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    <title>DEV Community: Tiago Peter</title>
    <description>The latest articles on DEV Community by Tiago Peter (@silofy).</description>
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      <title>Building a cross-IDE theme compiler in TypeScript</title>
      <dc:creator>Tiago Peter</dc:creator>
      <pubDate>Thu, 16 Apr 2026 02:42:18 +0000</pubDate>
      <link>https://dev.to/silofy/building-a-cross-ide-theme-compiler-in-typescript-3n40</link>
      <guid>https://dev.to/silofy/building-a-cross-ide-theme-compiler-in-typescript-3n40</guid>
      <description>&lt;h1&gt;
  
  
  Building a cross-IDE theme compiler in TypeScript
&lt;/h1&gt;

&lt;p&gt;Port a VS Code theme to JetBrains and watch it fall apart. &lt;code&gt;comment&lt;/code&gt; and &lt;code&gt;string&lt;/code&gt; render at the same brightness. The sidebar glows radioactive. A color that was a "soft blue" in one editor becomes a "flat teal" in another. Not because the port was lazy — because editor themes are hand-tuned constants, and constants don't port.&lt;/p&gt;

&lt;p&gt;This post walks through an engine that treats a theme as a &lt;strong&gt;compiler target problem&lt;/strong&gt;: one palette, a normalized intermediate representation, a set of pure per-target compilers, and a constraint solver that picks lightness per semantic role. TypeScript throughout. No frameworks.&lt;/p&gt;




&lt;h2&gt;
  
  
  The problem: themes are code, we just pretend they aren't
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;TL;DR — every theme file is the output of a hand-run mental compiler. Formalize it.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;A VS Code theme is ~400 key–value pairs across two schemas: &lt;code&gt;colors&lt;/code&gt; (UI chrome) and &lt;code&gt;tokenColors&lt;/code&gt; (TextMate scopes). A JetBrains theme is XML with a completely different shape. Zed is TOML. Neovim is Lua. They all encode the same mental model — &lt;em&gt;keywords look like this, strings look like that&lt;/em&gt; — but in six different dialects with six different token vocabularies.&lt;/p&gt;

&lt;p&gt;The temptation is to write each theme by hand per editor. The better move is to describe the theme &lt;em&gt;once&lt;/em&gt; in a normalized form, then compile.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="c1"&gt;// The input: 8 OKLCH anchors + a background.&lt;/span&gt;
&lt;span class="kr"&gt;interface&lt;/span&gt; &lt;span class="nx"&gt;CorePalette&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nl"&gt;background&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;OKLCH&lt;/span&gt;
  &lt;span class="nx"&gt;foreground&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;OKLCH&lt;/span&gt;
  &lt;span class="nx"&gt;hues&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nx"&gt;CoreHue&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;CoreHue&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;CoreHue&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;CoreHue&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
         &lt;span class="nx"&gt;CoreHue&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;CoreHue&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;CoreHue&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;CoreHue&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="kr"&gt;interface&lt;/span&gt; &lt;span class="nx"&gt;OKLCH&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="nl"&gt;l&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="nl"&gt;c&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="nl"&gt;h&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt; &lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Nothing in here is an editor concept yet. Just perceptual color.&lt;/p&gt;




&lt;h2&gt;
  
  
  Step 1: a normalized token tree
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;TL;DR — name the roles, not the tokens. 30 slots, not 400.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;The intermediate representation has one job: express the full semantic surface of an editor theme without referring to any editor. I landed on 30 roles, each with four pieces of metadata:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="kd"&gt;type&lt;/span&gt; &lt;span class="nx"&gt;ContrastTier&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt;
  &lt;span class="o"&gt;|&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;critical&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;    &lt;span class="c1"&gt;// errors, warnings                 APCA Lc 75&lt;/span&gt;
  &lt;span class="o"&gt;|&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;structural&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;  &lt;span class="c1"&gt;// keywords, operators, brackets   APCA Lc 65&lt;/span&gt;
  &lt;span class="o"&gt;|&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;semantic&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;    &lt;span class="c1"&gt;// types, functions, strings       APCA Lc 60&lt;/span&gt;
  &lt;span class="o"&gt;|&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;contextual&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;  &lt;span class="c1"&gt;// params, properties, labels      APCA Lc 50&lt;/span&gt;
  &lt;span class="o"&gt;|&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;ambient&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;     &lt;span class="c1"&gt;// comments, guides, punctuation   APCA Lc 38&lt;/span&gt;

