Chiseled is now called Beveled
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@ -2,14 +2,14 @@ package artist
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import "image/color"
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// Chiseled is a pattern that has a highlight section and a shadow section.
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type Chiseled struct {
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// Beveled is a pattern that has a highlight section and a shadow section.
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type Beveled struct {
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Highlight Pattern
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Shadow Pattern
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}
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// AtWhen satisfies the Pattern interface.
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func (chiseled Chiseled) AtWhen (x, y, width, height int) (c color.RGBA) {
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func (pattern Beveled) AtWhen (x, y, width, height int) (c color.RGBA) {
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var highlighted bool
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var bottomCorner bool
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@ -26,8 +26,8 @@ func (chiseled Chiseled) AtWhen (x, y, width, height int) (c color.RGBA) {
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}
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if highlighted {
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return chiseled.Highlight.AtWhen(x, y, width, height)
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return pattern.Highlight.AtWhen(x, y, width, height)
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} else {
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return chiseled.Shadow.AtWhen(x, y, width, height)
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return pattern.Shadow.AtWhen(x, y, width, height)
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}
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}
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@ -42,7 +42,7 @@ func (element *AnalogClock) draw () {
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bounds := element.core.Bounds()
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artist.FillRectangle (
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element.core,
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element,
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theme.SunkenPattern(),
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bounds)
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@ -20,7 +20,7 @@ type Artist struct {
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func NewArtist () (element *Artist) {
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element = &Artist { }
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element.Core, element.core = core.NewCore(element)
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element.core.SetMinimumSize(400, 400)
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element.core.SetMinimumSize(400, 480)
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return
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}
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@ -28,14 +28,14 @@ func (element *Artist) Resize (width, height int) {
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element.core.AllocateCanvas(width, height)
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bounds := element.Bounds()
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element.cellBounds.Max.X = bounds.Dx() / 4
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element.cellBounds.Max.Y = (bounds.Dy() - 48) / 4
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element.cellBounds.Max.Y = (bounds.Dy() - 48) / 5
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drawStart := time.Now()
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// 0, 0
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artist.FillRectangle (
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element,
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artist.Chiseled {
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artist.Beveled {
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Highlight: artist.NewUniform(hex(0xFF0000FF)),
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Shadow: artist.NewUniform(hex(0x0000FFFF)),
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},
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@ -107,6 +107,16 @@ func (element *Artist) Resize (width, height int) {
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x, element.cellAt(x, 3))
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}
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// 0, 4
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artist.FillEllipse (
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element,
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artist.Beveled {
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Highlight: artist.NewUniform(hex(0xFF0000FF)),
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Shadow: artist.NewUniform(hex(0x0000FFFF)),
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},
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element.cellAt(0, 4))
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// how long did that take to render?
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drawTime := time.Since(drawStart)
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textDrawer := artist.TextDrawer { }
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textDrawer.SetFace(defaultfont.FaceRegular)
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@ -6,7 +6,7 @@ var buttonPattern = artist.NewMultiBordered (
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artist.Stroke { Weight: 1, Pattern: strokePattern },
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artist.Stroke {
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Weight: 1,
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Pattern: artist.Chiseled {
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Pattern: artist.Beveled {
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Highlight: artist.NewUniform(hex(0xCCD5D2FF)),
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Shadow: artist.NewUniform(hex(0x4B5B59FF)),
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},
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@ -16,7 +16,7 @@ var selectedButtonPattern = artist.NewMultiBordered (
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artist.Stroke { Weight: 1, Pattern: strokePattern },
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artist.Stroke {
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Weight: 1,
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Pattern: artist.Chiseled {
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Pattern: artist.Beveled {
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Highlight: artist.NewUniform(hex(0xCCD5D2FF)),
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Shadow: artist.NewUniform(hex(0x4B5B59FF)),
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},
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@ -27,7 +27,7 @@ var pressedButtonPattern = artist.NewMultiBordered (
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artist.Stroke { Weight: 1, Pattern: strokePattern },
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artist.Stroke {
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Weight: 1,
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Pattern: artist.Chiseled {
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Pattern: artist.Beveled {
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Highlight: artist.NewUniform(hex(0x4B5B59FF)),
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Shadow: artist.NewUniform(hex(0x8D9894FF)),
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},
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@ -37,7 +37,7 @@ var pressedSelectedButtonPattern = artist.NewMultiBordered (
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artist.Stroke { Weight: 1, Pattern: strokePattern },
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artist.Stroke {
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Weight: 1,
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Pattern: artist.Chiseled {
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Pattern: artist.Beveled {
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Highlight: artist.NewUniform(hex(0x4B5B59FF)),
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Shadow: artist.NewUniform(hex(0x8D9894FF)),
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},
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@ -6,7 +6,7 @@ var inputPattern = artist.NewMultiBordered (
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artist.Stroke { Weight: 1, Pattern: strokePattern },
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artist.Stroke {
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Weight: 1,
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Pattern: artist.Chiseled {
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Pattern: artist.Beveled {
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Highlight: artist.NewUniform(hex(0x89925AFF)),
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Shadow: artist.NewUniform(hex(0xD2CB9AFF)),
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},
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@ -27,7 +27,7 @@ var sunkenPattern = artist.NewMultiBordered (
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artist.Stroke { Weight: 1, Pattern: strokePattern },
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artist.Stroke {
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Weight: 1,
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Pattern: artist.Chiseled {
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Pattern: artist.Beveled {
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Highlight: artist.NewUniform(hex(0x3b534eFF)),
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Shadow: artist.NewUniform(hex(0x97a09cFF)),
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},
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