mirror of
https://github.com/R0m1k3/xtremflow.git
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Replaces the Projector Noir palette with "Warm Cinema" and rebuilds the web players around a shared, event-driven engine. Design - app_colors: warm charcoal (#0B0908), cream (#F3E9DF), ember (#D9541F); adds posterScrim/heroScrim gradients, lift()/emberFocus() shadows, const cream-alpha tokens replacing Colors.whiteNN, and primaryFill, a deeper ember reserved for text-bearing fills so white labels clear the 4.5:1 AA threshold that #D9541F alone does not - app_theme / mobile_theme: Fraunces (display serif) + Karla (body), tighter radii, 20+ component themes - glass_container: opaque layered surfaces replace the blurred glass - themed_loading_screen restyled; players and boot splash follow Performance - drop every BackdropFilter: backdrop blur forced a full framebuffer read per frame per card, the main source of scroll jank - bundle Fraunces/Karla as assets so google_fonts stops fetching from fonts.gstatic.com at startup - bound image decode size on 12 sites: a 40-poster grid drops from ~240 MB to a few tens of MB of GPU memory Players (new shared engine: web/xf-player-core.js) - start on media events instead of polling the buffer every 100-200 ms - hls.js/mpegts.js loaded on demand, so ~213 KB of mpegts is never fetched for HLS streams - liveSyncDurationCount 10 -> 2, startFragPrefetch on, testBandwidth off, MPEG-TS initial stash 512 KB -> 64 KB - adaptive escalation fast -> balanced -> safe after repeated stalls in a 60 s window, applied live for HLS so there is no visible cut Preserved from the recent streaming work on main: server-side quality selection, stable player viewId, the turbo direct MPEG-TS path, vendored library cache headers and the CI/Docker changes. Only the theme layer and the player front-end were replaced; GlassCard stays in ui_components. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
225 lines
6.3 KiB
Dart
225 lines
6.3 KiB
Dart
import 'package:flutter/material.dart';
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import '../theme/app_colors.dart';
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/// Conteneur de surface « Warm Cinema » — 3 niveaux de profondeur.
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///
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/// Level 0 : socle brut (#0B0908), aucune ombre.
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/// Level 1 : plaque opaque légèrement éclaircie, liseré crème 8 %, ombre douce.
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/// Level 2 : bloc flottant, liseré ember sur l'arête haute, ombre profonde.
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///
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/// PERF : cette version n'utilise **aucun** `BackdropFilter`. Le flou de fond
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/// forçait Flutter Web à relire le framebuffer à chaque frame pour chaque
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/// carte à l'écran (33 sites d'appel ici) — cause principale du jank au
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/// scroll. La profondeur est désormais rendue par des surfaces opaques
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/// pré-teintées et des ombres, ce qui coûte quasiment rien au GPU.
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///
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/// L'API publique est inchangée : aucun site d'appel n'a besoin d'être modifié.
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enum GlassLevel { level0, level1, level2 }
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class GlassContainer extends StatelessWidget {
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final Widget child;
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final double? width;
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final double? height;
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final EdgeInsetsGeometry padding;
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final EdgeInsetsGeometry? margin;
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final double borderRadius;
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final GlassLevel level;
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final Color? borderColor;
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final bool border;
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final List<BoxShadow>? boxShadow;
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/// Alias de [border] (nom utilisé par les widgets de navigation TV).
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/// Prioritaire sur [border] lorsqu'il est fourni.
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final bool? hasBorder;
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/// Passer `false` supprime toute ombre portée — utile pour les barres
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/// collées à un bord, où l'ombre créerait une couture visible.
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final bool showShadow;
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const GlassContainer({
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super.key,
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required this.child,
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this.width,
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this.height,
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this.padding = const EdgeInsets.all(16),
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this.margin,
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this.borderRadius = 14.0,
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this.level = GlassLevel.level1,
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this.borderColor,
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this.border = true,
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this.boxShadow,
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this.hasBorder,
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this.showShadow = true,
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});
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bool get _showBorder => hasBorder ?? border;
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/// Niveau 0 — socle brut.