&lt;span class="kr"&gt;interface&lt;/span&gt; &lt;span class="nx"&gt;SemanticRole&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nl"&gt;id&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;string&lt;/span&gt;               &lt;span class="c1"&gt;// 'keyword', 'string', 'comment', ...&lt;/span&gt;
  &lt;span class="nx"&gt;tier&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;ContrastTier&lt;/span&gt;       &lt;span class="c1"&gt;// drives the contrast target&lt;/span&gt;
  &lt;span class="nx"&gt;temperature&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;cool&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt; &lt;span class="o"&gt;|&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;warm&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt; &lt;span class="o"&gt;|&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;neutral&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;
  &lt;span class="nx"&gt;defaultHue&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;       &lt;span class="c1"&gt;// 0–360°, identity hue&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;The key move is &lt;strong&gt;tiers&lt;/strong&gt;. Hue tells you &lt;em&gt;what&lt;/em&gt; a token is; lightness tells you &lt;em&gt;how loud&lt;/em&gt; it is. Two keywords at the same tier should have different hues but similar perceived brightness. A comment should be quieter than a string no matter what color it is. Baking that into the IR means every downstream compiler inherits the hierarchy for free.&lt;/p&gt;

&lt;p&gt;Once you have the 30 roles, the normalized theme is just:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="kr"&gt;interface&lt;/span&gt; &lt;span class="nx"&gt;NormalizedTheme&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nl"&gt;meta&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;name&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;string&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="nl"&gt;appearance&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;light&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt; &lt;span class="o"&gt;|&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;dark&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt; &lt;span class="p"&gt;}&lt;/span&gt;
  &lt;span class="nl"&gt;background&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;OKLCH&lt;/span&gt;
  &lt;span class="nx"&gt;foreground&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;OKLCH&lt;/span&gt;
  &lt;span class="nx"&gt;roles&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nb"&gt;Record&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="nx"&gt;RoleId&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;OKLCH&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;   &lt;span class="c1"&gt;// 30 entries, all solved&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;That's the entire IR. Every compiler consumes this; nothing else.&lt;/p&gt;




&lt;h2&gt;
  
  
  Step 2: one pure function per target
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;TL;DR — &lt;code&gt;compile(theme) → string&lt;/code&gt;. No I/O, no mutation, no shared state.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Each target editor gets exactly one file exporting one function:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="c1"&gt;// lib/engine/compiler/vscode.ts&lt;/span&gt;
&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;compileVSCode&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;theme&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;NormalizedTheme&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt; &lt;span class="kr"&gt;string&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="p"&gt;...&lt;/span&gt; &lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="c1"&gt;// lib/engine/compiler/zed.ts&lt;/span&gt;
&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;compileZed&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;theme&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;NormalizedTheme&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt; &lt;span class="kr"&gt;string&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="p"&gt;...&lt;/span&gt; &lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="c1"&gt;// lib/engine/compiler/neovim.ts&lt;/span&gt;
&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;compileNeovim&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;theme&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;NormalizedTheme&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt; &lt;span class="kr"&gt;string&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="p"&gt;...&lt;/span&gt; &lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Pure. Deterministic. No config lookups, no filesystem, no globals. The inputs are the theme and the target's own mapping table; the output is a string you can &lt;code&gt;fs.writeFile&lt;/code&gt; or zip into a &lt;code&gt;.vsix&lt;/code&gt;.&lt;/p&gt;

