Redesign the UI after the fitness reference and replace the logo

Light sage-to-cream ambient backdrop, frosted glass controls and painted
SceneArt landscapes in place of photography. Home becomes a dashboard with a
two-tone greeting, a frosted summary ring, category portraits, an up-next rail
of image-led cards and a floating glass tab bar. The routine library gets an
image header and painted cards; the player gets a scene stage, steps on an
arc, a dotted clock and a night pill with a lime spark. Goals become painted
cards in their own colour.

New logo: a lime sun resting on a ground line under two arcs. The splash
raises the sun and lights the arcs; launcher icons and native splash are
regenerated to match.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01KhQh614DMeYoQEH9SoMRUw
This commit is contained in:
alvocool
2026-11-02 12:33:13 +03:00
parent b31bc47cc0
commit fe268cb8aa
100 changed files with 3394 additions and 1387 deletions

View File

@@ -109,10 +109,12 @@ status field. That's what makes honest history and excuse analysis possible.
## 6. Design language
See `design.md`. In short: black chrome → white sheet with a 28 radius →
oversized **Light** display title → tiny grey all-caps labels above values.
See `design.md`. In short: sage-to-cream ambient backdrop, frosted glass
controls, painted `SceneArt` instead of photos, image-led cards, two-tone
greetings, night pills with a lime spark.
- Every screen is built from `Sheet` (`designs/Shell.dart`).
- Screens are built from `Sheet` (`designs/Shell.dart`); Home, Routines and
the routine player compose `AmbientBackground` + glass directly.
- Display titles are `TextType.Light`. Bold is for labels and metrics only.
- Never raw `Text`/`TextStyle` — use `text()` from `designs/text/Text.dart`.
- Never inline hex — use `utils/Colors.dart`.