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const GlassContainer.base({
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super.key,
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required this.child,
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this.width,
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this.height,
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this.padding = const EdgeInsets.all(16),
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this.margin,
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this.borderRadius = 14.0,
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this.borderColor,
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this.border = false,
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this.boxShadow,
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this.hasBorder,
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this.showShadow = true,
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}) : level = GlassLevel.level0;
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/// Niveau 1 — plaque standard.
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const GlassContainer.glass({
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super.key,
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required this.child,
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this.width,
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this.height,
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this.padding = const EdgeInsets.all(16),
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this.margin,
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this.borderRadius = 14.0,
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this.borderColor,
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this.border = true,
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this.boxShadow,
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this.hasBorder,
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this.showShadow = true,
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}) : level = GlassLevel.level1;
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/// Niveau 2 — bloc flottant (modales, panneaux, overlays).
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const GlassContainer.floating({
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super.key,
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required this.child,
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this.width,
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this.height,
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this.padding = const EdgeInsets.all(16),
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this.margin,
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this.borderRadius = 20.0,
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this.borderColor,
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this.border = true,
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this.boxShadow,
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this.hasBorder,
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this.showShadow = true,
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}) : level = GlassLevel.level2;
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@override
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Widget build(BuildContext context) {
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switch (level) {
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case GlassLevel.level0:
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return _buildLevel0();
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case GlassLevel.level1:
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return _buildLevel1();
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case GlassLevel.level2:
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return _buildLevel2();
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}
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}
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Widget _buildLevel0() {
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return Container(
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width: width,
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height: height,
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margin: margin,
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padding: padding,
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decoration: BoxDecoration(
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color: AppColors.baseLevel0,
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borderRadius: BorderRadius.circular(borderRadius),
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border: _showBorder
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? Border.all(
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color: borderColor ?? Colors.transparent,
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width: 1,
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)
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: null,
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boxShadow: showShadow ? boxShadow : null,
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),
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child: child,
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);
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}
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Widget _buildLevel1() {
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return Container(
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width: width,
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height: height,
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margin: margin,
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padding: padding,
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decoration: BoxDecoration(
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color: AppColors.glassLevel1Bg,
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borderRadius: BorderRadius.circular(borderRadius),
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border: _showBorder
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? Border.all(
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color: borderColor ?? AppColors.glassLevel1Border,
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width: 1,
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)
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: null,
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boxShadow: !showShadow
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? null
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: boxShadow ??
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const [
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BoxShadow(
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color: Color(0x59000000), // noir 35 %
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blurRadius: 18,
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spreadRadius: -6,
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offset: Offset(0, 8),
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),
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],
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),
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child: child,
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);
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}
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Widget _buildLevel2() {
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return Container(
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width: width,
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height: height,
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margin: margin,
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padding: padding,
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decoration: BoxDecoration(
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// Dégradé très court : arête haute captant la « lumière du projecteur ».
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gradient: const LinearGradient(
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colors: [Color(0xFF262019), Color(0xFF1F1815)],
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stops: [0.0, 0.45],
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begin: Alignment.topCenter,
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end: Alignment.bottomCenter,
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),
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borderRadius: BorderRadius.circular(borderRadius),
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border: _showBorder
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? Border(
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top: BorderSide(
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color: borderColor ?? AppColors.glassLevel2InnerGlow,
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width: 1,
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),
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left: BorderSide(
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color: borderColor ?? AppColors.glassLevel2Border,
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width: 1,
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),
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right: BorderSide(
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color: borderColor ?? AppColors.glassLevel2Border,
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width: 1,
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),
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bottom: BorderSide(
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color: borderColor ?? AppColors.glassLevel2Border,
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width: 1,
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),
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)
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: null,
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boxShadow: !showShadow
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? null
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: boxShadow ??
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const [
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BoxShadow(
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color: Color(0xA6000000), // noir 65 %
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blurRadius: 40,
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spreadRadius: -12,
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offset: Offset(0, 20),
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),
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BoxShadow(
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color: Color(0x1FD9541F), // halo ember 12 %
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blurRadius: 48,
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spreadRadius: -18,
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),
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],
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),
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child: child,
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);
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}
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}
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