"baseline {} 的 {} on {} 只有 {ratio:.2}",
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flavor.name(),
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fg.name(),
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bg.name()
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);
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}
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}
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}
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#[test]
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fn accent_override_cannot_break_contrast() {
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// 换了强调色之后,primary 族仍必须过 AA——这是「tone 轴固定」带来的结构性保证。
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let base = Scheme::baseline(SchemeFlavor::Light);
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for seed in seeds() {
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let custom = Scheme::from_accent(SchemeFlavor::Light, seed);
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for (fg, bg) in [
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(Role::OnPrimary, Role::Primary),
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(Role::OnPrimaryContainer, Role::PrimaryContainer),
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(Role::OnSecondary, Role::Secondary),
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(Role::OnTertiary, Role::Tertiary),
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] {
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let ratio = custom.contrast(fg, bg);
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assert!(
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ratio >= AA_TEXT,
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"强调色 {} 下 {} on {} 只有 {ratio:.2}",
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seed.to_hex(),
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fg.name(),
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bg.name()
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);
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}
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// 表面色不受强调色影响(这条同时是 `from_accent` 的语义断言)。
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assert_eq!(custom.get(Role::Surface), base.get(Role::Surface));
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}
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}
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#[test]
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fn outline_is_registered_as_non_text_exception() {
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// 把「为什么 outline 不是 AA 例外失败项」钉死:它在 light 下 4.29:1(低于 4.5 但高于 3:1)。
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let light = Scheme::baseline(SchemeFlavor::Light);
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let ratio = light.contrast(Role::Outline, Role::Surface);
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assert!(
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ratio < AA_TEXT,
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"light 的 outline 若已达 4.5 应把例外删掉:{ratio:.2}"
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);
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assert!(
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ratio >= AA_NON_TEXT,
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"light 的 outline 低于非文字 3:1:{ratio:.2}"
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);
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}
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