Cleaned out the old theme code and moved padding and margins to theme

This commit is contained in:
Sasha Koshka 2023-02-26 00:44:44 -05:00
parent 7e51dc5e5a
commit 2859dc3313
7 changed files with 112 additions and 561 deletions

View File

@ -12,3 +12,16 @@ type Uniform color.RGBA
func (pattern Uniform) Draw (destination canvas.Canvas, clip image.Rectangle) {
shapes.FillColorRectangle(destination, color.RGBA(pattern), clip)
}
// Uhex creates a new Uniform pattern from an RGBA integer value.
func Uhex (color uint32) (uniform Uniform) {
return Uniform(hex(color))
}
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
}

View File

@ -2,15 +2,6 @@ package config
// Config can return global configuration parameters.
type Config interface {
// Padding returns the amount of internal padding elements should have.
// An element's inner content (such as text) should be inset by this
// amount, in addition to the inset returned by the pattern of its
// background.
Padding () int
// Margin returns how much space should be put in between elements.
Margin () int
// HandleWidth returns how large grab handles should typically be. This
// is important for accessibility reasons.
HandleWidth () int
@ -26,15 +17,6 @@ type Config interface {
// Default specifies default configuration values.
type Default struct { }
// Padding returns the default padding value.
func (Default) Padding () int {
return 7
}
// Margin returns the default margin value.
func (Default) Margin () int {
return 8
}
// HandleWidth returns the default handle width value.
func (Default) HandleWidth () int {
@ -56,19 +38,6 @@ type Wrapped struct {
Config
}
// Padding returns the amount of internal padding elements should have.
// An element's inner content (such as text) should be inset by this
// amount, in addition to the inset returned by the pattern of its
// background.
func (wrapped Wrapped) Padding () int {
return wrapped.ensure().Padding()
}
// Margin returns how much space should be put in between elements.
func (wrapped Wrapped) Margin () int {
return wrapped.ensure().Margin()
}
// HandleWidth returns how large grab handles should typically be. This
// is important for accessibility reasons.
func (wrapped Wrapped) HandleWidth () int {

View File

@ -5,6 +5,7 @@ import "golang.org/x/image/font"
import "git.tebibyte.media/sashakoshka/tomo/artist"
import "git.tebibyte.media/sashakoshka/tomo/canvas"
import "git.tebibyte.media/sashakoshka/tomo/defaultfont"
import "git.tebibyte.media/sashakoshka/tomo/artist/patterns"
// Default is the default theme.
type Default struct { }
@ -38,204 +39,37 @@ func (Default) Pattern (
) artist.Pattern {
switch pattern {
case PatternAccent:
return accentPattern
return patterns.Uhex(0xFF8800FF)
case PatternBackground:
return backgroundPattern
return patterns.Uhex(0x000000FF)
case PatternForeground:
if state.Disabled || c == C("basic", "spacer") {
return weakForegroundPattern
} else {
return foregroundPattern
}
case PatternDead:
return deadPattern
case PatternRaised:
if c == C("basic", "listEntry") {
if state.Focused {
if state.On {
return focusedOnListEntryPattern
} else {
return focusedListEntryPattern
}
} else {
if state.On {
return onListEntryPattern
} else {
return listEntryPattern
}
}
} else {
if state.Focused {
return selectedRaisedPattern
} else {
return raisedPattern
}
}
case PatternSunken:
if c == C("basic", "list") {
if state.Focused {
return focusedListPattern
} else {
return listPattern
}
} else if c == C("basic", "textBox") {
if state.Disabled {
return disabledInputPattern
} else {
if state.Focused {
return selectedInputPattern
} else {
return inputPattern
}
}
} else {
if state.Focused {
return focusedSunkenPattern
} else {
return sunkenPattern
}
}
case PatternPinboard:
if state.Focused {
return focusedTexturedSunkenPattern
} else {
return texturedSunkenPattern
}
case PatternButton:
if state.Disabled {
return disabledButtonPattern
} else {
if c == C("fun", "sharpKey") {
if state.Pressed {
return pressedDarkButtonPattern
} else {
return darkButtonPattern
}
} else if c == C("fun", "flatKey") {
if state.Pressed {
return pressedButtonPattern
} else {
return buttonPattern
}
} else {
if state.Pressed || state.On && c == C("basic", "checkbox") {
if state.Focused {
return pressedSelectedButtonPattern
} else {
return pressedButtonPattern
}
} else {
if state.Focused {
return selectedButtonPattern
} else {
return buttonPattern
}
}
}
}
case PatternInput:
if state.Disabled {
return disabledInputPattern
} else {
if state.Focused {
return selectedInputPattern
} else {
return inputPattern
}
}
case PatternGutter:
if c == C("basic", "sliderVertical") || c == C("basic", "sliderHorizontal") {
if state.Disabled {
return disabledThinScrollGutterPattern
} else {
return thinScrollGutterPattern
}
} else {
if state.Disabled {
return disabledScrollGutterPattern
} else {
return scrollGutterPattern
}
}
case PatternHandle:
if state.Disabled {
return disabledScrollBarPattern
} else {
if state.Focused {
if state.Pressed {
return pressedSelectedScrollBarPattern
} else {
return selectedScrollBarPattern
}
} else {
if state.Pressed {
return pressedScrollBarPattern
} else {
return scrollBarPattern
}
}
}
default:
return uhex(0)
return patterns.Uhex(0xFFFFFFFF)
// case PatternDead:
// case PatternRaised:
// case PatternSunken:
// case PatternPinboard:
// case PatternButton:
// case PatternInput:
// case PatternGutter:
// case PatternHandle:
default: return patterns.Uhex(0x888888FF)
}
}
// Inset returns the default inset value for the given pattern.
func (Default) Inset (pattern Pattern, c Case) Inset {
switch pattern {
case PatternRaised:
if c == C("basic", "listEntry") {
return Inset { 4, 6, 4, 6 }
} else {
return Inset { 2, 2, 2, 2 }
}
case PatternSunken:
if c == C("basic", "list") {
return Inset { 2, 1, 2, 1 }
} else if c == C("basic", "progressBar") {
return Inset { 2, 1, 1, 2 }
} else {
return Inset { 2, 2, 2, 2 }
}
// Padding returns the default padding value for the given pattern.
func (Default) Padding (pattern Pattern, c Case) artist.Inset {
return artist.Inset { 4, 4, 4, 4}
}
case PatternPinboard:
return Inset { 2, 2, 2, 2 }
case PatternInput, PatternButton, PatternHandle:
return Inset { 2, 2, 2, 2}
default: return Inset { }
}
// Margin returns the default margin value for the given pattern.
func (Default) Margin (id Pattern, c Case) image.Point {
return image.Pt(4, 4)
}
// Hints returns rendering optimization hints for a particular pattern.
// These are optional, but following them may result in improved
// performance.
func (Default) Hints (pattern Pattern, c Case) (hints Hints) {
switch pattern {
case PatternRaised:
if c == C("basic", "listEntry") {
hints.StaticInset = Inset { 0, 1, 0, 1 }
} else {
hints.StaticInset = Inset { 3, 3, 3, 3 }
}
case PatternSunken:
if c == C("basic", "list") {
hints.StaticInset = Inset { 2, 1, 2, 1 }
} else {
hints.StaticInset = Inset { 3, 3, 3, 3 }
}
case
PatternPinboard,
PatternInput,
PatternButton,
PatternHandle:
hints.StaticInset = Inset { 3, 3, 3, 3 }
}
return
}

