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:
@@ -1,16 +1,20 @@
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import 'dart:async';
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import 'package:flutter/material.dart';
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import 'package:flutter_animate/flutter_animate.dart';
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import 'package:stacked/stacked.dart';
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import '../../about/internal/application/MeDescription.dart';
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import '../../about/internal/application/NavigatorType.dart';
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import '../../about/internal/application/TextType.dart';
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import '../../configs/Navigator.dart';
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import '../../designs/AmbientBackground.dart';
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import '../../designs/GlassSurface.dart';
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import '../../designs/GroundedMark.dart';
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import '../../designs/Responsive.dart';
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import '../../designs/scene/SceneArt.dart';
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import '../../designs/text/Text.dart';
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import '../../utils/Colors.dart';
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import '../../utils/Images.dart';
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import '../home/Home.dart';
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import '../login/Login.dart';
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import 'ConnectSplash.dart';
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@@ -31,7 +35,7 @@ class SplashState extends State<Splash> implements ConnectSplash {
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builder: (context, viewModel, child) => PopScope(
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canPop: false,
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child: Scaffold(
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backgroundColor: colorPrimaryDark,
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backgroundColor: colorAmbientMid,
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body: LayoutBuilder(
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builder: (BuildContext context, BoxConstraints constraints) {
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return Responsive(
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@@ -47,69 +51,193 @@ class SplashState extends State<Splash> implements ConnectSplash {
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}
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Future<void> _initiate() async {
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// A beat on the wordmark, then the session decides where we land.
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await Future.delayed(const Duration(milliseconds: 900));
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// Long enough for the mark to land and take one breath, then the session
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// decides where we land.
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await Future.delayed(const Duration(milliseconds: 2200));
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_model?.initialize();
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}
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Widget _mobileView(BoxConstraints constraints) {
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return SafeArea(
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child: Padding(
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padding: const EdgeInsets.symmetric(horizontal: 28, vertical: 36),
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child: Column(
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mainAxisSize: MainAxisSize.max,
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crossAxisAlignment: CrossAxisAlignment.start,
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mainAxisAlignment: MainAxisAlignment.spaceBetween,
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children: [
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text("GROUNDED", 10, TextType.Bold,
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color: colorWhite.withValues(alpha: 0.45), letterSpacing: 2.0),
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Column(
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mainAxisSize: MainAxisSize.min,
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crossAxisAlignment: CrossAxisAlignment.start,
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children: [
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// The same mark the native splash shows, so the handover from
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// the OS screen into the app is invisible.
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Image.asset(
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splashMark,
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width: 108,
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height: 108,
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errorBuilder: (context, error, stackTrace) =>
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const SizedBox(height: 108),
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),
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const SizedBox(height: 28),
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text("Grounded", 52, TextType.Light,
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color: colorWhite, height: 1.05),
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const SizedBox(height: 16),
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Container(
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width: 44,
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height: 2,
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color: colorWhite.withValues(alpha: 0.30),
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),
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const SizedBox(height: 20),
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text(
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"A to-do app that does not believe you.",
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15,
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TextType.Regular,
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color: colorWhite.withValues(alpha: 0.60),
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height: 1.5,
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),
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],
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),
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SizedBox(
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width: 22,
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height: 22,
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child: CircularProgressIndicator(
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strokeWidth: 2,
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backgroundColor: colorWhite.withValues(alpha: 0.12),
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color: colorWhite.withValues(alpha: 0.70),
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return AmbientBackground(
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child: Stack(
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children: [
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// The landscape rising from the bottom edge — the same painted world
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// the routine cards live in.
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Positioned(
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left: 0,
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right: 0,
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bottom: 0,
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height: constraints.maxHeight * 0.34,
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child: ShaderMask(
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shaderCallback: (Rect bounds) => const LinearGradient(
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begin: Alignment.topCenter,
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end: Alignment.bottomCenter,
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colors: <Color>[Color(0x00000000), Color(0xFF000000)],
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stops: <double>[0.0, 0.45],
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).createShader(bounds),
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blendMode: BlendMode.dstIn,
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child: const SceneArt(palette: sceneWorkout, seed: 11),
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)
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.animate()
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.fadeIn(duration: 1200.ms, curve: Curves.easeOut)
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.slideY(begin: 0.25, end: 0, duration: 1400.ms,
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curve: Curves.easeOutCubic),
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),
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SafeArea(
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child: Padding(
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padding: const EdgeInsets.fromLTRB(28, 18, 28, 32),
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child: Column(
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crossAxisAlignment: CrossAxisAlignment.stretch,
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children: [
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Row(
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mainAxisAlignment: MainAxisAlignment.spaceBetween,
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children: [
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text("Grounded", 17, TextType.Regular, color: colorInk),
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text("Daily discipline", 17, TextType.Regular,
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color: colorInkSoft),
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],
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).animate().fadeIn(duration: 600.ms, delay: 200.ms),
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const Spacer(flex: 3),
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Center(child: _mark()),
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const SizedBox(height: 40),
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_wordmark(),
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const Spacer(flex: 4),
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_loader(),
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],
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),
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),
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],
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),
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),
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],
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),
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);
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}
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/// The mark on glass, inside rings that breathe outward.
