Removed most of stuff that will be replaced

This commit is contained in:
Sasha Koshka 2023-01-31 11:29:26 -05:00
parent 0c5cc6ff74
commit 0667cf1b27
6 changed files with 0 additions and 434 deletions

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@ -1,48 +0,0 @@
package theme
import "git.tebibyte.media/sashakoshka/tomo/artist"
var buttonPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
artist.NewUniform(hex(0xCCD5D2FF)),
artist.NewUniform(hex(0x4B5B59FF)),
},
},
artist.Stroke { Pattern: artist.NewUniform(hex(0x8D9894FF)) })
var selectedButtonPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
artist.NewUniform(hex(0xCCD5D2FF)),
artist.NewUniform(hex(0x4B5B59FF)),
},
},
artist.Stroke { Weight: 1, Pattern: accentPattern },
artist.Stroke { Pattern: artist.NewUniform(hex(0x8D9894FF)) })
var pressedButtonPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
artist.NewUniform(hex(0x4B5B59FF)),
artist.NewUniform(hex(0x8D9894FF)),
},
},
artist.Stroke { Pattern: artist.NewUniform(hex(0x8D9894FF)) })
var pressedSelectedButtonPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
artist.NewUniform(hex(0x4B5B59FF)),
artist.NewUniform(hex(0x8D9894FF)),
},
},
artist.Stroke { Pattern: artist.NewUniform(hex(0x8D9894FF)) })
var disabledButtonPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: weakForegroundPattern },
artist.Stroke { Pattern: backgroundPattern })

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@ -1,21 +0,0 @@
package theme
import "git.tebibyte.media/sashakoshka/tomo/artist"
var inputPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
artist.NewUniform(hex(0x89925AFF)),
artist.NewUniform(hex(0xD2CB9AFF)),
},
},
artist.Stroke { Pattern: artist.NewUniform(hex(0xD2CB9AFF)) })
var selectedInputPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke { Weight: 1, Pattern: accentPattern },
artist.Stroke { Pattern: artist.NewUniform(hex(0xD2CB9AFF)) })
var disabledInputPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: weakForegroundPattern },
artist.Stroke { Pattern: backgroundPattern })

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@ -1,43 +0,0 @@
package theme
import "git.tebibyte.media/sashakoshka/tomo/artist"
var listPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
uhex(0x383C3AFF),
uhex(0x999C99FF),
},
},
artist.Stroke { Pattern: uhex(0x999C99FF) })
var focusedListPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke { Weight: 1, Pattern: accentPattern },
artist.Stroke { Pattern: uhex(0x999C99FF) })
var listEntryPattern = artist.Padded {
Stroke: uhex(0x383C3AFF),
Fill: uhex(0x999C99FF),
Sides: []int { 0, 0, 0, 1 },
}
var onListEntryPattern = artist.Padded {
Stroke: uhex(0x383C3AFF),
Fill: uhex(0x6e8079FF),
Sides: []int { 0, 0, 0, 1 },
}
var focusedListEntryPattern = artist.Padded {
Stroke: accentPattern,
Fill: uhex(0x999C99FF),
Sides: []int { 0, 1, 0, 1 },
}
var focusedOnListEntryPattern = artist.Padded {
Stroke: accentPattern,
Fill: uhex(0x6e8079FF),
Sides: []int { 0, 1, 0, 1 },
}