&lt;p&gt;The mapping tables are where the editor-specific knowledge lives:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="c1"&gt;// vscode-mappings.ts — 'keyword' role → TextMate scopes VS Code wants&lt;/span&gt;
&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;SCOPE_MAP&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nb"&gt;Record&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="nx"&gt;RoleId&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kr"&gt;string&lt;/span&gt;&lt;span class="p"&gt;[]&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="na"&gt;keyword&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;[&lt;/span&gt;
    &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;keyword.control&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;storage.type&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;storage.modifier&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
  &lt;span class="p"&gt;],&lt;/span&gt;
  &lt;span class="na"&gt;string&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;string&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;string.quoted&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;],&lt;/span&gt;
  &lt;span class="na"&gt;comment&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;comment&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;punctuation.definition.comment&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;],&lt;/span&gt;
  &lt;span class="c1"&gt;// ...&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;The JetBrains compiler has a different table (IntelliJ attribute keys). The Neovim compiler has a different table again (Treesitter capture names plus LSP semantic tokens). &lt;strong&gt;The compiler itself is trivial&lt;/strong&gt; — it walks the role map, looks up the target's token names, and emits the target's syntax. All the hard work is upstream.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;compileVSCode&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;theme&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;NormalizedTheme&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;tokenColors&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;ROLE_IDS&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;flatMap&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;id&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;({&lt;/span&gt;
    &lt;span class="na"&gt;scope&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;SCOPE_MAP&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nx"&gt;id&lt;/span&gt;&lt;span class="p"&gt;],&lt;/span&gt;
    &lt;span class="na"&gt;settings&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;foreground&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nf"&gt;oklchToHex&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;theme&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;roles&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nx"&gt;id&lt;/span&gt;&lt;span class="p"&gt;])&lt;/span&gt; &lt;span class="p"&gt;},&lt;/span&gt;
  &lt;span class="p"&gt;}))&lt;/span&gt;
  &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="nx"&gt;JSON&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;stringify&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;name&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;theme&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;meta&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;name&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;colors&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nf"&gt;uiColors&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;theme&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt; &lt;span class="nx"&gt;tokenColors&lt;/span&gt; &lt;span class="p"&gt;},&lt;/span&gt;
    &lt;span class="kc"&gt;null&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;2&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
  &lt;span class="p"&gt;)&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Adding a new editor means adding one file with one function and one mapping table. No changes to the IR, no changes to other compilers. That's the whole point of the split.&lt;/p&gt;




&lt;h2&gt;
  
  
  Step 3: the constraint solver
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;TL;DR — given a palette and a background, pick the lightness per role so every tier hits its APCA target.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;This is where the engine earns its keep. Naive themes set colors first and hope contrast works out. The solver does the opposite: it treats contrast as a hard constraint and solves for lightness.&lt;/p&gt;

