Package-level declarations

Functions

Link copied to clipboard
fun AnimatedDuskBackground(modifier: Modifier = Modifier, durationMs: Int = 900)
Link copied to clipboard
fun DuskTransitionBackground(modifier: Modifier = Modifier, progress: Float = 1.0f)
Link copied to clipboard
fun DustLifecycleGraph(progress: Float, modifier: Modifier = Modifier, color: Color = Color.White, isDecaying: Boolean = false, decayProgress: Float = 0.0f)

Dust lifecycle graph — minimal line chart showing the generation ramp, cap plateau, and current position. Matches the official Midnight dust spec curve (linear growth → cap → optional decay).

Link copied to clipboard
fun DustTrail(modifier: Modifier = Modifier, color: Color = Color.White, particleCount: Int = 12, maxAlpha: Float = 0.3f)

Dust particle trail — small dots that kick up and drift away, like a Rarámuri runner kicking up canyon dust. Designed to overlay or sit behind a LottieRunner.

Link copied to clipboard
fun DustVortex(progress: Float, modifier: Modifier = Modifier, color: Color = Color.White, particleCount: Int = 60)

Canyon dust vortex — particles orbit in a slow spiral, density controlled by progress (0f = sparse, 1f = dense serene cloud).

Link copied to clipboard
fun HorizonGlow(modifier: Modifier = Modifier)
Link copied to clipboard
fun KuiraMaterialize(modifier: Modifier = Modifier, durationMs: Int = 2500)
Link copied to clipboard
fun KuiraMaterializeFrame(modifier: Modifier = Modifier, progress: Float = 1.0f)
Link copied to clipboard
fun LottieRunner(modifier: Modifier = Modifier, color: Color = Color.White, animate: Boolean = true)

Rarámuri runner progress indicator — Lottie-animated version.

Link copied to clipboard
fun MidnightEntrance(modifier: Modifier = Modifier)
Link copied to clipboard
fun NoiseField(modifier: Modifier = Modifier, density: Int = 40, alpha: Float = 1.0f)
Link copied to clipboard
fun RunnerWithDust(modifier: Modifier = Modifier, color: Color = Color.White)

Combined Rarámuri runner + dust trail — the full brand progress indicator. Dust particles kick up behind the runner's feet.

Link copied to clipboard
fun ShimmerBlock(height: Dp, modifier: Modifier = Modifier, widthFraction: Float = 1.0f, base: Color = MidnightColors.LightBarely, highlight: Color = MidnightColors.LightFaint)

A shimmering placeholder block for first-load skeletons — a luminance sweep across a rounded bar. Brand-neutral via base/highlight (default to the Midnight palette's faintest light tokens), so it reads as "loading" without introducing hue. Use one per line of content being awaited.

Link copied to clipboard
fun StarField(modifier: Modifier = Modifier, color: Color = Color.White, alpha: Float = 1.0f, starCount: Int = 25, drift: Float = 1.0f, meteors: Boolean = true)

Ambient depth-parallax star field. Each star has a depth z (0 = far, 1 = near); the whole field drifts slowly with per-star speed ∝ z (nearer stars sweep faster — the parallax cue that reads as gliding through 3-D space), wrapping toroidally for an endless field. Realism without hue (brand monochrome): power-law size/brightness, soft glow halos, a diffraction cross on the brightest few, organic two-octave scintillation, and a rare shooting star. Honors the system "remove animations" setting (freezes to a static sky).