View File

@ -1,272 +1,4 @@
package theme
import "image/color"
import "git.tebibyte.media/sashakoshka/tomo/artist"
// var backgroundPattern = artist.Gradient {
// First: uhex(0xFF0000FF),
// Second: uhex(0x00FF00FF),
// }
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 focusedSunkenPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke { Weight: 1, Pattern: accentPattern },
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.Noisy {
Low: artist.NewUniform(hex(0x97a09cFF)),
High: artist.NewUniform(hex(0x6e8079FF)),
}})
var focusedTexturedSunkenPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke { Weight: 1, Pattern: accentPattern },
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)) })
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 })
var darkButtonPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
artist.NewUniform(hex(0xaebdb9FF)),
artist.NewUniform(hex(0x3b4947FF)),
},
},
artist.Stroke { Pattern: artist.NewUniform(hex(0x6b7a75FF)) })
var pressedDarkButtonPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: strokePattern },
artist.Stroke {
Weight: 1,
Pattern: artist.Beveled {
artist.NewUniform(hex(0x3b4947FF)),
artist.NewUniform(hex(0x6b7a75FF)),
},
},
artist.Stroke { Pattern: artist.NewUniform(hex(0x6b7a75FF)) })
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 })
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 },
}
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 thinScrollGutterPattern = artist.Padded {
Fill: scrollGutterPattern,
Stroke: sunkenPattern,
Sides: []int{ 6, 6, 6, 6 },
}
var disabledScrollGutterPattern = artist.NewMultiBordered (
artist.Stroke { Weight: 1, Pattern: weakForegroundPattern },
artist.Stroke { Pattern: backgroundPattern })
var disabledThinScrollGutterPattern = artist.Padded {
Fill: disabledScrollGutterPattern,
Stroke: disabledButtonPattern,
Sides: []int{ 6, 6, 6, 6},
}
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 })
// import "image/color"
// import "git.tebibyte.media/sashakoshka/tomo/artist"