&lt;p&gt;Three passes, all on OKLCH values.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Pass 1 — Hue selection.&lt;/strong&gt; Each role gets matched to one of the 8 palette hues based on temperature fit and hue-angle distance. A &lt;code&gt;keyword&lt;/code&gt; role (cool, default 260°) picks the nearest cool hue; a &lt;code&gt;string&lt;/code&gt; role (warm, default 55°) picks the nearest warm one. This assigns &lt;em&gt;identity&lt;/em&gt; — the theme's personality — to every slot.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;pickHueForRole&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;role&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;SemanticRole&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;palette&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;CorePalette&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt; &lt;span class="nx"&gt;OKLCH&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;candidates&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;palette&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;hues&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;filter&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;h&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt;
    &lt;span class="nf"&gt;temperatureMatches&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;h&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;role&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;role&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;temperature&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
  &lt;span class="p"&gt;)&lt;/span&gt;
  &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="nf"&gt;minBy&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;candidates&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;h&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="nf"&gt;hueDistance&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;h&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;h&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;role&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;defaultHue&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;&lt;strong&gt;Pass 2 — Lightness calibration.&lt;/strong&gt; Hue is now frozen. The solver adjusts &lt;code&gt;L&lt;/code&gt; until APCA contrast against the background meets the role's tier target. If the palette's hue started at &lt;code&gt;L=0.75&lt;/code&gt; but &lt;code&gt;structural&lt;/code&gt; tier requires &lt;code&gt;Lc 65&lt;/code&gt; against a dark background, lightness slides up (or down on a light theme) until the target is hit.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;calibrateLightness&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;color&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;OKLCH&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;bg&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;OKLCH&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;targetLc&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt; &lt;span class="nx"&gt;OKLCH&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;let&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="nx"&gt;l&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;c&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;h&lt;/span&gt; &lt;span class="p"&gt;}&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;color&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;direction&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;bg&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;l&lt;/span&gt; &lt;span class="o"&gt;&amp;lt;&lt;/span&gt; &lt;span class="mf"&gt;0.5&lt;/span&gt; &lt;span class="p"&gt;?&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt;&lt;span class="mi"&gt;1&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="mi"&gt;1&lt;/span&gt;   &lt;span class="c1"&gt;// dark bg → go lighter&lt;/span&gt;
  &lt;span class="k"&gt;while &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;abs&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nf"&gt;apcaContrast&lt;/span&gt;&lt;span class="p"&gt;({&lt;/span&gt; &lt;span class="nx"&gt;l&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;c&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;h&lt;/span&gt; &lt;span class="p"&gt;},&lt;/span&gt; &lt;span class="nx"&gt;bg&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="o"&gt;&amp;lt;&lt;/span&gt; &lt;span class="nx"&gt;targetLc&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="nx"&gt;l&lt;/span&gt; &lt;span class="o"&gt;+=&lt;/span&gt; &lt;span class="nx"&gt;direction&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="mf"&gt;0.01&lt;/span&gt;
    &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;l&lt;/span&gt; &lt;span class="o"&gt;&amp;lt;=&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt; &lt;span class="o"&gt;||&lt;/span&gt; &lt;span class="nx"&gt;l&lt;/span&gt; &lt;span class="o"&gt;&amp;gt;=&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;break&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt;
  &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="nx"&gt;l&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;c&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;h&lt;/span&gt; &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Why lightness and not chroma? Because chroma shifts change &lt;em&gt;identity&lt;/em&gt; — a "soft blue" desaturated to meet contrast becomes a "flat gray-blue," a different color. Lightness changes preserve identity within the tolerance of human perception. Hue is never touched in this pass; chroma only as a last resort when lightness saturates.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Pass 3 — distance enforcement.&lt;/strong&gt; Within each tier, two roles that landed on the same palette hue will look identical. Human eyes stop distinguishing OKLCH points closer than ~0.04 in perceptual distance, so the solver nudges collisions apart:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;enforceTierDistance&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;roles&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;OKLCH&lt;/span&gt;&lt;span class="p"&gt;[],&lt;/span&gt; &lt;span class="nx"&gt;minDelta&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mf"&gt;0.04&lt;/span&gt;&lt;span class="p"&gt;):&lt;/span&gt; &lt;span class="nx"&gt;OKLCH&lt;/span&gt;&lt;span class="p"&gt;[]&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="k"&gt;for &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kd"&gt;let&lt;/span&gt; &lt;span class="nx"&gt;i&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="nx"&gt;i&lt;/span&gt; &lt;span class="o"&gt;&amp;lt;&lt;/span&gt; &lt;span class="nx"&gt;roles&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;length&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="nx"&gt;i&lt;/span&gt;&lt;span class="o"&gt;++&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;for &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kd"&gt;let&lt;/span&gt; &lt;span class="nx"&gt;j&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;i&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="nx"&gt;j&lt;/span&gt; &lt;span class="o"&gt;&amp;lt;&lt;/span&gt; &lt;span class="nx"&gt;roles&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;length&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="nx"&gt;j&lt;/span&gt;&lt;span class="o"&gt;++&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
      &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nf"&gt;oklchDistance&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;roles&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nx"&gt;i&lt;/span&gt;&lt;span class="p"&gt;],&lt;/span&gt; &lt;span class="nx"&gt;roles&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nx"&gt;j&lt;/span&gt;&lt;span class="p"&gt;])&lt;/span&gt; &lt;span class="o"&gt;&amp;lt;&lt;/span&gt; &lt;span class="nx"&gt;minDelta&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="nx"&gt;roles&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nx"&gt;j&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;shiftHue&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;roles&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nx"&gt;j&lt;/span&gt;&lt;span class="p"&gt;],&lt;/span&gt; &lt;span class="mi"&gt;8&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;    &lt;span class="c1"&gt;// small hue nudge&lt;/span&gt;
      &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt;
  &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="nx"&gt;roles&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;After pass 3, re-run pass 2 on anything that moved. Two iterations converge in practice.&lt;/p&gt;




