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tomo-old/theme/theme.go

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package theme
import "image"
import "image/color"
import "golang.org/x/image/font"
import "git.tebibyte.media/sashakoshka/tomo/artist"
import "git.tebibyte.media/sashakoshka/tomo/defaultfont"
// none of these colors are final! TODO: generate these values from a theme
// file at startup.
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var foregroundImage = artist.NewUniform(color.Gray16 { 0x0000})
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var disabledForegroundImage = artist.NewUniform(color.Gray16 { 0x5555})
var accentImage = artist.NewUniform(color.RGBA { 0x40, 0x80, 0x90, 0xFF})
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var highlightImage = artist.NewUniform(color.Gray16 { 0xEEEE })
var shadowImage = artist.NewUniform(color.Gray16 { 0x3333 })
var weakShadeImage = artist.NewUniform(color.Gray16 { 0x7777 })
var strokeImage = artist.NewUniform(color.Gray16 { 0x0000 })
var weakStrokeImage = artist.NewUniform(color.Gray16 { 0x3333 })
var insetShadowImage = artist.NewUniform(color.Gray16 { 0x7777 })
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var backgroundImage = artist.NewUniform(color.Gray16 { 0xAAAA})
var backgroundProfile = artist.ShadingProfile {
Highlight: highlightImage,
Shadow: shadowImage,
Stroke: strokeImage,
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Fill: backgroundImage,
StrokeWeight: 1,
ShadingWeight: 1,
}
var engravedBackgroundProfile = backgroundProfile.Engraved()
var raisedImage = artist.NewUniform(color.RGBA { 0x8D, 0x98, 0x94, 0xFF})
var raisedProfile = artist.ShadingProfile {
Highlight: highlightImage,
Shadow: shadowImage,
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Stroke: strokeImage,
Fill: raisedImage,
StrokeWeight: 1,
ShadingWeight: 1,
}
var selectedRaisedProfile = artist.ShadingProfile {
Highlight: highlightImage,
Shadow: shadowImage,
Stroke: accentImage,
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Fill: raisedImage,
StrokeWeight: 1,
ShadingWeight: 1,
}
var engravedRaisedProfile = artist.ShadingProfile {
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Highlight: weakShadeImage,
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Shadow: raisedImage,
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Stroke: strokeImage,
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Fill: raisedImage,
StrokeWeight: 1,
ShadingWeight: 1,
}
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var selectedEngravedRaisedProfile = artist.ShadingProfile {
Highlight: insetShadowImage,
Shadow: raisedImage,
Stroke: accentImage,
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Fill: raisedImage,
StrokeWeight: 1,
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ShadingWeight: 1,
}
var disabledRaisedProfile = artist.ShadingProfile {
Highlight: weakShadeImage,
Shadow: weakShadeImage,
Stroke: weakStrokeImage,
Fill: backgroundImage,
StrokeWeight: 1,
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ShadingWeight: 0,
}
var inputImage = artist.NewUniform(color.Gray16 { 0xFFFF })
var inputProfile = artist.ShadingProfile {
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Highlight: insetShadowImage,
Shadow: inputImage,
Stroke: strokeImage,
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Fill: inputImage,
StrokeWeight: 1,
ShadingWeight: 1,
}
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var selectedInputProfile = artist.ShadingProfile {
Highlight: insetShadowImage,
Shadow: inputImage,
Stroke: accentImage,
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Fill: inputImage,
StrokeWeight: 1,
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ShadingWeight: 1,
}
var disabledInputProfile = artist.ShadingProfile {
Highlight: weakShadeImage,
Shadow: backgroundImage,
Stroke: accentImage,
Fill: backgroundImage,
StrokeWeight: 1,
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ShadingWeight: 0,
}
// BackgroundProfile returns the shading profile to be used for backgrounds.
func BackgroundProfile (engraved bool) artist.ShadingProfile {
if engraved {
return engravedBackgroundProfile
} else {
return backgroundProfile
}
}
// RaisedProfile returns the shading profile to be used for raised objects such
// as buttons.
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func RaisedProfile (
engraved bool,
enabled bool,
selected bool,
) (
artist.ShadingProfile,
) {
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if enabled {
if engraved {
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if selected {
return selectedEngravedRaisedProfile
} else {
return engravedRaisedProfile
}
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} else {
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if selected {
return selectedRaisedProfile
} else {
return raisedProfile
}
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}
} else {
return disabledRaisedProfile
}
}
// InputProfile returns the shading profile to be used for input fields.
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func InputProfile (enabled bool, selected bool) artist.ShadingProfile {
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if enabled {
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if selected {
return selectedInputProfile
} else {
return inputProfile
}
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} else {
return disabledInputProfile
}
}
// BackgroundImage returns the texture/color used for the fill of
// BackgroundProfile.
func BackgroundImage () artist.Pattern {
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return backgroundImage
}
// RaisedImage returns the texture/color used for the fill of RaisedProfile.
func RaisedImage () artist.Pattern {
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return raisedImage
}
// InputImage returns the texture/color used for the fill of InputProfile.
func InputImage () artist.Pattern {
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return inputImage
}
// ForegroundImage returns the texture/color text and monochromatic icons should
// be drawn with.
func ForegroundImage () artist.Pattern {
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return foregroundImage
}
// DisabledForegroundImage returns the texture/color text and monochromatic
// icons should be drawn with if they are disabled.
func DisabledForegroundImage () artist.Pattern {
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return disabledForegroundImage
}
// AccentImage returns the accent texture/color.
func AccentImage () artist.Pattern {
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return accentImage
}
// TODO: load fonts from an actual source instead of using basicfont
// FontFaceRegular returns the font face to be used for normal text.
func FontFaceRegular () font.Face {
return defaultfont.FaceRegular
}
// FontFaceBold returns the font face to be used for bolded text.
func FontFaceBold () font.Face {
return defaultfont.FaceBold
}
// FontFaceItalic returns the font face to be used for italicized text.
func FontFaceItalic () font.Face {
return defaultfont.FaceItalic
}
// FontFaceBoldItalic returns the font face to be used for text that is both
// bolded and italicized.
func FontFaceBoldItalic () font.Face {
return defaultfont.FaceBoldItalic
}
// Padding returns how spaced out things should be on the screen. Generally,
// text should be offset from its container on all sides by this amount.
func Padding () int {
return 8
}
// SinkOffsetVector specifies a vector for things such as text to move by when a
// "sinking in" effect is desired, such as a button label during a button press.
func SinkOffsetVector () image.Point {
return image.Point { 1, 1 }
}