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Widget _mark() {
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return SizedBox(
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width: 230,
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height: 230,
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child: Stack(
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alignment: Alignment.center,
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children: [
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for (int ring = 0; ring < 3; ring++)
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Container(
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width: 120,
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height: 120,
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decoration: BoxDecoration(
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shape: BoxShape.circle,
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border: Border.all(
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color: colorWhite.withValues(alpha: 0.9), width: 1.4),
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),
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)
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.animate(onPlay: (controller) => controller.repeat())
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.scale(
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begin: const Offset(1, 1),
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end: const Offset(1.9, 1.9),
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duration: 2400.ms,
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delay: (ring * 800).ms,
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curve: Curves.easeOutCubic,
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)
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.fadeOut(duration: 2400.ms, delay: (ring * 800).ms),
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GlassSurface(
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radius: BorderRadius.circular(44),
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padding: const EdgeInsets.all(10),
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child: Container(
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decoration: BoxDecoration(
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borderRadius: BorderRadius.circular(32),
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boxShadow: <BoxShadow>[
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BoxShadow(
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color: colorPrimary.withValues(alpha: 0.35),
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blurRadius: 40,
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offset: const Offset(0, 16),
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),
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],
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),
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// The sun rises out of the ground line, then the arcs light.
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child: TweenAnimationBuilder<double>(
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tween: Tween<double>(begin: 0, end: 1),
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duration: const Duration(milliseconds: 1700),
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builder: (context, t, child) => GroundedMark(
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size: 132,
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rise: Curves.easeOutCubic
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.transform((t / 0.6).clamp(0.0, 1.0)),
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arcs: Curves.easeOut
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.transform(((t - 0.45) / 0.55).clamp(0.0, 1.0)),
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),
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),
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),
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)
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.animate()
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.scale(
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begin: const Offset(0.6, 0.6),
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end: const Offset(1, 1),
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duration: 900.ms,
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curve: Curves.easeOutBack,
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)
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.fadeIn(duration: 500.ms),
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],
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),
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);
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}
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/// Two-tone, like the greeting on the home screen.
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Widget _wordmark() {
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return Column(
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children: [
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text("Grounded", 46, TextType.Medium,
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color: colorInk, align: TextAlign.center, letterSpacing: -1.2)
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.animate()
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.fadeIn(duration: 700.ms, delay: 350.ms)
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.slideY(begin: 0.3, end: 0, duration: 700.ms, delay: 350.ms,
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curve: Curves.easeOutCubic),
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const SizedBox(height: 10),
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text("A to-do app that\ndoesn't believe you.", 22, TextType.Light,
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color: colorInkSoft, align: TextAlign.center, height: 1.3)
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.animate()
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.fadeIn(duration: 700.ms, delay: 650.ms)
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.slideY(begin: 0.3, end: 0, duration: 700.ms, delay: 650.ms,
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curve: Curves.easeOutCubic),
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],
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);
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}
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/// A glass capsule that fills while the session resolves.
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Widget _loader() {
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return Column(
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children: [
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GlassSurface(
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radius: BorderRadius.circular(99),
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padding: const EdgeInsets.all(3),
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child: SizedBox(
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width: 140,
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height: 6,
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child: Align(
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alignment: Alignment.centerLeft,
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child: Container(
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width: 140,
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decoration: BoxDecoration(
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color: colorNight,
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borderRadius: BorderRadius.circular(99),
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),
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)
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.animate()
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.scaleX(
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begin: 0.04,
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end: 1,
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alignment: Alignment.centerLeft,
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duration: 2000.ms,
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curve: Curves.easeInOutCubic,
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),
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),
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),
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),
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const SizedBox(height: 12),
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text("Checking what you promised", 12, TextType.Regular,
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color: colorWhite.withValues(alpha: 0.9)),
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],
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).animate().fadeIn(duration: 500.ms, delay: 900.ms);
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}
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@override
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void launchHome(MeDescription value) {
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GroundedNavigation()
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Reference in New Issue
Block a user