I noticed that the new default theme settings were causing the "wrong"
text color to be picked. After reviewing why the contrast values were
the way they were, I reasoned that the less lightness, the less the
ColorSource contrast matters. So I've applied a multiplication of the
average ligntess between the two colors being compared.
Introducing two new colors:
- ColorTheme::color_dim, for dimmed/disabled primary colors
- SurfaceTheme::opaque_widget, for buttons.
In material design, a button's background color uses the Highest
Container role, which seems incorrect because then buttons wouldn't have
a different color when placed inside of the highest level container.
Rather than remove a container level, I added one more tone using the
neutral variant.
Other changes are just gut feelings to have a slightly richer dark
theme. I feel like material is a little muddy in dark mode.
I started making more changes, and I lost track of what was merge
related and what wasn't, so I committed the merge with what was staged,
but it probably didn't compile.
This is the remaining changes to get things back to a state I'm happy
with, mostly tweaking the constrast behavior.
Scroll was previously taking the graphics region as its control size as
opposed to the constraints. This was due to this code originally living
in redraw. This fixes scroll areas being able to scroll their contents
fully when sharing window space with other widgts.
This also means that if an animation is animating over discrete values
and the actual value has not changed, the Dynamic will no longer detect
a change because it's now using update instead of set.