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@ -63,7 +63,7 @@ type Hints struct {
// StaticInset defines an inset rectangular area in the middle of the
// pattern that does not change between PatternStates. If the inset is
// zero on all sides, this hint does not apply.
StaticInset Inset
StaticInset artist.Inset
// Uniform specifies a singular color for the entire pattern. If the
// alpha channel is zero, this hint does not apply.
@ -82,9 +82,14 @@ type Theme interface {
// and state.
Pattern (Pattern, PatternState, Case) artist.Pattern
// Inset returns the area on all sides of a given pattern that is not
// meant to be drawn on.
Inset (Pattern, Case) Inset
// Padding returns how much space should be between the bounds of a
// pattern whatever an element draws inside of it.
Padding (Pattern, Case) artist.Inset
// Margin returns the left/right (x) and top/bottom (y) margins that
// should be put between any self-contained objects drawn within this
// pattern (if applicable).
Margin (Pattern, Case) image.Point
// Sink returns a vector that should be added to an element's inner
// content when it is pressed down (if applicable) to simulate a 3D
@ -96,57 +101,3 @@ type Theme interface {
// performance.
Hints (Pattern, Case) Hints
}
// Wrapped wraps any theme and injects a case into it automatically so that it
// doesn't need to be specified for each query. Additionally, if the underlying
// theme is nil, it just uses the default theme instead.
type Wrapped struct {
Theme
Case
}
// FontFace returns the proper font for a given style and size.
func (wrapped Wrapped) FontFace (style FontStyle, size FontSize) font.Face {
real := wrapped.ensure()
return real.FontFace(style, size, wrapped.Case)
}
// Icon returns an appropriate icon given an icon name.
func (wrapped Wrapped) Icon (name string, size IconSize) canvas.Image {
real := wrapped.ensure()
return real.Icon(name, size, wrapped.Case)
}
// Pattern returns an appropriate pattern given a pattern name and state.
func (wrapped Wrapped) Pattern (id Pattern, state PatternState) artist.Pattern {
real := wrapped.ensure()
return real.Pattern(id, state, wrapped.Case)
}
// Inset returns the area on all sides of a given pattern that is not meant to
// be drawn on.
func (wrapped Wrapped) Inset (id Pattern) Inset {
real := wrapped.ensure()
return real.Inset(id, wrapped.Case)
}
// Sink returns a vector that should be added to an element's inner content when
// it is pressed down (if applicable) to simulate a 3D sinking effect.
func (wrapped Wrapped) Sink (id Pattern) image.Point {
real := wrapped.ensure()
return real.Sink(id, wrapped.Case)
}
// Hints returns rendering optimization hints for a particular pattern.
// These are optional, but following them may result in improved
// performance.
func (wrapped Wrapped) Hints (id Pattern) Hints {
real := wrapped.ensure()
return real.Hints(id, wrapped.Case)
}
func (wrapped Wrapped) ensure () (real Theme) {
real = wrapped.Theme
if real == nil { real = Default { } }
return
}

View File

@ -1,16 +0,0 @@
package theme
import "image/color"
import "git.tebibyte.media/sashakoshka/tomo/artist"
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))
}

68
theme/wrapped.go Normal file
View File

@ -0,0 +1,68 @@
package theme
import "image"
import "golang.org/x/image/font"
import "git.tebibyte.media/sashakoshka/tomo/artist"
import "git.tebibyte.media/sashakoshka/tomo/canvas"
// Wrapped wraps any theme and injects a case into it automatically so that it
// doesn't need to be specified for each query. Additionally, if the underlying
// theme is nil, it just uses the default theme instead.
type Wrapped struct {
Theme
Case
}
// FontFace returns the proper font for a given style and size.
func (wrapped Wrapped) FontFace (style FontStyle, size FontSize) font.Face {
real := wrapped.ensure()
return real.FontFace(style, size, wrapped.Case)
}
// Icon returns an appropriate icon given an icon name.
func (wrapped Wrapped) Icon (name string, size IconSize) canvas.Image {
real := wrapped.ensure()
return real.Icon(name, size, wrapped.Case)
}
// Pattern returns an appropriate pattern given a pattern name and state.
func (wrapped Wrapped) Pattern (id Pattern, state PatternState) artist.Pattern {
real := wrapped.ensure()
return real.Pattern(id, state, wrapped.Case)
}
// Padding returns how much space should be between the bounds of a
// pattern whatever an element draws inside of it.
func (wrapped Wrapped) Padding (id Pattern) artist.Inset {
real := wrapped.ensure()
return real.Padding(id, wrapped.Case)
}
// Margin returns the left/right (x) and top/bottom (y) margins that
// should be put between any self-contained objects drawn within this
// pattern (if applicable).
func (wrapped Wrapped) Margin (id Pattern) image.Point {
real := wrapped.ensure()
return real.Margin(id, wrapped.Case)
}
// Sink returns a vector that should be added to an element's inner content when
// it is pressed down (if applicable) to simulate a 3D sinking effect.
func (wrapped Wrapped) Sink (id Pattern) image.Point {
real := wrapped.ensure()
return real.Sink(id, wrapped.Case)
}
// Hints returns rendering optimization hints for a particular pattern.
// These are optional, but following them may result in improved
// performance.
func (wrapped Wrapped) Hints (id Pattern) Hints {
real := wrapped.ensure()
return real.Hints(id, wrapped.Case)
}
func (wrapped Wrapped) ensure () (real Theme) {
real = wrapped.Theme
if real == nil { real = Default { } }
return
}