Table of Contents

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Resource - Shadow

Shadows for an object, whether it is text or other graphics such as images, shapes, icons, windows, or folders, is a fundamental visual anchor that provides the three-dimensional “lift” to complement a professional interface. By creating a separation between the object and its background, the user's eye sees what is interactive and what is static.

Quick Start: The Two Rules of Drop Shadows

Total Launcher relies on Android's native rendering engine, which features specific behaviors. Use these two concepts when working with graphic objects:

1. To create a reliable drop shadow, follows these guidelines:

2. When a drop shadow is desired, avoids the following actions:

What is a Shadow Resource?

Total Launcher's offers a “library” for it's user-created shadow presets used for visual depth and separation from background objects. The library is viewed by navigating to the Main Menu > Launcher options > Resources > Shadow as shown in this dialog.

Common uses for shadow resources include:

The Built-in Shadow Library

Total Launcher offers no core library of shadows, only the space to store user-created shadow effects.

Customizing and Editing Shadows

Once a shadow is selected, its properties can be manipulated to fit the desired theme. Creation and modification happen via the Main Menu > Launcher options > Resources > Shape > Add icon

Shadow Add Dialog Element Descriptions
The Shadow Add dialog
Label: - Enter a filename (no spaces/only underscore _ for separators) to ID when saved.

Shadow color: - See a full review of TL's Color Picker here. See also the discussion below for successful color selection for shadows on different backgrounds.

Shadow radius: - Controls the spread/softness of the shadow. “Radius” technically measures a distance (in pixels) the blur extends from the object's edge. (A technical review of “Radius” is here.) Visually it determines how “fuzzy” the shadow appears.
» Low values (1-5): Tight, hard-edged shadow mimicking harsh light source.
» High values (10+): Wide, soft-edged shadow mimicking a large, diffused light source.
⇒ Note: If Offset X/Y = 0, the shadow remains perfectly centered behind the object; a higher radius will make it “glow” out from all sides.

Shadow offset X: - Controls the horizontal position of the shadow relative to the object. Positive values push the shadow to the right; negative values push the shadow to the left.

Shadow offset Y: - Controls the vertical position of the shadow relative to the object. Positive values push the shadow downwards; negative values push the shadow upwards.

===== Practical Applications ===== - do samples and include how to procedure The following are methods to apply shadows in object design:

In modern UI design light is usually treated as coming from directly above or slightly “front-and-top.” This means the X offset is often 0 (centered horizontally), and the Y offset is positive (pushing the shadow down). Below are suggested settings for the X/Y Offsets and the Radius if this style is desired.

Style Offset X Offset Y Radius Appearance
Subtle Lift 0 2 4 Clean, professional, slightly elevated
Floating Card 0 8 12 High elevation, like a physical card held over the screen
Retro / Pop 4 4 2 Distinct, “sticker-like” sharp edge
Soft Glow 0 0 20 High-end “aura” effect (only works if radius is high).

Tips to Perfect Shadows and the Technical Reasoning Behind Each

Technical Note: The Gaussian Safety Buffer

While Rule 1 states that Margin must be ≥ (Radius + Offset), high-radius shadows require a “Safety Buffer”.

Design Tip: To test your shadows effectively, always set your launcher wallpaper to the color recommended in the “Best Use On” column of the configuration tables. Testing a “Light Mode” shadow on a “Dark Mode” background will always result in a “Contrast Wall” failure.

Why this works for your manual * Directness: It addresses the “frustrating results” immediately by explaining that it isn't a bug; it's a lack of contrast. * Actionable Data: The “Success/Failure” table gives users a quick sanity check before they spend an hour tweaking offsets. * Rule Integration: It links back to Rule 1 to explain why your Margin of 60 was still clipping your Radius of 50.

UI Navigation Note: The Single-%%Slot%% Background

When configuring a Graphic Object's Options (gear) menu, the Background property is a single-occupancy slot.

Performance Hits from Radius/Blur Use

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