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
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@@ -13,10 +13,10 @@ Widget roundedCornerButton(
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Color? foreground,
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IconData? icon,
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bool enabled = true,
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double radius = 14,
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double radius = 99,
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double verticalPadding = 16,
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}) {
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final Color bg = enabled ? (background ?? colorPrimaryDark) : colorGrey;
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final Color bg = enabled ? (background ?? colorNight) : colorGrey;
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final Color fg = foreground ?? colorWhite;
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return ElevatedButton(
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@@ -35,10 +35,13 @@ Widget roundedCornerButton(
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mainAxisAlignment: MainAxisAlignment.center,
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children: [
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if (icon != null) ...[
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Icon(icon, size: 16, color: fg),
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// The default night pill carries the lime spark on its icon.
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Icon(icon,
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size: 16,
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color: background == null && foreground == null ? colorLime : fg),
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const SizedBox(width: 8),
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],
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text(label, 14, TextType.Bold, color: fg),
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text(label, 14, TextType.Medium, color: fg),
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],
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),
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);
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@@ -52,7 +55,7 @@ Widget outlinedActionButton(
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Color? foreground,
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IconData? icon,
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bool enabled = true,
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double radius = 14,
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double radius = 99,
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}) {
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final Color fg = enabled ? (foreground ?? colorPrimaryDark) : colorGrey;
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