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@ -1,7 +1,6 @@
package theme
import "image"
import "git.tebibyte.media/sashakoshka/tomo/artist"
// Case sepecifies what kind of element is using a pattern. It contains a
// namespace parameter and an element parameter. The element parameter does not
@ -90,150 +89,3 @@ func (inset Inset) Inverse () (prime Inset) {
inset[3] * -1,
}
}
// AccentPattern returns the accent pattern, which is usually just a solid
// color.
func AccentPattern (state PatternState) (pattern artist.Pattern, inset Inset) {
return accentPattern, Inset { }
}
// BackgroundPattern returns the main background pattern.
func BackgroundPattern (state PatternState) (pattern artist.Pattern, inset Inset) {
return backgroundPattern, Inset { }
}
// DeadPattern returns a pattern that can be used to mark an area or gap that
// serves no purpose, but still needs aesthetic structure.
func DeadPattern (state PatternState) (pattern artist.Pattern, inset Inset) {
return deadPattern, Inset { }
}
// ForegroundPattern returns the color text should be.
func ForegroundPattern (state PatternState) (pattern artist.Pattern, inset Inset) {
if state.Disabled {
return weakForegroundPattern, Inset { }
} else {
return foregroundPattern, Inset { }
}
}
// InputPattern returns a background pattern for any input field that can be
// edited by typing with the keyboard.
func InputPattern (state PatternState) (pattern artist.Pattern, inset Inset) {
if state.Disabled {
return disabledInputPattern, Inset { 1, 1, 1, 1 }
} else {
if state.Focused {
return selectedInputPattern, Inset { 1, 1, 1, 1 }
} else {
return inputPattern, Inset { 1, 1, 1, 1 }
}
}
}
// ListPattern returns a background pattern for a list of things.
func ListPattern (state PatternState) (pattern artist.Pattern, inset Inset) {
if state.Focused {
pattern = focusedListPattern
inset = Inset { 2, 1, 2, 1 }
} else {
pattern = listPattern
inset = Inset { 2, 1, 1, 1 }
}
return
}
// ItemPattern returns a background pattern for a list item.
func ItemPattern (state PatternState) (pattern artist.Pattern, inset Inset) {
if state.Focused {
if state.On {
pattern = focusedOnListEntryPattern
} else {
pattern = focusedListEntryPattern
}
} else {
if state.On {
pattern = onListEntryPattern
} else {
pattern = listEntryPattern
}
}
inset = Inset { 4, 6, 4, 6 }
return
}
// ButtonPattern returns a pattern to be displayed on buttons.
func ButtonPattern (state PatternState) (pattern artist.Pattern, inset Inset) {
if state.Disabled {
return disabledButtonPattern, Inset { 1, 1, 1, 1 }
} else {
if state.Pressed {
if state.Focused {
return pressedSelectedButtonPattern, Inset {
2, 0, 0, 2 }
} else {
return pressedButtonPattern, Inset { 2, 0, 0, 2 }
}
} else {
if state.Focused {
return selectedButtonPattern, Inset { 1, 1, 1, 1 }
} else {
return buttonPattern, Inset { 1, 1, 1, 1 }
}
}
}
}
// GutterPattern returns a pattern to be used to mark a track along which
// something slides.
func GutterPattern (state PatternState) (pattern artist.Pattern, inset Inset) {
if state.Disabled {
return disabledScrollGutterPattern, Inset { 0, 0, 0, 0 }
} else {
return scrollGutterPattern, Inset { 0, 0, 0, 0 }
}
}
// HandlePattern returns a pattern to be displayed on a grab handle that slides
// along a gutter.
func HandlePattern (state PatternState) (pattern artist.Pattern, inset Inset) {
if state.Disabled {
return disabledScrollBarPattern, Inset { 1, 1, 1, 1 }
} else {
if state.Focused {
if state.Pressed {
return pressedSelectedScrollBarPattern, Inset { 1, 1, 1, 1 }
} else {
return selectedScrollBarPattern, Inset { 1, 1, 1, 1 }
}
} else {
if state.Pressed {
return pressedScrollBarPattern, Inset { 1, 1, 1, 1 }
} else {
return scrollBarPattern, Inset { 1, 1, 1, 1 }
}
}
}
}
// SunkenPattern returns a general purpose pattern that is sunken/engraved into
// the background.
func SunkenPattern (state PatternState) (pattern artist.Pattern, inset Inset) {
return sunkenPattern, Inset { 1, 1, 1, 1 }
}
// RaisedPattern returns a general purpose pattern that is raised up out of the
// background.
func RaisedPattern (state PatternState) (pattern artist.Pattern, inset Inset) {
if state.Focused {
return selectedRaisedPattern, Inset { 1, 1, 1, 1 }
} else {
return raisedPattern, Inset { 1, 1, 1, 1 }
}
}
// PinboardPattern returns a textured backdrop pattern. Anything drawn within it
// should have its own background pattern.
func PinboardPattern (state PatternState) (pattern artist.Pattern, inset Inset) {
return texturedSunkenPattern, Inset { 1, 1, 1, 1 }
}

