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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114
frontend/lib/Grounded/designs/scene/ScenePainter.dart
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114
frontend/lib/Grounded/designs/scene/ScenePainter.dart
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import 'dart:math' as math;
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import 'package:flutter/material.dart';
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import '../../utils/Colors.dart';
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/// Paints the landscape behind [SceneArt]. Everything is derived from the
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/// palette and the seed, so the same routine always gets the same picture.
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class ScenePainter extends CustomPainter {
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final List<Color> palette;
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final int seed;
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ScenePainter(this.palette, this.seed);
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@override
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void paint(Canvas canvas, Size size) {
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final double w = size.width;
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final double h = size.height;
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final math.Random random = math.Random(seed);
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final Rect bounds = Offset.zero & size;
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// Sky.
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canvas.drawRect(
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bounds,
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Paint()
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..shader = LinearGradient(
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begin: Alignment.topCenter,
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end: Alignment.bottomCenter,
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colors: <Color>[palette[0], palette[1]],
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stops: const <double>[0.0, 0.62],
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).createShader(bounds),
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);
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// Sun, with a wide soft glow.
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final double radius = math.min(w, h) * (0.13 + random.nextDouble() * 0.05);
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final Offset sun = Offset(
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w * (0.18 + random.nextDouble() * 0.64),
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h * (0.26 + random.nextDouble() * 0.12),
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);
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canvas.drawCircle(
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sun,
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radius * 2.6,
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Paint()
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..shader = RadialGradient(
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colors: <Color>[
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palette[2].withValues(alpha: 0.55),
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palette[2].withValues(alpha: 0.0),
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],
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).createShader(Rect.fromCircle(center: sun, radius: radius * 2.6)),
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);
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canvas.drawCircle(sun, radius, Paint()..color = palette[2]);
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// A haze band along the horizon so the far ridge sits back.
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final Rect haze = Rect.fromLTWH(0, h * 0.42, w, h * 0.22);
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canvas.drawRect(
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haze,
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Paint()
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..shader = LinearGradient(
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begin: Alignment.topCenter,
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end: Alignment.bottomCenter,
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colors: <Color>[
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colorWhite.withValues(alpha: 0.0),
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colorWhite.withValues(alpha: 0.35),
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colorWhite.withValues(alpha: 0.0),
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],
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).createShader(haze),
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);
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// Three ridges, far to near.
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final List<double> baselines = <double>[0.56, 0.68, 0.82];
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final List<double> amplitudes = <double>[0.07, 0.06, 0.05];
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for (int layer = 0; layer < 3; layer++) {
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final double base = h * baselines[layer];
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final double amp = h * amplitudes[layer];
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final double f1 = 0.8 + random.nextDouble() * 1.4;
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final double f2 = 2.0 + random.nextDouble() * 2.5;
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final double p1 = random.nextDouble() * math.pi * 2;
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final double p2 = random.nextDouble() * math.pi * 2;
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final Path ridge = Path()..moveTo(0, h);
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const int steps = 36;
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for (int i = 0; i <= steps; i++) {
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final double x = w * i / steps;
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final double t = i / steps;
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final double y = base -
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amp *
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(math.sin(t * f1 * math.pi * 2 + p1) * 0.65 +
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math.sin(t * f2 * math.pi * 2 + p2) * 0.35);
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ridge.lineTo(x, y);
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}
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ridge
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..lineTo(w, h)
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..close();
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final Color tone = palette[3 + layer];
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canvas.drawPath(
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ridge,
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Paint()
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..shader = LinearGradient(
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begin: Alignment.topCenter,
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end: Alignment.bottomCenter,
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colors: <Color>[tone, Color.lerp(tone, colorBlack, 0.18)!],
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).createShader(Rect.fromLTWH(0, base - amp, w, h - base + amp)),
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);
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}
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}
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@override
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bool shouldRepaint(covariant ScenePainter oldDelegate) {
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return oldDelegate.seed != seed || oldDelegate.palette != palette;
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}
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}
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