&lt;h2&gt;
  
  
  Step 4: the pipeline
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;TL;DR — palette in, six files out.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;With the IR and the three passes in place, the full pipeline is short:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="k"&gt;export&lt;/span&gt; &lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;compileTheme&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;palette&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;CorePalette&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;meta&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;Meta&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;roles&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;solveRoles&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;palette&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;          &lt;span class="c1"&gt;// 3-pass constraint solver&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;theme&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;NormalizedTheme&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="nx"&gt;meta&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="na"&gt;background&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;palette&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;background&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
                                   &lt;span class="na"&gt;foreground&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;palette&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;foreground&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;roles&lt;/span&gt; &lt;span class="p"&gt;}&lt;/span&gt;

  &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="na"&gt;vscode&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;    &lt;span class="nf"&gt;compileVSCode&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;theme&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt;
    &lt;span class="na"&gt;zed&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;       &lt;span class="nf"&gt;compileZed&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;theme&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt;
    &lt;span class="na"&gt;jetbrains&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nf"&gt;compileJetBrains&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;theme&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt;
    &lt;span class="na"&gt;neovim&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;    &lt;span class="nf"&gt;compileNeovim&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;theme&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt;
    &lt;span class="na"&gt;sublime&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;   &lt;span class="nf"&gt;compileSublime&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;theme&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt;
    &lt;span class="na"&gt;helix&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;     &lt;span class="nf"&gt;compileHelix&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;theme&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Every compiler is pure and independent. Every target gets the same contrast guarantees because the solver ran before any of them saw the theme. Add a target by writing one function; change the solver once and every editor benefits.&lt;/p&gt;




&lt;h2&gt;
  
  
  What this buys you
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;TL;DR — themes become a solved problem, not a per-editor craft.&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Fewer bugs.&lt;/strong&gt; The "comment is brighter than keyword in JetBrains only" class of bug disappears. The solver hit the same targets for every compiler.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Portable identity.&lt;/strong&gt; A "Nord" and a "Gruvbox" keep their character across editors because hue is preserved while lightness adapts to each background.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Testable.&lt;/strong&gt; Every compiler is &lt;code&gt;IR → string&lt;/code&gt;. Snapshot the output. Done.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Extensible.&lt;/strong&gt; Add Helix, Kakoune, Emacs — one file each. The solver is reused.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Accessibility becomes a property, not a chore.&lt;/strong&gt; APCA is a constraint in the solver, not a lint pass after the fact.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;The hardest part of this project wasn't the compilers — they're a few hundred lines each, mostly mapping tables. It was committing to the IR. Once you decide that a theme is 30 OKLCH values with tier metadata and &lt;em&gt;nothing else&lt;/em&gt;, every downstream problem becomes tractable.&lt;/p&gt;

&lt;p&gt;If you want to see this running end-to-end — palette in the browser, six exports out, constraint solver live — I built it at &lt;a href="https://themery.dev" rel="noopener noreferrer"&gt;themery.dev&lt;/a&gt;. Source is available on request. The post is about the architecture; the product is the receipt that the architecture works.&lt;/p&gt;

</description>
      <category>ai</category>
      <category>webdev</category>
      <category>typescript</category>
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