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@ -1,63 +0,0 @@
package theme
import "git.tebibyte.media/sashakoshka/tomo/artist"
var scrollGutterPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
artist.NewUniform(hex(0x3b534eFF)),
artist.NewUniform(hex(0x6e8079FF)),
},
},
artist.Stroke { Pattern: artist.NewUniform(hex(0x6e8079FF)) })
var disabledScrollGutterPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: weakForegroundPattern },
artist.Stroke { Pattern: backgroundPattern })
var scrollBarPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
artist.NewUniform(hex(0xCCD5D2FF)),
artist.NewUniform(hex(0x4B5B59FF)),
},
},
artist.Stroke { Pattern: artist.NewUniform(hex(0x8D9894FF)) })
var selectedScrollBarPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
artist.NewUniform(hex(0xCCD5D2FF)),
artist.NewUniform(hex(0x4B5B59FF)),
},
},
artist.Stroke { Weight: 1, Pattern: accentPattern },
artist.Stroke { Pattern: artist.NewUniform(hex(0x8D9894FF)) })
var pressedScrollBarPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
artist.NewUniform(hex(0xCCD5D2FF)),
artist.NewUniform(hex(0x4B5B59FF)),
},
},
artist.Stroke { Weight: 1, Pattern: artist.NewUniform(hex(0x8D9894FF)) },
artist.Stroke { Pattern: artist.NewUniform(hex(0x7f8c89FF)) })
var pressedSelectedScrollBarPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
artist.NewUniform(hex(0xCCD5D2FF)),
artist.NewUniform(hex(0x4B5B59FF)),
},
},
artist.Stroke { Weight: 1, Pattern: accentPattern },
artist.Stroke { Pattern: artist.NewUniform(hex(0x7f8c89FF)) })
var disabledScrollBarPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: weakForegroundPattern },
artist.Stroke { Pattern: backgroundPattern })

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@ -1,116 +1,5 @@
package theme
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.
func hex (color uint32) (c color.RGBA) {
c.A = uint8(color)
c.B = uint8(color >> 8)
c.G = uint8(color >> 16)
c.R = uint8(color >> 24)
return
}
func uhex (color uint32) (pattern artist.Pattern) {
return artist.NewUniform(hex(color))
}
var accentPattern = artist.NewUniform(hex(0x408090FF))
var backgroundPattern = artist.NewUniform(color.Gray16 { 0xAAAA })
var foregroundPattern = artist.NewUniform(color.Gray16 { 0x0000 })
var weakForegroundPattern = artist.NewUniform(color.Gray16 { 0x4444 })
var strokePattern = artist.NewUniform(color.Gray16 { 0x0000 })
var sunkenPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
artist.NewUniform(hex(0x3b534eFF)),
artist.NewUniform(hex(0x97a09cFF)),
},
},
artist.Stroke { Pattern: artist.NewUniform(hex(0x97a09cFF)) })
var texturedSunkenPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
artist.NewUniform(hex(0x3b534eFF)),
artist.NewUniform(hex(0x97a09cFF)),
},
},
// artist.Stroke { Pattern: artist.Striped {
// First: artist.Stroke {
// Weight: 2,
// Pattern: artist.NewUniform(hex(0x97a09cFF)),
// },
// Second: artist.Stroke {
// Weight: 1,
// Pattern: artist.NewUniform(hex(0x6e8079FF)),
// },
// }})
artist.Stroke { Pattern: artist.Noisy {
Low: artist.NewUniform(hex(0x97a09cFF)),
High: artist.NewUniform(hex(0x6e8079FF)),
}})
var raisedPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
artist.NewUniform(hex(0xDBDBDBFF)),
artist.NewUniform(hex(0x383C3AFF)),
},
},
artist.Stroke { Pattern: artist.NewUniform(hex(0xAAAAAAFF)) })
var selectedRaisedPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
artist.NewUniform(hex(0xDBDBDBFF)),
artist.NewUniform(hex(0x383C3AFF)),
},
},
artist.Stroke { Weight: 1, Pattern: accentPattern },
artist.Stroke { Pattern: artist.NewUniform(hex(0xAAAAAAFF)) })
var deadPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke { Pattern: artist.NewUniform(hex(0x97a09cFF)) })
// TODO: load fonts from an actual source instead of using defaultfont
// 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 the amount of internal padding elements should have. An
// element's inner content (such as text) should be inset by this amount,